Starters
Thunder Edge Juggles
- 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
Double Charged Glaive
- 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]
Bead Stance Throw
TODO
Reflector H Normals
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)
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.
Team Combos
Old 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]
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.
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.
X Factor
Test non 6HHHH combos Test if Glaivfinite works at non-3 X Factor
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.
TAC Infinite
TAC infinite that can be performed midscreen and in the corner. The first and last j.5Hs need to be done early/late enough to allow them to combo with a rejump between them. The timining is manual, but not particularly strict and can be performed consistently with practice.
Generally you will start the infinite after a Glaive Stance j.3H groundbounce so:
TAC, (j.22M,) j.5S, j.3H > j.22L, j.5H > j.5H, Rejump [Infinite]
or
TAC, (j.22M,) j.3H > j.22L, j.5H > j.5H, Rejump [Infinite]
.
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.
Happy Birthday Routes
Double Stance Change
Requires hitstun to be able to buffer double stance change.
Hypo0thetical level 3 ender: 5S > Jump j.3H > j.22XM > Land 5M > 236L > 623XX
(glaive) 5M > 22LM > 5MH2H
Optimal j.3H groundbounce followups
Test 236S, Early relaunch, 5H5S vs 5S. 5H > 623XX
Incoming Guard Breaks
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
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)
(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