BBCF/Amane Nishiki

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Overview

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 fullscreen 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 does not have much of a high/low mixup, his air mobility gives him plenty of crossup opportunities and his Drive has the best chip damage in the game, allowing him to create a mixup between his dangerous chip damage or high reward frame traps.
Playstyle
Amane Nishiki is an evasive zoner that uses his command jumps and full screen normals to control space and lock down movement. His Drive makes up for his lack of mixups with its high chip damage and barrier drain.
Pros Cons
  • Midrange: A strong neutral game backed up with great range on his C and D normals allows Amane to control the pace of the match.
  • Great Pressure: Strong and diverse pressure with his flexible normals, Zettou, and Ginga.
  • Air Control: Unpredictable air mobility with Zettou hops and j.2B. A plethora of antiair options such as 6A, 5A, 5C, 2D, and 623C make it very difficult to contest Amane's controlled space.
  • Drill Pressure: Amane's Drive replaces his need for mix-up as his high chip damage and barrier drain punishes turtling, and level 3 Spiral deals obscene amounts of damage. They also disable the ability to CA at lv3.
  • High recovery: Amane has high recovery on many of his moves, specially his C normals. Caution is needed when using them.
  • Bad defense: Whilst having an amazing anti air and CA, his fast buttons are pretty stubby making it difficult to contest pressure.
  • Weak to ODR: A lot of Amane's buttons lose to ODR/EA, including his 5B.
  • Commitment: Since Amane lacks jumpcancels on almost every normal, he is forced to rely a lot on his command hop, which locks him out of blocking and can be DP'd on reaction unless he completely avoids it.

Drive: Spiral

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. 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 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

His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat.

  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×2 All 6 3(4)3 9 ±0 B

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 Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
280×3 Mid 11 2,2,2 25 -10 B

Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all C moves.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×2 All 20 2(4)2 15 ±0 B
  • Cannot hit crouching opponents, and some characters can dash under it.
  • Pulls opponent inwards.
  • Useful to hit people jumping or airborne.
  • Combo filler.
  • Considerable deadzone in front of Amane.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Cannot hit crouching state

4C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 All 17 2 21 -6 B

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. A slightly better starter than 5C but has less hit stun on regular and counter hit.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89
  • Cannot hit crouching state

2A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2A 300 All 7 3 9 ±0 F
2AA 300 All 5 3 9 ±0 F
2AAA 300×2 All 5 3(4)3 9 ±0 F

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. Because it cancels into itself on whiff, it's better to hit stun option select combo confirms with 2A > 2B instead of 2AA. Best button to defensively mash through pressure.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2A Normal 1 100 80
2AA Normal 1 100 80
2AAA Normal 1 100 80
  • 2A
  • 2AA
  • 2AAA

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
540 Low 10 3 19 -5 F

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 blockstrings, or want less pushback than 5B.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650×2 Low/Air 21 2(4)2 23 -8 F
  • Can be used to beat rolls or late teching on knockdowns
  • Pulls opponent inwards.
  • Has a big deadzone in front of Amane.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

1C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 Low/Air 17 2 29 -14 F

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 12 4 21 -8 B 5~15 H

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

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 15 3 21 -2 H 1~17 T
5~17 F
  • 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 Rating Level P1 P2 On-ODR Cancel Timing
Long 5 80 94
  • Fatal Counter 110% Bonus Proration

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 23 2 (6) 4 24 -11 B
  • On air hit, this move side switches and slides the opponent

Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Fatal Counter Cannot hit grounded opponents

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Low 14 4 21 -6 F

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 Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 300 High/Air 6 3(4)3 11 H
j.AA 300 High/Air 6 4 9 H

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.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.A Normal 1 80 80
j.AA Normal 1 80 80
  • j.A
  • j.AA

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
280×3 All 14 2,2,3 20 H

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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 All 16 9 21 H
  • Frame advantage calculated off shortest jump possible
  • Can be used to beat rolls on knockdowns in corner
  • Will cause ground bounce on hit
  • Can be used to set up an ambiguous crossup after an IAD or bait throw tech mash
  • Can be used as an improvised fast fall in neutral
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×2 All 18 2(4)2 28+5L H

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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
780×2 All 19 2(4)2 24+5L H

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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89


j.4C/j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 All 18 2 30+5L H
  • Can be used to beat anti-airs as there is no hurtbox nearby the hitbox
  • Will keep momentum on airdash, but not during Zettou
  • Launches opponent towards you
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Lv1 120×N All 15 9~32 25 -9 B
5D Lv2 120×N All 15 9~32 25 -7 B
5D Lv3 120×N All 15 9~32 25 -5 B

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 Rating Level P1 P2 On-ODR Cancel Timing
5D Lv1 Normal 3 80 99×N
5D Lv2 Normal 4 80 99×N
5D Lv3 Normal 5 80 99×N
  • 5D Lv1 (notes: Fatal Counter Hold button for more hits, min. 3, max. 11 Chip Damage 30% (36×N))
  • 5D Lv2 (notes: Fatal Counter Hold button for more hits, min. 4, max. 16 Chip Damage 60% (72×N))
  • 5D Lv3 (notes: Fatal Counter Hold button for more hits, min. 7, max. 30 Chip damage 90%: 108×N Minimum Damage 5%: 6×N)

2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2D Lv1 140×N All 13 9~32 28 -12 B 12~(21~44) H
2D Lv2 140×N All 13 9~32 28 -10 B 12~(21~44) H
2D Lv3 140×N All 13 9~32 28 -8 B 12~(21~44) H

Due to slow startup, head invulnerability that kicks in late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, 2D should not be your go to anti air. However, it can be very beneficial in matchups against characters who stall in the air or alter their trajectory - most notably Tager - because it can be held to stay active for a long time. Ultimately, it sees most use in combos.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2D Lv1 Normal 3 80 99×N
2D Lv2 Normal 4 80 99×N
2D Lv3 Normal 5 80 99×N
  • 2D Lv1 (notes: Invincibility is through all active frames Hold button for more hits, min. 3, max. 11 Chip damage 30% (42×N))
  • 2D Lv2 (notes: Invincibility is through all active frames Hold button for more hits, min. 4, max. 16 Chip damage 60% (84×N))
  • 2D Lv3 (notes: 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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6D Lv1 250×N All 44 Total 73~ P1*
6D Lv2 250×N 44 Total 73~ P1*
6D Lv3 250×N 44 Total 73~ P1*

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 Rating Level P1 P2 On-ODR Cancel Timing
6D Lv1 Normal 3 90 98×N
6D Lv2 Normal 3 90 98×N
6D Lv3 Normal 3 90 98×N
  • 6D Lv1 (notes: Hold button for more hits Bonus Proration 110% Chip damage 10% (25×N))
  • 6D Lv2 (notes: Hold button for more hits Bonus Proration 110% Chip damage 30%: 75×N)
  • 6D Lv3 (notes: Hold button for more hits Bonus Proration 110% Chip damage 50%: 125×N Minimum Damage 5%: 12×N)

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D Lv1 100×N All 13 9~32 24+9L H
j.D Lv2 100×N All 13 9~32 24+9L H
j.D Lv3 100×N All 13 9~32 24 H

This move is godlike as you can jump then do it right away and it'll connect on crouching opponents. You can keep it active almost 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Lv1 Normal 3 80 99×N
j.D Lv2 Normal 4 80 99×N
j.D Lv3 Normal 5 80 99×N
  • j.D Lv1 (notes: Hold button for more hits, min. 3, max. 11 Chip damage 30%: 30×N)
  • j.D Lv2 (notes: Hold button for more hits, min. 4, max. 16 Chip damage 60%: 60×N)
  • j.D Lv3 (notes: Hold button for more hits, min. 7, max. 30 Chip damage 90%: 90×N Minimum Damage 5%: 5×N)

j.6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.6D Lv1 150×N All 17 9~32 21 H
j.6D Lv2 150×N All 17 9~32 21 H
j.6D Lv3 150×N All 17 9~32 21 H

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 Rating Level P1 P2 On-ODR Cancel Timing
j.6D Lv1 Normal 3 80 99×N
j.6D Lv2 Normal 4 80 99×N
j.6D Lv3 Normal 5 80 99×N
  • j.6D Lv1 (notes: Hold button for more hits, min. 3, max. 11 Chip damage 30%: 45×N)
  • j.6D Lv2 (notes: Hold button for more hits, min. 4, max. 16 Chip damage 60%: 90×N)
  • j.6D Lv3 (notes: 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

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

  • Wallsticks in the corner.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.

  • Wallsticks in the corner.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750×2 Throw(90) 7 3 23 T

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.

  • Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 6 25 -12 B 1~20 All

Uses 5B's animation.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

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 Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100
  • 5A+B
  • 5[A+B]

Special Moves

Ninpu Sengeki: Hariken

236D~A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D 5~(11~24) Guard P
236D A/B/C Foot 700 All 20 2 31 -14 F 1~11 Guard P
236D A/B/C Drill Lv1 1000 All 30 60 P1*
236D A/B/C Drill Lv2 1000 All 30 90 P1*
236D A/B/C Drill Lv3 1000 All 30 120 P1*
236D D 13T

A stance move with many purposes, can be used as a oki tool by summoning a drill under a downed opponent to force them to tech and block, a way to build drill gauge at a distance, a combo tool in various routes and a guard point trap.

Gains drill level while you hold D, pressing any other button makes Amane stomp the ground at his feet and summon a drill on the floor. 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. If Amane is hit then the drill will disappear, but Amane blocking won't make it go away.

  • 7F~ possible to cancel into followups.
  • Projectile guard point while stance is held.
  • Hariken immediately disappears if overheat is reached.
  • Cannot use while another Hariken is active or while in overheat.
BBCF Amane Harikenrange.png
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236D
236D A/B/C Foot Long 4
236D A/B/C Drill Lv1 Long 3 100 89
236D A/B/C Drill Lv2 Long 4 100 92
236D A/B/C Drill Lv3 Long 5 100 94
236D D
  • 236D (notes: 5F onwards, can press D to cancel Hariken. Recovery 12F 7F onwards can cancel Hariken into Attack Guard point lasts until Recovery or until canceled into Drill On Guard Point, hitstop for Amane and Opponent unchanged 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)
  • 236D A/B/C Foot (notes: 0% Chip Damage On Guard Point, hitstop for Amane and Opponent unchanged)
  • 236D A/B/C Drill Lv1 (notes: On block does 3 hits Chip Damage 15%: 150×3)
  • 236D A/B/C Drill Lv2 (notes: On block does 5 hits Chip Damage 15%: 150×5)
  • 236D A/B/C Drill Lv3 (notes: On block does 7 hits Chip Damage 15%: 150×7)
  • 236D D

Choujyuu Rengeki: Raibu

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
200×5,750 All 12 3,3,3,3,3(4)3 21 -5 B

A mid screen combo ender, but wall bounces in the corner for nice damage.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2×6,4 100 75

Tensou Rakugeki: Gosei

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
200×N, 900 All 11 2,4×N(12)3 24 -10 H×N, F

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 Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

Jyuuken Dageki: Gekiren

623C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2700 Air Unblockable 25 6 Total 60 PT*

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.

  • Air unblockable even during blockstun.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 0, 3 100 70
  • Cannot hit grounded opponents

Choujin Kaihi: Zettou

214A/B (Air OK) or 236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A Total 34+3L
236B Total 36+3L
j.236A/B Total 30+3L

A command jump that gives Amane the much needed additional mobility.

  • 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.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A
236B
j.236A/B
  • 236A (notes: Cancels into all jump normals and specials 14F onwards)
  • 236B (notes: Cancels into all jump normals and specials 16F onwards)
  • j.236A/B (notes: Cancels into all jump normals and specials 7F onwards)

Gangan Senbu: Ginga

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 15 33 Total 50 -8 P1

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. As a midscreen ender you can attempt for a 6D tech trap, hit blue beat 1C if they guess 6D and don't emergency tech, or airdash jB for a safe jump.
  • In pressure it works as a safe frametrap ender with a big counterhit that combos into C normals
  • 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. Note that Ginga was nerfed in this version to continue traveling past the corner if you're too close
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 90 79

Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku

236236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D Lv1 800, 3500
[800, 400×2, 3500]
All 5+(30 Flash)+5 1×8 41 -23 B 1~14 All
236236D Lv2 800, 4000
[800, 300×3, 4000]
All 5+(30 Flash)+5 1×8 41 -23 B 1~14 All
236236D Lv3 800, 4500
[800, 200×6, 4500]
All 5+(30 Flash)+5 1×8 41 -23 B 1~14 All
  • Base Damage is 800*8 on block, on hit it is as listed above
  • 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 very punishable. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish.

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

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

Level 2

  • Followup with 3C

Level 3

  • Followup with 6C
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D Lv1 Normal 4 80 82
236236D Lv2 Normal 4 80 82
236236D Lv3 Normal 4 80 82
  • 236236D Lv1 (notes: Values in [] are during OD On block, this attack has base damage 800×8 Minimum Damage 20%: 860 [1020])
  • 236236D Lv2 (notes: Values in [] are during OD On block, this attack has base damage 800×8 Minimum Damage 20%: 960 [1140])
  • 236236D Lv3 (notes: Values in [] are during OD On block, this attack has base damage 800×8 Minimum Damage: 20% 1060 [1300])

Kaizoku Senkou: Goukai Rasen Renpa

632146D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(180+40×Lv)×N All 9+(36 Flash)+3 Until Offscreen Total 66 P2

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. Drills are spawned every 9F and last for 33F. Peak size during frames 16-18.

  • Drills spawn every 9 frames, 209px away (158 in OD).
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 94×N
  • Minimum Damage 20% Lv1/Lv2/Lv3: 44×N/52×N/60×N Chip damage 20%/20%/40% Lv1/Lv2/Lv3: 44×N/52×N/120×N

Exceed Accel

Hazan Gekisou: Jakua Dengekitai

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600,0,800,500,1000
{600,0,800,500,3750}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than 5B. Side switches. Puts Amane in Active Flow if he wasn't already. Has full invul but is slightly unsafe on block and cannot be rapid-cancelled.

Starter Rating Level P1 P2 On-ODR Cancel Timing
4 100 100
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0,10,20990 1+(60 Flash)+15 9 Total 66 -20 P2* 1~24 All

Easy to combo into from 5D, 3C and 1 hit 6C. It's also pretty fabulous.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • 180F Heat Gauge Cooldown

Colors

BBCF Amane color 1.png
BBCF Amane color 2.png
BBCF Amane color 3.png
BBCF Amane color 4.png
BBCF Amane color 5.png
BBCF Amane color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Amane color 7.png
BBCF Amane color 8.png
BBCF Amane color 9.png
BBCF Amane color 10.png
BBCF Amane color 11.png
BBCF Amane color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Amane color 13.png
BBCF Amane color 14.png
BBCF Amane color 15.png
BBCF Amane color 16.png
BBCF Amane color 17.png
BBCF Amane color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Amane color 19.png
BBCF Amane color 20.png
BBCF Amane color 21.png
BBCF Amane color 22.png
BBCF Amane color 23.png
BBCF Amane color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References

Navigation

Amane Nishiki
Ambox notice.png To edit frame data, edit values in BBCF/Amane Nishiki/Data.

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