Kermalicious (talk | contribs) |
Kermalicious (talk | contribs) |
||
Line 80: | Line 80: | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Medium | | Difficulty = Medium | ||
| Damage = | | Damage = 444,200 pre-flash | ||
| Meter = ? | | Meter = ? | ||
| Video = | | Video = |
Revision as of 18:45, 15 April 2025
Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
To DO
(glaive) 5M2H > 236L, Delay 5LM, Delay S (Sideswitches)
(glaive) 5M2H > 236L, Delay 5LS
(Reflector) 2L5MH > 22M, 5M2H > 236L, Delay 5LS > Jump j.5M > j.236H, Delay j.5[H], Land 236[L], 5H2H > 236L > 236XX
(Glaive) 5M2H > 236L, Delay 5LM > 236M, j.5M
Double stance cancel in hitstun allows for something like (glaive) 5M > 22LM > 5MH2H
Hypothetical practical use for double stance cancel: SJ S, j.3H > 22LM, 5HS > 236XX, j.3H > 236XX
(glaive) j.5M3H > 22L, j.5HS (instant overhead)
(glaive) (2/5)LM2H > 236L, Delay 5LMH > 236L (Psuedo sword loop that allows for L starter)
Cherry Bomb glitch
(glaive) j.3H > 236H, j.5H, Land 5H > 236L, 5S (Instant double overhead)
236[L] might be able to restand?
Hypo0thetical level 3 ender: 5S > Jump j.3H > 22XM > 5M > 236L > 623XX
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Basic BnB in all three stances. Include the (2LM > 22L)
if starting the bnb in Glaive Stance or Beads Stance. Linking the j.3H after the j.5S can be a bit unintuitive at first but is part of the ender for Sword Loops later on.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Looping 236L combo in Glaive Stance that ends in Reflector Stance after the hyper. Here are some (UNTESTED) ways to route into this off of starters in each stance:
- Reflector Stance
2LM5H > 22M, [Sword Loops]
(TESTED)623L/623M, 22M, Airdash > j.3H > 22L, j.5H, Land 6H~H > 22M, [Sword Loops]
Throw, Dash > 5M6H~H > 22M, [Sword Loops]
- Glaive Stance
2LMH > 22L, 5H6H > 22M, [Sword Loops]
2H > 22L > 5M6H~H > 22M, [Sword Loops]
Throw, Dash > 5MH > 236L, [Sword Loops]
- Beads Stance
2LM > 22L > 2LMH6H > 22M, [Sword Loops]
- (See below for comboing after a throw in Beads Stance)
Longer combo after a launcher in Glaive Stance, requires low to medium hitstun. This is the best way to combo into level 3 as well. In order for this combo to work, the j.5M must connect as close to the ground as possible. In the corner, you can add more damage with 6H~H~H~H > dash > 5S > 2369XX
instead of 5H2H > 236L > 236XX
. Depending on the screen position, you can also follow up the hyper with j.3H.
Here are some common ways to route into this off of starters in each stance:
- Reflector Stance
2LMH6H > 22M, [Glaive Double Groundbounce]
623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Glaive Double Groundbounce]
Throw, Dash > 5M6H~H > 22M, [Glaive Double Groundbounce]
- Glaive Stance
2LMH > 22L, 5H6H > 22M, [Glaive Double Groundbounce]
2H > 22L > 5M6H~H > 22M, [Glaive Double Groundbounce]
Throw, Dash > 5MH > 236L, [Glaive Double Groundbounce]
- Beads Stance
2LM > 22L > 2LMH6H > 22M, [Glaive Double Groundbounce]
Throw, Dash > 5MS > Jump > j.5H > 22M, [Glaive Double Groundbounce starting with j.5M]
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Singular sword loop rep before the double groundbounce ender.
Instant overhead converts into modified sword loops. The combo does not continue after launcher as routing into Okami Shuffle without a groundbounce at this level of hitstun is impossible.
Hard Tag Setups
Simple follow up to a launcher in Glaive Stance that side switches for a hard tag combo with a character like Doom. Route into this the same way you would the Glaive Double Groundbounce to keep your hitstun low. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation Here).
Simple follow up to a launcher in Glaive Stance that allows for a hard tag combo in the corner with a character like Doom. Route into this the same way you would the Glaive Double Groundbounce to keep your hitstun low. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation Here).
Comboing in X-Factor
Incredibly easy and practical X-Factor 3 infinite. The most straight forward way route into the infinite is through the Glaive Double Groundbounce.
This looks like: (Glaive Stance) 5S > Jump, j.5M > j.236H, delay j.5[H], Land, Microwalk (6H~H~H~H > dash) x Until X-Factor ends
.
Comboing in Vale
TODO
Solo Combo Theory
Overview
Ammy's solo combos are pretty strictly divided into pre- and post-launcher segments. Launcher is best to preform in Glaive Stance as it gives you access to an additional groundbounce in j.3H and forced ground bounces in j.5[H] and 6H~H~H~H, but sometimes this is not possible.
Post-Launcher
There are two follow up routes to a Glaive Stance launcher, one for low hitstun and one for high:
High Hitstun Launcher Combo: 5S > Jump, Delay j.5MMS, j.3H, Land 22L, (Dash?) 5HS > 2369XX
Low Hitstun Launcher Combo: 5S > Jump, j.5M > j.236H, delay j.5[H], land 236[L], 5H2H > 236L > 236XX
The Low Hitstun Launcher Combo also contains higher damage variations based on screen position. In the corner, you can add more damage with 6H~H~H~H > dash > 5S > 2369XX
instead of 5H2H > 236L > 236XX
. Depending on the screen position, you can also follow up the hyper with j.3H.
In Beads Stance, routing into a Glaive Stance launcher can be difficult or impossible. When that is the case, you can instead preform the launcher in Beads Stance and follow up with a modified version of the Low Hitstun Launcher Combo that can be used the same way.
Low Hitstun Launcher Combo (Bead Stance Modification): 5S > Jump, j.5H > 22M, j.5M > j.236H, delay j.5[H], land 236[L], 5H2H > 236L > 236XX
Pre-Launcher
It is best to route into the Low Hitstun Launcher Combo in as few hits as possible. This is generally done by linking into (Reflector Stance) 6H > 22M, 5S
or (Reflector Stance) 6H~H > 22M, 5S
. The routing into the High Hitstun Launcher Combo can be much longer, making up for its lower damage.
The two most common routes into the High Hitstun Launcher Combo are Jump Loops in Reflector Stance and Sword Loops in Glaive Stance:
Jump Loops: (2H > Jump, j.5H, Delay j.5H, Delay j.5H, Land) x 2, 6H > 22M, [High Hitstun Launcher Combo]
Sword Loops: (5MH2H > 236L) x 2, [High Hitstun Launcher Combo]
Chaining
Chaining 5H into 2H is vital for Ammy's Sword Loops, but her chain rules can sometimes get in the way of this. Specifically, 5H cannot chain into 2H if the chain was started with a light normal. This presents a problem when starting combos with Ammy's light normals in Glaive Stance. There are two ways to circumvent this when trying to route into Sword Loops. Either you can briefly switch to another stance before switching back to Glaive Stance (e.g. 2L5M > 22L > 5LMH > 22M > [Sword Loops]). Or you can perform a modified version of Sword Loops remaining in Glaive Stance: 2LMH > 236L, Delay 5LMH > 236L.
OTGs
Ammy's only OTG also groundbounces, and Ammy cant combo after if the groundbounce has already been used. Avoid knocking down too early in the combo as this will limit Ammy's options later in the combo. Especially, avoid comboing off of throw and counter with j.3H as this leads to suboptimal followups.
Vale of Mist
Although Ammy has access to a forced groundbounces in Glaive Stance with j.5[H] and 6H~H~H~H, it is difficult to make use of them for extending combos. j.5[H] lengthy startup (36 frames) and 6H~H~H~H only groundbounces against airborne opponents. However, her slowdown hyper 214XX (Vale of Mist) causes your opponent's hitstun to last 33% longer, allowing for easier use of these forced groundbounces. The easiest method is simply looping the j.[H] into itself repeatedly: (j.[H], rejump) x Until Vale runs out
. Vale of Mist also allows for enough time to dash and connect another 6H after the groundbounce of 6H~H~H~H, which gives Ammy the same loop she has in X-factor: (6H~H~H~H, Dash) x Until Vale runs out
The trickier part however, lies into comboing into the 214XX itself. Since 214XX is Air-OK, there do exist ways to cancel into it, and then follow up with a combo afterwards (generally accomplished by cancelling a move that causes a groundbounce into the hyper). However, at the time of writing, these methods all result in less damage and meter gain than using her meter for 236XX.
Known and theorized 214XX routes:
- Reflector Stance
2LMH6H > 22M, 5S > Jump, Delay j.5M > j.236H, j.5[H] > j.214XX, j.3H > 22L,
- Glaive Stance
j.3[H] > j.214XX > 5L,
j.236S > 214XX > j.3H,
5S > Jump, j.5M3H > j.214XX, j.5M > land > (6H~H~H~H, Dash) x Until Vale ends,
5S > Jump, j.5M3H > j.214XX, j.5M > 22L, j.5HS, Land 22M, 214(X?), Jump, j.3H > 22L,
j.236S > j.214XX, j.3H > 22XM,
- Beads Stance
Meter Spending
Currently need to do work exploring the most efficient ways to spend two bars of hyper meter. Most likely route is: (Glaive Stance) 236XX, j.3H (> j.236S) > 236XX
after a combo that retains a groundbounce. Potentially there is a combo which routes into 214XX after a 236XX, looping forced groundbounces to kill and still having some remaining duration of Vale of Mist to set up an incoming mixup.
X-Factor
TODO
Test if j.5[H] loops work.
Sample Team Combos
Ammy/Thor/Dorm
Ammy/Doom synergy playlist
Ammy/Frank Level-up route
VJoe/Rocket/Ammy
Ammy/Spencer/Taskmaster
Ammy/Strange Palm Loop setup
"Cherry Bomb" TAC Glitch
TAC Infinites
Corner Down TAC
Midscreen Up TAC
Video Guides
Main combo video this page is based off of:
Alternative/additional Amaterasu routes can be found in the videos below, your mileage may vary.