BBCF/Amane Nishiki: Difference between revisions

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===Pros/Strengths===
===Pros/Strengths===
*Amazing chip damage and barrier draining
*Great attack range with C and D normals
*Great attack range with D and C normals
*Strong and diverse pressure with normals, Zettou, and Ginga
*Good anti-air 6A
*Unpredictable air mobility with Zettou hops and j.2B
*High mobility with Choujin Kaihi: Zettou
*Strong antiairs: solid 6A, 5C and 6C for long-range, Gekiren for an unblockable read
*Amazing chip damage and barrier draining on Level


===Cons/Weaknesses===
===Cons/Weaknesses===
*Below-average health
*Below-average health
*Lack of mixup options
*Long-range moves have huge recoveries on whiff
*Subpar universal mobility options (walk, run, jump, etc.)
*Lacking mixup options; literally only one overhead (j.A)
*Lack of meterless defensive options
*Lack of meterless defensive options
*Very space dependent
*Requires Level 3 Drill for full damage/pressure potential
*Combo damage is lower than average


==Normal Moves==
==Normal Moves==
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*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.
*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.
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with 6A (JC) stuff, or more advanced 5B > 5C > 6C(1) stuff for better damage.
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  |hitbox=Amane/236A
  |hitbox=Amane/236A
  |description=
  |description=
Can cancel into anything except jump/airdash/block after a certain amount of time depending on which versions is used:
A "command jump" that gives Amane the much needed additional mobility.
*Input controls the hop's direction (236 = forward, 214 = back) and travel distance (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:
**Ground A versions: 14F onwards
**Ground B versions: 16F onwards
**All Aerial versions: 7F onwards


*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.
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  |airHit=39
  |airHit=39
  |description=
  |description=
*List what the move is used for
Projectile that travels on ground level.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Short range, big pushback on block, average overall recovery
Follow the [[Help:Writing_Character_Pages]] guidelines
*Launches opponent in air on hit with lots of untech time
Ginga is a new addition that helps Amane's game on all areas:
*In combos it gives an easy launch in corner for a great variety of routes
*In okizeme it gives a frame advantage on block or launches the opponent for a combo if they roll, quick tech, or do not tech
*In pressure it works as a safe frametrap ender with a big counterhit that combos into C normals
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Revision as of 09:52, 22 May 2017

Amane Nishiki
BBCF Amane Portrait.png
Health: 10,500

Combo Rate: 60%
Prejump:
Backdash Time 28 / Invul: 1-7


Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Zoning, Chip Damage
  

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

His Drive attacks turn his cloth into a drill, with which he can use to attack his opponent.

  • 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.
  • Level 3 D moves do a very high amount of chip damage on block.

Overdrive: Cyclone

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.

Pros/Strengths

  • Great attack range with C and D normals
  • Strong and diverse pressure with normals, Zettou, and Ginga
  • Unpredictable air mobility with Zettou hops and j.2B
  • Strong antiairs: solid 6A, 5C and 6C for long-range, Gekiren for an unblockable read
  • Amazing chip damage and barrier draining on Level

Cons/Weaknesses

  • Below-average health
  • Long-range moves have huge recoveries on whiff
  • Subpar universal mobility options (walk, run, jump, etc.)
  • Lacking mixup options; literally only one overhead (j.A)
  • Lack of meterless defensive options
  • Requires Level 3 Drill for full damage/pressure potential

Normal Moves

5A
5A
BBCP Amane 5A.png
300*2 All 6 3 (4) 3 9 - B -
5B
5B
BBCP Amane 5B.png
280*3 HL 11 2,2,2 25 - B -
5C
5C
BBCP Amane 5C.png
780*2 All 20 2 (4) 2 15 - B -
2A
2A
BBCP Amane 2A.png
300 7 3 9 - - 300 7 3 9 - - 300*2 5 3 (2) 3 9 - -
2B
2B
BBCP Amane 2B.png
540 10 3 19 - -
2C
2C
BBCP Amane 2C.png
Ground control from a distance
720*2 21 2 (4) 2 23 - -
6A
6A
BBCP Amane 6A.png
600 12 4 21 - -
6B
6B
BBCP Amane 6B.png
800 15 3 21 - -
6C
6C
BBCP Amane 6C.png
980 23 2 (6) 4 24 - -
4C
4C
BBCF Amane 4C.png
700 17 2 21 - -
1C
1C
BBCF Amane 1C.png
650 17 2 29 - -
3C
3C
BBCP Amane 3C.png
800 14 4 21 - -
j.A
j.A
BBCP Amane jA.png
300 6 3 (4) 3 11 - - 300 5 4 9 - -
j.B
j.B
BBCP Amane jB.png
280*3 14 2,2,3 20 - -
j.2B
j.2B
BBCP Amane j2B.png
700 16 9 21 - -
j.C
j.C
BBCP Amane jC.png
700*2 18 2 (4) 2 28+5 after L - -
j.6C
j.6C
BBCP Amane j6C.png
680*2 19 2 (4) 2 24+5 after L - -
j.4C / j.2C
j.4C / j.2C
BBCP Amane j4C.png
700 18 2 30+5 after L - -


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.
5D
5D
BBCP Amane 5D.png
120*3 15 9~32 25 - - 120*4 15 9~32 25 - - 120*7 15 9~32 25 - -
2D
2D
BBCP Amane 2D.png
140*3 13 9~32 28 - - 140*4 13 9~32 28 - - 140*7 13 9~32 28 - -
6D
6D
BBCP Amane 6D.png
250*N 29 Total 92 - -
j.D
j.D
BBCP Amane jD.png
100*3 13 9~32 24 - - 100*4 13 9~32 24 - - 100*7 13 9~32 24 - -
j.6D
j.6D
BBCP Amane j6D.png
150*3 17 9~32 21 - - 150*4 17 9~32 21 - - 150*7 17 9~32 21 - -


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Amane ForwardThrow.png
Pinwheel
0, 1500 T(70) 7 3 17 - T -
Back Throw
Back Throw
4B+C
BBCP Amane BackThrow.png
Reverse Pinwheel
0, 1500 T(70) 7 3 17 - T -
Air Throw
Air Throw
j.B+C
BBCP Amane AirThrow.png
0, 750*2 T(90) 7 3 15+3L - T -
Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Amane 5B.png
0 13 4 25 - -
Crush Trigger
Crush Trigger
5A+B
BBCP Amane CT.png
1000 20 1 25 - - 1000 30~61 1 25 - -


Specials

Ninpu Sengeki: Hariken
Ninpu Sengeki: Hariken
236D~A/B/C
BBCP Amane Hariken.png
- - 700 20 2 31 - - 1000 30 - - 13T - -
Jyuuken Dageki: Gekiren
Jyuuken Dageki: Gekiren
623C
BBCP Amane Gekiren.png
0, 2700 25 6 Total 60 - -
Choujyuu Rengeki: Raibu
Choujyuu Rengeki: Raibu
236C
BBCP Amane Raibu.png
200*5,750 12 3,3,3,3,3,4 21 - -
Tensou Rakugeki: Gosei
Tensou Rakugeki: Gosei
j.236C
BBCP Amane Gosei.png
200*N, 900 11 Untl L (12) 3 24 - -
Choujin Kaihi: Zettou
Choujin Kaihi: Zettou
214A/B, 236A/B, air OK
BBCP Amane Zettou.png
Fabhop
34+3L - - 34+3L - - 36+3L - - 36+3L - - 30+3L - - 30+3L - - 30+3L - - 30+3L - -
Gangan Senpu: Ginga
Gangan Senbu: Ginga
214C
BBCF Amane Ginga.png
A patch for his dead zone
800 15 24 Total 50 - -


Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku
Kyouryuu Tokkou: Seijyuu Rensoukyaku
236236D
BBCP Amane SeijyuuRensoukyaku.png
Lv1: 800, 3500
Lv2: 800, 4000
Lv3: 800, 4500
5+5 1*8 41 - - Lv1: 800, 400*2, 3500
Lv2: 800, 300*3, 4000
Lv3: 800, 200*6, 4500
5+5 1*8 41 - -
Kaizoku Senkou: Goukai Rasen Renpa
Kaizoku Senkou: Goukai Rasen Renpa
632146D
BBCP Amane GoukaiRasenRenpa.png
Lv1: 220*N
Lv2: 260*N
Lv3: 300*N
9+57 Until Offscreen Total 66 - -


Exceed Accel

Hazan Gekisou: Jakua Dengekitai
ABCD during Overdrive
Fast 10
slow 20
3 20 - - Fast 10
slow 20
3 20 - -


Astral Heat

Jyatoku Meika: Gouha Houyou
222D
BBCP Amane GouhaHouyou.png
I wanna be, forever young
DESTROY 1+15 9 Total 66 - -


External References