Jump to content

Archived

This topic is now archived and is closed to further replies.

Toasty

[CP] Amane Nishiki Gameplay Discussion

Recommended Posts

sR2AR.png

This thread will be used for any discussion of Amane himself. Keep it on topic (preferably gameplay but story is also relevant to some extent as long as it doesn't stray into general story/wishlist/etc.) so it doesn't become chaos in here.

General Information

Normals

A Moves

  • 5A- High slap/punch attack, whiffs on crouching
  • 6A- Anti air move with upper body invincibility. Jump cancelable
  • 2A- Crouching jab (not a low), surprisingly low reach
  • j.A- Jumping jab, can chain in itself in whiff and is the only overhead Amane has. Good for air to air to convert into a combo or bring the opponent in blockstun with you as you land and start pressure.


B Moves

  • 5B- Good move that covers a lot of area in front of Amane. Builds good meter. Hits 3 times.
  • 6B- Sends Amane diagonally upwards and back after using this move. Causes Fatal on CH. Lower body invincible on frame five. Throw invincible on frame 1 to 4. Allows air dash options afterwards, even on whiff.
  • 2B- Hits low and a good starter
  • j.B- Scarf whip attack. Hits three times and has good range to hit down below. Not an overhead. Pretty long startup.
  • j.2B- Downwards spike. Amane interrupts his current air movement and goes straight down. He bounces back on hit or block unless done low enough to the ground. If used that way, lots of frame advantage. Not an overhead. Will not remain active until you land.


C Moves

  • Long range multi-hit pokes with slow startup. Hit 2 times from about 5 character lengths away (the knot at the end of the scarf). Second hit pulls opponents in. Will whiff at close range since there's no hitbox in between the knot and Amane. No hurtbox as well.
  • 5C- Scarf extends forward at about head level. Whiffs on crouching
  • 2C- Long range attack along the ground. First hit is low. Forces stand on hit.
  • 6C- Diagonally upwards reach. Causes fatal on CH. Pretty unreliable as an anti-air due to it's slow startup. Very useful in combos.
  • 3C- Sweep attack that slightly moves Amane forward. Only C attack that only hits once and isn't a long range attack like the rest. It's a regular normal.
  • j.C- Diagonally downwards striking scarf attack. Has good utility at neutral. Not an overhead.
  • j.6C- Scarf extends horizontally from Amane in the air. Mostly used for combos.
  • j.2C- Downward/down-forward striking attack. Not an overhead.



Drive: Spiral

  • 3 levels of drill gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. A drill stays active for a maximum of 16 frames. Drill meter builds on whiffed D attacks solely when you have level 3.
  • Drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used for around 2-3 seconds. After the overheat, you will return to level 1.
  • Each attack will deal more hits if button is held down, with each hit contributing to the drill gauge. Can stop holding moves at any time by releasing the button.
  • Level 3 D moves do a very high amount of chip damage on block. They also have increased frame advantage
  • On hit, they'll do significantly more damage due to increase of both damage and proration.
  • On drill level 3, your gauge will actually raise faster making it easier to maintain it as well as overheating it.
  • All drills cannot cancel into specials on block.
  • Overdrive: Drill gauge is fixed at level 3 and rapidly builds up to it if lower. Note that you can still overheat if you push the drill too much, but that should be pretty hard since it'll try to maintain your drill at level 3 the whole time.

    Drive Moves

    • 5D- Lunges forward with drill arm. Long startup and existing hurtbox makes it risky to use it as a poke.
    • 2D- Thrusts drill upward. Can be used as anti-air, but the head invulnerability comes pretty late making it less reliable. Works great during combo.
    • 6D- Drill dropped from above about 3-4 characters away. Isn't an overhead. Easiest way to charge drill meter. Can be held indefinitely until overheat.
    • j.D- Downwards drill leg attack. Least damaging drill in Amane's drive attacks. Good pressure tool at level 1, fastest startup of all drill moves.
    • j.6D- Horizontal drill arm attack. Similar to 5D. Most damaging drive normal and should solely be used as a combo tool



Specials:

Hariken (236D)-


Drill charge stance. Pressing A/B/C will summon a drill a set distance away from Amane (A being closest and C being farthest). Pressing D cancels the stance. Summoned drills will last 1.5/2/4 seconds depending on current drill level. Drills can be hit to be nullified as they have a hurtbox. Any summoned drill will maintain the drill level from going down during active frames. Maximum active frames of 15 despite active time.
Gekiren (623C)-
Summons cloth fist from underground. On hit it grabs the opponent and slams them to the ground. It's an unblockable strike that only hits airborne opponent. Will come out at a fixed distance from Amane unless used in the corner. Will be on screen next to the corner if the fixed distance would be off screen.
Raibu (236C)-
A charging attack. Multi-hitting and with great knockback. Causes wallstick on corner hit. Unsafe on block so should be used in combos or to end them.
Gosei (j236C)-
Air charging attack, like Raibu. Amane first goes diagonally downward then continues with one more hit on the ground. On last hit, Amane will autocorrect to face the opponent of ot applies. Unsafe on block at -7, but with 50 meter, you can make it safe or convert into a combo by using a Rapid Cancel into 2C.
Zettou (214A/B and 236A/B)-
Command IAD-like hop move. The hop changes depending on the button used, A version is a smaller hop while B goes slightly higher and further. 236X hops forward while 214X hops backward. Can followup with normals after a little cooldown. You cannot cancel into anything besides movement and blocking options before a certain time. On ground Zettou, this is about 14-16 frames depending on the version. On air Zettou, this is 7 frames. Excellent pressure tool and useful in combos.
Seijuu (632146C)-
Charging super. Damage is inflicted after the dash is complete on hit and is based on drill level. Has invuln and Amane will be a medium distance behind the opponent after the move has completed. Can followup into a combo with level 2 or 3 drill meter. Level 2 followup is 3C, level 3 is 6C. This super will cause overheat on hit of your drill level unless it's rapid canceled correctly.
Goukai (632146D)-
Super that summons many drills that travel across the screen. No invuln frames. Pushes the opponent to the edge of the screen. Causes drill overheat. This super does really good damage even on level 1 and can be used to make combos burstsafe. You can increase damage by using Rapid cancel and by using Zettou into forward airdashes. That way the opponent eats more drills.

Misc:

Astral info:

Wiki links (contribute if you can)

Amane Color Palettes

[*]1-6

[*]7-16

[*]Main page

[*]Full frame data

[*]222D

[*]Amane

[*]Azrael

[*]Platinum

[*]Bang

[*]Tsubaki

[*]Bullet

[*]Tager

[*]Arakune

[*]Rachel

[*]Taokaka

[*]Litchi

[*]Carl

[*]Makoto

[*]Relius

[*]Jin

[*]Noel

[*]Ragna

[*]Hakumen

[*]Valkenhayn

[*]Hazama

[*]Nu-13

[*]Mu-12

[*]Ground throw causes wall stick in the corner. Can be special canceled. Very versatile combo routes offered afterwards with good damage.

[*]Amane uses his scarf as a bow and himself as an arrow for his air throw. Followup will vary depending on the height at which you throw. Basic one should be 6A jump canceled into air combo.

[*]Taunt- Amane takes out a fan and fans himself.

[*]Counter Assault uses 5B animation.

Share this post


Link to post
Share on other sites

Hey baby whats goin in here I herd u liek drills.

So with a week away from release I'm getting pretty excited to get some real footage. I wanna see unblockable setups with lvl 3 drills.

Share this post


Link to post
Share on other sites

At least we got some good info, like this:

I wanna see unblockable setups with lvl 3 drills.

Since lvl 3 drill hits low and will probably have some serious utility.

Share this post


Link to post
Share on other sites

Amane looks like he's going to be a fun character. I don't really play character that float (He kind of does from what I've seen from the loc-tests), but he looks solid overall. I just with the new loc-test videos had video of Amane since in the new ones, everyone's playing matches instead of just testing things out. It's cool though, the game will be hitting arcades soon and I wonder who in Japan is going to do really well with him.

Share this post


Link to post
Share on other sites

I'm sure there will be a Data Thread AFTER the game has been released. Making one right now would be pretty silly if you ask me. Toasty would probably just take your link and add it to the first post to make reference to the data that has been collected.

Share this post


Link to post
Share on other sites

I'd rather have someone check my translations first, to be honest.

Share this post


Link to post
Share on other sites
I'm sure there will be a Data Thread AFTER the game has been released. Making one right now would be pretty silly if you ask me. Toasty would probably just take your link and add it to the first post to make reference to the data that has been collected.

Yeah your right. It's definitely too soon for that, especially since we don't even have up to date gameplay of the character.

Share this post


Link to post
Share on other sites

Yeah as of this moment not everything is 100% set in stone. Arcade release is only a week away and we'll get real solid data after that. And footage...beautiful and fabulous footage!

Share this post


Link to post
Share on other sites

After reading the data on him, he has quite a few command normal overheads if the translation is correct. Overheads and LV 3 drills that can hit low? Someone is going to exploit the possibilities of this, and I can't wait to use them myself. Also, Babality Astral makes me even more hype to play him (Yeah, I know everyone doesn't turn into a baby but it's still a form of lowering age).

Share this post


Link to post
Share on other sites
I'd rather have someone check my translations first, to be honest.

And with the game hitting arcades in less than a week anyway, much of that is subject to change. We can just withhold on any information until it becomes set in stone to be safe.

But loketest vids are still there, so I can add them to the OP if you guys want.

Share this post


Link to post
Share on other sites

His fabhop is really awesome. Like I said this character has so much potential to do so many things I'm excited. He's got a good chance for unblockables, strong oki, good corner lockdown if fist works the way I hope it does, and good keep away.

Share this post


Link to post
Share on other sites
His fabhop is really awesome. Like I said this character has so much potential to do so many things I'm excited. He's got a good chance for unblockables, strong oki, good corner lockdown if fist works the way I hope it does, and good keep away.

Then someone finds a meterless UB set up and they patch the game mid-release like they did with Makoto's Parry loop :P

@Toasty: I don't think tossing the videos on the OP is necessary, the info you have on the first post is sufficient enough. Thanks man!

Share this post


Link to post
Share on other sites

I added some general info to the OP that will more than likely not change, though as requested I left out info from SoWL's recent translations for the time being.

Share this post


Link to post
Share on other sites
•214A/B and 236A/B- Command IAD-like move. Distance differs with the input and can lead to some crossup situations. 236X goes in front of the opponent while 214X goes behind them.

This one is wrong: I was confused with the original wording since I had no way to see the move in action, but now that I have, my latest translation (236 hops forward, 214 hops backward) is more accurate.

The rest looks good to me.

EDIT: Three pages already? You guys are the most active subforum about a new character, even though you didn't get any new vids from the last loketest.

Share this post


Link to post
Share on other sites

Video section will happen after arcade release. Right now the only gameplay videos we have are a few pre-release shakycam vids that don't showcase much sadly. :<

And yes that mini CV video.

Share this post


Link to post
Share on other sites
This one is wrong: I was confused with the original wording since I had no way to see the move in action, but now that I have, my latest translation (236 hops forward, 214 hops backward) is more accurate.

The rest looks good to me.

EDIT: Three pages already? You guys are the most active subforum about a new character, even though you didn't get any new vids from the last loketest.

Thanks, and fixed!

And I could get used to this. A small but very active community for our wonderful and fabulous Amane~

Well, since there isn't a video section (yet), I figured this would be a good place to drop a link to Amane's Combo Preview video. Video starts off at Amane's Section:

BBCP New Character Combo Previews

Thanks, I'll add it to the OP as well.

Video section will happen after arcade release. Right now the only gameplay videos we have are a few pre-release shakycam vids that don't showcase much sadly. :<

And this. Vids will just be in this thread for now.

Share this post


Link to post
Share on other sites

×