

Amaterasu
Amaterasu, the sun goddess, lost her physical form defeating the True Orochi. 100 years later she was resurrected in the form of a wolf who now uses her powers to restore beauty to the islands of Japan.
In a nutshell
Amaterasu is a unique and versatile character with a plethora of tools at her advantage thanks to her three different stances. She excels at controlling space with her respectable normals and has an admirable set of defensive tools in her arsenal.
Use her reflector stance for close confrontations as it gives her access to strong option selects and allows usage of her projectile and melee counters. Her glaive stance possesses incredibly disjointed hitboxes that allow for blunt rushdown when mixed with her air dash. Finally, her rosary beads stance is largely unused yet critically underrated. Her air normals while in this stance negate super armor and are notable for their space controlling abilities.
While certainly not a weak point character, Amaterasu is primarily used as a support character in the anchor slot. This is due to the fact that she possesses arguably the strongest assist for pure lockdown, one of the most potent Team Hyper Combos (THC), and multi-directional TAC infinites. Additionally, she is considered by most to be a top tier comeback character due to her deadly combination of Veil of Mist + level 3 xfactor. She is most commonly used with Doctor Doom due to their THC synergy and team support package.
Using a Top>High>Mid>Low standard, Amaterasu tends to be ranked in High tier by most community members. This is due to her strong support options, versatile toolset, and comeback ability. She suffers from lack of variable approach and mediocre damage. This creates many skewed matchups in which she can easily be zoned out. (Note: tiers are never set in stone and the Marvel vs Capcom 3 series tends to have one of the most disputed tier lists due to the sheer number of characters between Mid and Top tier)
Alternate Colors
Players to Watch
TA|Moonz(anchor) , Zak Bennet(anchor) , Marlinpie(anchor) , X-Ray(anchor) , Udaterasu(point), Full Schedule(anchor)
Character Vitals
Move List
Note: This is a very long section. If you are looking for something specific, it is advised that you scroll to the top and look for your desired sub-section
Assist Types
Normal Moves : Solar Flare Weapon Stance
softknockdown
San
Shi
Solar Flare Attack
H
H
h
60,000
60,000
60,000
can chain into itself to 3 hits
softknockdown vs airborne opponent
Normal Moves : Thunder Edge Weapon Stance
softknockdown
(Charged version)
San
Thunder Edge Slash
H
h
80,000
80,000
can be charged
forced groundbounce can be charged
San
Thunder Edge Slash
(charged versions)
H charge
h charge
100,000
100,000
stagger
stagger
can be charged
(Charged Version)
forcedgroundbounce
softknockdown vs airborne opponent
otg
groundbounce vs airborne opponent
(Charged Version)
otg
groundbounce vs airborne opponent
Normal Moves : Devout Beads Weapon Stance
(79,500)
(79,500)
softknockdown
(79,500)
San
Shi
Devout Beads Whip
H
H
h
25,000 X 4
25,000 X 4
25,000 X 4
(153,900)
(163,900 for full rosary combo)
softknockdown
(79,500)
softknockdown vs airborne opponent
Throws
Universal Special Moves
(Paper)
M changes to Thunder Edge
H changes to Devout Beads
Solar Flare Stance Special Moves
Counter vs high and mid
cptr
hardknockdown
Counter vs low
cptr
hardknockdown
proj reflector
if proj cant be reflected:
projnull instead
Thunder Edge Stance Special Moves
L stabs f
m stabs uf
h stabs u
(Charged Version)
slightly by height and angle
Devout Beads Stance Special Moves
(20,000 ~ 113,600)
mashable
freezes opponent
atk used determines angle:
l shoots f
m shoots uf
h jumps and shoots df
Hyper Moves
+ 10,000 per ice hit
+ 7,000 per lightning hit
+ 80,000 for final bolt
(295,800)
Damage varies by screen location
soft knockdown for first hit
otg hardknockdown
for all other hits.
Doesn't scale normally with combo.
More research required.
slow state that affects only
opponent's team.
lasts 5 seconds.
Level 3 Hyper.
Analysis of Normals
See Below This section for Frame Data
Hitbox/Hurtbox Data
Hitbox Data(Missing some Stuff unfortunately)
Universal Normals
Standing
Basically useless. The hitbox is very small, and it doesn't hit low. It has 1 frame less startup, but it isn't rapid fire. There is no reason to use this over crouching l aside from height adjustment in certain combos.
Standing
Situationally useful for forward momentum. Useful for combos and has better frame data than the crouching variant, but this one doesn't hit low. Can be used in conjunction with assists to do things such as call assist, standing M, h cold star.
Standing
Mediocre hitbox compared to some of the more crazy launchers in the game such as magneto, storm, sentinel, vergil, or doom. Only useful for combos and crossups.
Crouching
Very strong normal. It has incredible startup speed, and it's rapid fire. This is a very good normal for mashing, especially in sword/bead stance which lack good closeup options. This is the main low threat from ammy.
Crouching
This isn't a very useful normal. It's basically like the standing variant, but her hurtbox is slightly lower, and this one hits low. It can be sometimes used to catch your opponent sleeping. Very good normal for combos as this will be your main way to hit confirm in bead stance off a crouching l. For example, cr. l cr. m, switch to sword stance, cr. l, cr. m, etc
Jumping
Very useful normal for mixups. Can be used for fuzzy guards and can hit many characters crouching. Incredibly fast overhead when used in conjunction with air dash downforward for an instant overhead. This normal is also very good for mashing on the way down and can be used to avoid quite a few setups. For example, depending on the timing, you can actually hit dante out of acid rain incomings with j.l and still recover in time to block.
Jumping
Decentish normal. Mostly used at super jump height when in close proximity with someone while in bead/sword stance as those stances lack quick buttons with good coverage. This button is also the easiest to use for stance cancel guard breaks. If you are unfamiliar with this technique, it will likely be covered in a later section of the wiki.
Jumping
Terrible normal. Never use this. It even pushes opponents away, so you can't hit confirm off it or use it for hit confirms at all aside from falling s on grounded opponents or air dash downforward s on grounded opponents. Can be used in sword/bead stance as a way to escape pressure but is inferior to j. l in that department.
Frame Data
Video Guides
Technology
Hard Tag to doom by HonzoGonzo
whiffed TAC concept
hard knock down reset concepts
Doom and Ammy swag concepts
Leveling up Frank with hard tag
slow down ideas with Rocket Raccoon and Amaterasu
TAC glitch
easy TAC glitch all sides
Combos
850K damage with assists
BnB's by HonzoGonzo
team combos by Adelheid Stark
combos and more
combo with beads
TAC Infinite
Tips for Fighting Amaterasu
1. Recognize her limited approach options
All she has is air dash forward, glaive dive, and ground dash. Analyze your characters' options, and you will likely find good buttons for dealing with her.
2. Abuse the recovery on her counters
Since ammy has to technically make educated guesses when using her reflector counters, you can easily abuse this by baiting them then grabbing or going low/high depending on which counter the ammy player is using. Additionally, for ammys that use projectile counter a lot, you can vary your approach to compensate for this.
3. Snap in Ammy!!
This cannot be emphasized enough. She is a legitimate problem with xfactor, and it is best to snap her in when given the opportunity, especially if the ammy player is using doom/ammy.
4. Mess with her Hurtbox
Amaterasu has a small vertical hitbox, but her body extends horizontally, which can make it difficult for her to block many setups.
5. Punish Okami Shuffle
Teleport users can simply teleport after the fire stage to get behind her and punish her. Warning: do not teleport during the beginning of the super as the fire does hit behind her. Non teleport users can grab her out of the super if they are close enough. Set a recording dummy to okami shuffle and practice methods of punishing her.