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
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.
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:
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:
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
X-Factor 3 Glaive Infinite
Easy
[6H~H~H~H, dash] x until X-Factor ends
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 forced ground bounces in j.[H] and 6H~H~H~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, [High Hitstun Launcher Combo]
Sword Loops: (5MH2H > 236L) x 2, [High Hitstun Launcher Combo]
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, but at the time of writing, these methods all result in less damage and meter gain than using her more traditional hyper.
Known and theorized 214XX routes: