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== Solo Combo Theory (ALTERNATE) == | == Solo Combo Theory (ALTERNATE) == | ||
=== Overview === | === Overview === | ||
Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and | Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and how she spends it. There are really only two good uses for her groundbounce in a combo. | ||
She can use it at low hitstun to set up a charged {{clr|3|j.5H}} by cancelling into it after a {{clr|2|Glaive Stance j.5M}}. <br> | |||
She can also use it at any hitstun to OTG (generally after a Launcher State {{clr|4|j.5S}} but not always) and continue the combo afterwards. | |||
Note that your options to continue after an OTG {{clr|3|j.3H}} are limited, even at low hitstun so it is best to perform late into a combo. | |||
Need testing for high hitstun groundbounce to see if level 3 is possible. | |||
Groundbounce can also be used to confirm '''into''' a combo, or preserved for another character. | |||
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Comboing into {{clr|3|j.236H}} for a groundbounce can (only?) be from a {{clr|2|j.5M}} at low hitstun. Additionally, the {{clr|3|j.236H}} must be at a specific height and {{clr|3|j.5[H]}} to be delayed slightly for Ammy to be able to land and follow up after. Generally this is accomplished with <code>({{clr|2|Glaive Stance}}) {{clr|4|5S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, Delay {{clr|3|j.5[H]}}</code> but will not always work depending on how the {{clr|4|5S}} hits. | Comboing into {{clr|3|j.236H}} for a groundbounce can (only?) be from a {{clr|2|j.5M}} at low hitstun. Additionally, the {{clr|3|j.236H}} must be at a specific height and {{clr|3|j.5[H]}} to be delayed slightly for Ammy to be able to land and follow up after. Generally this is accomplished with <code>({{clr|2|Glaive Stance}}) {{clr|4|5S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, Delay {{clr|3|j.5[H]}}</code> but will not always work depending on how the {{clr|4|5S}} hits. | ||
Continuing the combo after the {{clr|1|236[L]}} is simple, follow up with <code>{{clr|3|5H2H}} > {{clr|1|236L}} > 236XX/623XX</code>. If you don't need to use level 3, you can do <code>{{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} > dash > {{clr|S|5S}} > 2369XX</code> in the corner instead for more damage. | |||
There is no "one-size-fits-all" approach for routing into this sequence, it will depend on how the combo was started and where you are on the screen. | There is no "one-size-fits-all" approach for routing into this sequence, it will depend on how the combo was started and where you are on the screen. | ||
Amaterasu can perform multiple {{clr|3|j.5[H]}} after a {{clr|3|j.236H}} groundbounce with assists, but is likely impossible without. | |||
=== {{clr|3|j.3H}} Groundbounce === | |||
{{clr|3|j.3H}} groundbounce is generally used to pickup after a Launcher State {{clr|4|j.5S}} or her 236XX hyper. In theory it could also be used to | |||
Depending on the hitstun, there are a few different ways to follow-up afterwards: | |||
At any hitstun, you can always follow-up with <code>{{clr|3|j.3H}} > j.236XX}}</code>. | |||
Lastly, please stop using {{clr|3|j.3H}} to pick up after counter or throw, it leaves so much damage on the table. | |||
=== Thunder Edge Loops === | |||
=== TAC Glitch === | === TAC Glitch === |
Revision as of 13:02, 19 May 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. |
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.
Very basic BnB that requires little to no adjustments. The OTG can be unintuitive at first: link j.3H as soon as possible and cancel into j.22L once you hear the sound of the sword hitting the opponent.
Include the (2L5M > 22M,)
if starting in Reflector Stance or Beads Stance.
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.
Combo after a launcher in Glaive Stance that lets you connect link two fully charged glaive moves for good damage, requires low to medium hitstun. Make sure to include the (2L5M > 22M,)
if in Reflector Stance or Beads Stance and note that j.5M must connect as close to the ground as possible.
Does less damage (midscreen?) than Thunder Edge loops without an optimized starter (see Advanced Combos), but still worth learning for corner damage or comboing into level 3.
The extra corner damage is achieved 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.
Optimized Ammy combos have very situational routing depending on the initial conditions of the combo. Sometimes, depending on another hitstun you can link directly into another 5MH2H > 236L
for significantly more damage. Othertimes you may need to remove normals, or add a 5L (or both) to make the 236L connect.
The combo does not require any adjustments post-launcher thankfully.
Here are some examples off of starters in each stance (UPDATE):
- Reflector Stance
2L5MH > 22M, [Sword Loops 2 Repetitions]
IAD 3 > j.5LM, Land 5MH > 22M, [Sword Loops 2 Repetitions]
UNTESTED623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Sword Loops 2 Repetitions]
UNTESTEDThrow > Dash > 5M6H~H > 22M, [Sword Loops 2 Repetitions]
UNTESTED
- Glaive Stance
TODO
- Beads Stance
2LM > 22L > 2LMH6H > 22M, [Sword Loops 2 Repetitions]
See [Glaive Double Groundbounce] for comboing after a throw in Beads Stance
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.
Optimal routing into Glaive Double Groundbounce for every reasonable starter.
Remember that 6H~H~H~H > dash > 5S > 2369XX
can be substituted and j.3H
can follow 236XX
.
- Reflector Stance
2L2M2H > 22M, 5M2H > 236L, 5S > 9, [...]
TESTED623L/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]
(Midscreen) 5MH2H > 236L, Small delay 5M2HS > 9, [...]
(Corner) 5MH2H > 236L, Small delay 5S > 9, [...]
- Beads Stance
2LM > 22L > 2LMH6H > 22M, [Glaive Double Groundbounce]
Throw, Dash > 5MS > Jump > j.5H > 22M, [Glaive Double Groundbounce starting with j.5M]
Dubiously useful "Instant" overhead that 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.
Needs testing.
Hard Tag Setups
5S > Jump > j.M > j.236H, Airdash Down-Forward, j.5MS, Land, Tag
Two follow ups to a launcher in Glaive Stance that utilize groundbounce to set up a hard tag combo. The first one is a midscreen route that side switches, the second one works in the corner. 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 infinite that can be routed to in a myriad of ways. For a day 1 TOD, you can link into it after a (Glaive Stance) j.3H OTG in X-Factor 3, no stance cancels required.
Example combo: (Glaive Stance) 2H > 236L, 5MS > Jump, j.5MMS > X-Factor, j.3H, Land [6H~H~H~H > Dash] x Until X-Factor ends
Note: This is a true infinite in X-Factor 3. Testing is required for other levels.
Bad Combos
Amaterasu players, please stop doing these combos I see them so often and they're so not good.
Please use groundbounce in Glaive Stance instead this is so much worse. Reualunching this way also locks you out of ending in a hyper, if you're trying to do meterless damage just to Thunder Edge loops.
Looks cool but the only reasonable argument for using it is to preserve groundbounce, and once again Thunder Edge loops are better for that.
Solo Combo Theory (ALTERNATE)
Overview
Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and how she spends it. There are really only two good uses for her groundbounce in a combo.
She can use it at low hitstun to set up a charged j.5H by cancelling into it after a Glaive Stance j.5M.
She can also use it at any hitstun to OTG (generally after a Launcher State j.5S but not always) and continue the combo afterwards.
Note that your options to continue after an OTG j.3H are limited, even at low hitstun so it is best to perform late into a combo.
Need testing for high hitstun groundbounce to see if level 3 is possible.
Groundbounce can also be used to confirm into a combo, or preserved for another character.
j.236H Groundbounce
j.236H's groundbounce is primarily used in Glaive Stance to set up j.5[H], which causes a forced groundbounce in turn. This allows either highly damaging followups like 236[L] or DHCs/hard tags to another character. This could also potentially be used to set up combos in Vale of Mist (214XX) but this is not yet fully explored.
Comboing into j.236H for a groundbounce can (only?) be from a j.5M at low hitstun. Additionally, the j.236H must be at a specific height and j.5[H] to be delayed slightly for Ammy to be able to land and follow up after. Generally this is accomplished with (Glaive Stance) 5S > Jump, j.5M > j.236H, Delay j.5[H]
but will not always work depending on how the 5S hits.
Continuing the combo after the 236[L] is simple, follow up with 5H2H > 236L > 236XX/623XX
. If you don't need to use level 3, you can do 6H~H~H~H > dash > 5S > 2369XX
in the corner instead for more damage.
There is no "one-size-fits-all" approach for routing into this sequence, it will depend on how the combo was started and where you are on the screen.
Amaterasu can perform multiple j.5[H] after a j.236H groundbounce with assists, but is likely impossible without.
j.3H Groundbounce
j.3H groundbounce is generally used to pickup after a Launcher State j.5S or her 236XX hyper. In theory it could also be used to
Depending on the hitstun, there are a few different ways to follow-up afterwards:
At any hitstun, you can always follow-up with j.3H > j.236XX}}
.
Lastly, please stop using j.3H to pick up after counter or throw, it leaves so much damage on the table.
Thunder Edge Loops
TAC Glitch
Also known as the "Cherry Bomb" glitch. Involves initiating a TAC close to the ground, resulting in the forced wall/groundbounce without switching characters.
Requires more testing to determine how to trigger and optimal use cases, could theoretically allow Ammy to combo into her TAC infinite instead of TACing to a character without one.
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 the groundbounce of 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
Vale of Mist is the best candidate for spending an even number of bars currently. The working sequence is:
(Glaive Stance) 5M2H > 236L, 5S > 8, j.5M > j.236H, j.5[H] > 214XX, j.5M, Land 6H~H~H~H, Dash > 6H~H~H~H, Dash > 6H~H~H~H, Dash > (623XX or 5S > 2369XX)
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
Okami Shuffle (236XX) is a fast, fullscreen hyper that can be greater for punishing assist calls or zoning attempts. When cancelled into X-factor, those punishes can be converted into highly damaging combos for huge momentum swings.
All hits except for the first cause a hard knockdown, usually giving Ammy time to X-factor cancel, airdash, and then OTG with a j.3H into her X-Factor infinite.
To best facilitate this, make sure to use X-Factor when the opponent is highest in the air, (generally during the smaller lightning hits), to give yourself more time while they fall.
To DO
Two options for reflector 2L gdgb
2LMH 22M 2MH 236L 5S (midscreen only)
2L5MH 22M 2MH 236L 5LS
Second is slightly less damage but is way way easier
(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
(Glaive) 5S > 9, j.5M > 236H, j.5[H] > 236L (sideswitch reset)
(Glaive) 5MH2H > 236L > 5M2H5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 623XX
(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 236XX
(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Rejump j.5[H] > 214XX, j.5L connects
(Glaive) 236L loops in Vale
Test on stray hits for glaive j.5H and 2H > 236L
Happy birthday routes
Confirming raw super into X factor infinite
Incoming/guard break confirms
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.