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DerQ

[CP] Amane's Pressure & Mixups Overview - November 27th

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Not sure if it quite belongs here, but, okizeme. After knocking an opponent down in the corner (usually with 2b > 6A > 623C SMP), immediately do tiger knee j2B > 2A > 5B. Or just TK j2B > 5B if your hitconfirm reactions are very good. Microdash closer if necessary. This beats roll back and forward and quick rise and lying on the ground when timed correctly; all of them reset into a beefy combo. If they do forward roll then they will most likely roll to the other side of you, so hitconfirm with:

j2B > (2A >) 5B > 5C [2] > 6C [2] > 236DD > 2B > 6A > 623C > 2B > 6A > 623C

6C will pull them back into the corner behind you and reset the exact same situation. If they did not switch sides (EG they tried to quick rise) then hit confirm with this:

j2B > (2A >) 5B > 5D > 236C > 5A > 6A > 623C > 2B > 6A > 623C

If the opponent emergency techs, then TK j2B will whiff and you'll just get 2A > 5B block string instead. If you've trained your opponent to emergency tech but they've started DPing on wake-up, delayed TK j1B slightly will instead make it a safe jump that beats most reversals and is extremely + on block.

On an unrelated note, I've added 5B > 6D gatling into my pressure and it's so fucking good right now. Everyone thinks they can just block Amane's pressure strings forever since there aren't any fast overheads and this screws them over hard.

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Yeah it's the place for okizeme I'd say.

You mention j.2B to cover rolls/safe jump etc. There was a little thing I tested a while back and completely forgot to post it. From a safe jump, you can input grab at a similar time as j.2B, slightly after. If your j.2B whiffs, Amane will land and grab. If it hits, hitstop will delay landing and nothing will come out. I'm not entirely sure this is game changing, but if you've established j.2B as a safe jump against a player, make it a tad earlier to simulate the safe jump and get a green grab instead. I still need to apply this in matches though :/

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Unless the opponent is about to die, if you hit them with TK j2B and they're still in the corner wouldn't it be better to just go for j2B > 5B > 5D(xN) > 236D~A > 6D ?

You'll get level 3 drill and a burst safe situation (Any bursts would be easily punished). The corner combo Eshi wrote (j2B > (2A >) 5B > 5D > 236C > 5A > 6A > 623C > 2B > 6A > 623C) nets around 2.4 - 2.7k, so going for drill chip seems like it would be more effective, instead of putting your opponent in the same situation they just saw. Although you still get pressure if they make j2B whiff, I feel having the level 3 drill would give a better payoff.

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It depends heavily on the situation and what you want. Does the matchup allow it, does the opponent has 50 meter, how good is drill in the matchup, life your meter etc.

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You can opt to go for the lvl3 or max damage out of the hit, the choice is up to you I think the idea here is to bring out as many options as possible.

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Unless the opponent is about to die, if you hit them with TK j2B and they're still in the corner wouldn't it be better to just go for j2B > 5B > 5D(xN) > 236D~A > 6D ?

You'll get level 3 drill and a burst safe situation (Any bursts would be easily punished). The corner combo Eshi wrote (j2B > (2A >) 5B > 5D > 236C > 5A > 6A > 623C > 2B > 6A > 623C) nets around 2.4 - 2.7k, so going for drill chip seems like it would be more effective, instead of putting your opponent in the same situation they just saw. Although you still get pressure if they make j2B whiff, I feel having the level 3 drill would give a better payoff.

Getting level 3 drill isn't as useful as you think tbh, the threat of it being there and changing how they react is nice but the drills themselves are a risk to use against people that know how to punish it. If they have most of their barrier, then you sacrifice a lot of damage plus the same okizeme setup for the possibility of future return at a neutral situation. I don't like to gamble so I would never choose that.

I do opt for it off of other corner hit confirms that prorate too hard to end with 623C, though.

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http://www.youtube.com/watch?v=X5LTThubWKc

Made a video explaining some pressure stuff for amane =]

Great Video!!! Thanks a lot... Having problems controlling Amane in the air, I keep forgetting about air movement gatling options... The combo you were using there is also great... Does it work on everyone? I'm looking for a stable combo... His air pressure is also amazing as he gets huge damage from j.2B or CH j.5C... I'm dedicated to learn him to the fullest...

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Quick little update today. I updated the segment in The drill level 1 section about 6D resets. Went into training mode to test them all and further explain them and their weaknesses.

On another note, I've yet to revise everything in this guide, I'd want to do so, but it'll probably wait until after NEC since I'm practicing a lot until then. If anybody has suggestions (Especially for the mixup section), do post them because, else I'll just rewrite them the way I see it which is what I want to avoid as much as possible.

Side note, but similar work on the board (Combo thread, wiki page, matchups) should also increase noticeably after NEC

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This area hasn't been updated in a while, I was wondering if its all still the same or if there is newer tech that will help more.  

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Off the top of my memory since I wrote the whole thing:

-Mixups is the section that is the most likely to be out of date.

-The frame data should be accurate unless I wrote something and didn't bother to edit mistakes on them. 

-Everything should still be taken with a grain of salt. I think it's still fine for the most part to get a better grasp, but that's as far as it goes (and should IMO)

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