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.
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]
.
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]
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
Solo Combo Theory
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
X-Factor
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.
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.