Overview
Amane is a evasive zoner with great chip damage, high range and air maneuverability, albeit with slow speed.
Amane is hard to catch in neutral due to his ability to stay airborne, poke with incredibly-long normals and push his opponents away if they get close, which gives him the ability to control the pace of the game. Once they do get in however, Amane is at a significant disadvantage until he can make space again.
While Amane has basically no mixup in the traditional sense, he has a lot of strong pressure and okizeme tools, and his Drive gives him the highest chip damage in the game while also increasing his combo damage, allowing him to create a pseudo-mixup between his dangerous chip damage or high reward frame traps.

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Health |
10,500 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
Forward Dash |
Unique Movement Options |
Command Hops |
Fastest Attack |
5A (6F whiffs crouchers) 2A (7F) |
Reversals |
236236D (10F) |
Fatal Starters |
6B 6C 5D |
Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics:
- There are a total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Gauge builds even on whiffed D attacks.
- Drill attacks gain hits, attack level, and damage on hit as well as chip damage with each level.
- Drill can overheat if charged for too long. When overheated, D moves and specials cannot be used until the meter resets, starting at Level 1 again.
- 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.
- 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.
Normal Moves
5A
Not a standard jab due to hitting twice, making it very punishable on whiff. However it's very fast which makes it useful as a situational anti-air, or linking combos after a microdash. Whiffs on most characters on crouch.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
5B
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all C moves.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
5C
First of your many C vaccum normals, and one of your main space control and combo tools, with a large deadzone between the hitbox and Amane, but otherwise fully disjointed. Not as widely applicable as some others due to whiffing on crouchers, but still useful by catching lower-height airborne opponents. Has two hits, popping the opponent up to be combo'd into 6C. On grounded hit, they simply get pulled in, but won't reel long enough to connect 2C, tho other gatlings and cancels connect. Not very useful in pressure due to the deadzone and since it whiffs on crouching opponents, but if someone jumps and blocks this you do get a a chance to reset pressure with hop.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- If both hits connect, second hit does 30% of its normal damage
- Cannot hit crouching state
4C
Basically a shorter ranged version of 5C that only hits once. A slightly better starter than 5C but has less hit stun on regular and counter hit. Outside of risky and niche anti-air situations, this move is mostly combo filler, either as a part of a grounded C chain, or a closer-range avenue to 6C.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
- Cannot hit crouching state
- Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state
2A
Fairly average whiff cancelable 2A, one of your main ways to mash out on defense, if not an excellent one due to its incredibly short range. The move bas 3 versions, each come out as a part of its self-cancel chain. These will come out even on whiff, and the third one cancels to the first one only on hit or block. Because of this, it's better to confirm your hits with a hitstop/blockstop option select by pressing 2A > 2B so you don't overcommit on whiff.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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2A | Normal | 100 | 80 | 1 | ||||||||||||||||||||||||||||||||||||
2AA | Normal | 100 | 80 | 1 | ||||||||||||||||||||||||||||||||||||
2AAA | Normal | 100 | 80 | 1 |
2B
A low mainly useful in pressure, either as an extra button to push the opponent further out, or as a way to stay safe from ODR attempts that would punish 5B's longer recovery. Also a useful juggle tool into the corner, lifting the opponent to connect with 2D or 6A, or just achieve more pushback for 6C > Hariken routes.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
2C
Your longest ground poke. Very useful C normal, with around the same range as 5C, but this time able to hit crouching, however with notably more recovery. Better grounded combo opportunities than 5C due to the spin state it causes, and also pops the opponent up for 5C on air hit, where it only hits once. Due to its range, more of a pressure starter than extender, which is still very threatening for the opponent to be in range of.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- If both hits connect, second hit does 30% of its normal damage
1C
Basically a shorter ranged version of 2C that only hits once. Usable in grounded combos with less of the deadzone 2C has, and also a slightly better starter than 2C, although lacks the spin state. Goes into 4C on air hit for closer-range routes. Cornerstone of your pressure, as a way to control the opponent's position and a frametrap from 5B. However you need to keep in mind the absolutely ungodly amount of recovery. Never do this move without canceling it into something, even if that's just Hariken stance cancel to make it safe on block. Of course, its usage as a poke also suffers as a result.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
- Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state
6A
Dedicated Anti-air. Has massive vertical reach and quick head invul that can stuff even very strong air approaches very consistently. You can chain it into 5B as a hitconfirm into 5C, but depending on height, this can be a bit finnicky, and sometimes the 5B might miss out on a few hits or whiff. A more consistent, but less rewarding confirm, is Jump Cancel > j.B. Sees usage in combos after 6C and before cornered 623C.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
6B
- Makes Amane jump backwards.
- Air options available during/after recovery (Airdash, Zettou, etc.).
Can blow up certain mashing attempts and be safe if fails or blocked.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 94 | 5 |
- Fatal Counter
- 110% Bonus Proration
- Airborne from frame 5, move recovers airborne
6C
Upwards angled pull with two hits. Has uses in combos, pressure, and neutral. As usual, the move has a deadzone between the hoop and Amane.
On block the opponent is pulled to the ground, setting up a potential pressure situation, which makes it good at catching people out of backjumping your pressure or jumping at its specific angle in neutral. On hit, the first and second hit both slide the opponent, however the second one pulls the opponent harder, resulting in a sideswitch; both hits have routes unique to them. Notably, at Level 3 Drill, the second hit (sometimes even the first) can go straight into 2D, leading to massive damage air combos.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- Fatal Counter
- If both hits connect, second hit does 30% of its normal damage
- Cannot hit grounded opponents
3C
Excellent in pressure due to higher blockstun and hard knockdown on counter hit, but negative on block nevertheless.
- Low profile and slides slightly forward.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 82 | 4 |
j.A
Helpful to adjust yourself during airborne combos or interrupt an opponent in air-to-air combat.
- Can be chained indefinitely into itself.
- Amane's only overhead attack.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
j.B
Offers the best balance of covering space versus ease of use. You want to use this move a lot but beware of opponents counter hitting its huge hurtbox.
- Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu.
- Amane's own hurtbox includes the sash, leading to some strange counterhits.
- Cannot cancel into Zettou or choujin on block.
- Can reverse beat into j.A.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
j.2B
Obnoxious air normal. j.2B has its uses in a lot of different places due to its amazing hitbox and ability to alter your movement in an instant. Can be cancelled into from jumping C normals, or during airdash/Hop to cancel them and quickly land making pressure and neutral that much more unpredictable. On top of that the move is massively disjointed for a lot of its active frames which makes it prone to clashing with dedicated anti airs, or outright beating them due to the short delay before it gets going. Bounces Amane back up, even if its blocked, and leaves him with all of his remaining air actions as well as the ability to launch another air normal, although at major frame disadvantage. The bounce gets nullified at minimum height where you reach the ground before bouncing, which leads to + frames and full combos.
- Special cancelable, leads to combos with Zettou
- Will cause ground bounce on hit
- Can be used to set up an ambiguous crossup after an IAD or bait throw tech mash
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- On hit/block, Amane bounces upwards on frame 25
j.C
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.
- Can be used to punish certain grounded projectiles.
- Spins the opponent into soft knockdown on regular hit, but launches into the air on counter hit.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- If both hits connect, second hit does 30% of its normal damage
- Landing recovery only applies if move reaches active frames
j.6C
Hits at a very unique angle (directly in front and above) so it can serve as a long range air to air, but has a weak reward if you have already used your other air options
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- If both hits connect, second hit does 30% of its normal damage
- Landing recovery only applies if move reaches active frames
j.4C/j.2C
- 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
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- If both hits connect, second hit does 30% of its normal damage
- Landing recovery only applies if move reaches active frames
Drive Moves
Each of Amane's Drive normals can have their active frames and number of hits increased by holding D. Their chip damage, as well as how often they hit, is affected by Amane's drill level. With the exception of 6D, Amane's Drive normals share the following properties:
- At Level 1 they re-hit every 3 frames, for a total of 3 hits minimum or 11 hits maximum, and deal 30% chip damage.
- At Level 2 they re-hit every 2 frames, for a total of 4 hits minimum or 16 hits maximum, have 2 more frames of blockstun than Level 1, and deal 60% chip damage.
- At Level 3 they re-hit every 1 frame, for a total of 7 hits minimum or 30 hits maximum, have 2 more frames of blockstun than Level 2 (4 more than Level 1), deal 90% chip damage, and also have 5% minimum damage.
- Due to having 1 frame of one-sided blockstop at all levels, opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block.
5D
A common gatling for block strings that creates distance while gaining Spiral gauge and chipping. It can be special canceled at any time while being blocked which makes it safe against Overdrive Cancel. On block either command dash in to reset pressure, command dash away and j.C to bait reversals and anti-airs, fish for a frame trap with Hariken, or end with Ginga for maximum safety.
- Will lead to a standing reset when used in a ground combo.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Lv1 | Normal | 80 | 99×N | 3 | ||||||||||||||||||||||||||||||||||||
5D Lv2 | Normal | 80 | 99×N | 4 | ||||||||||||||||||||||||||||||||||||
5D Lv3 | Normal | 80 | 99×N | 5 |
5D Lv1:
- Fatal Counter
- Hold button for more hits, min. 3, max. 11
- Chip Damage 30% (36×N)
5D Lv2:
- Fatal Counter
- Hold button for more hits, min. 4, max. 16
- Chip Damage 60% (72×N)
5D Lv3:
- Fatal Counter
- Hold button for more hits, min. 7, max. 30
- Chip damage 90%: 108×N
- Minimum Damage 5%: 6×N
2D
High risk, mediocre to low reward anti air, but not one without use, specifically against delayable air approaches, like divekicks, since it can be held like all drive attacks, this time also extending its invul frames. Can also be useful against more ambiguous left-right approaches due to its input, but if whiffed, a very strong punish is probably on its way. Knocks down on counterhit, allowing a followup, albeit mostly for only decent damage, especially compared to your other anti airs. 2D ultimately sees more usage as corner combo filler, where it can be combo'd from, and can land all of its hits as one of your more damaging Drives. Also seen midscreen in lvl 3 Drill combos.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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2D Lv1 | Normal | 80 | 99×N | 3 | ||||||||||||||||||||||||||||||||||||
2D Lv2 | Normal | 80 | 99×N | 4 | ||||||||||||||||||||||||||||||||||||
2D Lv3 | Normal | 80 | 99×N | 5 |
2D Lv1:
- Invincibility is through all active frames
- Hold button for more hits, min. 3, max. 11
- Chip damage 30% (42×N)
2D Lv2:
- Invincibility is through all active frames
- Hold button for more hits, min. 4, max. 16
- Chip damage 60% (84×N)
2D Lv3:
- 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
6D
- On Block values change based on which level you start the move on, not the ending level.
Your best way to raise your drill level. You can combo into it for 50 meter with Hariken B RC or 100 meter with Seijyuu RC. Gosei RC is possible but extremely hard. You can use this as okizeme after Ginga or as a reset in block strings and combos. Even if it's blocked, you're guaranteed level 3 drill. Don't be too predictable, however, as opponents can roll/delay tech out of it on wakeup and jump out in blockstrings, leaving you in a great deal of recovery. Many characters also have good tools for escaping 6D, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes
- Add more hits by holding button; minimum of 4 hits (at all levels) if the attack starts in range, normally a maximum of 26 hits (6 Lv1, 8 Lv12, 12 Lv3) before overheating.
- During OD, 6D's Spiral gauge gain is reduced, allowing the move to be extended to its actual maximum duration.
- Projectile moves forward along the ground slightly on whiff; holding button will also make the drill attempt to travel longer, and will still extend the move if it moves into range on a later hit.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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6D Lv1 | Normal | 90 | 98×N | 3 | ||||||||||||||||||||||||||||||||||||
6D Lv2 | Normal | 90 | 98×N | 3 | ||||||||||||||||||||||||||||||||||||
6D Lv3 | Normal | 90 | 98×N | 3 |
6D Lv1:
- Hold button for more hits
- Bonus Proration 110%
- Chip damage 10% (25×N)
6D Lv2:
- Hold button for more hits
- Bonus Proration 110%
- Chip damage 30%: 75×N
6D Lv3:
- Hold button for more hits
- Bonus Proration 110%
- Chip damage 50%: 125×N
- Minimum Damage 5%: 12×N
j.D
- On Block value against grounded opponent, button held until landing
Strong move in conjunction with hop, connects properly against crouching opponents when done right after A Zettou, and can be held until landing, giving you some nice plus frames. As such this is one of your main ways to reset pressure with a forward hop while building drill meter, but do keep in mind and if the opponent has barrier, Amane will pushed back insanely quick and you'll likely return to neutral.
Otherwise, this is the least damaging drive normal that Amane has. Not super rewarding in combos compared to his other D moves. 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.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D Lv1 | Normal | 80 | 99×N | 3 | ||||||||||||||||||||||||||||||||||||
j.D Lv2 | Normal | 80 | 99×N | 4 | ||||||||||||||||||||||||||||||||||||
j.D Lv3 | Normal | 80 | 99×N | 5 |
j.D Lv1:
- Hold button for more hits, min. 3, max. 11
- Chip damage 30%: 30×N
- Landing recovery applies if move reaches frame 12
j.D Lv2:
- Hold button for more hits, min. 4, max. 16
- Chip damage 60%: 60×N
- Landing recovery applies if move reaches frame 12
j.D Lv3:
- 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
j.6D
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.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.6D Lv1 | Normal | 80 | 99×N | 3 | ||||||||||||||||||||||||||||||||||||
j.6D Lv2 | Normal | 80 | 99×N | 4 | ||||||||||||||||||||||||||||||||||||
j.6D Lv3 | Normal | 80 | 99×N | 5 |
j.6D Lv1:
- Hold button for more hits, min. 3, max. 11
- Chip damage 30%: 45×N
j.6D Lv2:
- Hold button for more hits, min. 4, max. 16
- Chip damage 60%: 90×N
j.6D Lv3:
- Hold button for more hits, min. 7, max. 30
- Chip damage 90%: 135×N
- Minimum Damage 5%: 7×N
Universal Mechanics
Forward Throw
5B+C
Comboable in a variety of ways, like stance cancel, hop forward, or Hariken > C. Wallsticks in the corner, which can mess with your combos, since the height of the wallstick is determined by distance from corner, and different pickups are required depending on this. On a successful extension, the reward can go from underwhelming to downright absurd depending on Drill level and optimizations, especially in the corner.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Back Throw
4B+C
Fully identical to forward throw, as such their uses align.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Air Throw
j.B+C
Probably your best close-range air-to-air, albeit with inconsistent reward. Midscreen, 6A and 5B after landing are a consistent followup, however the closer you are to the corner, the harder it gets to consistently follow it up, sometimes requiring a link from j.236C. If you do manage the convert from it, the reward can be very good.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Counter Assault
6A+B while Blocking
Uses 5B's animation and is absolutely huge as a result, even on the vertical end. This means it's harder to simply bait it with a jump than other CA's, though not impossible, so be mindful. One of Amane's best defensive options to avoid having to scamble with his stubby A normals.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
One of the worst guard crushes for actually guard crushing people because the horizontal range is bad, your follow-ups are very low damage, and your opponent will be barrier blocking you anyway because you're Amane. However it can be good for combos since it has high base damage and can start a juggle from close normal hit 3C.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | |||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 |
Special Moves
Choujin Kaihi: Zettou
214A/B (Air OK) or 236A/B (Air OK)
A command jump that gives Amane the much needed additional mobility, often called Hop. Here are its basic mechanics:
- Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle (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.
Zettou is a cornerstone of Amane pressure and neutral, serving as a risky, but strong pressure reset, and a longjump to float around the opponent with. Has great synergy with your massive air buttons, and especially j.2B, which gets you to the ground quickly to restore your Zettou uses. Is commonly seen in pressure after C normals or 5D, mixed up between its backwards variation and your other frametrap tools to keep opponents hesitant to mash and anti-air you. Has uses in combos between C normals to reposition during their long hitstun.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | ||||||||||||||||||||||||||||||||||||||||
236B | ||||||||||||||||||||||||||||||||||||||||
j.236A/B |
236A:
- Can cancel into attacks from frame 14 onwards
- Frames 1-4 are counter hit state
- Airborne from frame 5
236B:
- Can cancel into attacks from frame 16 onwards
- Frames 1-6 are counter hit state
- Airborne from frame 7
j.236A/B:
- Can cancel into attacks from frame 7 onwards
Gangan Senbu: Ginga
214C
New addition in CF, and a very versatile one. Amane sends out a hurricane projectile that travels along the ground, slows to a stop, then disappears.
Your main combo ender midscreen, setting up for Amane's main techtrap situation with an immediate 2C, however it launches for a true extension in the corner. The move has a lot of active frames and large pushback, so its -8 often might not apply. Your cancel window into the move is very long, allowing for variations in your pressure applications between a true ender and frametrap with good reward on counterhit in the form of a full pickup with C normals. When spaced and timed to be properly meaty, a good oki tool for situations where you need your projectile out quick, thanks to its fast startup, at least compared to Hariken, however the reward is also comparatively lower, both in damage and frame advantage. Also catches forward rolls in these situations, which leaves it as a generally safer setplay alternative to stance oki.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 90 | 79 | 3 |
Ninpu Sengeki: Hariken
236D~A/B/C
The move has 3 parts: first Amane assumes a stance where he charges Spiral level and gains guard point against projectiles. From here you can either summon a ground drill in one of three positions with a stomp (with a hitbox of its own) depending on input, or cancel the stance quickly. On block, the drills do multiple hits, while on hit they do one hit that launches the opponent, these properties are enhanced by drill level, but the drills also disappear if overheated.
One of your main oki, pressure, and combo tools. B and A drills are often used as combo extenders from 6C(1) to pick up after, or as "enders" to combo into 6D for max drill level by RC'ing the stomp attack and catching the opponent launched off the drill. The drill itself without stomp is also one of your best starters, while stomp into drill is also up there with it. Oki applications are pretty simple: simply do this move afte corner enders, and the stomp will check for rolls while the drill provides frame advantage, and drills cannot advance past the corner, so choosing which drill to use is simple. Just remember that quick, long-range reversals can counter this without proper precautions. The multiple hits on block only activate once the opponent has begun blocking, and all of them will always come through, so frame advantage is variable, although the opponent boocking this is basically always a pressure reset. On higher levels, both the frame advantage and the barrier drain/chip damage become threateningly high, leading to very scary, unrollable corner oki on Amane's already massive damage level 2 and 3 combos.
The fastest possible stance cancel takes 19 frames. This can be used in combos for specific extensions, useful for fully controlling your sideswitches. Amane can cancel most of his normals into this to make them safer (or, in the case of Level 3 5D, very slightly plus). Considering every other pressure option Amane has, people simply won't always be expecting this despite not really giving you true plus frames. Considering a common reaction to Hariken drill is jump forward and punish, this can also be used to psych out the opponent and get them into a position where they can get anti-aired, the same applies in baiting reversals on oki if you aren't spaced out. The cancel itself is also used when briefly using the Stance in neutral to passively gain drill meter, going in-and-out of Hariken to be ready for potential approaches.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | ||||||||||||||||||||||||||||||||||||||||
236D A/B/C Foot | Long | 100 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
236D A/B/C Drill Lv1 | Long | 100 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
236D A/B/C Drill Lv2 | Long | 100 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
236D A/B/C Drill Lv3 | Long | 100 | 94 | 5 | ||||||||||||||||||||||||||||||||||||
236D D |
236D:
- 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]
236D A/B/C Foot:
- 0% Chip Damage
- On Guard Point, hitstop for Amane and Opponent unchanged
236D A/B/C Drill Lv1:
- On block does 3 hits
- Chip Damage 15%: 150×3
236D A/B/C Drill Lv2:
- On block does 5 hits
- Chip Damage 15%: 150×5
236D A/B/C Drill Lv3:
- On block does 7 hits
- Chip Damage 15%: 150×7
Choujyuu Rengeki: Raibu
236C
Horizontal spin attack. Ends your combo midscreen, but wallbounces in the corner, allowing for followups on airborne opponents. Generally not a very useful attack, as Ginga is safer and more rearding as a frametrap, but it does do good damage and sets up for a decent tech trap situation midscreen, as well as serve as an optimal extender in some corner combos. Can also be RC'd to close a gap and reset pressure, or combo from it midscreen.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 75 | 2×6,4 |
Tensou Rakugeki: Gosei
j.236C
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into 2C for a combo extension. If done near the corner while the opponent is relatively high to you - usually after j2C - you can actually link 2B after it recovers for a combo extension.
If you have 50 meter, consider chimping out with it in neutral as it's really fast and will be either safe or give you a combo.
- Active frames continue until landing.
- Amane will turn around if he lands behind the opponent for the last hit.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
Jyuuken Dageki: Gekiren
623C
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, or can be followed up for free on counter hit. Strong corner combo extender or ender with its lengthy knockdown and high damage.
- Air unblockable even during blockstun.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 70 | 0, 3 |
- Cannot hit grounded opponents
Distortion Drives
Kyouryuu Tokkou: Seijyuu Rensoukyaku
236236D
Only invincible reversal outside of Overdrive and EA. Amane lunges forward with a kick and plays out a unique animation on hit, with a different effect based on Spiral level, leading to combos from levels 2 and 3, or any level in OD. After the hit animation is over, overheats drill and resets to level 1. If blocked, the number of hits increase, but still leave it highly punishable, although on level 3 Spiral, the chip damage and barrier drain are not half bad. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish.
- Base Damage is 800*8 on block, on hit it is as listed above
- 1st hit forces opponent into standing on hit
- Curiously, clashing with the super activates its several blocked hits, all of which result to the full hit effect if they land, causing it to beat out most moves it could even clash with.
Important Note: If you rapid cancel this super frame 1 then it will not overheat your gauge, letting you combo into 6D for instant level 3. Holding down the rapid cancel buttons just before the super finishes will repeat the input for 4 frames and make this significantly easier to execute.
Depending on the drill level and resources available, different followups are possible.
Level 1
- Rapid cancel to follow up with a move of your choice.
- In OD: 3C to pick up
Level 2
- Follow up with 3C, or microdash 2B, 5B
Level 3
- Followup-able with almost every button at your disposal, excluding ones requiring Spiral to be out of Overheat.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236D Lv1 | Normal | 80 | 82 | 4 | ||||||||||||||||||||||||||||||||||||
236236D Lv2 | Normal | 80 | 82 | 4 | ||||||||||||||||||||||||||||||||||||
236236D Lv3 | Normal | 80 | 82 | 4 |
236236D Lv1:
- Values in [] are during OD
- Minimum Damage 20%: 860 [1020]
- On block, this attack has base damage 800×8
- Chip Damage 10%: 80×8
- reversal
236236D Lv2:
- Values in [] are during OD
- Minimum Damage 20%: 960 [1140]
- On block, this attack has base damage 800×8
- Chip Damage 15%: 120×8
- reversal
236236D Lv3:
- Values in [] are during OD
- Minimum Damage: 20% 1060 [1300]
- On block, this attack has base damage 800×8
- Chip Damage 20%: 160×8
- reversal
Kaizoku Senkou: Goukai Rasen Renpa
632146D
Amane summons a travelling line of drills from the ground.
The normal version spawns evenly spaced drills every 8 frames after the first. The Overdrive version spawns drills every 6 frames, with the drills spawning proportionately closer together. Each drill hits every 3 frames up to 9 times.
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.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 94×N | 2 |
- 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)
Exceed Accel
Hazan Gekisou: Jakua Dengekitai
A+B+C+D during Overdrive
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than 5B. Mostly standard EA that sideswitches, but it's important to always consider your remaining OD timer before throwing it out, since ending it that way could result in less total Spiral Meter.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
125 | 80 | 4 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 290 {565+59}
Astral Heat
Jyatoku Meika: Gouha Houyou
222D
Easy to combo into from 5D, 3C and 1 hit 6C. It's also pretty fabulous.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- 180F Heat Gauge Cooldown
Colors
