BBCF/Amane Nishiki/Combos

From Dustloop Wiki
 Amane Nishiki


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo Theory

This page is a work in progress. Information may be missing or incomplete, but we're working hard to make sure that none of it is incorrect. The 'combo list' below this section is very dated. Those combos are not guaranteed to be optimal, or even very good. Use at your own risk. If you get tired of waiting for this page to be updated in full, come join us down at the Amane Discord! We're trying our best to make the wiki as good a resource as we can, but the best way to learn a character is firsthand from dedicated Amane players.

Enders

As is the case with most characters, if you can't end a combo properly, you lose out on much of its value. Here are the moves Amane generally wants to route into:

  • j.236C: Not the best knockdown, but still leads to good advantage. Easy to route into from almost any hit and stage position.
  • 214C: Great knockdown situation when used early, but won't knockdown when used late in a combo. Generally something you settle for midscreen when you can't get anything else.
  • 623C: Amane's most advantaged knockdown, but corner only. Usually worthwhile to sacrifice a little damage to end with this move.
  • 236C: Just kidding. Don't use this one.
  • 236D~B: Use this such that the stomp connects with your opponent, but they don't slide far enough to hit the hariken drill. The drill lingers, covering roll out.
  • 6D: Typically, meter is required to combo into this move. Instant level 3 spiral can be worth the price.
  • 236236D: Super ender mostly used for sealing out rounds. Resetting spiral level back to minimum is rarely worthwhile otherwise, and Amane tends to be a meter hungry character regardless.

Combo List

  • Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
  • To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. 5C = 5C(2) and j.B = j.B(3)).

5A/2A Starter

# Combo Position Damage Heat Works Difficulty Notes
- 5A > 5B > 3C > 236C Anywhere 1538 11 Day 1 combo
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > (microdash)
5A(1) > 2B > 6B > j.C > j.236A> j.2C(n) > j.236C
Midscreen 2650 The basic 6B loop.
2060 damage with 2A x3.
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > 5A(1) > 2B > 214C Midscreen 2047 Ginga finisher for positioning priority.
1674 damage with 2A x3.
_ 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A,
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3520 Damage priority from airhit 2A/5A.
_ 5A/2A (x3) > 2B > 5D > 214C > 5B(1) > 4C > 623C >
5B(n) > 1C > 4C > 6C(1) > 236D~B
Corner 2550 Replace first 4C with 1C (???) for Ragna & Makoto.
1980 damage with 2A x3.
_ 5A/2A (×3) > 2B > 5D > 214C > 6A > 623C > microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Corner 3020 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren.
2200 damage with 2A x3.
_ 5A/2A (x3) > 2B > 5D > 214C > microdash 2B > 2D > 623C >
5B > 6B > delay j.C(1) > j.6D > j.214A > j.6C > j.236C
Corner 4600 L3 Drill combo > but early parts can build enough drill meter from L2.
3300 damage with 2A x3.
_ 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D
Midscreen 4150 -50% Airhit 5A into Distortion finisher.
_ 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > ODC >
delay 5B > 4C > 6C(1) > 236D~A > 236236D > 214C
Midscreen 4460 -50% Airhit 5A into Distortion finisher.
Works with full life OD cancel time.
_

6A Starter

# Combo Position Damage Heat Works Difficulty Notes
_ CH 6A > 5B > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3900 Counterhit 6A into j.C sideswap.
_ CH 6A > 5B > 5C > 6C > 214A > j.B > 5B > 5C > 6C > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~B
Midscreen ~3550 Counterhit 6A into Hariken knockdown.
Sideswap with about half-screen carry.
_ CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A > j.B > 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A
Midscreen 4750 -50% 6B & Hariken-cancel loop into Distortion finisher.
_ 6A > j.B > j.B > j.2C > j.6D > j.236B > j.C(1) > j.6C > j.2C > j.236C

5B/2B Starter

# Combo Position Damage Heat Works Difficulty Notes
_ (2B) > 5B > 6B > j.C > j.236A > delay j.B >
(microdash) 5A(1) > 2B > 5D > 214C
Midscreen 2733 Ginga knockdown for positioning.
2636 damage with 2B starter.
_ (2B) > 5B > 6B > j.C > j.236A > delay j.B >
microdash 5A(1) > 2B > 6B > j.C > j.236A > j.2C(n) > j.236C
Midscreen 3190 Basic 6B loop.
3009 damage with 2B starter.
_ 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C(n) > j.236C
Midscreen 4320 Sideswap j.C combo from airhit 5B for big damage.
Last j.C can be two-hit > but j.6C whiffs easily after it.
_ (2B) > 5B(n) > 5D > 214C > 6A > 623C > microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Corner 3650 Corner combo from 5D confirm.
3370 with 2B starter.
_ 2B > 6B > j.C(1) > 236A > delay j.B > 5B > 3C > 236C > 2B > 6A > 623C >
5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C
Corner 3870 Good choice after whiffed j.2B for mixup.
Possible from point-blank 5B too > but still designed for 2B.
_ 5B > 4C/5C > 6C > 236D~D > sideswap 6B > airdash j.2B > j.236A > j.B >
6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C
Corner 4750 Airhit 5B into big sideswap combo.
Start with your back against the wall.
_ (2B) > 5B > 5D > ODC > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 4650 -50% Full life OD cancel finisher with L1 Drill.
4050 damage with 2B route > remember to replace 5C with 1C > 4C.
_ (2B) > 5B > 5D > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 6000 -50% Finisher for L3 Drill (works with L2 too; 1K less damage).
5150 damage with 2B starter (4400 on L2 Drill).
_

5C/4C/2C/1C Starter

# Combo Position Damage Heat Works Difficulty Notes
_ 5C > 1C > 4C > 5D > 236C Midscreen 1979 A compromise combo when you can't do anything better.
_ 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A > delay j.B >
(microdash) 5A(1) > 2B > 6B > j.C > j236A > j.2C(n) > j.236C
Midscreen 2809 6B loop for damage.
2741 damage with 2C.
_ 4C/5C (airhit) > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > j.B3 >
(microdash) 5B > 4C > 6C > 236A > sideswap j.C(*) > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 4480 3380 damage with 5C into sideswap j.C(1) > 4480 with 4C into sideswap j.C.
Second microdash adjusts the positioning of sideswap.
_ 4C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D
Midscreen 5000 -50% Airhit 4C into DD finisher.
_

Throw Starter

# Combo Position Damage Heat Works Difficulty Notes
_ Throw > 236B > j.C > j.236B > j.B > jc > j.B > j.2C > j.236C Midscreen 2700 Easy throw combo with decent corner carry.
_ Throw > 236D~D > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3500 Throw combo for damage priority.
_ Air Throw > 5B > 5C > 6C(1)> 236D~D > 2B > 5B(n) > 4C > 6C > 236A >
sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3300 Air throw combo with sideswap j.C(1).
Sideswap j.C(2) whiffs easily. Hard to connect on Arakune.
_ Throw > 236D~D > 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D >
2B > 5B > 4C > 6C(1) > 236D~B
Corner 3300 Corner throw into Hariken knockdown.
Leaves you at 2B range on knockdown.
_ Throw > 214A > small delay j.6D > 2D > 623C > (microdash) 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C
Corner 4750 Corner throw combo for L2/3 Drill.
The last j.D is optional.

Combo Theory

Video Examples

BBCF1.3 Amane combo collections
Corner Combos for Spiral

Huge thanks to Inagi, いなぎ (twitter ID:@inagi_J2B) for managing a great collection of combos.


Navigation

 Amane Nishiki



System Pages
Mechanics
Application & Advanced Information
Archived Information