|
|
Line 514: |
Line 514: |
| == Mission Mode == | | == Mission Mode == |
| <youtube>8ZpqmJCPRt8</youtube> | | <youtube>8ZpqmJCPRt8</youtube> |
|
| |
| == Strategy ==
| |
|
| |
| === Tips and Tricks ===
| |
| * While learning Amaterasu, do not be afraid to lose. Take your time learning each weapon separately before trying to combine all of her techniques into one gameplan. Remember to experiment and find out what you can crouch under as one of the shortest characters in the game. The knowledge will add up to a much deadlier character in the future.
| |
| * Play the matchup when using Amaterasu. If your opponent's character is weak to rush down, then rush him down. If he is weak to keep away, keep him out!
| |
| * Be ready for a quick, nearly full screen punish using the Okami Shuffle super.
| |
| * Don't be afraid to slow your opponent's down with the Vale of Mist. Meter gain stops during this, but the damage you get or the escape you make can be invaluable. Try DHCing into this super for a safe switch.
| |
| * The ideal way to switch weapons midcombo is to connect a Down+Heavy then quickly Down+(weapon change button), as opposed to Down+Heavy then ''Down+Down''+(Weapon Change Button). Doing this allows you to continue the combo easier as you are performing one less command input, using the Down+Heavy as one of the Down commands for the weapon change. Here are animated GIFs to visually describe to perform this.
| |
|
| |
| 1- Quick Weapon change done ''at the end of a 3-hit combo'' at this link here
| |
|
| |
| [[File:AmmyEzWepChange.gif]] (Practice this first)
| |
|
| |
| 2- Quick Weapon change ''in the middle of a 3-hit combo'' here
| |
|
| |
| [[File:AmmyEzWepChange2.gif]] (Practice this second)
| |
|
| |
|
| == Tips for Fighting Amaterasu == | | == Tips for Fighting Amaterasu == |
Amaterasu
Amaterasu, the sun goddess, lost her physical form defeating the True Orochi. 100 years later she was resurrected in the form of a wolf who now uses her powers to restore beauty to the islands of Japan.
In a nutshell
Amaterasu is a very unique and versatile character due to her extensive weapons and swift defense. She is well equiped to force the opponent into a corner through the use of her Thunder Edge and airdash creating situations to increase preasure and extend combos, also with the use of airdash. A new change to the game system in Ultimate prevents blocking while airdashing which leaves her vulnerable to counter attacks. Lastly, Ammy is shorter than many standing attacks leaving the opponent vulnerable to retaliation.
Players to Watch
TA|Moonz, Zak Bennet, Marlinpie, LLND, X-Ray, Udaterasu, Full Schedule
Character Vitals
X-Factor Damage Boost:
20 %
40 %
60 %
X-Factor Speed Boost:
20 %
30 %
40 %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
20 %
30 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
30 %
Video Guides
Move List
Assist Types

Solar Flare
Extra Instant
0
proj reflector
Okami Shuffle

Bloom
Extra Instant
0
Fills 30% of one
H.C. Gauge
Okamu Shuffle

Cold Star
shot tiltdown
20,000 X 8
(113,600)
proj
freezes opponent
Okami Shuffle
Normal Moves : Solar Flare Weapon Stance
Crouching Light
d + l
28,000
rpdfire low
Crouching Medium
d + m
50,000
low
Standing Heavy
h
60,000
chains to d + H
Crouching Heavy
d + h
60,000
low
softknockdown
Special
s
70,000
launch nocancel
Reflector Chain Combo Ichi
f + H
60,000
Ni
San
Shi
Solar Flare Attack
from Ichi, H
H
H
h
60,000
60,000
60,000
60,000
Jumping Light
air l
35,000
high
Jumping Medium
air m
48,000
high
Jumping Heavy
air h
60,000
high
can chain into itself to 3 hits
Jumping Special
air s
70,000
high aircombofinisher
softknockdown vs airborne opponent
Normal Moves : Thunder Edge Weapon Stance
Crouching Light
d + l
28,000
rpdfire low
Crouching Medium
d + m
50,000
low
Standing Heavy
h
80,000
chains to d + H
Crouching Heavy
d + h
80,000
low
softknockdown
Special
s
70,000
launch nocancel
Glaive Chain Combo Ichi
f + H
80,000
can be charged
Glaive Chain Combo Ichi
(Charged version)
f + H charge
100,000
stagger
Ni
San
Thunder Edge Slash
from Ichi, H
H
h
80,000
80,000
80,000
can be charged
can be charged
forced groundbounce can be charged
Ni
San
Thunder Edge Slash
(charged versions)
from Ichi, H charge
H charge
h charge
100,000
100,000
100,000
stagger
stagger
stagger
Jumping Light
air l
35,000
high
Jumping Medium
air m
48,000
high
Jumping Heavy
air h
90,000
high
can be charged
Jumping Heavy
(Charged Version)
air h charge
110,000
high
forcedgroundbounce
Jumping Special
air s
70,000
high aircombofinisher
softknockdown vs airborne opponent
Thunder Edge Stab
air df + h
90,000
can be charged
otg
groundbounce vs airborne opponent
Thunder Edge Stab
(Charged Version)
air df + h charge
120,000
stagger
otg
groundbounce vs airborne opponent
Normal Moves : Devout Beads Weapon Stance
Crouching Light
d + l
28,000
rpdfire low
Crouching Medium
d + m
50,000
low
Standing Heavy
h
25,000 X 4
(79,500)
chains to d + H
Crouching Heavy
d + h
25,000 X 4
(79,500)
low
softknockdown
Special
s
70,000
launch nocancel
Rosary Chain Combo Ichi
f + H
25,000 X 4
(79,500)
Ni
San
Shi
Devout Beads Whip
from Ichi, H
H
H
h
25,000 X 4
25,000 X 4
25,000 X 4
25,000 X 4
(153,900)
(163,900 for full rosary combo)
softknockdown
Jumping Light
air l
35,000
high
Jumping Medium
air m
48,000
high
Jumping Heavy
air h
25,000 X 4
(79,500)
high
Jumping Special
air s
70,000
high aircombofinisher
softknockdown vs airborne opponent
Throws
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown
Universal Special Moves
Head Charge L / M
air qcf + l / m
70,000
Head Charge H
air qcf + h
70,000
groundbounce
Power Slash
(Paper)
qcb + atk
80,000
proj
Weapon Change
d , d + atk
0
L changes to Solar Flare
M changes to Thunder Edge
H changes to Devout Beads
Solar Flare Stance Special Moves
Solar Flare L
dp + l
150,000
can be charged
Counter vs high and mid
cptr
hardknockdown
Solar Flare M
dp + m
150,000
can be charged
Counter vs low
cptr
hardknockdown
Solar Flare H
dp + h
varies
can be charged
proj reflector
if proj cant be reflected:
projnull instead
Thunder Edge Stance Special Moves
Thunder Edge
qcf + atk
100,000
can be charged
L stabs f
m stabs uf
h stabs u
Thunder Edge
(Charged Version)
qcf + atk charge
150,000
softknockdown
Glaive Chop
air qcf + s
10,000 X 3 + 30,000 X 3
hits and damage can vary
slightly by height and angle
Devout Beads Stance Special Moves
Cold Star
qcf + atk
20,000 X 1 ~ 8
(20,000 ~ 113,600)
proj
mashable
freezes opponent
atk used determines angle:
l shoots f
m shoots uf
h jumps and shoots df
Hyper Moves
Okami Shuffle
qcf + atk + atk
70,000
+ 10,000 per ice hit
+ 7,000 per lightning hit
+ 80,000 for final bolt
(295,800)
Damage varies by screen location
airok proj
soft knockdown for first hit
otg hardknockdown
for all other hits.
Doesn't scale normally with combo.
More research required.
Vale of Mist
qcb + atk + atk
0
airok
slow state that affects only
opponent's team.
lasts 5 seconds.
Divine Instruments
dp + atk + atk
400,000 ~ 440,000
Mashable
Level 3 Hyper.
Frame Data
Move Name
|
Startup
|
Active
|
Recovery
|
Adv. On Guard
|
Adv. On Hit
|
Notes
|
|
3
|
2
|
11
|
-1
|
-1
|
|
|
6
|
6
|
12
|
-1
|
-1
|
|
Solar Flare
|
8
|
4
|
16
|
+2
|
+2
|
|
Thunder Edge
|
13
|
4
|
17
|
+1
|
+1
|
|
Devout Beads
|
15
|
4
|
30
|
-9
|
+0
|
|
Crouch
|
4
|
2
|
12
|
-2
|
-2
|
|
Crouch
|
7
|
6
|
12
|
-1
|
-1
|
|
Solar Flare Crouch
|
9
|
4
|
16
|
+2
|
-
|
|
Thunder Edge Crouch
|
13
|
4
|
19
|
-1
|
-
|
|
Devout Beads Crouch
|
13
|
4
|
26
|
-5
|
-
|
|
|
7
|
6
|
18
|
-2
|
-
|
|
Jump
|
4
|
4
|
14
|
+8
|
+8
|
|
Jump
|
7
|
3
|
20
|
+13
|
+13
|
|
Solar Flare Jump
|
9
|
5
|
20
|
+17
|
+17
|
|
Thunder Edge Jump
|
17
|
4
|
17
|
+17
|
+17
|
|
Thunder Edge Jump Hold
|
36
|
4
|
17
|
+17
|
-
|
|
Devout Beads Jump
|
18
|
5
|
18
|
+17
|
+17
|
|
Jump
|
11
|
3
|
22
|
+14
|
+14
|
|
Jump / / / +
|
13
|
-
|
Until Grounded
|
-
|
-
|
|
Forward Throw
|
1
|
1
|
-
|
-
|
-
|
|
Back Throw
|
1
|
1
|
-
|
-
|
-
|
|
Forward Air Throw
|
1
|
1
|
-
|
-
|
-
|
|
Back Air Throw
|
1
|
1
|
-
|
-
|
-
|
|
Assist
|
31
|
24
|
96
|
|
|
|
Assist
|
42
|
8(9)43
|
125
|
|
|
|
Assist
|
25
|
-
|
180
|
|
|
|
Snap Back
|
2
|
6
|
12
|
+4
|
-
|
|
Head Charge /
|
13
|
15
|
13
|
-6
|
-6
|
|
Head Charge
|
18
|
Until Hit or Grounded
|
50
|
-7
|
-
|
|
Power Slash
|
10
|
-
|
26
|
+6
|
+6
|
|
Weapon Change
|
-
|
10
|
-
|
-
|
-
|
|
Solar Flare
|
4
|
17
|
7
|
-
|
-
|
|
Thunder Edge
|
12/33 At full charge
|
6/11
|
20/16
|
-1/+1
|
+1/-
|
|
Glaive Chop
|
21
|
Until Hit or Grounded
|
31
|
-14
|
+8
|
|
Cold Star
|
13
|
1-101
|
22-35
|
-1~ -22
|
-1~ -14
|
|
Cold Star
|
13
|
1-96
|
22-35
|
-1~ -14
|
-1~ -14
|
|
Cold Star
|
18
|
1-92
|
33
|
-12
|
-12
|
|
Okami Shuffle
|
18+4
|
184
|
4
|
+1
|
-
|
|
Vale of Mist
|
20+1
|
-
|
27
|
-
|
-
|
|
Divine Instruments
|
8+2
|
15
|
35
|
-28
|
-
|
|
Mission Mode
Tips for Fighting Amaterasu
1. Recognize her limited approach options
All she has is air dash forward, glaive dive, and ground dash. Analyze your characters options, and you will likely find good buttons for dealing with her.
2. Abuse the recovery on her counters
Since ammy has to technically make educated guesses when using her reflector counters, you can easily abuse this by baiting them then grabbing or going low/high depending on which counter the ammy player is using. Additionally, for ammys that use projectile counter a lot, you can vary your approach to compensate for this.
3. Snap in Ammy!!
This cannot be emphasized enough. She is a legitimate problem with xfactor, and it is best to snap her in when given the opportunity, especially if the ammy player is using doom/ammy.
4. Mess with her Hurtbox
Amaterasu has a small vertical hitbox, but her body extends horizontally, which can make it difficult for her to block many setups.
5. Punish Okami Shuffle
Teleport users can simply teleport after the fire stage to get behind her and punish her. Warning: do not teleport during the beginning of the super as the fire does hit behind her. Non teleport users can grab her out of the super if they are close enough. Set a recording dummy to okami shuffle and practice methods of punishing her.