BBCF/Amane Nishiki

From Dustloop Wiki
Amane Nishiki
BBCF Amane Portrait.png
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 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
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×2 All 6 3(4)3 9 ±0 B CSOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCP Amane 5A.pngBBCF Amane 5A-2.png
• Pretty good, actually
BBCF Amane 5A hitbox.png


A standard jab. Whiffs on crouching characters.

5B
5B
BBCP Amane 5B.png
Pretty common round starter
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
280×3 Mid 11 2,2,2 25 -10 B SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 23 22 37 3×2, 7 +0 +2
BBCP Amane 5B.png
It's good but don't miss
BBCF Amane 5B hitbox 1.pngBBCF Amane 5B hitbox 2.pngBBCF Amane 5B hitbox 3.png
Frames 11-12 • Frames 13-14 • Frames 15-16


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

5C
5C
BBCP Amane 5C.png
Beware the deadzone
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700×2 All 20 2(4)2 15 ±0 B SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17, Crumple 28 22, Crumple 42 11 +0 +2
BBCP Amane 5C.png
Beware the deadzone
BBCF Amane 5C hitbox 1.pngBBCF Amane 5C hitbox 2.png
Frames 20-21 • Frames 26-27
If both hits connect, second hit does 30% of its normal damage
Cannot hit crouching state
Crumple Duration 27F, Crumple Fall 68F


  • Cannot hit crouching opponents
  • Pulls opponent inwards.
  • Useful to hit people jumping or airborne
  • Combo filler
  • Second hit is jump cancellable .
  • Considerable deadzone in front of Amane
2A
2A
BBCP Amane 2A.png
Tactical Kneeslapping action
Template:AttackDataHeader-BBCF
2A


2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 7 3 9 ±0 F SOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Amane 2A.png
2A
BBCF Amane 2A hitbox.png
2A
2AAA Frames 5-7
2AA


2AA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 5 3 9 ±0 F SOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Amane 2AA.png
2AA
BBCF Amane 2AA hitbox.png
2AA
2AAA Frames 12-14
2AAA


2AAA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×2 All 5 3(4)3 9 ±0 F SOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Amane 2AAA.png
2AAA

Amane's 2A requires you to press the button multiple times in order to use every version of the attack. Can cancel into all three versions on whiff, and can cancel back to the first version from the third on hit or block.

2B
2B
BBCP Amane 2B.png
A low poke with no overhead to mix it up with.
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
540 Low 10 3 19 -5 F SOR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Amane 2B.png
BBCF Amane 2B hitbox.png


  • 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
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650×2 Low/Air, All 21 2(4)2 23 -8 F SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Spin Fall 33 28 Spin Fall 38 42 11 +0 +2
BBCP Amane 2C.png
Ground control from a distance
BBCF Amane 2C hitbox 1.pngBBCF Amane 2C hitbox 2.png
Frames 21-22 • Frames 27-28
If both hits connect, second hit does 30% of its normal damage


  • Can be used to beat rolls or late teching on knockdowns
  • Pulls opponent inwards.
  • Has a big deadzone in front of Amane
6A
6A
BBCP Amane 6A.png
Good for disrespecting crossup attempts
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 12 4 21 -8 B 5~15 H SOJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 28 Launch 42 11 +0 +2
BBCP Amane 6A.png
Good for disrespecting crossup attempts
BBCF Amane 6A hitbox.png


  • 5-15H invul

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

6B
6B
BBCP Amane 6B.png
Making space while you make them block
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 15 3 21 -3 H 1~17 T
5~17 F
R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Long 5 20 21 40 + Slide 30 59 + Slide 13 +0 +8
BBCP Amane 6B.png
I am legally obligated to recommend against 6B abare
BBCF Amane 6B hitbox.png
Fatal Counter
110% Bonus Proration
Airborne from frame 5, move recovers airborne
Maximum Slide duration 15F


  • Fatal Counter
  • Makes Amane jump backwards
  • 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
Taking lessons from Axl Low
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800×2 Mid 23 2 (6) 4 24 -11 B SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 38 + Slide Launch 55 + Slide 11 +0 +2
BBCP Amane 6C.png
BBCF Amane 6C hitbox 1.pngBBCF Amane 6C hitbox 2.png
Frames 23-24 • Frames 31-34
Fatal Counter
If both hits connect, second hit does 30% of its normal damage
Cannot hit grounded opponents
Maximum Slide duration 45F


  • Fatal Counter
  • Cannot hit grounded opponents
  • On air hit, this move side switches and slides the opponent
4C
4C
BBCF Amane 4C.png
Template:AttackDataHeader-BBCF
4C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 All 17 2 21 -6 B SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 28 22 42 11 +0 +2
BBCF Amane 4C.png
BBCF Amane 4C hitbox 1.png
Cannot hit crouching state
Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state


Basically a shorter ranged version of 5C that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone 5C has. Also a slightly better starter than 5C.

1C
1C
BBCF Amane 1C.png
Template:AttackDataHeader-BBCF
1C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 Low/Air 17 2 29 -14 F SOR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 28 22 42 11 +0 +2
BBCF Amane 1C.png
BBCF Amane 1C hitbox 1.png
Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state


Basically a shorter ranged version of 2C that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone 2C has. Also a slightly better starter than 2C.

3C
3C
BBCP Amane 3C.png
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Low 14 4 21 -6 F SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5
BBCP Amane 3C.png
BBCF Amane 3C hitbox.png


  • 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
Template:AttackDataHeader-BBCF
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 6 3(4)3 9 H CSOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 16 16 27 9 +0 +0
BBCP Amane jA.png
For some reason, this is Amane's only overhead move
BBCF Amane jA hitbox 1.pngBBCF Amane jA hitbox 2.png
Frames 6-8 • Frames 13-15
j.AA
  • Can be chained indefinitely into itself
  • Amane's only overhead attack.

Helpful to adjust yourself during airborne combos.

j.B
j.B
BBCP Amane jB.png
Perplexingly not an overhead.
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
280×3 All 14 2,2,3 20 H (S)(O)JR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 34 3×2, 7 +0 +2
BBCP Amane jB.png
BBCF Amane jB hitbox 1.pngBBCF Amane jB hitbox 2.png
Frames 14-17 • Frames 18-20


  • Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu
  • Amane's own hurtbox includes the sash, leading to some strange counterhits.

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
Template:AttackDataHeader-BBCF
j.2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 All 16 9 21 H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 36 + GBounce Launch 50 + GBounce 11 +0 +2
BBCP Amane j2B.png
The "But I anti air'd that!" move
BBCF Amane j2B hitbox 1.pngBBCF Amane j2B hitbox 2.pngBBCF Amane j2B hitbox 3.png
Frames 16-18 • Frames 19-21 • Frames 22-24
lmao


  • 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
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700×2 All 18 2(4)2 28+5L H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Spin Fall 33 28 Launch 42 11 +0 +2
BBCP Amane jC.png
BBCF Amane jC hitbox 1.pngBBCF Amane jC hitbox 2.png
Frames 18-19 • Frames 24-25
If both hits connect, second hit does 30% of its normal damage
Landing recovery only applies if move reaches active frames


  • Can be used to punish certain grounded projectiles
  • Will keep momentum on airdash, but not during Zettou
  • Launches opponent towards Amane

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
Gives "Crane Kick" a whole new meaning
Template:AttackDataHeader-BBCF
  • 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
Template:AttackDataHeader-BBCF
  • Can be used to beat anti-airs as there is no hurtbox nearby the hitbox
  • Will keep momentum on airdash, but not during Zettou
  • Launches opponent towards you


Drive Moves

Notes
  • 1 gauge has total 6000 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 and resets to level 1 at the end. (Always needs 120F to reset)
  • 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
Template:AttackDataHeader-BBCF
Lv1


5D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
120×N All 15 7~30 26 -9 B SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 3 16 17 24 Crumple 39 2/+1 +1 +0
BBCF Amane 5D.png
BBCF Amane 5D hitbox.png
Fatal Counter
Hold button for more hits, min. 3, max. 11
Chip Damage 30% (36×N)
Crumple Duration 27F, Crumple Fall 63F
Lv2


5D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
120×N All 15 7~30 26 -7 B SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 4 18 19 24 Crumple 41 1/+1 +1 +0
BBCF Amane 5D.png
BBCF Amane 5D hitbox.png
Fatal Counter
Hold button for more hits, min. 4, max. 16
Chip Damage 60% (72×N)
Crumple Duration 29F, Crumple Fall 63F
Lv3


5D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
120×N All 15 7~30 26 -5 B SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 5 20 11 24 Crumple 43 0/+1 +1 +0
BBCF Amane 5D.png
BBCF Amane 5D hitbox.png
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
  • Add more hits by holding button

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
Template:AttackDataHeader-BBCF
Lv1


2D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
140×N All 13 7~30 29 -12 B 12~(End of Active) H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 3 16 Launch 30 + WBounce Launch 44 + WBounce 2/+1 +1 +0
BBCF Amane 2D.png
BBCF Amane 2D hitbox.png
Invincibility is through all active frames
Hold button for more hits, min. 3, max. 11
Chip damage 30% (42×N)
Lv2


2D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
140×N All 13 7~30 29 -10 B 12~(End of Active) H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 4 18 Launch 34 + WBounce Launch 49 + WBounce 1/+1 +1 +0
BBCF Amane 2D.png
BBCF Amane 2D hitbox.png
Invincibility is through all active frames
Hold button for more hits, min. 4, max. 16
Chip damage 60% (84×N)
Lv3


2D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
140×N All 13 7~30 29 -8 B 12~(End of Active) H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 5 18 Launch 38 + WBounce Launch 54 + WBounce 0/+1 +1 +0
BBCF Amane 2D.png
BBCF Amane 2D hitbox.png
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
  • Head attribute invul from 12F until the end of active frames
  • Add more hits by holding button

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
Template:AttackDataHeader-BBCF
Lv1


6D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
250×N All 44 Total 73~ +3 P1* R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
98×N Normal 3 16 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2
BBCF Amane 6D.png
Blocking will no longer save you
BBCF Amane 6D hitbox.png
Hold button for more hits
Bonus Proration 110%
Chip damage 10% (25×N)
Lv2


6D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
250×N 44 Total 73~ +5 P1* R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
98×N Normal 3 18 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2
BBCF Amane 6D.png
BBCF Amane 6D hitbox.png
Hold button for more hits
Bonus Proration 110%
Chip damage 30%: 75×N
Lv3


6D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
250×N 44 Total 73~ +7 P1* R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
98×N Normal 3 20 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2
BBCF Amane 6D.png
BBCF Amane 6D hitbox.png
Hold button for more hits
Bonus Proration 110%
Chip damage 50%: 125×N
Minimum Damage 5%: 12×N
  • Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)
  • Lv3: 5% minimum damage (12*N).
  • Add more hits by holding button.
  • Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.
  • 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 way 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. Projectile invulnerable moves, long distance backdashes and some reversal moves can escape it and sometimes even punish you for it.

j.D
j.D
BBCP Amane jD.png
Template:AttackDataHeader-BBCF
Lv1


j.D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100×N All 13 7~30 25+9L ~+7 H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 3 16 17 17 Crumple 31 2/+1 +1 +0
BBCF Amane jD.png
BBCF Amane jD hitbox.png
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
Lv2


j.D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100×N All 13 7~30 25+9L ~+10 H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 4 18 19 19 Crumple 33 1/+1 +1 +0
BBCF Amane jD.png
BBCF Amane jD hitbox.png
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
Lv3


j.D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100×N All 13 7~30 25+9L ~+13 H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 5 20 21 21 Crumple 37 0/+1 +1 +0
BBCF Amane jD.png
BBCF Amane jD hitbox.png
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
  • Add more hits by holding button

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. Combined with Zettou and high drill level, 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.

j.6D
j.6D
BBCP Amane j6D.png
Template:AttackDataHeader-BBCF
Lv1


j.6D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×N All 17 7~30 21 H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 3 16 Launch 36 + WBounce Launch 50 + WBounce 2/+1 +1 +0
BBCF Amane j6D.png
BBCF Amane j6D hitbox.png
Hold button for more hits, min. 3, max. 11
Chip damage 30%: 45×N
Lv2


j.6D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×N All 17 7~30 21 H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 4 20 Launch 40 + WBounce Launch 54 + WBounce 1/+1 +1 +0
BBCF Amane j6D.png
BBCF Amane j6D hitbox.png
Hold button for more hits, min. 4, max. 16
Chip damage 60%: 90×N
Lv3


j.6D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×N All 17 7~30 21 H SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Normal 5 22 Launch 44 + WBounce Launch 60 + WBounce 1/+1 +1 +0
BBCF Amane j6D.png
BBCF Amane j6D hitbox.png
Hold button for more hits, min. 7, max. 30
Chip damage 90%: 135×N
Minimum Damage 5%: 7×N
  • Add more hits by holding button

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
Template:AttackDataHeader-BBCF
  • 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
Template:AttackDataHeader-BBCF
  • 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
Template:AttackDataHeader-BBCF
  • 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 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.

Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Amane 5B.png
Template:AttackDataHeader-BBCF
  • 1-20 invul
  • 180F heat gauge cooldown

Uses 5B's animation.

Crush Trigger
Crush Trigger
5A+B
BBCP Amane CT.png
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • 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
Template:AttackDataHeader-BBCF
Stance
236D


236D
Ninpu Sengeki: Hariken
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
5~(Recovery) Guard P
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Amane Hariken.png
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]
  • 7F~ possible to cancel into followups
  • Gains Drill level while stance is held
  • Projectile invulnerable while stance is held
  • Hariken immediately disappears if overheat is reached
  • Cannot use while another Hariken is active or while in overheat
Attack (Foot)
236D > A/B/C
Attack (drill)
Lv1/2/3
Break
236D > D
  • 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
Come on and SLAM
Template:AttackDataHeader-BBCF
623C
Jyuuken Dageki: Gekiren
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 2700 Unblockable 25 3 Total: 60 PT R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
70 Long 0, 3 17 + Down 23 0 +0
BBCF Amane Gekiren.png
BBCF Amane Gekiren hitbox.png
Cannot hit grounded opponents


  • 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
Template:AttackDataHeader-BBCF
236C
Choujyuu Rengeki: Raibu
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
200×6,750 All 12 3×6 (4) 3 21 -5 B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Long 2×6,4 13×6, 18 14×6, Launch 30×5, 30 + WStick 17 18×6, Launch 42×6, 42 + WStick 17 3×6, 15 +0 +1×6, +5
BBCP Amane Raibu.png
BBCF Amane Raibu hitbox 1.pngBBCF Amane Raibu hitbox 2.png
First hit (Frames 12-14) • Last hit (Frames 34-36)


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
Template:AttackDataHeader-BBCF
j.236C
Tensou Rakugeki: Gosei
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
200×N, 900 All 11 2,4×N(12)3 24 -10 H×N, F R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 25×N, Launch 25 + Down 38×N, 30 + Slide 30×N, Launch 39 + Down 38×N, 44 + Slide 1/-1×N, 11 -1 +0×N, +2
BBCF Amane Gosei.png
BBCF Amane Gosei hitbox 1.pngBBCF Amane Gosei hitbox 2.png
First hit • Last hit
Maximum Slide duration 5F


  • 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
Template:AttackDataHeader-BBCF
236A/214A
236B/214B
236B
B Choujin Kaihi: Zettou
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Total: 31+3L
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCP Amane Zettou.png
The Fabhop
Can cancel into attacks from frame 16 onwards
Frames 1-6 are counter hit state
Airborne from frame 7


j.236A/B or j.214A/B

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
Gangan Senpu: Ginga
Gangan Senbu: Ginga
214C
BBCF Amane Ginga.png
A patch for his dead zone
Template:AttackDataHeader-BBCF
214C
Gangan Senbu: Ginga
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 15 33 Total 50 -8~+24 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 Launch 39 Launch 53 0/+11 +0 +2
BBCF Amane Ginga.png
The GINGA
BBCF Amane 214C Hitbox1.pngBBCF Amane 214C Hitbox2.pngBBCF Amane 214C Hitbox3.png
First active • Three frames later • Max distance


Projectile that travels on ground level.

  • Short range, big pushback on block, average overall recovery
  • 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


Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku
Kyouryuu Tokkou: Seijyuu Rensoukyaku
236236D
BBCP Amane SeijyuuRensoukyaku.png
Template:AttackDataHeader-BBCF
Level 1
Level 2
Level 3
  • Base Damage is 800*8 on block, on hit it is as listed above
  • 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
Discount Imperial Ray
Template:AttackDataHeader-BBCF
632146D
Kaizoku Senkou: Goukai Rasen Renpa
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
(180+40×Lv)×N All 9+(36 Flash)+3 Until Offscreen Total: 66 P2 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94×N Normal 2 13 Launch 60 Launch 72 0 +0 +1
BBCP Amane GoukaiRasenRenpa.png
Discount Imperial Ray
BBCF Amane 632146D Hitbox1.pngBBCF Amane 632146D Hitbox6.png
Creates drills every 8 [6] frames, first drill on frame 12
Each drill has 9 hits, 3 active frames per hit (27 active frames per drill)
Minimum Damage 7%: 15×N/18×N/21×N (Lv1/Lv2/Lv3)
Chip damage 20%/20%/40%: 44×N/52×N/120×N (Lv1/Lv2/Lv3)


  • 20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
  • 20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
  • 180F Heat Gauge Cooldown
  • 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: Jakua Dengekitai
ABCD during Overdrive
Template:AttackDataHeader-BBCF
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • 10% minimum damage

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 but is slightly unsafe on block and cannot be rapid-cancelled.


Astral Heat

Jyatoku Meika: Gouha Houyou
222D
BBCP Amane GouhaHouyou.png
I wanna be, forever young
Template:AttackDataHeader-BBCF
  • 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


Navigation


To edit frame data, edit values in BBCF/Amane Nishiki/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.