Amane Nishiki |
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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
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Normal Moves
5A
5A |
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A standard jab. Whiffs on crouching characters. |
5B
5B |
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Most versatile ground normal. Can create distance, covers a lot of space, and chain into all C moves. |
5C
5C |
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2A
2A | Template:AttackDataHeader-BBCF |
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2B
2B |
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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 |
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6A
6A |
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Dedicated Anti-air. You can chain it into 5B as a hitconfirm into 5C. |
6B
6B |
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Can blow up certain mashing attempts and be safe if fails or blocked. |
6C
6C |
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4C
4C |
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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 |
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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 |
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Excellent in pressure due to higher blockstun, but negative on block nevertheless. |
j.A
j.A | Template:AttackDataHeader-BBCF |
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j.B
j.B |
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Offers the best balance of covering space versus ease of use. You want to use this move a lot |
j.2B
j.2B |
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j.C
j.C |
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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 | Template:AttackDataHeader-BBCF |
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j.4C / j.2C
j.4C / j.2C | Template:AttackDataHeader-BBCF |
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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 | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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j.6D
j.6D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (When Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Ninpu Sengeki: Hariken
Ninpu Sengeki: Hariken 236D~A/B/C |
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Jyuuken Dageki: Gekiren
Jyuuken Dageki: Gekiren 623C |
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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 |
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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 |
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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 |
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j.236A/B or j.214A/B | |||||||
A "command jump" that gives Amane the much needed additional mobility.
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Gangan Senpu: Ginga
Gangan Senbu: Ginga 214C |
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Projectile that travels on ground level.
Ginga is a new addition that helps Amane's game on all areas:
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Distortion Drives
Kyouryuu Tokkou: Seijyuu Rensoukyaku
Kyouryuu Tokkou: Seijyuu Rensoukyaku 236236D |
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Kaizoku Senkou: Goukai Rasen Renpa
Kaizoku Senkou: Goukai Rasen Renpa 632146D |
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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 |
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Astral Heat
Jyatoku Meika: Gouha Houyou 222D |
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External References
- Japanese Name: アマネ=ニシキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
move
and the move Full
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Click [★] for character's full frame data
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
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Defense •
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