User:Kermalicious/Amaterasu: Difference between revisions

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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 which of the her two options she spends it on. Generally, the theory for using her (non-forced) groundbounce in a combo looks like one of two ways.
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.  


To finish a combo in launcher state with a hyper, use the groundbounce like so: <code>({{clr|2|Glaive Stance}}) {{clr|4|j.5S}}, {{clr|3|j.3H}}, {{clr|1|j.22L}}, Land {{clr|3|5H}}{{clr|4|S}} > 2369XX</code>. <br>
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>
To set up {{clr|3|j.5[H]}}, use the groundbounce like so (requires low height and low hitstun): <code>({{clr|2|Glaive Stance}}) {{clr|2|j.5M}} > {{clr|3|j.236H}}, Delay {{clr|3|j.5[H]}}</code>.
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.


Groundbounce can also be used to confirm '''into''' a combo, or preserved for after the hyper.  
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.


For the later, you can either save it for another character, or link into a second hyper in the corner (e.g. <code>236XX, {{clr|3|j.3H}}, {{clr|1|j.22L}}, Land {{clr|4|5S}} > 2369XX</code>).
Need testing for high hitstun groundbounce to see if level 3 is possible.


=== {{clr|3|j.3H}} Groundbounce ===
Groundbounce can also be used to confirm '''into''' a combo, or preserved for another character.
(This section does not consider the use of post-236XX groundbounces, please see the '''No Groundbounce''' section instead)




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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.


=== {{clr|3|j.5[H]}} follow-ups ===
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:


=== Other portions ===
At any hitstun, you can always follow-up with <code>{{clr|3|j.3H}} > j.236XX}}</code>.
This section concerns both combos that do not use groundbounce ever, as well as the portions of combos
Note: Please stop using {{clr|3|j.3H}} to pick up after a throw or counter, it makes your combos so much worse to waste groundbounce like that.


If you need a combo with no groundbounce, either because it's already been used or because you're saving it for later, there are two main theories behind routing.
Lastly, please stop using {{clr|3|j.3H}} to pick up after counter or throw, it leaves so much damage on the table.


First is Reflector Rejump Loops. The general concept is to repeatedly loop {{clr|1|Reflector Stance}}'s {{clr|3|j.5H}} into itself as many time as possible. More testing needs to be done to figure out, when (if at all) this is optimal, how high into hitstun decay it works, etc.


Second is Thunder Edge Loops. This involves two or
=== Thunder Edge Loops ===


There's no reason these two types of combos couldn't be combined


=== TAC Glitch ===
=== TAC Glitch ===

Revision as of 13:02, 19 May 2025


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
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


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Day 1 BnB
Easy
(2L5M > 22M,) > 2L2M2H5S > Jump, j.5MMS, j.3H, j.22L, Land 5HS > 2369XX

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


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • 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.
Double Charged Glaive
Medium


(2L5M > 22M,) 2L2M2H > 236L, 5LS > Jump, j.5M > j.236H, Small delay j.5[H], Land 236[L], 5H2H > 236L > 236XX/623XX

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.

Sword Loops
Medium


(In Glaive Stance) 5MH2H > 236L, 5S > Jump, Delay j.5MMS, j.3H, Delay until sword lands j.22L, Land 5HS > 2369XX

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] UNTESTED
    • 623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Sword Loops 2 Repetitions] UNTESTED
    • Throw > 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


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core 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.


Doubled Charged Glaive (Advanced Routing)
Medium


j.5M > j.236H, delay j.5[H], land 236[L], 5H2H > 236L > 236XX/623XX

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, [...] TESTED
    • 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]
    • (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]
Glaive Stance Double Overhead
Hard


Jump > j.3H > j.236H, j.5H, Land 5H > 236L, Delay 5MH2H > 236L, 5S > 2369XX

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.

TAC Infinite
Hard


TAC, [j.5H > j.5H > j.5H, Rejump] x Forever

Needs testing.

Hard Tag Setups

Midscreen Hard Tag Side Switch
Easy


5S > Jump > j.M3H, Land > j.22L, j.5S, Tag
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

X-Factor Glaive Infinite
Easy


(6H~H~H~H, Dash) x Until X-Factor ends

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.

Reflector Relaunch
?


(Reflector Stance) 6H~H~H~H~H5S > Jump, j.5MMHHH > j.236H, Land 5M6H5S > Jump j.5HHHS

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.

Reflector Jump Loops
Easy


[2H > Jump, j.5H, Delay j.5H, Delay j.5H, Land] x 2, 6H > 22M, 5S > 236XX

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.

Comfy Basilisk UMvC3: Amaterasu Solo Combos
TheWasteofFlesh UMVC3 Amaterasu Combos
Darkstaller Ko Amaterasu is cool guys you should use her: An Amaterasu Combo Video
UMVC3 BALANCE UMVC3 Amaterasu Lvl 3 X Factor Combos
TheEpicRamen UMvC3 - Amaterasu: Fun with X-Factor Links!
DriveKnight_X Ultimate Marvel vs Capcom 3 - Amaterasu X-Factor Lvl 3 Infinite Loop Combo - "The Goddess"