BBCF/Amane Nishiki: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBCF/CharacterLinks}}
!Amane Nishiki
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:BBCF_Amane_Portrait.png|330px|center]]
|content=Amane is an '''evasive zoner''' with great chip damage, high range and air maneuverability, albeit with slow speed.
|-
 
||{{CharData-BBCF
Amane is hard to catch in neutral due to his ability to stay airborne, poke with incredibly-long, vaccuming normals and push his opponents away if they get close, which gives him the ability to control the pace of the game. Once they do get in however, Amane is at a significant disadvantage until he can make space again, and thanks to his deadzones and long recovery on his longest pokes, he can struggle against rapid and unpredictable movement.
|health=10,500
 
|comboRate=80%
While Amane has basically no mixup in the traditional sense, he has a lot of strong pressure and okizeme tools, and his [[#Drive: Spiral|Drive]] gives him the '''highest chip damage in the game''' while also increasing his combo damage, allowing him to create a pseudo-mixup between his dangerous chip damage or high reward frame traps.
|jumpStartup=4
|backdashTime=20
|backdashInv=1-5
}}
}}
;Movement Options
{{BBCF/Infobox
:Double Jump, 1 Airdash, Dash Type: Run
|fastestAttack= [[#5A|5A]] (6F whiffs crouchers)<br/>[[#2A|2A]] (7F)
;Play-style
|reversal= [[#Kyouryuu Tokkou: Seijyuu Rensoukyaku|236236D]] (10F)
:Balanced, Zoning, Chip Damage
|fatalStarter= [[#6B|6B]]<br/>[[#6C|6C]]<br/>[[#5D|5D]]
|}
{{CharNav |charMainPage=BBCF/Amane Nishiki
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_AM.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/235-amane-nishiki/
}}
}}
<div style="float:left; margin-right:25px;">
{{card|width=4
{{TOC limit|2}}
|header=Drive: Spiral
</div>
|content=Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics:
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</div>
==Overview==
Amane is a young man in a pink kimono and scarf who travels around to gather a troupe of young and handsome men. He is seeking to add Carl to his traveling troupe.


===Drive: Spiral===
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|D|D}} attacks and decreases over time. Gauge builds even on whiffed {{clr|D|D}} attacks.
His Drive attacks turn his cloth into a drill, with which he can use to attack his opponent.
* Drill attacks gain hits, attack level, and damage on hit as well as chip damage with each level.
 
* Drill can overheat if charged for too long. When overheated, {{clr|D|D}} moves and specials cannot be used until the meter resets, starting at Level 1 again.
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed D attacks.
* Drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used.
* Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
* Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
* Level 3 D moves do a very high amount of chip damage on block.
|header2=Overdrive: Cyclone
|content2=His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat.  


===Overdrive: Cyclone===
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).
Spiral Gauge continues to rapidly rise to level 3. Does not immediately become level 3 on activation. Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.
 
* {{clr|D|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.
===Pros/Strengths===
}}
*Amazing chip damage and barrier draining
</div>
*Great attack range with D and C normals
*Good anti-air 6A
*High mobility with Choujin Kaihi: Zettou
 
===Cons/Weaknesses===
*Below-average health
*Lack of mixup options
*Lack of meterless defensive options
*Very space dependent
*Combo damage is lower than average
 
{{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}}


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|A|5A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_5A.png
|input=5A
|caption=
|description=
|name=5A
A pretty stubby jab that whiffs most crouchers. Because it hits twice, it's also more committal than similar jabs. Thankfully, it's pretty fast and hits higher than it looks, which makes it great as an anti air. The second hit can even come in handy for hitting slightly delayed jumpins as well. The move shares a button with {{clr|A|6A}}, which can help deal with left/right situations. Given that it's your fastest normal, it can be good for picking up combos off odd hits when buffered into {{clr|B|5B}}.
|data=
{{AttackData-BBCPE
|damage=300*2
|cancel=CSOJR
|p1=100
|p2=77(once)
|starter=S
|smp=
|guard=All
|level=1
|attribute=B
|startup=6
|active=3(4)3
|recovery=6
|frameAdv=+3
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/5A
|description=
A standard jab. Whiffs on crouching characters.
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=BBCP_Amane_5B.png
|caption=
|name=5B
|data=
{{AttackData-BBCPE
|damage=200*3
|cancel=SOR
|p1=100
|p2=89(once)
|starter=N
|smp=
|guard=HL
|level=3
|attribute=B
|startup=11
|active=2*3
|recovery=25
|frameAdv=-10
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=22
|airCH=39
|invul=
|hitbox=Amane/5B
|description=
Most versatile ground normal. Can create distance, covers a lot of space, and chain into all C moves.
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
Most versatile ground normal. Has pretty respectable range and reaches incredibly high, meaning it can stuff out fuzzy jumps and air approaches very effectively, and it's a good combo tool on air hits due to being able to gatling into all grounded {{clr|C|C}} normals. Its 3 hits are good for both hitconfirming and draining barrier, the latter being incredibly useful when the opponent is using barrier to push your Drives away. The move also leads to absurdly damaging combos when up close as a grounded starter, hovering around 4.5k to 5k even with level 1 Spiral.
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|C|5C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_5C.png
|input=5C
|caption=
|description=
|name=5C
First of your many {{clr|C|C}} vaccum normals. One of your main space control and combo tools with a large deadzone between the hitbox and Amane, but otherwise fully disjointed. Not as widely applicable as some others due to it being low profiled by even a slight hurtbox displacement, but still useful for its short recovery and ability to catch low jumps. It has two hits, popping the opponent up to be combo'd into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}}. On grounded hit, they simply get pulled in, but won't reel long enough for you to connect {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2C|label={{clr|C|2C}}}}, although other gatlings and cancels still work. Not very useful in pressure due to the deadzone and the fact that it whiffs on crouching opponents, but if someone jumps and blocks this you do get a a chance to reset pressure with hop.
|data=
 
{{AttackData-BBCPE
|damage=585, 315
|cancel=SOR
|p1=100
|p2=89(once)
|starter=S
|smp=
|guard=HL
|level=3
|attribute=B
|startup=20
|active=4(4)5
|recovery=12
|frameAdv=-5
|blockstun=16
|groundHit=17, S27
|groundCH=22, S54
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/5C
|description=
*Cannot hit crouching opponents
*Useful to hit people jumping or airborne
*Combo filler
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|C|4C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_2A.png
|input=4C
|caption=
|description=
|name=2A
Basically a shorter ranged version of {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}} that only hits once. A slightly better starter than {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}} but has less hit stun on regular and counter hit. Outside of risky and niche anti-air situations, this move is mostly combo filler, either as a part of a grounded {{clr|C|C}} chain, or a closer-range avenue to {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}}.
|data=
{{AttackData-BBCPE
|damage=300*2
|cancel=CSOJR
|p1=100
|p2=77(once)
|starter=S
|smp=
|guard=All
|level=1
|attribute=F
|startup=7
|active=2(6)1
|recovery=11
|frameAdv=0
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/2A
|description=
Standard crouching jab
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|A|2A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_2B.png
|input=2A,2AA,2AAA|versioned=input
|caption=
|description=
|name=2B
Fairly average whiff cancelable {{clr|A|2A}}, one of your main ways to mash out on defense, although its range is pretty terrible. The move has 3 versions, with each one coming out as a part of its self-cancel chain. These will come out even on whiff, and the third one cancels to the first one only on hit or block. Because of this, it's better to confirm your hits with an option select by buffering {{clr|A|2A}} > {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2B|label={{clr|B|2B}}}} so you don't overcommit on whiff.
|data=
{{AttackData-BBCPE
|damage=450
|cancel=SOR
|p1=90
|p2=85
|starter=N
|smp=
|guard=L
|level=2
|attribute=F
|startup=11
|active=3
|recovery=27
|frameAdv=-16
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/2B
|description=
*110% bonus proration


Low attack somewhat comparable to 5B in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.
It's also jump cancelable. Generally not a useful characteristic, but you can try {{clr|A|2A}} > {{clr|D|j.D}} for some decent spiral gauge against an opponent that doesn't barrier much against your level 1 pressure.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_2C.png
|input=2B
|caption=Ground control from a distance
|description=
|name=2C
A low mainly useful in pressure, either as an extra button to push the opponent further out, or as a way to stay safe from ODR attempts that would punish {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}}'s longer recovery. Also a useful juggle tool into the corner, lifting the opponent to connect with {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2D|label={{clr|D|2D}}}}, {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6A|label={{clr|A|6A}}}}, or to achieve more pushback for {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}} - {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236D|label={{clr||Hariken}}}} routes.
|data=
{{AttackData-BBCPE
|damage=520, 280
|cancel=SOR
|p1=90
|p2=89(once)
|starter=S
|smp=
|guard=L, HL
|level=3
|attribute=F
|startup=21
|active=4(4)4
|recovery=23
|frameAdv=-10
|blockstun=16
|groundHit=Sp
|groundCH=Sp
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/2C
|description=
*Can be used to beat rolls or late teching on knockdowns
}}
}}
}}


====== <font style="visibility:hidden" size="0">6A</font> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_6A.png
|input=2C
|caption=
|description=
|name=6A
Your longest ground poke. Very useful {{clr|C|C}} normal, with around the same range as {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}}, but this time able to hit crouching opponents, however with notably more recovery. Better grounded combo opportunities than {{clr|C|5C}} due to the spin state it causes, and also pops the opponent up for {{clr|C|5C}} on air hit, where it only hits once. Due to its range, it's more of a pressure starter than extender, which is still very threatening for the opponent to be in range of.
|data=
{{AttackData-BBCPE
|damage=500
|cancel=SOJR
|p1=90
|p2=89
|starter=N
|smp=
|guard=HL
|level=3
|attribute=B
|startup=12
|active=4
|recovery=21
|frameAdv=-8
|blockstun=16
|groundHit=17
|groundCH=F48
|airHit=28
|airCH=48
|invul=5-15H
|hitbox=Amane/6A
|description=
*5-15H invul


Dedicated Anti-air. You can chain it into 5B as a hitconfirm into 5C.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|C|1C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_6B.png
|input=1C
|caption=
|description=
|name=6B
Basically a shorter ranged version of {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2C|label={{clr|C|2C}}}} that only hits once. Usable in grounded combos with less of the deadzone {{clr|C|2C}} has, and also a slightly better starter than {{clr|C|2C}}, although lacks the spin state. Goes into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=4C|label={{clr|C|4C}}}} on air hit for closer-range routes. Cornerstone of your pressure, as a way to control the opponent's position and a frametrap from {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}}. However you need to keep in mind the absolutely ungodly amount of recovery. Never do this move without canceling it into something, even if that's just a {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236D|label=Hariken}} stance cancel to make it safe on block. Of course, its usage as a poke also suffers as a result.
|data=
{{AttackData-BBCPE
|damage=500
|cancel=R
|p1=90
|p2=94
|starter=N
|smp=
|guard=All
|level=5
|attribute=H
|startup=15
|active=3
|recovery=21
|frameAdv=-3
|blockstun=20
|groundHit=Sd40
|groundCH=Wb*68
|airHit=Sd40
|airCH=Wb*68
|invul=1-4T, 5-17FT
|hitbox=Amane/6B
|description=
*Fatal Counter
*1-4T, 5-17FT invul
*Air options available during/after recovery (Airdash, Zettou, etc.)
 
Can blow up certain mashing attempts and be safe if fails or blocked.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
===<big>{{clr|A|6A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_6C.png
|input=6A
|caption=
|description=
|name=6C
Dedicated Anti-air. Has massive vertical reach and quick head invul that can stuff even very strong air approaches very consistently. You can chain it into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}} as a hitconfirm into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}}, but depending on height, this can be a bit finnicky, and sometimes the {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}} might miss out on a few hits or whiff. A more consistent, but less rewarding confirm, is Jump Cancel - {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=j.B|label={{clr|B|j.B}}}}. Sees usage in combos after {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}} and in some corner combos.
|data=
{{AttackData-BBCPE
|damage=845, 455
|cancel=SOR
|p1=100
|p2=89(once)
|starter=N
|smp=
|guard=HL
|level=3
|attribute=B
|startup=27
|active=2(6)4
|recovery=24
|frameAdv=
|blockstun=16
|groundHit=
|groundCH=
|airHit=Sd35, Sd38
|airCH=Sd60, Sd64
|invul=
|hitbox=Amane/6C
|description=
*Fatal Counter
*Cannot hit grounded opponents
*On air hit, this move side switches and slides the opponent
}}
}}
}}


====== <font style="visibility:hidden" size="0">4C</font> ======
===<big>{{clr|B|6B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Amane_4C.png
|input=6B
|caption=
|description=
|name=4C
*Makes Amane jump backwards.
|data=
*Can gattling into air {{clr|C|C}} normals, but other air options can only be done after {{clr|B|6B}}'s recovery (Airdash, {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236A|label=Zettou}}, etc.).
{{AttackData-BBCPE
|damage=700
|cancel=SOR
|p1=100
|p2=89
|starter=N
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/4C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">1C</font> ======
Can blow up certain mashing attempts and be safe if it fails or is blocked. Useful for grounded BnBs (known as {{clr|B|6B}} loops), corner juggle extensions, or as a way into high-damage routes involving {{clr|D|j.6D}}. Has a hilarious launch effect on air Counterhit, but despite being a fatal and having bonus proration, it's not much more threatening as a starter than your other two {{clr|B|B}} normals.
{{MoveData
|image=BBCF_Amane_1C.png
|caption=
|name=1C
|data=
  {{AttackData-BBCPE
|damage=650
|cancel=SOR
|p1=90
|p2=89
|starter=
|smp=
|guard=L
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/1C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|C|6C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_3C.png
|input=6C
|caption=
|description=
|name=3C
Very important in combos, but sees little use otherwise. Not only is it the most committal grounded C normal in Amane's kit, it also has the most situational hitbox. Even in matchups where you do want to cover that space, {{clr|C|623C}} and {{clr|C|j.6C}} are generally better tools. If you do happen to fatal counter, the reward is fairly high, but don't count on it.
|data=
{{AttackData-BBCPE
|damage=720
|cancel=SOR
|p1=90
  |p2=85
|starter=N
|smp=
|guard=L
|level=4
|attribute=F
|startup=14
|active=4
|recovery=21
|frameAdv=-6
|blockstun=18
|groundHit=F40
|groundCH=D68
|airHit=40
|airCH=D68
|invul=
|hitbox=Amane/3C
|description=
*Low profile and slides slightly forward


Excellent in pressure due to higher blockstun, but negative on block nevertheless.
Despite the shortcomings in neutral, the combo versatility is impressive. Usually used after {{clr|C|5C}} or {{clr|C|4C}}, this move has a very large variety of followups to choose from based on combo timer, stage position, as well as how you prioritize damage, corner carry, and what knockdown you get. Generally side swaps unless cancelled after the first hit. Certain spacings can cause {{clr|C|6C}} to either fail to sideswap or sideswap unexpectedly, so be mindful.
}}
}}
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
Excellent in pressure due to higher blockstun and hard knockdown on counter hit, but negative on block nevertheless.
*Low profile and slides slightly forward.
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBCP_Amane_jA.png
|caption=
|name=j.A
|data=
{{AttackData-BBCPE
|damage=300*2
|cancel=CSOJR
|p1=90
|p2=77(once)
|starter=S
|smp=
|guard=HA
|level=1
|attribute=H
|startup=6
|active=3(4)3
|recovery=8
|frameAdv=
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/jA
|description=
*Can be chained indefinitely into itself


Helpful to adjust yourself during airborne combos.
===<big>{{clr|A|j.A}}</big>===
}}
{{BBCF Move Card
}}
|input=j.A
 
|description=
====== <font style="visibility:hidden" size="0">j.B</font> ======
Short range air normal, and your single overhead attack that gatlings from {{clr|B|j.B}}. Amane's only real close range air-to-air, but, again, the range can really hurt it. Its reward is generally mediocre but it nets consistent conversions into {{clr|C|j.236C}} for a knockdown. Despite the hitbox, the move is actually quite good when used offensively. Short blockstun and its overhead property make it useful for keeping the opponent on their toes and force them to focus on looking for tick throws, F-shikis, or reverse beat overhead pressure from Zettou.
{{MoveData
|image=BBCP_Amane_jB.png
|caption=
|name=j.B
|data=
{{AttackData-BBCPE
|damage=200*3
|cancel=(S)JOR
|p1=90
|p2=89(once)
|starter=N
|smp=
|guard=All
|level=3
|attribute=H
|startup=14
|active=2, 2, 3
|recovery=20
|frameAdv=
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=20
|airCH=36
|invul=
|hitbox=Amane/jB
|description=
*Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu


Offers the best balance of covering space versus ease of use. You want to use this move a lot
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2B</font> ======
===<big>{{clr|B|j.B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_j2B.png
|input=j.B
|caption=
|description=
|name=j.2B
Offers the best balance of covering space versus ease of use. You want to use this move a lot but beware of opponents counter hitting its huge hurtbox, Amane's entire sash is hittable during this move so it can lead to some very strange interactions and stray hits.
|data=
*Can beat rolls by using Zettou > {{clr|B|j.B}} after Gekiren, Gosei, Seijyuu.
{{AttackData-BBCPE
*Cannot cancel into Zettou or Choujin on block, but can be jump cancelled, allowing TK inputs to sometimes bypass the limitation.
|damage=700
*Can reverse beat into {{clr|A|j.A}}.
|cancel=SOR
|p1=90
|p2=89(once)
|starter=N
|smp=
|guard=All
|level=3
|attribute=H
|startup=16
|active=9
|recovery=till L
|frameAdv=+8
|blockstun=16
|groundHit=B36
|groundCH=B61
|airHit=B36
|airCH=B61
|invul=
|hitbox=Amane/j2B
|description=
*Frame advantage calculated off shortest jump possible
*Can be used to beat rolls on knockdowns in corner
*Will cause ground bounce on hit
*Can be used to set up an ambiguous crossup after an IAD
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|B|j.2B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_jC.png
|input=j.2B
|caption=
|description=
|name=j.C
Obnoxious air normal. {{clr|B|j.2B}} has its uses in a lot of different places due to its amazing hitbox and ability to alter your movement in an instant. Can be cancelled into from jumping {{clr|C|C}} normals, or during airdash/Hop to cancel them and quickly land making pressure and neutral that much more unpredictable. On top of that the move is massively disjointed for a lot of its active frames which makes it prone to clashing with dedicated anti airs, or outright beating them due to the short delay before it gets going. Bounces Amane back up, even if its blocked, and leaves him with all of his remaining air actions as well as the ability to launch another air normal, although at major frame disadvantage. The bounce gets nullified at minimum height where you reach the ground before bouncing, which leads to + frames and full combos.
|data=
{{AttackData-BBCPE
|damage=520, 280
|cancel=SOR
|p1=90
|p2=89(once)
|starter=S
|smp=
|guard=All
|level=3
|attribute=H
|startup=18
|active=4(4)4
|recovery=28+5L
|frameAdv=
|blockstun=16
|groundHit=Sp
|groundCH=F48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/jC
|description=
*Can be used to punish certain grounded projectiles
*Will keep momentum on airdash, but not during Zettou


With the use of Zettou, this move does a good job at extending or starting pressure. Good harass with a few options and rewards afterwards.
*Special cancelable, leads to combos with Zettou
}}
*Will cause ground bounce on hit
*Can be used to set up an ambiguous crossup after an IAD or bait throw tech mash
*Particularly useful to RC or ODC, as that cancels the bounce and allows for great extensions in situations that would normally net very little damage
}}
}}


====== <font style="visibility:hidden" size="0">j.6C</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_j6C.png
|input=j.C
|caption=
|description=
|name=j.6C
With the use of Zettou, this move does a good job at extending or starting pressure. Good retreating attack option that's harder to low profile than {{clr|C|5C}}, or a whiff punish against anti-airs during Zettou pressure.
|data=
{{AttackData-BBCPE
|damage=650, 350
|cancel=SOR
|p1=90
|p2=89(once)
|starter=S
|smp=
|guard=All
|level=3
|attribute=H
|startup=19
|active=4(4)4
|recovery=24+5L
|frameAdv=
|blockstun=16
|groundHit=Sp
|groundCH=F48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/j6C
|description=
*Will keep momentum on airdash, but not during Zettou


Used mostly in combos as the rewards for using this at neutral are pretty low, since you can hardly hitconfirm into anything but Gosei.
*Spins the opponent into soft knockdown on regular hit, but launches into the air on counter hit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.4C / j.2C</font> ======
===<big>{{clr|C|j.6C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_j4C.png
|input=j.6C
|caption=
|description=
|name=j.4C / j.2C
Staple combo filler and long range air to air. Depending on the matchup, {{clr|C|j.6C}} can range from completely unused in neutral to a fairly relevant threat. On hit it can very consistently go into {{clr|C|j.236C}} for a knockdown. You can usually extend off it with {{clr|B|j.2B}} or {{clr|C|j.2C}}, which can lead to respectable damage and corner carry, especially with high level drill.
|data=
{{AttackData-BBCPE
|damage=520, 280
|cancel=SOR
|p1=90
|p2=89(once)
|starter=S
|smp=
|guard=All
|level=3
|attribute=H
|startup=18
|active=4(4)4
|recovery=30+5L
|frameAdv=
|blockstun=16
|groundHit=Sp
|groundCH=F48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/j4C
|description=
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox
*Will keep momentum on airdash, but not during Zettou
}}
}}
<br clear=all/>
==Drive Moves==
;Notes
*1 gauge has total 60000 points.
*Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
*Gauge overheats if gauge exceeds level 3.
*During overheat, gauge depletes at 50 points per frame.
*During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
*For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
*Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
*While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.


====== <font style="visibility:hidden" size="0">5D</font> ======
Its lengthy recovery will be shortened if used near the ground, but using it too low can make some of the followups unreliable.
{{MoveData
|image=BBCP_Amane_5D.png
|caption=
|name=5D
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=180*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2A
|guard=All
|level=4
|attribute=BP
|startup=17
|active=3*4, 1*12
|recovery=20
|frameAdv=-1
|blockstun=18
|groundHit=S24
|groundCH=S48
|airHit=24
|airCH=42
|invul=
|hitbox=Amane/5D
|description=
  }}
  }}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=234*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2A
|guard=All
|level=4
|attribute=BP
|startup=17
|active=2*14, 1*2
|recovery=20
|frameAdv=+1
|blockstun=20
|groundHit=S24
|groundCH=S48
|airHit=26
|airCH=45
|invul=
|hitbox=Amane/5D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=324*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2A
|guard=All
|level=4
|attribute=BP
|startup=17
|active=1*14
|recovery=20
|frameAdv=+3
|blockstun=22
|groundHit=S24
|groundCH=S48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/5D
|description=
*Lv1: 30% chip damage. Lv2: 40% chip damage. Lv3: 50% chip damage
*Lv3: 5% minimum damage
*Add more hits by holding button
*Holding button during transition from Lv2 to Lv3 changes damage to 421
*Lv1, Lv2: Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit
*Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff


5D can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with C moves.
===<big>{{clr|C|j.4C}}/{{clr|C|j.2C}}</big>===
}}
{{BBCF Move Card
|input=j.4C
|description=
A high air-to-ground move used to beat anti-air moves, and is cancelable to Hops or {{clr|B|j.2B}} on block but not a great poke outside of that, since it has almost no horizontal reach. While this move has two different inputs, both activate the exact same move. Also seen near the end or middle of air combos.
 
*Will keep momentum on airdash, but not during Zettou
*Launches opponent upwards and towards Amane on counterhit or air hit.
}}
}}


====== <font style="visibility:hidden" size="0">2D</font> ======
==Drive Moves==
{{MoveData
Each of Amane's Drive normals can have their active frames and number of hits increased by holding {{clr|D|D}}. Their chip damage, as well as how often they hit, is affected by Amane's drill level. With the exception of {{clr|D|6D}}, Amane's Drive normals share the following properties:
|image=BBCP_Amane_2D.png
*At Level 1 they re-hit every 3 frames, for a total of 3 hits minimum or 11 hits maximum, and deal 30% chip damage.
|caption=
*At Level 2 they re-hit every 2 frames, for a total of 4 hits minimum or 16 hits maximum, have 2 more frames of blockstun than Level 1, and deal 60% chip damage.
|name=2D
*At Level 3 they re-hit every 1 frame, for a total of 7 hits minimum or 30 hits maximum, have 2 more frames of blockstun than Level 2 (4 more than Level 1), deal 90% chip damage, and also have 5% minimum damage.
|data=
**Due to having 1 frame of one-sided blockstop at all levels, '''opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block'''.
{{AttackData-BBCPE
|version=Lv1
|damage=180*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2B
|guard=All
|level=4
|attribute=BP
|startup=17
|active=3*14, 1*2
|recovery=24
|frameAdv=-5
|blockstun=18
|groundHit=F30
|groundCH=F52
|airHit=30
|airCH=52
|invul=13~H
|hitbox=Amane/2D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=234*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2B
|guard=All
|level=4
|attribute=BP
|startup=17
|active=2*14, 1*2
|recovery=24
|frameAdv=-3
|blockstun=20
|groundHit=F34
|groundCH=F58
|airHit=34
|airCH=58
|invul=13~H
|hitbox=Amane/2D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=324*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2B
|guard=All
|level=4
|attribute=BP
|startup=17
|active=1*14
|recovery=24
|frameAdv=-1
|blockstun=22
|groundHit=F38
|groundCH=F64
|airHit=38
|airCH=64
|invul=13~H
|hitbox=Amane/2D
|description=
*Head attribute invul from 13F until the end of active frames
*Lv1: 30% chip damage. Lv2: 40% chip damage (93*4~16). Lv3: 50% chip damage (162*4~16)
*Lv3: 5% minimum damage (15*4~16)
*Add more hits by holding button
*Holding button during transition from Lv2 to Lv3 changes damage to 468
*Lv1, Lv2: Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit
*Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff


Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, you don't really want to use this reliably anywhere else than combos.
===<big>{{clr|D|5D}}</big>===
}}
{{BBCF Move Card
|input=5D Lv1,5D Lv2,5D Lv3|versioned=input
|description=
A common gatling for block strings that creates distance while gaining Spiral gauge and chipping. It can be special canceled at any time while being blocked which makes it safe against ODR, that is if a hit of it is blocked. With no gatlings from it, this is one of your main pressure reset or pressure ending points. On block either command hop in to reset pressure, hop away to bait reversals and anti-airs, fish for a frame trap with Hariken, or end with Ginga for maximum safety. The move also becomes +1 on Level 3 Hariken stance cancel, which isn't super strong since you'll be barriered and pushed out most of the time anyway, but it can make it hard for the opponent to retaliate after your pressure.
}}
}}


====== <font style="visibility:hidden" size="0">6D</font> ======
===<big>{{clr|D|2D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_6D.png
|input=2D Lv1,2D Lv2,2D Lv3|versioned=input
|caption=
|description=
|name=6D
High risk anti air with inconsistent reward, but not one without use, specifically against delayable air approaches, like divekicks, since it can be held like all drive attacks, this time also extending its invul frames. Can also be useful against more ambiguous left-right approaches due to its input, but if whiffed, a very strong punish is probably on its way. Knocks down on counterhit, allowing a followup, usually for more modest reward than {{clr|A|6A}}. {{clr|D|2D}} ultimately sees more usage as combo extender, in the corner on all levels and midscreen on levels 2 and 3.
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=300*N
|cancel=R
|p1=70
|p2=60(once)
|starter=S
|smp=2C
|guard=All
|level=3
|attribute=HBFP*
|startup=44
|active=
|recovery=69~T
|frameAdv=+2
|blockstun=16
|groundHit=GD17
|groundCH=GD31
|airHit=GD17
|airCH=GD31
|invul=
|hitbox=Amane/6D
|description=
}}
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=300*N
|cancel=R
|p1=75
|p2=60(once)
|starter=S
|smp=2C
|guard=All
|level=3
|attribute=HBFP*
|startup=44
|active=
|recovery=69~T
|frameAdv=+4
|blockstun=18
|groundHit=GD17
|groundCH=GD31
|airHit=GD17
|airCH=GD31
|invul=
|hitbox=Amane/6D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=300*N
|cancel=R
|p1=80
|p2=60(once)
|starter=S
|smp=2C
|guard=All
|level=3
|attribute=HBFP*
|startup=44
|active=
|recovery=69~T
|frameAdv=+6
|blockstun=20
|groundHit=GD17
|groundCH=GD31
|airHit=GD17
|airCH=GD31
|invul=
|hitbox=Amane/6D
|description=
*Lv1: 25% chip damage (75*N). Lv2: 50% chip damage (150*N). Lv3: 75% chip damage (225*N)
*Lv3: 5% minimum damage (15*N).
*Add more hits by holding button.
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.


Your best mean to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit 5D, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this during resets. Many scenarios will force the opponent to tech into it or to take a blue beat combo as it beats rolls and late tech. While not an actual combo, you'll still obtain the drill level increase. Be wary though, certain matchups have tools to deal with these setups.
===<big>{{clr|D|6D}}</big>===
}}
{{BBCF Move Card
|input=6D Lv1,6D Lv2,6D Lv3|versioned=input
|description=
*On Block values change based on which level you start the move on, not the ending level.
Your best way to raise your drill level. You can combo into it for 50 meter with Hariken B RC or 100 meter with Seijyuu RC. Gosei and Ginga can both be RC'd to combo into it, but both are quite difficult. You can use this as okizeme after Ginga or as a reset in block strings and combos. Even if it's blocked, you're guaranteed level 3 drill. Don't be too predictable, however, as opponents can roll/delay tech out of it on wakeup and jump out in blockstrings, leaving you in a great deal of recovery. Many characters also have good tools for escaping {{clr|D|6D}}, '''all of which can be done on reaction every time''', such as certain backdashes, long-range reversals, or Nine's teleports, so look at your opponent's tools before attempting to use it on block.
*Add more hits by holding button; minimum of 4 hits (at all levels) if the attack starts in range, normally a maximum of 26 hits (6 Lv1, 8 Lv12, 12 Lv3) before overheating.
*During OD, {{clr|D|6D}}'s Spiral gauge gain is reduced, allowing the move to be extended to its actual maximum duration. <!--To do: Find the actual maximum duration. (Eyeballing it seems to give exactly 200 frames where it's hitting an opponent, and a maximum of 61 hits (20 Lv2, 41 Lv3) if starting from the exact right point of the Spiral gauge.)-->
*Projectile moves forward along the ground slightly on whiff; holding button will also make the drill attempt to travel longer, and will still extend the move if it moves into range on a later hit.
*Can link into {{clr|C|1C}} on CH, picking up into a fairly devastating combo.
<!--To do: Figure out the correct Spiral gauge values (also for the other drills?), because what was here before doesn't work out correctly from testing.-->
}}
}}


====== <font style="visibility:hidden" size="0">j.D</font> ======
===<big>{{clr|D|j.D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_jD.png
|input=j.D Lv1,j.D Lv2,j.D Lv3|versioned=input
|caption=
|description=
|name=j.D
* On Block value against grounded opponent, button held until landing
|data=
Strong move in conjunction with hop, connects properly against crouching opponents when done right after {{clr|A|A}} Zettou, and can be held until landing, giving you some nice plus frames. As such this is one of your main ways to reset pressure with a forward hop while building drill meter, but do keep in mind and if the opponent has barrier, Amane will pushed back insanely quick and you'll likely return to neutral. In neutral, the ability to hold Drive until landing can lead to consistent plus frames when used as a jumpin, but the momentum halt and lengthy startup can be both a blessing and a curse against anti airs.
{{AttackData-BBCPE
|version=Lv1
|damage=130*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2D
|guard=All
|level=2
|attribute=HP
|startup=13
|active=3*14, 1*2
|recovery=25+9L
|frameAdv=
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/jD
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=169*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2D
|guard=All
|level=2
|attribute=HP
|startup=13
|active=2*14, 1*2
|recovery=25+9L
|frameAdv=
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=16
|airCH=29
|invul=
|hitbox=Amane/jD
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=234*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2D
|guard=All
|level=2
|attribute=HP
|startup=13
|active=1*14
|recovery=25+9L
|frameAdv=
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=18
|airCH=32
|invul=
|hitbox=Amane/jD
|description=
*Lv1: 30% chip damage (39*4~16). Lv2: 40% chip damage (67*4~16). Lv3: 50% chip damage (117*4~16)
*Lv3: 5% minimum damage (11*4~16)
*Add more hits by holding button
*Lv1, Lv2: Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit
*Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff


This move is godlike as you can jump then do it right away and it'll connect on crouching opponents. You can nearly let it active up until you land. Builds good drill meter while still applying pressure as you'll stay in. Otherwise, this is the least damaging drive normal that Amane has. Not super rewarding in combos compared to his other D moves.
Otherwise, this is the least damaging drive normal that Amane has. Not super rewarding in combos compared to his other D moves. It can be used for effective chipp strings like {{clr|D|5D}} > {{clr|A|236A}} > {{clr|D|j.D}} > {{clr|A|j.236A}} > {{clr|D|j.D}}, though remember to mix it up with frame traps (like {{clr|D|5D}} > delay {{clr|C|214C}}) to avoid abare.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.6D</font> ======
===<big>{{clr|D|j.6D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Amane_j6D.png
|input=j.6D Lv1,j.6D Lv2,j.6D Lv3|versioned=input
|caption=
|description=
|name=j.6D
This move has very few uses in neutral game and is really a combo tool. As the most damaging Drive in your arsenal, it's usually optimal to route around including this in the airborne sections of your combos. Wallbounces the opponent which can usually be followed up, most consistently on level 3, however it's applicable in both grounded launches and air juggles on every drive level.
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=220*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2E
|guard=All
|level=4
|attribute=HP
|startup=19
|active=3*14, 1*2
|recovery=21
|frameAdv=
|blockstun=18
|groundHit=Wb*36
|groundCH=Wb*36
|airHit=Wb*36
|airCH=Wb*36
|invul=
|hitbox=Amane/j6D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=286*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2E
|guard=All
|level=4
|attribute=HP
|startup=19
|active=2*14, 1*2
|recovery=21
|frameAdv=
|blockstun=20
|groundHit=Wb*40
|groundCH=Wb*40
|airHit=Wb*40
|airCH=Wb*40
|invul=
|hitbox=Amane/j6D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=396*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2E
|guard=All
|level=4
|attribute=HP
|startup=19
|active=1*14
|recovery=21
|frameAdv=
|blockstun=22
|groundHit=Wb*44
|groundCH=Wb*44
|airHit=Wb*44
|airCH=Wb*44
|invul=
|hitbox=Amane/j6D
|description=
*Lv1: 30% chip damage (66*4~16). Lv2: 40% chip damage (114*4~16). Lv3: 50% chip damage (198*4~16)
*Lv3: 5% minimum damage (19*4~16)
*Add more hits by holding button
*Lv1, Lv2: Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit
*Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff


Much like 2D, this move has no uses in neutral game and is really a combo tool. This the most damaging drive normal he has. Will cause a wallbounce that you can combo afterwards on level 3.  
With high level drill, its link into {{clr|D|2D}}>{{clr|C|623C}} at low height in the corner is an especially useful sequence that does disproportionate damage for how easy it is to execute off the right starters.
}}
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
===<big>Forward Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|image=BBCP_Amane_ForwardThrow.png
{{BBCF Move Card
|input=5/6B+C
|input=B+C
|caption=Pinwheel
|description=
|name=Forward Throw
Comboable in a variety of ways, like stance cancel, hop forward, or Hariken > {{clr|C|C}}. Wallsticks in the corner, which can mess with your combos, since the height of the wallstick is determined by distance from corner, and different pickups are required depending on this. On a successful extension, the reward can go from underwhelming to downright absurd depending on Drill level and optimizations, especially in the corner.
|data=
{{AttackData-BBCPE
|damage=0, 1400
|cancel=-, SOR
|p1=100
|p2=100, 60
|starter=S
|smp=
|guard=T(70)
|level=0, 4
|attribute=T
|startup=7
|active=3
|recovery=17
|frameAdv=
|blockstun=
|groundHit=-, Ws50(F0)
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/5BC
|description=
*100% minimum damage
*Wallsticks in the corner
 
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Back Throw</font> ======
===<big>Back Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
|image=BBCP_Amane_BackThrow.png
{{BBCF Move Card
|input=4B+C
|input=4B+C
|caption=Reverse Pinwheel
|description=
|name=Back Throw
Fully identical to forward throw, as such their uses align.
|data=
}}
{{AttackData-BBCPE
|damage=0, 1400
|cancel=-, SOR
|p1=100
|p2=100, 60
|starter=S
|smp=
|guard=T(70)
|level=0, 4
|attribute=T
|startup=7
|active=3
|recovery=17
|frameAdv=
|blockstun=
|groundHit=-, Ws50(F0)
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/4BC
|description=
*100% minimum damage
*Wallsticks in the corner


Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.
===<big>Air Throw</big>===
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=j.B+C
|description=
Probably your best close-range air-to-air, albeit with inconsistent reward. Midscreen, {{clr|A|6A}} and {{clr|B|5B}} after landing are a consistent followup, however the closer you are to the corner, the harder it gets to consistently follow it up, sometimes requiring a link from {{clr|C|j.236C}}. If you do manage the convert from it, the reward can be very good, but still less than almost every other starter you have.
}}
}}
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=
Uses {{clr|B|5B}}'s animation and is absolutely huge as a result, even on the vertical end. This means it's harder to simply bait it with a jump than other CA's, though not impossible, so be mindful. One of Amane's best defensive options to avoid having to scramble with his stubby {{clr|A|A}} normals.
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Crush Trigger</big>===
{{MoveData
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|image=BBCP_Amane_AirThrow.png
{{BBCF Move Card
|input=j.B+C
|input=5A+B,5[A+B]|versioned=input
|caption=
|description=
|name=Air Throw
One of the worst guard crushes for actually guard crushing people because the horizontal range is bad, your follow-ups are very low damage, and your opponent will be barrier blocking you anyway because you're Amane. However it can be good for combos since it has high base damage and can start a juggle from close normal hit 3C.
|data=
{{AttackData-BBCPE
|damage=0, 700*2
|cancel=-, SOR*2
|p1=100
|p2=100, 60, 100
|starter=S
|smp=
|guard=T(90)
|level=0, 4
|attribute=T
|startup=7
|active=3
|recovery=15+3L
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=-, B60, BWb*80
|airCH=
|invul=
|hitbox=Amane/jBC
|description=
*100% minimum damage
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.


Follow up combo will either be 6A if you grab low enough to the ground, else you'll want to go straight into a simpler air combo if you're too high.
*Launches on air hit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
==Special Moves==
{{MoveData
===<big>Choujin Kaihi: Zettou</big>===
|image=BBCP_Amane_5B.png
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}} (Air OK)\{{clr|A|236A}}/{{clr|B|B}} (Air OK)}}
|input=6A+B (When Blocking)
{{BBCF Move Card
|caption=
|input=236A,236B,j.236A/B|versioned=input
|name=Counter Assault
|description=
|data=
A command jump that gives Amane the much needed additional mobility, often called Hop. Here are its basic mechanics:
{{AttackData-BBCPE
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|A|A}} = short, {{clr|B|B}} = long)
|damage=0
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|B|j.2B}})
|cancel=R
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility
|p1=50
*Cancels into all jump normals and specials (eg. does not directly cancel into double jump, airdash, or block) after a certain amount of time depending on which versions is used.
|p2=92
*If Amane swaps sides with his opponent during this move, he will change facing immediately rather than at the move's end, allowing crossup attacks to aim correctly. Even though this technically ends the move early, this does not affect his trajectory.
|starter=VS
|smp=
|guard=All
|level=4
|attribute=B
|startup=13
|active=6
|recovery=25
|frameAdv=-12
|blockstun=18
|groundHit=F19
|groundCH=F34
|airHit=19
|airCH=34
|invul=1-20Inv
|hitbox=Amane/CA
|description=
*1-20 invul
*180F heat gauge cooldown


Uses 5B's animation.
Zettou is a cornerstone of Amane pressure and neutral, serving as a risky, but strong pressure reset, and a longjump to float around the opponent with. Has great synergy with your massive air buttons, and especially {{clr|B|j.2B}}, which gets you to the ground quickly to restore your Zettou uses. Is commonly seen in pressure after {{clr|C|C}} normals or {{clr|D|5D}}, mixed up between its backwards variation and your other frametrap tools to keep opponents hesitant to mash and anti-air you. Has uses in combos between {{clr|C|C}} normals to reposition during their long hitstun.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
===<big>Gangan Senbu: Ginga</big>===
{{MoveData
{{InputBadge|{{clr|C|214C}}}}
|image=BBCP_Amane_CT.png
{{BBCF Move Card
|input=5A+B
|input=214C
|caption=
|description=
|name=Crush Trigger
New addition in CF, and a very versatile one. Amane sends out a hurricane projectile that travels along the ground, slows to a stop, then disappears.
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=R
|p1=80
|p2=100
|starter=N
|smp=3
|guard=B
|level=3
|attribute=B
|startup=30~61
|active=1
|recovery=33
|frameAdv=-8
|blockstun=24
|groundHit=S60
|groundCH=S120
|airHit=60
|airCH=100
|invul=
|hitbox=Amane/CT
|description=
*Possible to charge
*180F heat gauge cooldown


Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.
Your primary combo ender midscreen, setting up for Amane's main techtrap situation with an immediate {{clr|C|2C}}, however it launches for a true extension in the corner, or if spaced to be meaty. The move has a lot of active frames and large pushback, so it's usually safe. Your cancel window into the move is very long, allowing for variations in your pressure applications between a true ender and frametrap with good reward on counterhit in the form of a full pickup with {{clr|C|C}} normals. When spaced and timed to be properly meaty, a good oki tool that gives you good frame advantage and catches forward rolls.
}}
}}
}}
<br clear=all/>
==Specials==
====== <font style="visibility:hidden" size="0">Ninpu Sengeki: Hariken</font> ======
{{MoveData
|image=BBCP_Amane_Hariken.png
|input=236D~A/B/C
|caption=
|name=Ninpu Sengeki: Hariken
|data=
{{AttackData-BBCPE
|version=Stance
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=139T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236D
|description=
*7F~ possible to cancel into followups
*Hariken immediately disappears if overheat is reached
*Cannot use while another Hariken is active or while in overheat
}}
{{AttackData-BBCPE
|header=no
|version=Lv1
|damage=200*15
|cancel=R
|p1=70
|p2=92
|starter=N
|smp=2F
|guard=All
|level=2
|attribute=HBFP*
|startup=6+40
|active=90
|recovery=6+64T
|frameAdv=+47
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=GD40
|airCH=GD68
|invul=
|hitbox=Amane/236D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=200*15
|cancel=R
|p1=70
|p2=94
|starter=N
|smp=2F
|guard=All
|level=2
|attribute=HBFP*
|startup=6+40
|active=120
|recovery=6+64T
|frameAdv=+47
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=GD40
|airCH=GD68
|invul=
|hitbox=Amane/236D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=200*15
|cancel=R
|p1=80
|p2=96
|starter=N
|smp=2F
|guard=All
|level=2
|attribute=HBFP*
|startup=6+40
|active=240
|recovery=6+64T
|frameAdv=+47
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=GD40
|airCH=GD68
|invul=
|hitbox=Amane/236D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Break
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=13T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236D
|description=
*Lv1: 20% chip damage (600). Lv2: 40% chip damage (1200). Lv3: 60% chip damage (1800)
*Lv3: 5% minimum damage (150)
*Gauge values: 1~4F = freeze gauge; 5~30F = 60; 31~54F = 70; 55~78F = 80; 79~102F = 90; 103~127F = 100; adds 100 to all values while in OD until level 3
*Gauge value at level 3 in OD is 30 points per frame


Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; A = Close range, B = Mid range, C = Far range, and D cancels the stance.
===<big>Ninpu Sengeki: Hariken</big>===
}}
{{InputBadge|{{clr|D|236D}}~{{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}}}}
}}
{{BBCF Move Card
|input=236D,236D A/B/C Foot,236D A/B/C Drill Lv1,236D A/B/C Drill Lv2,236D A/B/C Drill Lv3,236D D|versioned=input
|description=
The move has 3 parts: first Amane assumes a stance where he charges Spiral level and gains guard point against projectiles. From here you can either summon a ground drill in one of three positions with a stomp (with a hitbox of its own), or cancel the stance. On block, the drills do multiple hits, while on hit they do one hit that launches the opponent, these properties are enhanced by drill level, but the drills also disappear if overheated.
 
One of your main oki, pressure, and combo tools. {{clr|B|B}} and {{clr|A|A}} drills are often used as combo extenders from {{clr|C|6C}}(1) to pick up after, or as enders to go into {{clr|D|6D}}. Doing Hariken Stomp after a corner knockdown gives you rollsafe oki that eats away at a blocking opponent's hp and barrier, just remember that quick, long-range reversals can counter this, so other options can be preferable. The multiple hits on block only activate once the opponent starts blocking, and all of them will always come through which can lead to more advantage, and any of them can serve as the on-hit version, which is one of your best starters. On higher levels, both the frame advantage and the barrier drain/chip damage increase, leading to very scary oki on Amane's already high damage corner combos.


====== <font style="visibility:hidden" size="0">Jyuuken Dageki: Gekiren</font> ======
The fastest possible stance cancel takes 19 frames. This can be used in combos for specific extensions, useful for fully controlling your sideswitches. Amane can cancel most of his normals into this to make them safer (or, in the case of Level 3 {{clr|D|5D}}, very slightly plus), which can be used to reset pressure if you rotate your options well. A common reaction to Hariken drill is jump forward and punish, so this can also be used to psych out the opponent and get them into a position where they can get anti-aired, and to some degree it can be used on oki the same way against preemptive opponents. Using stance cancel to go in-and-out of stance is a good way to level up Spiral in neutral.
{{MoveData
|image=BBCP_Amane_Gekiren.png
|input=623C
|caption=
|name=Jyuuken Dageki: Gekiren
|data=
{{AttackData-BBCPE
|damage=0, 2300
|cancel=-, R
|p1=100
|p2=100, 70
|starter=N
|smp=3
|guard=UNB
|level=0, 3
|attribute=PT
|startup=25
|active=3
|recovery=60T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=-, GD17
|airCH=
|invul=
|hitbox=Amane/623C
|description=
*Cannot hit grounded opponents
*Air unblockable (Command grab)


The hand will spawn at a fixed distance from Amane unless in the corner. The hand will never be off screen, so the range might change to accommodate this rule. Very useful for call outs if your opponent is jumping. Can be Rapid Canceled and combo'd afterwards into 2C for big damage.
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div>
}}
}}
}}


====== <font style="visibility:hidden" size="0">Choujyuu Rengeki: Raibu</font> ======
===<big>Choujyuu Rengeki: Raibu</big>===
{{MoveData
{{InputBadge|{{clr|C|236C}}}}
|image=BBCP_Amane_Raibu.png
{{BBCF Move Card
|input=236C
|input=236C
|caption=
|description=
|name=Choujyuu Rengeki: Raibu
Horizontal spin attack. Ends your combo midscreen, but wallbounces in the corner, allowing for followups on airborne opponents. Generally not a very useful attack, as Ginga is safer and more rewarding as a frametrap due to Raibu's consistent IB timing and positioning on block, but it does do good damage and sets up for a decent tech trap situation midscreen, as well as serve as an optimal ender in some combos. Can also be RC'd to close a gap and reset pressure, or combo from it midscreen.
|data=
{{AttackData-BBCPE
|damage=180*6, 600
|cancel=R
|p1=100
|p2=80(once)
|starter=N
|smp=2
|guard=All
|level=2*6, 4
|attribute=B
|startup=14
|active=3*6(4)3
|recovery=23
|frameAdv=-7
|blockstun=13*6, 18
|groundHit=14*6, Ws30 (F20)
|groundCH=18*6, Ws52 (F20)
|airHit=30*6, Ws30 (F20)
|airCH=52*6, Ws52 (F20)
|invul=
|hitbox=Amane/236C
|description=As this move is minus 7 on block, you really want to be using this in combos. It'll most likely be used to end standing combos in an other way than using 5D. Instead, this will send the opponent full screen. Can be rapid cancel into 5C for a modest combo extension depending on the starter used.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Tensou Rakugeki: Gosei</font> ======
===<big>Tensou Rakugeki: Gosei</big>===
{{MoveData
{{InputBadge|{{clr|C|j.236C}}}}
|image=BBCP_Amane_Gosei.png
{{BBCF Move Card
|input=j.236C
|input=j.236C
|caption=
|description=
|name=Tensou Rakugeki: Gosei
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|C|2C}} for a combo extension. If done near the corner while the opponent is relatively high to you - usually after j2C - you can actually link 2B after it recovers for a combo extension.
|data=
{{AttackData-BBCPE
|damage=150*N, 800
|cancel=R
|p1=90
|p2=80(once)
|starter=N
|smp=2
|guard=All
|level=4
|attribute=H*N, F
|startup=11
|active=2*N(12)3
|recovery=24
|frameAdv=-9
|blockstun=18
|groundHit=25*N, F36
|groundCH=44*N, F61
|airHit=GD25*N, 36
|airCH=GD44*N, 61
|invul=
|hitbox=Amane/j236C
|description=
*Active frames continue until landing
*Amane will turn around if he lands behind the opponent for the last hit


Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into 2C for a combo extension. If you have 50 meter, you might also want to use it as it's really fast and will be either safe or give you a combo.
If you have 50 meter, consider chimping out with it in neutral as it's really fast and will be either safe or give you a combo.
*Active frames continue until landing.
*Amane will turn around if he lands behind the opponent for the last hit.
}}
}}
===<big>Jyuuken Dageki: Gekiren</big>===
{{InputBadge|{{clr|C|623C}}}}
{{BBCF Move Card
|input=623C
|description=
The hand will spawn at a fixed distance from Amane unless in the corner, where the hand is fixed to not go offscreen. Very useful for call outs if your opponent is jumping, or to reset them after a juggle, where it can be Rapid Canceled and combo'd afterwards into {{clr|C|2C}} for big damage, or followed up for free on counter hit. Strong corner combo extender or ender with its lengthy knockdown and high damage.
*Air unblockable even during blockstun.
}}
}}


====== <font style="visibility:hidden" size="0">Choujin Kaihi: Zettou</font> ======
==Distortion Drives==
{{MoveData
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===
|image=BBCP_Amane_Zettou.png
{{InputBadge|{{clr|D|236236D}}}}
|input=214A/B, 236A/B, air OK
{{BBCF Move Card
|caption=Fabhop
|input=236236D Lv1,236236D Lv2,236236D Lv3|versioned=input
|name=Choujin Kaihi: Zettou
|description=
|data=
{{AttackData-BBCPE
|version=236A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=28+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=214A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=22+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=236B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=31+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=214B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=32+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.236A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=25+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.214A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=25+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.236B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=29+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.214B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=33+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
Can cancel into anything except jump/airdash/block after a certain amount of time depending on which versions is used:


*236A and 214A: 14F onwards
*236B and 214B: 16F onwards
*All Aerial versions: 7F onwards


Depending on the input pressed the arc of the command jump is different; A = short, and B = high. You have 2 Zettou before landing.
Only invincible reversal outside of Overdrive and EA. Amane lunges forward with a kick and plays out a unique animation on hit, with a different effect based on Spiral level, leading to combos from levels 2 and 3, or any level in OD. After the hit animation is over, overheats drill and resets to level 1. If blocked, the number of hits increase, but still leave it highly punishable, although on level 3 Spiral, the chip damage and barrier drain are not half bad. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish.  
}}
}}


====== <font style="visibility:hidden" size="0">Gangan Senpu: Ginga</font> ======
{{MoveData
|image=BBCF_Amane_Ginga.png
|input=214C
|caption=A patch for his dead zone
|name=Gangan Senbu: Ginga
|data=
{{AttackData-BBCPE
|damage=800
|cancel=-, R
|p1=90
|p2=79
|starter=
|smp=
|guard=
|level=
|attribute=P*
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Kyouryuu Tokkou: Seijyuu Rensoukyaku</font> ======
{{MoveData
|image=BBCP_Amane_SeijyuuRensoukyaku.png
|input=236236D
|caption=
|name=Kyouryuu Tokkou: Seijyuu Rensoukyaku
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=800, 950 (OD: 800, 400*2, 950)
|cancel=(R)
|p1=100
|p2=92, 89*2, 60
|starter=S
|smp=
|guard=All
|level=4, 3*3
|attribute=B
|startup=5+5
|active=1*8
|recovery=42
|frameAdv=-24
|blockstun=18
|groundHit=19, F100*3
|groundCH=
|airHit=
|airCH=
|invul=1-14 All
|hitbox=Amane/632146C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=800, 1600 (OD: 800, 400*3, 1600)
|cancel=(R)
|p1=100
|p2=92, 60
|starter=S
|smp=
|guard=All
|level=4
|attribute=B
|startup=5+5
|active=1*8
|recovery=42
|frameAdv=-24
|blockstun=18
|groundHit=19, F100
|groundCH=
|airHit=
|airCH=
|invul=1-14 All
|hitbox=Amane/632146C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=800, 2350 (OD: 800, 400*6, 2350)
|cancel=(R)
|p1=100
|p2=92, 60
|starter=S
|smp=
|guard=All
|level=4, 5
|attribute=B
|startup=5+5
|active=1*8
|recovery=42
|frameAdv=-24
|blockstun=18
|groundHit=19, F100
|groundCH=
|airHit=
|airCH=
|invul=1-14 All
|hitbox=Amane/632146C
|description=
*20% minimum damage (Lv1: 350 Lv2: 480 Lv3: 630)
*20% minimum damage in Overdrive (Lv1: 510 Lv2: 720 Lv3: 1110)
*Base Damage is 800*8 on block, on hit it is as listed above
*Base Damage is 800*8 on block, on hit it is as listed above
*10% chip damage (Lv1: 640 Lv2: 960, Lv3: 1280)
*180F Heat Gauge Cooldown
*1st hit forces opponent into standing on hit
*1st hit forces opponent into standing on hit
*On hit, only possible to Rapid Cancel last attack
*Curiously, clashing with the super activates its several blocked hits, all of which result to the full hit effect if they land, causing it to beat out most moves it could even clash with.
*Gauge immediately overheats after second attack on hit (not on block)


Only invincible reversal available. If blocked, it's obviously punishable. If whiffed (i.e. opponent jumped over it), Amane will travel such a long distance that the best way to punish it would have been to anticipate it.
'''Important Note:''' If you rapid cancel this super frame 1 then it '''will not''' overheat your gauge, letting you combo into 6D for instant level 3. Holding down the rapid cancel buttons just before the super finishes [[BBCF/Mechanics#Advanced_Input|will repeat the input for 4 frames]] and make this significantly easier to execute.


Depending on the drill level and resources available, different followups are possible.
Depending on the drill level and resources available, different followups are possible.


Level 1
'''Level 1
'''
*Rapid cancel to follow up with a move of your choice.
*In OD: {{clr|C|3C}} or {{clr|B|5B}}(1) to pick up


*Only followup possible is by using Rapid Cancel
'''Level 2'''
*Possible to do Seijyuu > RC > 6D
*Follow up with {{clr|C|3C}}, or microdash {{clr|B|2B}}, {{clr|B|5B}}


Level 2
'''Level 3'''
*Followup-able with almost every button at your disposal, excluding ones requiring Spiral to be out of Overheat.


*Followup with 3C
Level 3
*Followup with 6C
}}
}}
}}


====== <font style="visibility:hidden" size="0">Kaizoku Senkou: Goukai Rasen Renpa</font> ======
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===
{{MoveData
{{InputBadge|{{clr|D|632146D}}}}
|image=BBCP_Amane_GoukaiRasenRenpa.png
{{BBCF Move Card
|input=632146D
|input=632146D
|caption=
|description=
|name=Kaizoku Senkou: Goukai Rasen Renpa
Amane summons a travelling line of drills from the ground. The normal version spawns evenly spaced drills every 8 frames after the first. The Overdrive version spawns drills every 6 frames, with the drills spawning proportionately closer together. Each drill hits every 3 frames up to 9 times, and every level increases hitbox height, OD even more so.
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=200*N
|cancel=R
|p1=70
|p2=90
|starter=S
|smp=
|guard=All
|level=2
|attribute= HBFP*(2)
|startup=9+9
|active=27*N
|recovery=72T
|frameAdv=
|blockstun=13
|groundHit=D60
|groundCH=D100
|airHit=D60
|airCH=D100
|invul=
|hitbox=Amane/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=200*N
|cancel=R
|p1=75
|p2=92
|starter=S
|smp=
|guard=All
|level=2
|attribute= HBFP*(2)
|startup=9+9
|active=27*N
|recovery=72T
|frameAdv=
|blockstun=13
|groundHit=D60
|groundCH=D100
|airHit=D60
|airCH=D100
|invul=
|hitbox=Amane/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=200*N
|cancel=R
|p1=80
|p2=94
|starter=S
|smp=
|guard=All
|level=2
|attribute= HBFP*(2)
|startup=9+9
|active=27*N
|recovery=72T
|frameAdv=
|blockstun=13
|groundHit=D60
|groundCH=D100
|airHit=D60
|airCH=D100
|invul=
|hitbox=Amane/632146D
|description=
*20% minimum damage (40xN)
*180F Heat Gauge Cooldown
*Lv1: 20% chip damage (40xN) Lv2: 40% chip damage (80xN) Lv3: 60% chip damage (120xN)
*Taller hitboxes in OD


Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from 6C for equivalent damage as a regular combo.
Not as obviously useful as Amane's reversal super, but still handy in some situations. Its comboability is rarely what you will use it for, however it is easily the most painful attack to block in the entire game, absolutely eating through barrier and HP at level 3, and being able to oneshot characters on block in optimal conditions. This can let you set up some scary checkmate scenarios, rare as they may be.
Unless RC'd and followed for chip or combo damage, it sends the opponent fullscreen which can be useful to get the opponent away from you safely. While it can be avoided and punished, the move is surprisingly likely to trade after super flash, which results in overall favorable situations.
}}
}}
}}
 
<br clear=all/>
==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Hazan Gekisou: Jakua Dengekitai</big>===
|image=BBCF_Amane_JiyakuoDengekitai.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|input=ABCD during Overdrive
{{BBCF Move Card
|caption=
|input=A+B+C+D
|name=Hazan Gekisou: Jakua Dengekitai
|data=
{{AttackData-BBCPE
|version=Normal
|damage= 1980
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|invul=
|hitbox=Amane/ABCD
|description=
|description=
*Swaps sides.
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|B|5B}}. Mostly standard EA that sideswitches, but it's important to always consider your remaining OD timer before throwing it out, since ending it that way could result in less total Spiral Meter.
}}
}}
{{AttackData-BBCPE
 
|header=no
==Astral Heat==
|version=Active Flow
===<big>Jyatoku Meika: Gouha Houyou</big>===
|damage=3993
{{InputBadge|{{clr|D|222D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|cancel=
{{BBCF Move Card
|p1=
|input=222D
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|hitbox=
|description=
|description=
*Does not cost Heat, but immediately ends Overdrive if used.
Easy to combo into from {{clr|D|5D}}, {{clr|C|3C}} and {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236D|label=Hariken}}. It's also pretty fabulous.
*Becomes stronger and flashier with Active Flow.
 
Amane attacks the opponent with his cloth. On hit, he kicks the opponent upwards and launches them, then wraps and slams them down. Puts Amane in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
}}
}}
}}
<br clear=all/>


==Astral Heat==
==Colors==
{{MoveData
{{BBCFColors|Size=120|Character=Amane}}
|image=BBCP_Amane_GouhaHouyou.png
|input=222D
|caption=I wanna be, forever young
|name=Jyatoku Meika: Gouha Houyou
|data=
{{AttackData-BBCPE
|damage=DESTROY
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=All
|level=4
|attribute=HBFP*(2)
|startup=
|active=9
|recovery=44
|frameAdv=-22
|blockstun=18
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/222D
|description=
*180F heat gauge cooldown


Easy to combo into from 5D. Since 5D has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.
==Navigation==
}}
<center>{{Character Label|BBCF|Amane Nishiki|size=42px}}</center>
}}
{{BBCF/CharacterLinks}}
<br clear=all/>
{{Overview/SEO
==External References==
|summary=
*Japanese Name: アマネ=ニシキ
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=am&pref=0 Arcade Profile Dan Rankings]
<br clear=all/>
----
{{CharLinks
|charMainPage=BBCF/Amane Nishiki
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_AM.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/235-amane-nishiki/
}}
}}
{{Navbar-BBCF}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:BlazBlue]]
{{BBCF/Navigation}}
[[Category:BlazBlue Characters]]

Latest revision as of 07:46, 28 March 2024

Overview

Overview

Amane is an evasive zoner with great chip damage, high range and air maneuverability, albeit with slow speed.

Amane is hard to catch in neutral due to his ability to stay airborne, poke with incredibly-long, vaccuming normals and push his opponents away if they get close, which gives him the ability to control the pace of the game. Once they do get in however, Amane is at a significant disadvantage until he can make space again, and thanks to his deadzones and long recovery on his longest pokes, he can struggle against rapid and unpredictable movement.

While Amane has basically no mixup in the traditional sense, he has a lot of strong pressure and okizeme tools, and his Drive gives him the highest chip damage in the game while also increasing his combo damage, allowing him to create a pseudo-mixup between his dangerous chip damage or high reward frame traps.
BBCF Amane Nishiki Nameplate.png
BBCF Amane Portrait.png
Health
10,500
Prejump
4F
Backdash
25F (1~7F Inv All, 2-18 airborne)
Unique Movement Options
Command Hops
Fastest Attack
5A (6F whiffs crouchers)
2A (7F)
Reversals
236236D (10F)
Fatal Starters
6B
6C
5D
Drive: Spiral

Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics:

  • There are a total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Gauge builds even on whiffed D attacks.
  • Drill attacks gain hits, attack level, and damage on hit as well as chip damage with each level.
  • Drill can overheat if charged for too long. When overheated, D moves and specials cannot be used until the meter resets, starting at Level 1 again.
  • Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
    Overdrive: Cyclone

His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat.

  • Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).
  • Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.
  • 6D does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×2 All 6 3(4)3 9 ±0 B

A pretty stubby jab that whiffs most crouchers. Because it hits twice, it's also more committal than similar jabs. Thankfully, it's pretty fast and hits higher than it looks, which makes it great as an anti air. The second hit can even come in handy for hitting slightly delayed jumpins as well. The move shares a button with 6A, which can help deal with left/right situations. Given that it's your fastest normal, it can be good for picking up combos off odd hits when buffered into 5B.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
280×3 Mid 11 2,2,2 25 -10 B

Most versatile ground normal. Has pretty respectable range and reaches incredibly high, meaning it can stuff out fuzzy jumps and air approaches very effectively, and it's a good combo tool on air hits due to being able to gatling into all grounded C normals. Its 3 hits are good for both hitconfirming and draining barrier, the latter being incredibly useful when the opponent is using barrier to push your Drives away. The move also leads to absurdly damaging combos when up close as a grounded starter, hovering around 4.5k to 5k even with level 1 Spiral.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700×2 All 20 2(4)2 15 ±0 B

First of your many C vaccum normals. One of your main space control and combo tools with a large deadzone between the hitbox and Amane, but otherwise fully disjointed. Not as widely applicable as some others due to it being low profiled by even a slight hurtbox displacement, but still useful for its short recovery and ability to catch low jumps. It has two hits, popping the opponent up to be combo'd into 6CBBCP Amane 6C.pngGuardMidStartup23Recovery24Advantage-11. On grounded hit, they simply get pulled in, but won't reel long enough for you to connect 2CBBCP Amane 2C.pngGuardLow/Air, AllStartup21Recovery23Advantage-8, although other gatlings and cancels still work. Not very useful in pressure due to the deadzone and the fact that it whiffs on crouching opponents, but if someone jumps and blocks this you do get a a chance to reset pressure with hop.

4C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 All 17 2 21 -6 B

Basically a shorter ranged version of 5CBBCP Amane 5C.pngGuardAllStartup20Recovery15Advantage±0 that only hits once. A slightly better starter than 5CBBCP Amane 5C.pngGuardAllStartup20Recovery15Advantage±0 but has less hit stun on regular and counter hit. Outside of risky and niche anti-air situations, this move is mostly combo filler, either as a part of a grounded C chain, or a closer-range avenue to 6CBBCP Amane 6C.pngGuardMidStartup23Recovery24Advantage-11.

2A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2A 300 All 7 3 9 ±0 F
2AA 300 All 5 3 9 ±0 F
2AAA 300×2 All 5 3(4)3 9 ±0 F

Fairly average whiff cancelable 2A, one of your main ways to mash out on defense, although its range is pretty terrible. The move has 3 versions, with each one coming out as a part of its self-cancel chain. These will come out even on whiff, and the third one cancels to the first one only on hit or block. Because of this, it's better to confirm your hits with an option select by buffering 2A > 2BBBCP Amane 2B.pngGuardLowStartup10Recovery19Advantage-5 so you don't overcommit on whiff.

It's also jump cancelable. Generally not a useful characteristic, but you can try 2A > j.D for some decent spiral gauge against an opponent that doesn't barrier much against your level 1 pressure.

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
540 Low 10 3 19 -5 F

A low mainly useful in pressure, either as an extra button to push the opponent further out, or as a way to stay safe from ODR attempts that would punish 5BBBCP Amane 5B.pngGuardMidStartup11Recovery25Advantage-10's longer recovery. Also a useful juggle tool into the corner, lifting the opponent to connect with 2D, 6ABBCP Amane 6A.pngGuardMidStartup12Recovery21Advantage-8, or to achieve more pushback for 6CBBCP Amane 6C.pngGuardMidStartup23Recovery24Advantage-11 - HarikenBBCF Amane Hariken.pngGuardStartupRecoveryAdvantage- routes.

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650×2 Low/Air, All 21 2(4)2 23 -8 F

Your longest ground poke. Very useful C normal, with around the same range as 5CBBCP Amane 5C.pngGuardAllStartup20Recovery15Advantage±0, but this time able to hit crouching opponents, however with notably more recovery. Better grounded combo opportunities than 5C due to the spin state it causes, and also pops the opponent up for 5C on air hit, where it only hits once. Due to its range, it's more of a pressure starter than extender, which is still very threatening for the opponent to be in range of.

1C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 Low/Air 17 2 29 -14 F

Basically a shorter ranged version of 2CBBCP Amane 2C.pngGuardLow/Air, AllStartup21Recovery23Advantage-8 that only hits once. Usable in grounded combos with less of the deadzone 2C has, and also a slightly better starter than 2C, although lacks the spin state. Goes into 4CBBCF Amane 4C.pngGuardAllStartup17Recovery21Advantage-6 on air hit for closer-range routes. Cornerstone of your pressure, as a way to control the opponent's position and a frametrap from 5BBBCP Amane 5B.pngGuardMidStartup11Recovery25Advantage-10. However you need to keep in mind the absolutely ungodly amount of recovery. Never do this move without canceling it into something, even if that's just a HarikenBBCF Amane Hariken.pngGuardStartupRecoveryAdvantage- stance cancel to make it safe on block. Of course, its usage as a poke also suffers as a result.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 12 4 21 -8 B 5~15 H

Dedicated Anti-air. Has massive vertical reach and quick head invul that can stuff even very strong air approaches very consistently. You can chain it into 5BBBCP Amane 5B.pngGuardMidStartup11Recovery25Advantage-10 as a hitconfirm into 5CBBCP Amane 5C.pngGuardAllStartup20Recovery15Advantage±0, but depending on height, this can be a bit finnicky, and sometimes the 5BBBCP Amane 5B.pngGuardMidStartup11Recovery25Advantage-10 might miss out on a few hits or whiff. A more consistent, but less rewarding confirm, is Jump Cancel - j.BBBCP Amane jB.pngGuardAllStartup14Recovery20Advantage-. Sees usage in combos after 6CBBCP Amane 6C.pngGuardMidStartup23Recovery24Advantage-11 and in some corner combos.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 15 3 21 -3 H 1~17 T
5~17 F
  • Makes Amane jump backwards.
  • Can gattling into air C normals, but other air options can only be done after 6B's recovery (Airdash, ZettouBBCP Amane Zettou.pngGuardStartupRecoveryTotal: 28+3LAdvantage-, etc.).

Can blow up certain mashing attempts and be safe if it fails or is blocked. Useful for grounded BnBs (known as 6B loops), corner juggle extensions, or as a way into high-damage routes involving j.6D. Has a hilarious launch effect on air Counterhit, but despite being a fatal and having bonus proration, it's not much more threatening as a starter than your other two B normals.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800×2 Mid 23 2 (6) 4 24 -11 B

Very important in combos, but sees little use otherwise. Not only is it the most committal grounded C normal in Amane's kit, it also has the most situational hitbox. Even in matchups where you do want to cover that space, 623C and j.6C are generally better tools. If you do happen to fatal counter, the reward is fairly high, but don't count on it.

Despite the shortcomings in neutral, the combo versatility is impressive. Usually used after 5C or 4C, this move has a very large variety of followups to choose from based on combo timer, stage position, as well as how you prioritize damage, corner carry, and what knockdown you get. Generally side swaps unless cancelled after the first hit. Certain spacings can cause 6C to either fail to sideswap or sideswap unexpectedly, so be mindful.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Low 14 4 21 -6 F


j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 6 3(4)3 9 H

Short range air normal, and your single overhead attack that gatlings from j.B. Amane's only real close range air-to-air, but, again, the range can really hurt it. Its reward is generally mediocre but it nets consistent conversions into j.236C for a knockdown. Despite the hitbox, the move is actually quite good when used offensively. Short blockstun and its overhead property make it useful for keeping the opponent on their toes and force them to focus on looking for tick throws, F-shikis, or reverse beat overhead pressure from Zettou.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
280×3 All 14 2,2,3 20 H

Offers the best balance of covering space versus ease of use. You want to use this move a lot but beware of opponents counter hitting its huge hurtbox, Amane's entire sash is hittable during this move so it can lead to some very strange interactions and stray hits.

  • Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu.
  • Cannot cancel into Zettou or Choujin on block, but can be jump cancelled, allowing TK inputs to sometimes bypass the limitation.
  • Can reverse beat into j.A.

j.2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 All 16 9 21 H

Obnoxious air normal. j.2B has its uses in a lot of different places due to its amazing hitbox and ability to alter your movement in an instant. Can be cancelled into from jumping C normals, or during airdash/Hop to cancel them and quickly land making pressure and neutral that much more unpredictable. On top of that the move is massively disjointed for a lot of its active frames which makes it prone to clashing with dedicated anti airs, or outright beating them due to the short delay before it gets going. Bounces Amane back up, even if its blocked, and leaves him with all of his remaining air actions as well as the ability to launch another air normal, although at major frame disadvantage. The bounce gets nullified at minimum height where you reach the ground before bouncing, which leads to + frames and full combos.

  • Special cancelable, leads to combos with Zettou
  • Will cause ground bounce on hit
  • Can be used to set up an ambiguous crossup after an IAD or bait throw tech mash
  • Particularly useful to RC or ODC, as that cancels the bounce and allows for great extensions in situations that would normally net very little damage

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700×2 All 18 2(4)2 28+5L H

With the use of Zettou, this move does a good job at extending or starting pressure. Good retreating attack option that's harder to low profile than 5C, or a whiff punish against anti-airs during Zettou pressure.

  • Spins the opponent into soft knockdown on regular hit, but launches into the air on counter hit.

j.6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
780×2 All 19 2(4)2 24+5L H

Staple combo filler and long range air to air. Depending on the matchup, j.6C can range from completely unused in neutral to a fairly relevant threat. On hit it can very consistently go into j.236C for a knockdown. You can usually extend off it with j.2B or j.2C, which can lead to respectable damage and corner carry, especially with high level drill.

Its lengthy recovery will be shortened if used near the ground, but using it too low can make some of the followups unreliable.

j.4C/j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700×2 All 18 2(4)2 30+5L H

A high air-to-ground move used to beat anti-air moves, and is cancelable to Hops or j.2B on block but not a great poke outside of that, since it has almost no horizontal reach. While this move has two different inputs, both activate the exact same move. Also seen near the end or middle of air combos.

  • Will keep momentum on airdash, but not during Zettou
  • Launches opponent upwards and towards Amane on counterhit or air hit.

Drive Moves

Each of Amane's Drive normals can have their active frames and number of hits increased by holding D. Their chip damage, as well as how often they hit, is affected by Amane's drill level. With the exception of 6D, Amane's Drive normals share the following properties:

  • At Level 1 they re-hit every 3 frames, for a total of 3 hits minimum or 11 hits maximum, and deal 30% chip damage.
  • At Level 2 they re-hit every 2 frames, for a total of 4 hits minimum or 16 hits maximum, have 2 more frames of blockstun than Level 1, and deal 60% chip damage.
  • At Level 3 they re-hit every 1 frame, for a total of 7 hits minimum or 30 hits maximum, have 2 more frames of blockstun than Level 2 (4 more than Level 1), deal 90% chip damage, and also have 5% minimum damage.
    • Due to having 1 frame of one-sided blockstop at all levels, opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D Lv1 120×N All 15 7~30 26 -9 B
5D Lv2 120×N All 15 7~30 26 -7 B
5D Lv3 120×N All 15 7~30 26 -5 B

A common gatling for block strings that creates distance while gaining Spiral gauge and chipping. It can be special canceled at any time while being blocked which makes it safe against ODR, that is if a hit of it is blocked. With no gatlings from it, this is one of your main pressure reset or pressure ending points. On block either command hop in to reset pressure, hop away to bait reversals and anti-airs, fish for a frame trap with Hariken, or end with Ginga for maximum safety. The move also becomes +1 on Level 3 Hariken stance cancel, which isn't super strong since you'll be barriered and pushed out most of the time anyway, but it can make it hard for the opponent to retaliate after your pressure.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Lv1 Normal 80 99×N 3
5D Lv2 Normal 80 99×N 4
5D Lv3 Normal 80 99×N 5

5D Lv1:

  • Fatal Counter
  • Hold button for more hits, min. 3, max. 11
  • Chip Damage 30% (36×N)
  • Crumple Duration 27F, Crumple Fall 63F


5D Lv2:

  • Fatal Counter
  • Hold button for more hits, min. 4, max. 16
  • Chip Damage 60% (72×N)
  • Crumple Duration 29F, Crumple Fall 63F


5D Lv3:

  • Fatal Counter
  • Hold button for more hits, min. 7, max. 30
  • Chip damage 90%: 108×N
  • Minimum Damage 5%: 6×N
  • Crumple Duration 31F, Crumple Fall 63F

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D Lv1 140×N All 13 7~30 29 -12 B 12~(End of Active) H
2D Lv2 140×N All 13 7~30 29 -10 B 12~(End of Active) H
2D Lv3 140×N All 13 7~30 29 -8 B 12~(End of Active) H

High risk anti air with inconsistent reward, but not one without use, specifically against delayable air approaches, like divekicks, since it can be held like all drive attacks, this time also extending its invul frames. Can also be useful against more ambiguous left-right approaches due to its input, but if whiffed, a very strong punish is probably on its way. Knocks down on counterhit, allowing a followup, usually for more modest reward than 6A. 2D ultimately sees more usage as combo extender, in the corner on all levels and midscreen on levels 2 and 3.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
2D Lv1 Normal 80 99×N 3
2D Lv2 Normal 80 99×N 4
2D Lv3 Normal 80 99×N 5

2D Lv1:

  • Invincibility is through all active frames
  • Hold button for more hits, min. 3, max. 11
  • Chip damage 30% (42×N)


2D Lv2:

  • Invincibility is through all active frames
  • Hold button for more hits, min. 4, max. 16
  • Chip damage 60% (84×N)


2D Lv3:

  • Invincibility is through all active frames
  • Hold button for more hits, min. 7, max. 30
  • Chip damage 90%: 126×N
  • Minimum Damage 5%: 7×N

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D Lv1 250×N All 44 Total 73~ +3 P1*
6D Lv2 250×N 44 Total 73~ +5 P1*
6D Lv3 250×N 44 Total 73~ +7 P1*
  • On Block values change based on which level you start the move on, not the ending level.

Your best way to raise your drill level. You can combo into it for 50 meter with Hariken B RC or 100 meter with Seijyuu RC. Gosei and Ginga can both be RC'd to combo into it, but both are quite difficult. You can use this as okizeme after Ginga or as a reset in block strings and combos. Even if it's blocked, you're guaranteed level 3 drill. Don't be too predictable, however, as opponents can roll/delay tech out of it on wakeup and jump out in blockstrings, leaving you in a great deal of recovery. Many characters also have good tools for escaping 6D, all of which can be done on reaction every time, such as certain backdashes, long-range reversals, or Nine's teleports, so look at your opponent's tools before attempting to use it on block.

  • Add more hits by holding button; minimum of 4 hits (at all levels) if the attack starts in range, normally a maximum of 26 hits (6 Lv1, 8 Lv12, 12 Lv3) before overheating.
  • During OD, 6D's Spiral gauge gain is reduced, allowing the move to be extended to its actual maximum duration.
  • Projectile moves forward along the ground slightly on whiff; holding button will also make the drill attempt to travel longer, and will still extend the move if it moves into range on a later hit.
  • Can link into 1C on CH, picking up into a fairly devastating combo.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
6D Lv1 Normal 90 98×N 3
6D Lv2 Normal 90 98×N 3
6D Lv3 Normal 90 98×N 3

6D Lv1:

  • Hold button for more hits
  • Bonus Proration 110%
  • Chip damage 10% (25×N)


6D Lv2:

  • Hold button for more hits
  • Bonus Proration 110%
  • Chip damage 30%: 75×N


6D Lv3:

  • Hold button for more hits
  • Bonus Proration 110%
  • Chip damage 50%: 125×N
  • Minimum Damage 5%: 12×N

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D Lv1 100×N All 13 7~30 25+9L ~+7 H
j.D Lv2 100×N All 13 7~30 25+9L ~+10 H
j.D Lv3 100×N All 13 7~30 25+9L ~+13 H
  • On Block value against grounded opponent, button held until landing

Strong move in conjunction with hop, connects properly against crouching opponents when done right after A Zettou, and can be held until landing, giving you some nice plus frames. As such this is one of your main ways to reset pressure with a forward hop while building drill meter, but do keep in mind and if the opponent has barrier, Amane will pushed back insanely quick and you'll likely return to neutral. In neutral, the ability to hold Drive until landing can lead to consistent plus frames when used as a jumpin, but the momentum halt and lengthy startup can be both a blessing and a curse against anti airs.

Otherwise, this is the least damaging drive normal that Amane has. Not super rewarding in combos compared to his other D moves. It can be used for effective chipp strings like 5D > 236A > j.D > j.236A > j.D, though remember to mix it up with frame traps (like 5D > delay 214C) to avoid abare.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.D Lv1 Normal 80 99×N 3
j.D Lv2 Normal 80 99×N 4
j.D Lv3 Normal 80 99×N 5

j.D Lv1:

  • Hold button for more hits, min. 3, max. 11
  • Chip damage 30%: 30×N
  • Landing recovery applies if move reaches frame 12
  • Crumple Duration 27F, Crumple Fall 63F


j.D Lv2:

  • Hold button for more hits, min. 4, max. 16
  • Chip damage 60%: 60×N
  • Landing recovery applies if move reaches frame 12
  • Crumple Duration 29F, Crumple Fall 63F


j.D Lv3:

  • Hold button for more hits, min. 7, max. 30
  • Chip damage 90%: 90×N
  • Minimum Damage 5%: 5×N
  • Landing recovery applies if move reaches frame 12
  • Crumple Duration 31F, Crumple Fall 63F

j.6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.6D Lv1 150×N All 17 7~30 21 H
j.6D Lv2 150×N All 17 7~30 21 H
j.6D Lv3 150×N All 17 7~30 21 H

This move has very few uses in neutral game and is really a combo tool. As the most damaging Drive in your arsenal, it's usually optimal to route around including this in the airborne sections of your combos. Wallbounces the opponent which can usually be followed up, most consistently on level 3, however it's applicable in both grounded launches and air juggles on every drive level.

With high level drill, its link into 2D>623C at low height in the corner is an especially useful sequence that does disproportionate damage for how easy it is to execute off the right starters.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.6D Lv1 Normal 80 99×N 3
j.6D Lv2 Normal 80 99×N 4
j.6D Lv3 Normal 80 99×N 5

j.6D Lv1:

  • Hold button for more hits, min. 3, max. 11
  • Chip damage 30%: 45×N


j.6D Lv2:

  • Hold button for more hits, min. 4, max. 16
  • Chip damage 60%: 90×N


j.6D Lv3:

  • Hold button for more hits, min. 7, max. 30
  • Chip damage 90%: 135×N
  • Minimum Damage 5%: 7×N

Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T

Comboable in a variety of ways, like stance cancel, hop forward, or Hariken > C. Wallsticks in the corner, which can mess with your combos, since the height of the wallstick is determined by distance from corner, and different pickups are required depending on this. On a successful extension, the reward can go from underwhelming to downright absurd depending on Drill level and optimizations, especially in the corner.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750×2 Throw(90) 7 3 23 T

Probably your best close-range air-to-air, albeit with inconsistent reward. Midscreen, 6A and 5B after landing are a consistent followup, however the closer you are to the corner, the harder it gets to consistently follow it up, sometimes requiring a link from j.236C. If you do manage the convert from it, the reward can be very good, but still less than almost every other starter you have.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 6 25 -12 B 1~20 All

Uses 5B's animation and is absolutely huge as a result, even on the vertical end. This means it's harder to simply bait it with a jump than other CA's, though not impossible, so be mindful. One of Amane's best defensive options to avoid having to scramble with his stubby A normals.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

One of the worst guard crushes for actually guard crushing people because the horizontal range is bad, your follow-ups are very low damage, and your opponent will be barrier blocking you anyway because you're Amane. However it can be good for combos since it has high base damage and can start a juggle from close normal hit 3C.

  • Launches on air hit.

Special Moves

Choujin Kaihi: Zettou

214A/B (Air OK) or 236A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A Total: 28+3L
236B Total: 31+3L
j.236A/B Total: 25+3L

A command jump that gives Amane the much needed additional mobility, often called Hop. Here are its basic mechanics:

  • Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle (A = short, B = long)
  • Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a j.2B)
  • Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility
  • Cancels into all jump normals and specials (eg. does not directly cancel into double jump, airdash, or block) after a certain amount of time depending on which versions is used.
  • If Amane swaps sides with his opponent during this move, he will change facing immediately rather than at the move's end, allowing crossup attacks to aim correctly. Even though this technically ends the move early, this does not affect his trajectory.

Zettou is a cornerstone of Amane pressure and neutral, serving as a risky, but strong pressure reset, and a longjump to float around the opponent with. Has great synergy with your massive air buttons, and especially j.2B, which gets you to the ground quickly to restore your Zettou uses. Is commonly seen in pressure after C normals or 5D, mixed up between its backwards variation and your other frametrap tools to keep opponents hesitant to mash and anti-air you. Has uses in combos between C normals to reposition during their long hitstun.

Gangan Senbu: Ginga

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 15 33 Total 50 -8~+24 P1

New addition in CF, and a very versatile one. Amane sends out a hurricane projectile that travels along the ground, slows to a stop, then disappears.

Your primary combo ender midscreen, setting up for Amane's main techtrap situation with an immediate 2C, however it launches for a true extension in the corner, or if spaced to be meaty. The move has a lot of active frames and large pushback, so it's usually safe. Your cancel window into the move is very long, allowing for variations in your pressure applications between a true ender and frametrap with good reward on counterhit in the form of a full pickup with C normals. When spaced and timed to be properly meaty, a good oki tool that gives you good frame advantage and catches forward rolls.

Ninpu Sengeki: Hariken

236D~A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236D 5~(Recovery) Guard P
236D A/B/C Foot 700 All 20 2 31 -14 F 1~11 Guard P
236D A/B/C Drill Lv1 1000 All 30 60 +5~+65 P1
236D A/B/C Drill Lv2 1000 All 30 90 +15~+105 P1
236D A/B/C Drill Lv3 1000 All 30 120 +25~+145 P1
236D D 12

The move has 3 parts: first Amane assumes a stance where he charges Spiral level and gains guard point against projectiles. From here you can either summon a ground drill in one of three positions with a stomp (with a hitbox of its own), or cancel the stance. On block, the drills do multiple hits, while on hit they do one hit that launches the opponent, these properties are enhanced by drill level, but the drills also disappear if overheated.

One of your main oki, pressure, and combo tools. B and A drills are often used as combo extenders from 6C(1) to pick up after, or as enders to go into 6D. Doing Hariken Stomp after a corner knockdown gives you rollsafe oki that eats away at a blocking opponent's hp and barrier, just remember that quick, long-range reversals can counter this, so other options can be preferable. The multiple hits on block only activate once the opponent starts blocking, and all of them will always come through which can lead to more advantage, and any of them can serve as the on-hit version, which is one of your best starters. On higher levels, both the frame advantage and the barrier drain/chip damage increase, leading to very scary oki on Amane's already high damage corner combos.

The fastest possible stance cancel takes 19 frames. This can be used in combos for specific extensions, useful for fully controlling your sideswitches. Amane can cancel most of his normals into this to make them safer (or, in the case of Level 3 5D, very slightly plus), which can be used to reset pressure if you rotate your options well. A common reaction to Hariken drill is jump forward and punish, so this can also be used to psych out the opponent and get them into a position where they can get anti-aired, and to some degree it can be used on oki the same way against preemptive opponents. Using stance cancel to go in-and-out of stance is a good way to level up Spiral in neutral.

BBCF Amane Harikenrange.png
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236D
236D A/B/C Foot Long 100 92 4
236D A/B/C Drill Lv1 Long 100 89 3
236D A/B/C Drill Lv2 Long 100 92 4
236D A/B/C Drill Lv3 Long 100 94 5
236D D

236D:

  • Stance can be cancelled from frame 8 (minimum stance cancel duration 19F)
  • Cancellable into followup attack from frame 7
  • On Guard Point, hitstop for Amane and Opponent unchanged
  • Maximum stance duration 127F + 12 recovery (139F total)
  • Gauge gain per frame: 1~4F = freeze gauge, 5~30F = 60, 31~54F = 70, 55~78F = 80, 79~102F = 90, 103~127F = 100
  • [Adds 100 to all values while in OD until level 3]
  • [Gauge gain at level 3 in OD is 30 points per frame]


236D A/B/C Foot:

  • 0% Chip Damage
  • On Guard Point, hitstop for Amane and Opponent unchanged
  • Maximum Slide duration 10F


236D A/B/C Drill Lv1:

  • On block does 3 hits
  • Chip Damage 15%: 150×3


236D A/B/C Drill Lv2:

  • On block does 5 hits
  • Chip Damage 15%: 150×5


236D A/B/C Drill Lv3:

  • On block does 7 hits
  • Chip Damage 15%: 150×7

Choujyuu Rengeki: Raibu

236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
200×6,750 All 12 3×6 (4) 3 21 -5 B

Horizontal spin attack. Ends your combo midscreen, but wallbounces in the corner, allowing for followups on airborne opponents. Generally not a very useful attack, as Ginga is safer and more rewarding as a frametrap due to Raibu's consistent IB timing and positioning on block, but it does do good damage and sets up for a decent tech trap situation midscreen, as well as serve as an optimal ender in some combos. Can also be RC'd to close a gap and reset pressure, or combo from it midscreen.

Tensou Rakugeki: Gosei

j.236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
200×N, 900 All 11 2,4×N(12)3 24 -10 H×N, F

Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into 2C for a combo extension. If done near the corner while the opponent is relatively high to you - usually after j2C - you can actually link 2B after it recovers for a combo extension.

If you have 50 meter, consider chimping out with it in neutral as it's really fast and will be either safe or give you a combo.

  • Active frames continue until landing.
  • Amane will turn around if he lands behind the opponent for the last hit.

Jyuuken Dageki: Gekiren

623C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2700 Unblockable 25 3 Total: 60 PT

The hand will spawn at a fixed distance from Amane unless in the corner, where the hand is fixed to not go offscreen. Very useful for call outs if your opponent is jumping, or to reset them after a juggle, where it can be Rapid Canceled and combo'd afterwards into 2C for big damage, or followed up for free on counter hit. Strong corner combo extender or ender with its lengthy knockdown and high damage.

  • Air unblockable even during blockstun.

Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku

236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236D Lv1 800, 3500
[800, 400×2, 3500]
All 5+(30 Flash)+5 1×8 42 -24 B 1~14 All
236236D Lv2 800, 4000
[800, 300×3, 4000]
All 5+(30 Flash)+5 1×8 42 -24 B 1~14 All
236236D Lv3 800, 4500
[800, 200×6, 4500]
All 5+(30 Flash)+5 1×8 42 -24 B 1~14 All

Only invincible reversal outside of Overdrive and EA. Amane lunges forward with a kick and plays out a unique animation on hit, with a different effect based on Spiral level, leading to combos from levels 2 and 3, or any level in OD. After the hit animation is over, overheats drill and resets to level 1. If blocked, the number of hits increase, but still leave it highly punishable, although on level 3 Spiral, the chip damage and barrier drain are not half bad. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish.

  • Base Damage is 800*8 on block, on hit it is as listed above
  • 1st hit forces opponent into standing on hit
  • Curiously, clashing with the super activates its several blocked hits, all of which result to the full hit effect if they land, causing it to beat out most moves it could even clash with.

Important Note: If you rapid cancel this super frame 1 then it will not overheat your gauge, letting you combo into 6D for instant level 3. Holding down the rapid cancel buttons just before the super finishes will repeat the input for 4 frames and make this significantly easier to execute.

Depending on the drill level and resources available, different followups are possible.

Level 1

  • Rapid cancel to follow up with a move of your choice.
  • In OD: 3C or 5B(1) to pick up

Level 2

  • Follow up with 3C, or microdash 2B, 5B

Level 3

  • Followup-able with almost every button at your disposal, excluding ones requiring Spiral to be out of Overheat.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D Lv1 Normal 80 82 4
236236D Lv2 Normal 80 82 4
236236D Lv3 Normal 80 82 4

236236D Lv1:

  • Values in [] are during OD
  • Minimum Damage 20%: 860 [1020]
  • On block, this attack has base damage 800×8
  • Chip Damage 10%: 80×8
  • reversal


236236D Lv2:

  • Values in [] are during OD
  • Minimum Damage 20%: 960 [1140]
  • On block, this attack has base damage 800×8
  • Chip Damage 15%: 120×8
  • reversal


236236D Lv3:

  • Values in [] are during OD
  • Minimum Damage: 20% 1060 [1300]
  • On block, this attack has base damage 800×8
  • Chip Damage 20%: 160×8
  • reversal

Kaizoku Senkou: Goukai Rasen Renpa

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
(180+40×Lv)×N All 9+(36 Flash)+3 Until Offscreen Total: 66 P2

Amane summons a travelling line of drills from the ground. The normal version spawns evenly spaced drills every 8 frames after the first. The Overdrive version spawns drills every 6 frames, with the drills spawning proportionately closer together. Each drill hits every 3 frames up to 9 times, and every level increases hitbox height, OD even more so.

Not as obviously useful as Amane's reversal super, but still handy in some situations. Its comboability is rarely what you will use it for, however it is easily the most painful attack to block in the entire game, absolutely eating through barrier and HP at level 3, and being able to oneshot characters on block in optimal conditions. This can let you set up some scary checkmate scenarios, rare as they may be. Unless RC'd and followed for chip or combo damage, it sends the opponent fullscreen which can be useful to get the opponent away from you safely. While it can be avoided and punished, the move is surprisingly likely to trade after super flash, which results in overall favorable situations.

Exceed Accel

Hazan Gekisou: Jakua Dengekitai

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600,0,800,500,1000
{600,0,800,500,3750}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than 5B. Mostly standard EA that sideswitches, but it's important to always consider your remaining OD timer before throwing it out, since ending it that way could result in less total Spiral Meter.

Astral Heat

Jyatoku Meika: Gouha Houyou

222D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0,10,20990 1+(60 Flash)+15 9 Total 66 -22 P2* 1~24 All

Colors

BBCF Amane color 1.png
BBCF Amane color 2.png
BBCF Amane color 3.png
BBCF Amane color 4.png
BBCF Amane color 5.png
BBCF Amane color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Amane color 7.png
BBCF Amane color 8.png
BBCF Amane color 9.png
BBCF Amane color 10.png
BBCF Amane color 11.png
BBCF Amane color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Amane color 13.png
BBCF Amane color 14.png
BBCF Amane color 15.png
BBCF Amane color 16.png
BBCF Amane color 17.png
BBCF Amane color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Amane color 19.png
BBCF Amane color 20.png
BBCF Amane color 21.png
BBCF Amane color 22.png
BBCF Amane color 23.png
BBCF Amane color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

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 Amane Nishiki


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