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Eshi

[CPEX] Amane Nishiki Q&A Thread

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So for Amane in BBCPEX, is there strong benefit of learning j2B loop? I'm currently practicing it but it's way too hard. I'm unsure how to properly TK j2b and there's no video out there to show the technique.

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To do it, your foe must be juggled a certain height above the ground. A good starter is j2b itself into the loop (j2b rc low j2b into loop)
It's all about execution. Press 8 or 9, and immediately afterwards, tap 2b. You are free to move. Immediately after landing you do this again ad infinitum.

I do not use it, not worth really learning for similar damage and positioning as his optimal combos.       Edit: made a quick video. https://www.youtube.com/watch?v=DtZ4QaI5o5I

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So I am interested in learning Amane, but I am relatively new to BlazBlue. That aside, in my current setup, I have less time to lab than I would like because my roommate owns the game and I don't exactly get free reign over his stuff. With this in mind, what should I spend my time learning in order to make the most efficient use of my lab time?

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I'll assume you're starting from zero acquaintance with the character here. (And even blazblue)

How often can you play matches besides the lab? If that's readily available the first thing could just be getting acquainted with the character's movement, normals and ranges. with Zettou (236 / 214 A or B), you'll often move on the screen that way. Go get an idea of the distances at which 236A > j.C, j.b, j2B and j.D connect. Try with multiple hops, airdashes, etc. Try it from blockstrings. You will see that in 6A range for instance 236A > j.B goes over certain crouching opponents (pick a female character or azrael, their crouching hitboxes are pretty low)

If you do focus on that, it'll remove a part of paying attention to how you move in your casual/competitive matches. If you think you have that down, test the range of normals in blockstrings. Freedom to chain normals into each other is pretty high when everything is can be special canceled and with a large gatling table ( see http://www.dustloop.com/wiki/index.php?title=BBCP/Amane_Frame_Data#Revolver_Action_Table ). Try out a lot of stuff here too, hop back, stance cancel (236DD), hariken (236D A), hop forward, etc. Practicing air hops, something like 2B > 236A > j.D > j236A > j.D. Anything to get a feel for it in the fingers to later on practice something specifc

Since you may have a lot of free time though, reading the system mechanics and/or frame data can raise more specific questions for us to answer. Information can be found here http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_Extend

You can try to watch matches on nico and analyze them. Not every amane is good and the footage is very limited due to low amount of players, but at least you increase your acquaintance with the tools and your general goal. I'd love to be specific, but since the footage varies a lot that's hard to do. Instead, I think you could come back with more questions and/or answers on ... anything? LIke why a player choose to do X, etc. etc. You can search for Amane vids here http://www.nicovideo.jp/search/ブレイブルー+アマネ?sort=f&order=d

Hopefully that helps

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That helps a ton, thanks! I can play matches against a couple folks here, so just using the lab for getting acquainted with how the character controls and some basic blockstrings should be sufficient. I have already been watching videos and reading up on mechanics in my spare time, so that's good. Hopefully things work out; I realize that Amane isn't great, but he looks too interesting to pass up. 

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And nothing to prevent you from switch later on if it doesn't work out, but I kinda like that Amane doesn't demand that much lab time. At least, I never felt like he was?

Anyhow, if you've got a chance to ask a friend to film with a phone a few matches and upload them, even if it's only one round I can at least get a better idea of what's your current sense of priority. That'd facilitate answering questions and help in general.

Questions always welcomed :D

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You kinda do have to be a specialist to play amane (well). He has several different combos depending on screen position, different combos for different drill levels, situational awareness needs to be practice, etc etc etc.

if you've been playing him awhile it's easy to feel he's not difficult, but I recall being frustrated when I first started with him and having to sacrifice time playing Rachel.

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Yeah I didn't have to learn two characters and studied matches for well over a year before console release back in 1.0

It does demand time, but I don't think that lab time is the most of it. Notations for this character are pretty simple for instance, but knowing when you can and cannot choose a certain combo path can be learned efficiently without training mode. If you have a limited time frame, you can definitely get beneficial returns without intense lab grinding

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I don't have a lot of local Hakumen experience, so bear that in mind

Goal at neutral would definitely be to build drill meter. Hakumen is one of those characters that will have a lot of trouble accounting for your air movement. So long as you avoid swinging normals into bad trades and look for air throws, you can definitely jump/zettou/double jump/airdash to avoid being cornered with very little Hakumen can do.

If you have that as part of your game, you can get reliable 2.5K damage and above off any hits at neutral and Hakumen just kind has to hold that.

Although, you also have to hold Hakumen's options. Hakumen has rewards off Drive and should lean towards these and ou want to know when the Hakumen wants to use drive. Does he mash? Loosen your pressure by leaning towards  more grabs or simple statut quo block strings like stuff > 5D > hop away or normals > stance > delay > stomp for big damage. If the hakumen is reacting, he might still be reacting to cues that don't guarantee an attack from you. Zettou is reactable, empty Zettou is not an attack though. At neutral, using 5D (17 frames) against someone wanting to react makes it harder than using C normals (20+ frames startup). Assuming your drill is leveled up, 5D on block is not bad. Just avoid being predictable.

Last thing is when Hakumen has Yukikaze or a lot of meter, his reward for using these scales upwards. You should adjust for that. Baiting Yukikaze for 3k vs. Baiting 6D with no meter for 3k is simple math. Making the wrong decision is twice the damage in the former scenario, so it's not as rewarding to do it when he has those rewards.

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If I remember correctly, it's only timing the RC correctly. Never was keen on using this so I don't know of any visual cues to help with the timing.

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Timing is strict, RC point is right when Amane swing the hand holding his fan in the back of him. For an audio reference, it is immediately after the the explosion, the standard hit noise. Its like 1-2f and cannot be buffered, training required. 

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Against haku i like 2c in neutral when he has low meter. Max range 2c will beat kishuu attempts and forces haku into the air or to take pressure. 

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We discussed it on the first page of the gameplay discussion thread. I would have quoted it, but it's multiple posts by multiple users. I would just advise to go on that page and CTRL + F Gekiren to see. Although here's a TL:DR;

It used to be 2B > Gekiren reset late in the combo. No tech would be the gimmick, j.2B would beat no tech. This doesn't work since 2B has a higher attack level in this version. The setup is replaced by low height 2A/5A air hit > gekiren reset. They're not grounded on hard knockdowns, so the opponent's way out of this is to no tech everything. You have no options to threathen them to do otherwise

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Midscreen, if you can get 5B air hit or Hariken, it is slightly more meterless damage than 3C. We're talking 3.4k vs. 3.8k(5B) / 4.2k(Hariken) for the same combo.

For 25 meter, you can do 3C > crush trigger for about 4k to 4.4k damage. 

In the corner, 5B has a better value for proration. You should always get about 200 extra damage by doing the exact same combo you would have from 3C unless you do something like 3C > crush trigger.

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