BBCF/Amane Nishiki: Difference between revisions

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  |blockstun= |airHit= |description=
  |blockstun= |airHit= |description=
*7F~ possible to cancel into followups
*7F~ possible to cancel into followups
*Gains Drill level while stance is held.
*Hariken immediately disappears if overheat is reached
*Hariken immediately disappears if overheat is reached
*Cannot use while another Hariken is active or while in overheat
*Cannot use while another Hariken is active or while in overheat

Revision as of 10:47, 11 January 2018

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.

One Spiral Gauge is 6000 points, but increases and depletes at various rates depening on the circumstance.

Overdrive: Cyclone

  • 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.

Strengths/Weaknesses

Strengths Weaknesses
  • 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, long-range 5C and 6C, unblockable Gekiren
  • Amazing chip damage and barrier draining on Level 3 Drill
  • Below-average health
  • Long-range moves have huge recoveries on whiff
  • Slow movement speed overall, in spite of the various movement options
  • Lacking mixup options; literally only one overhead (j.A)
  • Lack of meterless defensive options
  • Requires Level 3 Drill for full damage/pressure potential, but care must be taken not to overheat the drill.


Normal Moves

5A
5A
BBCP Amane 5A.png
It really shouldn't be in your gameplan to be this close
300*2 All 6 3 (4) 3 9 - B -
5B
5B
BBCP Amane 5B.png
Pretty common round starter
280*3 Mid 11 2,2,2 25 - B -
5C
5C
BBCP Amane 5C.png
Beware the deadzone
700*2 All 20 2 (4) 2 15 - B -
2A
2A
BBCP Amane 2A.png
Tactical Kneeslapping action
300 7 3 9 - F - 300 7 3 9 - F - 300*2 5 3 (2) 3 9 - F -
2B
2B
BBCP Amane 2B.png
A low poke with no overhead to mix it up with.
540 10 3 19 - F -
2C
2C
BBCP Amane 2C.png
Ground control from a distance
650*2 21 2 (4) 2 23 - F -
6A
6A
BBCP Amane 6A.png
Good for disrespecting crossup attempts
600 12 4 21 - B -
6B
6B
BBCP Amane 6B.png
Making space while you make them block
800 15 3 21 - H -
6C
6C
BBCP Amane 6C.png
Taking lessons from Axl Low
800 23 2 (6) 4 24 - B -
4C
4C
BBCF Amane 4C.png
700 17 2 21 - B -
1C
1C
BBCF Amane 1C.png
650 17 2 29 - F -
3C
3C
BBCP Amane 3C.png
800 14 4 21 - F -
j.A
j.A
BBCP Amane jA.png
300 High/Air 6 3 (4) 3 11 - H - 300 High/Air 5 4 9 - H -
j.B
j.B
BBCP Amane jB.png
Perplexingly not an overhead.
280*3 14 2,2,3 20 - H -
j.2B
j.2B
BBCP Amane j2B.png
700 16 9 21 - H -
j.C
j.C
BBCP Amane jC.png
700*2 18 2 (4) 2 28+5 after L - H -
j.6C
j.6C
BBCP Amane j6C.png
Gives "Crane Kick" a whole new meaning
680*2 19 2 (4) 2 24+5 after L - H -
j.4C / j.2C
j.4C / j.2C
BBCP Amane j4C.png
700 18 2 30+5 after L - H -


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 - B - 120*4 15 9~32 25 - B - 120*7 15 9~32 25 - B -
2D
2D
BBCP Amane 2D.png
140*3 13 9~32 28 - B - 140*4 13 9~32 28 - B - 140*7 13 9~32 28 - B -
6D
6D
BBCP Amane 6D.png
250*N 29 Total 92 - P1* -
j.D
j.D
BBCP Amane jD.png
100*3 13 9~32 24 - H - 100*4 13 9~32 24 - H - 100*7 13 9~32 24 - H -
j.6D
j.6D
BBCP Amane j6D.png
150*3 17 9~32 21 - H - 150*4 17 9~32 21 - H - 150*7 17 9~32 21 - H -


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 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Amane CT.png
1000 20 1 25 - B - 1000 30~61 1 25 - B -


Specials

Ninpu Sengeki: Hariken
Ninpu Sengeki: Hariken
236D~A/B/C
BBCP Amane Hariken.png
- - 700 20 2 31 - F - 1000 30 - P1 - 13T - -
Jyuuken Dageki: Gekiren
Jyuuken Dageki: Gekiren
623C
BBCP Amane Gekiren.png
0, 2700 25 6 Total 60 - PT* -
Choujyuu Rengeki: Raibu
Choujyuu Rengeki: Raibu
236C
BBCP Amane Raibu.png
200*5,750 12 3,3,3,3,3,4 21 - B -
Tensou Rakugeki: Gosei
Tensou Rakugeki: Gosei
j.236C
BBCP Amane Gosei.png
200*N, 900 11 Untl L (12) 3 24 - H*N, F -
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 - P1* -


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 - B - Lv1: 800, 400*2, 3500
Lv2: 800, 300*3, 4000
Lv3: 800, 200*6, 4500
5+5 1*8 41 - B -
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 - P2* -


Exceed Accel

Hazan Gekisou: Jakua Dengekitai
ABCD during Overdrive
600, 0, 800, 500, 1000 Fast 10
slow 20
3 34 - B - 600, 0, 800, 500, 3750 Fast 10
slow 20
3 34 - B -


Astral Heat

Jyatoku Meika: Gouha Houyou
222D
BBCP Amane GouhaHouyou.png
I wanna be, forever young
DESTROY 1+15 9 Total 66 - P2* -


External References