BBCF/Amane Nishiki

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

Combo Rate: 80%
Prejump:
Backdash Time 20 / Invul: 1-5


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

  • Amazing chip damage and barrier draining
  • 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
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Amane 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR All 6 3(4)3 6 +3 B -

A standard jab. Whiffs on crouching characters.

5B
5B
BBCP Amane 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 SOR HL 11 2*3 25 -10 B -

Most versatile ground normal. Can create distance, covers a lot of space, and chain into all C moves.

5C
5C
BBCP Amane 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
585, 315 SOR HL 20 4(4)5 12 -5 B -
  • Cannot hit crouching opponents
  • Useful to hit people jumping or airborne
  • Combo filler
2A
2A
BBCP Amane 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR All 7 2(6)1 11 0 F -

Standard crouching jab

2B
2B
BBCP Amane 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOR L 11 3 27 -16 F -
  • 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.

2C
2C
BBCP Amane 2C.png
Ground control from a distance
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR L, HL 21 4(4)4 23 -10 F -
  • Can be used to beat rolls or late teching on knockdowns
6A
6A
BBCP Amane 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 12 4 21 -8 B 5-15H
  • 5-15H invul

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

6B
6B
BBCP Amane 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 R All 15 3 21 -3 H 1-4T, 5-17FT
  • 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.

6C
6C
BBCP Amane 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
845, 455 SOR HL 27 2(6)4 24 - B -
  • Fatal Counter
  • Cannot hit grounded opponents
  • On air hit, this move side switches and slides the opponent
4C
4C
BBCF Amane 4C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR - - - - - - -
  • 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

1C
1C
BBCF Amane 1C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR L - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C
3C
BBCP Amane 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR L 14 4 21 -6 F -
  • Low profile and slides slightly forward

Excellent in pressure due to higher blockstun, but negative on block nevertheless.

j.A
j.A
BBCP Amane jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR HA 6 3(4)3 8 - H -
  • Can be chained indefinitely into itself

Helpful to adjust yourself during airborne combos.

j.B
j.B
BBCP Amane jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 (S)JOR All 14 2, 2, 3 20 - H -
  • 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

j.2B
j.2B
BBCP Amane j2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR All 16 9 till L +8 H -
  • 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
j.C
j.C
BBCP Amane jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR All 18 4(4)4 28+5L - H -
  • 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.

j.6C
j.6C
BBCP Amane j6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650, 350 SOR All 19 4(4)4 24+5L - H -
  • 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.

j.4C / j.2C
j.4C / j.2C
BBCP Amane j4C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR All 18 4(4)4 30+5L - H -
  • Can be used to beat anti-airs as there is no hurtbox nearby the hitbox
  • Will keep momentum on airdash, but not during Zettou


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
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*4, 1*12 20 -1 BP -
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 20 +1 BP -
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 20 +3 BP -
  • 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.

2D
2D
BBCP Amane 2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*14, 1*2 24 -5 BP 13~H
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 24 -3 BP 13~H
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 24 -1 BP 13~H
  • 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.

6D
6D
BBCP Amane 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 300*N R All 44 - 69~T +2 HBFP* -
Lv2 300*N R All 44 - 69~T +4 HBFP* -
Lv3 300*N R All 44 - 69~T +6 HBFP* -
  • 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.

j.D
j.D
BBCP Amane jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 130*4~16 R*3, (S)OR*1~13 All 13 3*14, 1*2 25+9L - HP -
Lv2 169*4~16 R*3, (S)OR*1~13 All 13 2*14, 1*2 25+9L - HP -
Lv3 234*4~16 R*3, (S)OR*1~13 All 13 1*14 25+9L - HP -
  • 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.

j.6D
j.6D
BBCP Amane j6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 220*4~16 R*3, (S)OR*1~13 All 19 3*14, 1*2 21 - HP -
Lv2 286*4~16 R*3, (S)OR*1~13 All 19 2*14, 1*2 21 - HP -
Lv3 396*4~16 R*3, (S)OR*1~13 All 19 1*14 21 - HP -
  • 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.


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Amane ForwardThrow.png
Pinwheel
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(70) 7 3 17 - T -
  • 100% minimum damage
  • Wallsticks in the corner

Fairly versatile as it can lead to either big damage or a reset into ground Hariken.

Back Throw
Back Throw
4B+C
BBCP Amane BackThrow.png
Reverse Pinwheel
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(70) 7 3 17 - T -
  • 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.

Air Throw
Air Throw
j.B+C
BBCP Amane AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 700*2 -, SOR*2 T(90) 7 3 15+3L - T -
  • 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.

Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Amane 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 6 25 -12 B 1-20Inv
  • 1-20 invul
  • 180F heat gauge cooldown

Uses 5B's animation.

Crush Trigger
Crush Trigger
5A+B
BBCP Amane CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~61 1 33 -8 B -
  • 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.


Specials

Ninpu Sengeki: Hariken
Ninpu Sengeki: Hariken
236D~A/B/C
BBCP Amane Hariken.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Stance - - - - - 139T - - -
  • 7F~ possible to cancel into followups
  • Hariken immediately disappears if overheat is reached
  • Cannot use while another Hariken is active or while in overheat
Lv1 200*15 R All 6+40 90 6+64T +47 HBFP* -
Lv2 200*15 R All 6+40 120 6+64T +47 HBFP* -
Lv3 200*15 R All 6+40 240 6+64T +47 HBFP* -
Break - - - - - 13T - - -
  • 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.

Jyuuken Dageki: Gekiren
Jyuuken Dageki: Gekiren
623C
BBCP Amane Gekiren.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 2300 -, R UNB 25 3 60T - PT -
  • 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.

Choujyuu Rengeki: Raibu
Choujyuu Rengeki: Raibu
236C
BBCP Amane Raibu.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
180*6, 600 R All 14 3*6(4)3 23 -7 B -

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.

Tensou Rakugeki: Gosei
Tensou Rakugeki: Gosei
j.236C
BBCP Amane Gosei.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
150*N, 800 R All 11 2*N(12)3 24 -9 H*N, F -
  • 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.

Choujin Kaihi: Zettou
Choujin Kaihi: Zettou
214A/B, 236A/B, air OK
BBCP Amane Zettou.png
Fabhop
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
236A - - - - - 28+3LT - - -
214A - - - - - 22+3LT - - -
236B - - - - - 31+3LT - - -
214B - - - - - 32+3LT - - -
j.236A - - - - - 25+3LT - - -
j.214A - - - - - 25+3LT - - -
j.236B - - - - - 29+3LT - - -
j.214B - - - - - 33+3LT - - -

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.

Gangan Senpu: Ginga
Gangan Senbu: Ginga
214C
BBCF Amane Ginga.png
A patch for his dead zone
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 -, R - - - - - P* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku
Kyouryuu Tokkou: Seijyuu Rensoukyaku
236236D
BBCP Amane SeijyuuRensoukyaku.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 800, 950 (OD: 800, 400*2, 950) (R) All 5+5 1*8 42 -24 B 1-14 All
Lv2 800, 1600 (OD: 800, 400*3, 1600) (R) All 5+5 1*8 42 -24 B 1-14 All
Lv3 800, 2350 (OD: 800, 400*6, 2350) (R) All 5+5 1*8 42 -24 B 1-14 All
  • 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
  • 10% chip damage (Lv1: 640 Lv2: 960, Lv3: 1280)
  • 180F Heat Gauge Cooldown
  • 1st hit forces opponent into standing on hit
  • On hit, only possible to Rapid Cancel last attack
  • 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.

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

Level 1

  • Only followup possible is by using Rapid Cancel
  • Possible to do Seijyuu > RC > 6D

Level 2

  • Followup with 3C

Level 3

  • Followup with 6C
Kaizoku Senkou: Goukai Rasen Renpa
Kaizoku Senkou: Goukai Rasen Renpa
632146D
BBCP Amane GoukaiRasenRenpa.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 200*N R All 9+9 27*N 72T - HBFP*(2) -
Lv2 200*N R All 9+9 27*N 72T - HBFP*(2) -
Lv3 200*N R All 9+9 27*N 72T - HBFP*(2) -
  • 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.


Exceed Accel

Hazan Gekisou: Jiyakuo Dengekitai
ABCD during Overdrive
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1980 - All - - - - - -
Active Flow 3993 - All - - - - - -
  • Does not cost Heat, but immediately ends Overdrive if used.
  • 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.


Astral Heat

Jyatoku Meika: Gouha Houyou
222D
BBCP Amane GouhaHouyou.png
I wanna be, forever young
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - All - 9 44 -22 HBFP*(2) -
  • 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.


External References