User:Kermalicious/Amaterasu/Combos

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< User:Kermalicious‎ | Amaterasu
Revision as of 13:35, 19 May 2025 by Kermalicious (talk | contribs) (Created page with "{{Character Subnav UMVC3|name=Amaterasu}} {{UMVC3_Notation}} ==Beginner Combos== <br> {{BeginnerComboDef}} {{TheoryBox | Title = Day 1 BnB | Oneliner = | Difficulty = Easy | Damage = ~500,000 | Meter = ? | Video = Amaterasu day 1 BnB.mp4 | Recipe = ({{clr|1|2L}}{{clr|2|5M}} > {{clr|2|22M}},) > {{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}}{{clr|4|5S}} > Jump, {{clr|2|j.5MM}}{{clr|4|S}}, {{clr|3|j.3H}}, {{clr|1|j.22L}}, Land {{clr|3|5H}}{{clr|4|S}} > 23...")
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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.

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 3 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

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.

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"