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{{TheoryBox | {{TheoryBox | ||
| Title = | | Title = j.[H] Groundbounce Launcher Combo | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Medium | | Difficulty = Medium | ||
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| content = | | content = | ||
The second part of the All Stance BnB forms the core Glaive Launcher Combo that you generally want to route into. In the corner, you can add more damage with <code>{{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} > dash > {{clr|S|5S}} > 2369XX</code> instead of <code>{{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper like so: <code>236XX > {{clr|H|3H}} > {{clr|L|22L}}</code>. <br> | The second part of the All Stance BnB forms the core Glaive Launcher Combo that you generally want to route into. In the corner, you can add more damage with <code>{{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} > dash > {{clr|S|5S}} > 2369XX</code> instead of <code>{{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper like so: <code>236XX > {{clr|H|3H}} > {{clr|L|22L}}</code>. <br> | ||
Here are some common ways to route into the Glaive Launcher Combo off of starters in each stance | Here are some common ways to route into the Glaive Launcher Combo off of starters in each stance: | ||
*'''{{clr|L|Reflector Stance}}''' | *'''{{clr|L|Reflector Stance}}''' | ||
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**<code> {{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}} > {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code> | **<code> {{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}} > {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code> | ||
**<code> Throw > Dash > {{clr|M|5M}}{{clr|S|S}} > Jump > {{clr|H|j.5H}} > {{clr|M|22M}}, [Glaive Launcher Combo starting with {{clr|M|j.5M}}] </code> | **<code> Throw > Dash > {{clr|M|5M}}{{clr|S|S}} > Jump > {{clr|H|j.5H}} > {{clr|M|22M}}, [Glaive Launcher Combo starting with {{clr|M|j.5M}}] </code> | ||
}} | |||
{{TheoryBox | |||
| Title = j.3H Groundbounce Launcher Combo (Corner Only?) | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Damage = ? | |||
| Meter = ? | |||
| Video = | |||
| Recipe = {{clr|S|5S}} > Jump, Delay {{clr|M|j.5MM}}{{clr|S|S}}, {{clr|H|j.3H}}, Land {{clr|L|22L}}, (Dash?) {{clr|H|5H}}{{clr|S|S}} > 2369XX | |||
| content = | |||
Much shorter combo after a launcher in {{clr|M|Glaive Stance}} that also ends in {{clr|L|Reflector Stance}} rather than {{clr|M|Glaive Stance}}. In theory this works at higher hitstun and allows for longer routes into the launcher, needs testing to determine what is optimal. | |||
Routing into this follows roughly the same principles as the standard Glaive Launcher Combo, but potential new routes opened up by lower hitstun requirements: | |||
*'''{{clr|L|Reflector Stance}}''' | |||
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|5H}} > {{clr|M|22M}}, {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, [j.3H Groundbounce Combo] </code> | |||
*'''{{clr|M|Glaive Stance}}''' | |||
*'''{{clr|H|Beads Stance}}''' | |||
}} | }} | ||
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== Comboing in Slowdown == | == Comboing in Slowdown == | ||
TODO | TODO | ||
== Combo Theory == | |||
Ammy's combos are pretty strictly divided into pre- and post-launcher segments. Launcher is best to preform in {{clr|M|Glaive Stance}} as it gives you access to an additional groundbounce in {{clr|H|j.3H}} and a forced ground bounce in {{clr|H|j.[H]}}, but sometimes this is not possible. There are two follow up routes to a {{clr|M|Glaive Stance}} launcher, one for low hitstun and one for high: <br> | |||
Low hitstun: <code>{{clr|S|5S}} > Jump, Delay {{clr|M|j.5MM}}{{clr|S|S}}, {{clr|H|j.3H}}, Land {{clr|L|22L}}, (Dash?) {{clr|H|5H}}{{clr|S|S}} > 2369XX</code> | |||
High hitstun: <code>{{clr|S|5S}} > Jump, {{clr|M|j.5M}} > {{clr|H|j.236H}}, delay {{clr|H|j.5[H]}}, land {{clr|L|236[L]}}, {{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code> | |||
<br> | |||
The low hitstun launcher route also contains higher damage variations based on screen position. | |||
Routing into the low hitstun launcher route is generally done as quickly as possible by linking into <code>{{clr|H|6H}} > {{clr|M|22M}}, {{clr|S|5S}}</code> or <code>{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, {{clr|S|5S}}</code>, but routing into the high hitstun launcher route can be much longer, making the lower damage worth it. <br> | |||
The two most common routes before the high hitstun launcher route are Jump Loops in {{clr|L|Reflector Stance}} and Sword Loops in {{clr|M|Glaive Stance}}: <br> | |||
Jump Loops: <code>({{clr|H|2H}} > Jump, {{clr|H|j.5H}}, Delay {{clr|H|j.5H}}, Delay {{clr|H|j.5H}}, Land) x 2, {{clr|H|6H}} > {{clr|M|22M}}, [Low Hitstun Launcher Combo]</code> | |||
Sword Loops: <code>({{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}) x 2, [High Hitstun Launcher Combo]</code> | |||
==Sample Team Combos== | ==Sample Team Combos== |
Revision as of 12:51, 26 March 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. |
2LM5H > 22M, 5MH2H > 236L, 5MH2H > 236L, 5S > Jump, j.5MMS, j.3H, land 22L, 5HS > 2369XX = 417,700 (579,700)
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. This forms the basis of her combo game, improvements are primarily made via more efficient routing to the launcher.
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.
The second part of the All Stance BnB forms the core Glaive Launcher Combo that you generally want to route into. 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 like so: 236XX > 3H > 22L
.
Here are some common ways to route into the Glaive Launcher Combo off of starters in each stance:
- Reflector Stance
2LMH6H > 22M, [Glaive Launcher Combo]
623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Glaive Launcher Combo]
Throw, Dash > 5M6H~H > 22M, [Glaive Launcher Combo]
- Glaive Stance
2LMH > 22L, H6H > 22M, [Glaive Launcher Combo]
2H > 22L > 5M6H~H > 22M, [Glaive Launcher Combo]
Throw > Dash > 5MH > 236L, [Glaive Launcher Combo]
- Beads Stance
2LM > 22L > 2LMH6H > 22M, [Glaive Launcher Combo]
Throw > Dash > 5MS > Jump > j.5H > 22M, [Glaive Launcher Combo starting with j.5M]
Much shorter combo after a launcher in Glaive Stance that also ends in Reflector Stance rather than Glaive Stance. In theory this works at higher hitstun and allows for longer routes into the launcher, needs testing to determine what is optimal. Routing into this follows roughly the same principles as the standard Glaive Launcher Combo, but potential new routes opened up by lower hitstun requirements:
- Reflector Stance
2LM5H > 22M, 5MH2H > 236L, 5MH2H > 236L, [j.3H Groundbounce Combo]
- Glaive Stance
- Beads Stance
Variation on the Glaive Launcher Combo that side switches for a hard tag combo with a character like Doom. Route into this the same way you would the Glaive Launcher Combo. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation Here).
Variation on the Glaive Launcher Combo 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 Launcher Combo. 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 Launcher Combo.
This looks like: [In 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 Slowdown
TODO
Combo Theory
Ammy's 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 a forced ground bounce in j.[H], but sometimes this is not possible. There are two follow up routes to a Glaive Stance launcher, one for low hitstun and one for high:
Low hitstun: 5S > Jump, Delay j.5MMS, j.3H, Land 22L, (Dash?) 5HS > 2369XX
High hitstun: 5S > Jump, j.5M > j.236H, delay j.5[H], land 236[L], 5H2H > 236L > 236XX
The low hitstun launcher route also contains higher damage variations based on screen position.
Routing into the low hitstun launcher route is generally done as quickly as possible by linking into 6H > 22M, 5S
or 6H~H > 22M, 5S
, but routing into the high hitstun launcher route can be much longer, making the lower damage worth it.
The two most common routes before the high hitstun launcher route 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, [Low Hitstun Launcher Combo]
Sword Loops: (5MH2H > 236L) x 2, [High Hitstun Launcher Combo]
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.