User:Kermalicious/Amaterasu/Combos

From SuperCombo Wiki


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.
Thunder Edge Juggles
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. At lower hitstun you can usually link the first 236L directly into another 5MH2H > 236L for significantly more damage. You may need to remove some normals, or add a 5L (or both) to make the combo work at certain heights.

The combo does not require any adjustments post-launcher thankfully.

For more in-depth information on this routing, see the Advanced Combos section.

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.

Tends to do less damage than Thunder Edge Juggles without an optimized starter, 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.

For more in-depth information on this routing, see the Advanced Combos section.

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.

Optimal Routing Table goes here. Not yet finished.

TAC Infinite

TAC Infinite
Medium


(TAC State) (In Reflector Stance) [j.5H > j.5H > j.5H, Rejump] x Forever

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].

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

Combo Theory

Overview

Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and how she spends it.

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 from a hard knockdown 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.

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.

Comboing into j.236H for a groundbounce is done 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 optimal routing into this sequence, it will depend on how the combo was started and where you are on the screen.

j.3H Groundbounce

j.3H groundbounce is generally used to pickup after a Launcher State j.5S or her 236XX hyper. It could also be used to start a combo off of something like Arthur's self inflicted hard knockdown.

At medium hitstun, you can follow-up with j.3H > j.22L > Land 5HS > 2369XX
As hitstun gets higher you first remove the 5H, then the 5S.
At max hitstun, you can still always get j.3H > j.236XX

At lower hitstun, it's generally best to avoid using your groundbounce so early into the combo unless you have to.

Thunder Edge Juggles

Glaive Stance 236L Is a very useful part of Amaterasu's combos, especially before the groundbounce is used. It deals a good amount of damage even when scaled, and juggles in a way to allow for further uses of itself.

The most basic form of Thunder Edge Juggles looks like this: 5MH2H > 236L, 5MH2H > 236L, 5S.
In this case, the juggles from 236L allowed us first to link 5M for another repetition, and then 5S to extend the combo.

Note that 236L will not cause a juggle on a grounded opponent, so a move like 2H in Reflector Stance or Glaive Stance is necessary to first send the opponent airborne.

Depending on the height of the opponent, some normals will have to be omitted in order for the combo to function. Additionally, with especially low 236L juggles the only way to link after is by adding a 5L. Height will have to be further managed if you want to end with 5S > Jump j.5M > j.236H, j.5[H]

An important thing to keep in mind when constructing Thunder Edge Juggles is Amaterasu's unintuitive rules for chaining normals. If the chain begins with a medium normal, she can include both 5H and 2H, but if the chain begins with a light normal she can only include one of the two.

Ending with 236XX

Okami Shuffle does good damage even at maximum scaling, and is a good choice to end combos with. A non-obvious but useful way to cancel into it is by jump cancelling a launcher. This looks like 5S > 2369XX and is used in many of her combos. In certain screen positions (and the corner) she can follow up with (j.22M,) j.3H. If groundbounce has not been used, she can extend for more damage (see above), if it has been used she can still cancel into Reflector Stance to retain frame advantage.

Additionally, Okami Shuffle is a strong DHC enabler. Each hit besides the last causes a very lengthy fall that many characters can either follow up with their own hyper, or whiff a DHC early to combo a different way.

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

Alternative/additional Amaterasu routes can be found in the videos below, your mileage may vary.

UMvC3 Amaterasu Combo Compendium
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"