https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Luka&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T20:15:27ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGST/Faust/Combos&diff=341778GGST/Faust/Combos2022-11-02T02:22:13Z<p>Luka: /* Combos by Starter */ fixed formatting on dust combos</p>
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<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<br />
{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}<br />
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<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==Basic Combos/Strings/Conversions==<br />
{| class="wikitable"<br />
|+ On Normal Hit<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|P|5P}} > {{clr|P|5P}} > {{clr|P|5P}} > {{clr|P|2P}} || Anywhere || TBD || + || Everyone || [1] {{clr|1|Very Easy}} || <br />
* {{clr|P|5P}} doesn't combo into much on hit, so your goal here is a favourable situation.<br />
* Leaves Faust 0 on hit.<br />
* Leaves Faust at a decent range to play footsies with {{clr|H|5H}}<br />
* [https://youtu.be/xNQzNUMtP4Y Link]<br />
|-<br />
| {{clr|P|5P}} > {{clr|P|5P}} > {{clr|P|6P}} > {{clr|P|236P}} || Anywhere || TBD || + || Everyone || [1] {{clr|1|Very Easy}} || <br />
*Finicky, as {{clr|P|6P}} whiffs at max {{clr|P|5P}} range.<br />
*Horribly unsafe on block, lol<br />
*If you can't confirm, go into the above string ({{clr|P|5P}} > {{clr|P|5P}} > {{clr|P|5P}} > {{clr|P|2P}})<br />
*[https://youtu.be/lKIMikd7z_0 Link]<br />
|-<br />
| {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || TBD || + || Everyone || [1] {{clr|1|Very Easy}} || <br />
*Long distance challenge against forward movement. <br />
*Excellent whiff punish.<br />
*Go to option from {{clr|S|f.S}}.<br />
*Let {{clr|H|2H}} rock on block, -14. {{clr|P|236P}} on block is -23, be forewarned.<br />
*{{clr|H|2H}} whiffs at max {{clr|S|f.S}} distance.<br />
*[https://youtu.be/EcoqPOWAq3k Link]<br />
|-<br />
| {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || TBD || + || Everyone || [1] {{clr|1|Very Easy}} || <br />
* You can confirm from {{clr|H|2H}} alone. Delay the cancel so you don't throw item on block.<br />
* Sometimes you'll want to forgo {{clr|S|f.S}}, when hedging against moves that would crush {{clr|S|f.S}} (Yolo {{clr|P|6P}}, {{Character Label|GGST|Sol Badguy|label=Sol}}'s {{MiniMoveCard|game=GGST|chara=Sol BadGuy|input=214S|label={{Clr|3|214S}}}}, etc). <br />
* Catches toes where {{clr|S|f.S}} would be blocked.<br />
*[https://youtu.be/DveSeK5CqmM Link]<br />
|-<br />
| {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || TBD || + || Everyone || [2] {{clr|2|Easy}} || <br />
* Go to meterless option. 5H has a command follow up with an extra H input.<br />
* Lots of layered, high-reward frame traps in this string.<br />
* Can go into {{clr|H|2H}} on block in place of {{clr|H|5H}}. Depending on spacing might be safe, based on matchup.<br />
* Can go into {{clr|S|236S}} frame trap on block, challenge attempts to punish {{clr|H|2H}}.<br />
*[https://youtu.be/MxdqC0JHA2c Link]<br />
|-<br />
| {{clr|K|2K(3)}} > {{clr|D|2D}} > {{clr|P|236P}} || Anywhere || TBD || + || Everyone || [2] {{clr|2|Easy}} || <br />
*Low option, sets up cool item situations.<br />
*When you have RC, very potent when mixed with {{clr|K|2K}} > {{clr|D|2D}}.<br />
*Unsafe on block, but {{clr|S|236S}} traps always on deck.<br />
*Raw {{clr|K|2K}} leads to throw mix from disadvantage (You're -2 after), but the cancel options of {{clr|D|2D}}, {{clr|D|5D}} and {{clr|S|236S}} allow you control of the situation<br />
|-<br />
| {{clr|D|6D}} or {{clr|D|4D}} > {{clr|D|OTG 2D}} > {{clr|P|236P}} || Anywhere || TBD || + || Everyone || [1] {{clr|1|Very Easy}} || <br />
*Fairly self-explanatory.<br />
*[https://youtu.be/GHVi8DPjj_o Link]<br />
<br />
|-<br />
| {{clr|P|6P}} > {{clr|S|236S}} || Anywhere || TBD || + || Everyone || [1] {{clr|1|Very Easy}} || <br />
* A tricky confirm, but can be worth it.<br />
* Creates tons of great situations for you, unless whiffed or blocked on the ground.<br />
* Plus on air block, so you can go for a cheeky {{clr|S|c.S}} meaty for some great reward.<br />
* This used to require CH {{clr|P|6P}} to work, but not anymore.<br />
*[https://youtu.be/pkSWaOxk9N8 Link]<br />
<br />
|-<br />
| {{clr|P|6P}} > {{clr|P|236P}} || Anywhere || TBD || + || Everyone || [1] {{clr|1|Very Easy}} || <br />
* Usually the better option over {{clr|S|236S}}.<br />
* Gives you great spacing with items to either pressure the opponent or wall them off.<br />
* On CH, you can easily go for 2 items or 1 item + safejump. {{clr|H|2H}} is also a great option after if you're close enough.<br />
|-<br />
| {{clr|S|c.S}} jc > {{clr|K|j.2K}} || Anywhere || TBD || + || Everyone || [2] {{clr|2|Easy}} || <br />
* Done low enough to the ground, this is a pretty safe string to poke with.<br />
* Further ranges work much better on block, and can be used to bait options from your opponent such as DP.<br />
* Works well with crawl to set up opportunities on block, and is good for setting up fast meaties to catch people pressing buttons on hit.<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ On Counter Hit <br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|41236K}} || Anywhere || TBD || + || Everyone || [2] {{clr|2|Easy}} || <br />
* Go-to CH confirm.<br />
* Wall breaks with homerun timing as you approach the corner.<br />
* Great routing to wallbreak with RC.<br />
* [https://youtu.be/o1mJvzs7ftw Link]<br />
|-<br />
| CH {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|41236K}} || Anywhere || TBD || + || Everyone || [2] {{clr|2|Easy}} || <br />
*Similar to the above<br />
*[https://youtu.be/crjwqAEkFBc Link]<br />
|-<br />
| CH {{clr|H|6H}} > {{clr|K|41236K}} || Anywhere || TBD || + || Everyone || [2] {{clr|2|Easy}} || <br />
* A tricky confirm, but worth it.<br />
* Slightly different cancel timing on air hit, be warned. [https://youtu.be/Vtr9SHd5Gd8 Link]<br />
* This combo does not work on normal hit.<br />
*[https://youtu.be/nkYDKu90fog Link]<br />
|-<br />
| CH {{clr|D|2D}} > {{clr|S|236S}} || Anywhere || TBD || + || Everyone || [2] {{clr|2|Easy}} || <br />
* A tricky confirm, usually used after {{clr|K|2K}} as a last-ditch trap.<br />
* CH {{clr|D|2D}} allows for a full {{clr|S|236S}} combo whereas on normal hit it is an OTG combo<br />
* [https://youtu.be/c193lMe-1-8 Link]<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ With 50 Meter <br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5HH}} > {{clr|K|5K}} > {{clr|H|j.H}} > {{clr|S|236S}} > Wallbreak || Corner || 202 || + || Everyone || [3] {{clr|3|Medium}} || <br />
*Near or in the corner, {{clr|H|5HH}} causes wall bounce, giving you a strong, meterless wall break opportunity.<br />
*[https://www.youtube.com/watch?v=JRm2yr2L1XU Link]<br />
|-<br />
| {{clr|D|5D}} > RRC > 8 > {{clr|H|j.H}} > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > WS > {{clr|S|236S}} > WB || Corner || 126 || - || Everyone || [3] {{clr|3|Medium}} || <br />
* When paired with {{clr|K|2K}} lows and {{clr|D|2D}}, this is something you'll want to get down.<br />
* Incredibly good when paired with Items. [https://youtu.be/fbYEJcMvudQ Link]<br />
* [https://youtu.be/OevxgMo5MdQ Link]<br />
|-<br />
| {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} > RRC > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > WS > {{clr|S|236S}} > WB || Corner || TBD || - || Everyone || [3] {{clr|3|Medium}} || <br />
*Carries midscreen<br />
|}<br />
<br />
==Combos by Starter==<br />
*All damage values were tested against Ky at full life with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used. May need to recheck which characters the combos work on.<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}}/{{clr|P|j.P}} Combos<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| | {{clr|P|5P}} > {{clr|P|6P}} > {{clr|P|236P}} || Anywhere || 47 || || Any || [1] {{clr|1|Very Easy}} || 1/2 5Ps most of the time, 3 with dash momentum || [https://youtu.be/76YB5q1cswY Link]<br />
|- <br />
| | {{clr|P|5Px2}} > {{clr|P|2P}} || Anywhere || 53 || || Any || [1] {{clr|1|Very Easy}} || Up to 3 {{clr|P|5P}}s most of the time, 4 with dash momentum. Cutting it short at {{clr|P|5P}} is slightly better as {{clr|P|2P}} is +0 on hit. || [https://youtu.be/JTufuOaJFiE Link]<br />
|- <br />
| | {{clr|P|5Px2}} > 66FRC > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 104 || || Any || [3] {{clr|3|Medium}} || Go to route for fullscreen knockdown + item. || [https://youtu.be/u4wpI66s5BQ Link]<br />
|-<br />
| | {{clr|P|5P}} > {{clr|P|6P}} > 66 RC > delay {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236P}}/{{clr|K|41236K}} || Anywhere || 87/99 || || Any || [2] {{clr|2|Easy}} || Easier confirm than above and works from most distances, {{clr|P|5Px2}} or {{clr|P|5P 2P}} work too for less dmg. || [https://youtu.be/GvZrs6I3r6s Link]<br />
|-<br />
| | {{clr|P|5Px2}} > 66FRC > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236S}} [6] || Anywhere || 93 || || Any || [3] {{clr|3|Medium}} || High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. || [https://youtu.be/3yJAUdU7XI8 Link]<br />
|-<br />
| | {{clr|P|5P}} > {{clr|P|6P}} > 66RRC > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} > {{clr|P|236P}} || Anywhere || 89 || || Any || [3] {{clr|3|Medium}} || Item oki rc route. Can be done from {{clr|P|5Px2/5P 2P}} but for that route below is more dmg. || [https://youtu.be/PTHJTAsyWZ8 Link]<br />
|-<br />
| | {{clr|P|5Px2}} > 66FRC > {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|P|236P}} || Anywhere || 75 || || Any || [3] {{clr|3|Medium}} || Go to route for close knockdown. {{clr|S|c.S}} can be replaced with {{clr|K|2K}} ({{clr|K|5K}} on standing) for confirms from further but for that route above is better. || [https://youtu.be/4-MNcjBVMCI Link]<br />
|-<br />
| | {{clr|P|5P}} > {{clr|P|6P}} > 66FRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 167 || || Any || [3] {{clr|3|Medium}} || Corner RC combo || [https://youtu.be/pNpFdp74KRs Link]<br />
|-<br />
| | {{clr|P|5Px3}} > 66FRC > {{clr|S|c.S}} > {{clr|H|5HH}} > {{clr|S|236S}} [6] > {{clr|H|6H}} || Corner || 140 || || Any || [3] {{clr|3|Medium}} || Easy {{clr|P|5P}} confirm with decent damage. || [https://youtu.be/ypE_5L1rp04 Link]<br />
|-<br />
| | {{clr|P|5Px2}} > 88RRC > jump delay {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} >{{clr|H|5H}} > {{clr|H|6H}} || Corner || 141 || || Any || [4] {{clr|4|Hard}} || Harder confirm for slightly better dmg. you can add {{clr|S|2S}} before {{clr|H|5H}} for no extra damage (because proration makes no sense). || [https://youtu.be/wcOurYDkxwk Link]<br />
|-<br />
| | {{clr|P|5P}} > {{clr|P|2P}} > 66RRC > delay {{clr|S|j.S}} > {{clr|H|j.H}} >{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}} [6] > {{clr|H|6H}} || Corner || 138 || || Any || [3] {{clr|3|Medium}} || Max range {{clr|P|5P}} combo. || [https://youtu.be/NirVREHxbTU Link]<br />
|- <br />
| | {{clr|P|5Px2}} > 88RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214K}} || Midscreen || 94 || || Any || [3] {{clr|3|Medium}} || Great for setting up Scarecrow oki from midscreen from your fastest option. ||<br />
|-<br />
| | {{clr|P|2P}} > FRC > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 67 || || Any || [2] {{clr|2|Easy}} || Can be useful for a bit of extra damage and defensive spacing. Connects from pretty long range. || [https://youtu.be/fq3FFexUeUE Link]<br />
|-<br />
| | {{clr|P|2P}} > 66PRC > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 104 || || Any || [3] {{clr|3|Medium}} || From decently long range, you can still connect this. Great for getting some accidental CH {{clr|S|c.S}} setups if you're late on the timing. It is hard to reversal this due to how fast the option comes out, and you can choose to Snip them instead of {{clr|S|c.S}}. || <br />
|-<br />
| | {{clr|P|2P}} > 66FRC > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|236P}} || Anywhere || 58 || || Any || [3] {{clr|3|Medium}} || Really low damage, but it converts one of your fastest low options into a hard knockdown for some great oki. || [https://youtu.be/kH63uCGI4N4 Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|S|c.S}} > {{clr|H|5H}} > 214{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} || Anywhere || 71 || || Any || [2] {{clr|2|Easy}} || Useful when trying to find gaps in someone's offense + pretty good scarecrow oki. You can use {{clr|P|236P}} instead for good item oki as well. || [https://youtu.be/Dfw668FWG_4 Link]<br />
|- <br />
| | AA {{clr|P|5P}} > delay {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|P|236P}} || Anywhere || 86 || || Any || [2] {{clr|2|Easy}} || Better damage that grants fullscreen defensive position. || [https://youtu.be/8wAA7NMbjS0 Link]<br />
|- <br />
| | AA {{clr|P|5P}}, {{clr|P|5Px2}} > {{clr|P|6P}} > {{clr|P|236P}} || Anywhere || 66 || || Any || [3] {{clr|3|Medium}} || Awkward to time, and the # of {{clr|P|5P}}s need to be adjusted based on how the opponent was hit. Useful for buying time when being pressured, as you can delay them by a good bit depending on momentum. || [https://youtu.be/x9KZzd29wio Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|S|c.S}} > {{clr|D|j.D}} > airdash {{clr|D|j.D}} || Anywhere || 74 || || Any || [2] {{clr|2|Easy}} || Creates a safejump situation easily. || [https://youtu.be/3m_lmIXxflU Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|S|c.S}} > {{clr|S|j.S}} > delay {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}} [6] > walk [4] {{clr|H|6H}} || Corner || 172/165 || || Any || [4] {{clr|4|Hard}} || Anti air {{clr|P|5P}} starter into meterless wallbreak. May be useful quickly on reaction after seeing someone mess up their forward jump out of corner, or for someone expecting a grab and they jump in place to avoid it. {{clr|H|6H}} will whiff after the wallsplat if you don't walk back for just the right amount of time. Depending on certain factors, the MMM may wallbreak before the {{clr|H|6H}}. || [https://youtu.be/5lVZek9DDU0 Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|236S}} [3]~1 > {{clr|P|236P}} || Corner || 91 || || Any || [2] {{clr|2|Easy}} || Easy combo than above that sets up items in corner. In some cases, the trajectory of the item may be unfavorable. || [https://youtu.be/7WpAhOLKmVY Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|K|5Kx2}} > {{clr|H|6H}} > {{clr|K|214K}} [4] or [6] || Corner || 87 || || Any || [2] {{clr|2|Easy}} || Decent damage with Scarecrow 50/50. Can also go for item at a pretty favorable trajectory. || [https://youtu.be/S2XvKoJ5whE Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|S|c.S}} > {{clr|P|j.Px5}} || Corner || 87 || || Any || [2] {{clr|2|Easy}} || Meme combo that makes people laugh. {{clr|1|:)}} In all seriousness, this is quite good for creating wallbreak pressure, leads into basically any mixup you'd like, and can be used easily with {{clr|P|j.236P}} to create a situation where you're plus on block (or get a free combo). To take advantage of Love more effectively, you may need to decrease the amount of {{clr|P|j.5P}}s. || [https://youtu.be/YQhHPjkYbz0 Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|K|5K}}, {{clr|K|5K}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|P|j.236P}} || Corner || 96 || || Any || [2] {{clr|2|Easy}} || Good for applying pressure with Love. They don't get hit by it if they jump, but you have fantastic options to cover this (such as {{clr|H|j.H}} or {{clr|D|j.D}}) as you're still actionable after using Love. || [https://youtu.be/875RHM4PcR4 Link]<br />
|-<br />
| | AA {{clr|P|5P}} > delay {{clr|K|5K}} > {{clr|H|6H}} > whiff 66RRC > dash {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} || Midscreen || 177 || || Any || [4] {{clr|4|Hard}} || Midscreen wallbreak using meter. || [https://youtu.be/XT3u-eDroiw Link]<br />
|-<br />
| | CH {{clr|P|6P}} > {{clr|P|236P}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 63 || || Any || [1] {{clr|1|Very Easy}} || Gets you 2 free items with a little damage and great defensive positioning. Good poke positioning in corner. || [https://youtu.be/yDTdASyqoYw Link]<br />
|-<br />
| | AA {{clr|P|6P}} > {{clr|S|214S}} > PRC > {{clr|S|c.S}} > {{clr|D|j.D}} > airdash || Anywhere || 96 || || Any || [3] {{clr|3|Medium}} || A decent option to go for off of AA {{clr|P|6P}}, but it may not work at some heights. Creates a safejump situation. Decent for baiting Burst or reversals with. ||<br />
|-<br />
| | {{clr|P|j.P}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 111 || || Any || [2] {{clr|2|Easy}} || Decent confirm for {{clr|P|j.P}} if you ever get it on a grounded opponent. Sometimes doing the {{clr|P|j.P}} early can net you a CH {{clr|S|c.S}}. || [https://youtu.be/c6K7rjwP04E Link]<br />
|-<br />
| | AA {{clr|P|j.P}}, {{clr|P|j.P}} > {{clr|H|j.H}} || Anywhere || 57 || || Any || [2] {{clr|2|Easy}} || Air-to-air confirm with a fast jumping normal. Could be useful in matchups where the opponent is easily out-ranged in the air. Wallbreaks from midscreen if you use meter, but it's probably not worth it. || [https://youtu.be/oRuAtjrQjhc Link]<br />
|-<br />
| | AA {{clr|P|j.P}}, {{clr|P|j.P}} > {{clr|H|j.H}} > {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 157 || || Any || [3] {{clr|3|Medium}} || Corner wallbreak from {{clr|P|j.P}}. || [https://youtu.be/3LLc5gOeReA Link]<br />
|-<br />
| | AA {{clr|P|j.P}}, {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|P|j.236P}} || Corner || 59 || || Any || [2] {{clr|2|Easy}} || Corner meaty Love setup from {{clr|P|j.P}}. || [https://youtu.be/EZeR_Dn1MC8 Link]<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|j.K}}/{{clr|K|j.2K}} Combos<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| | {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236P}} || Anywhere || 57 || || Any || [1] {{clr|1|Very Easy}} || Good confirm for a free item when throwing this move out in neutral. Can whiff if you hit the {{clr|K|5K}} from max distance. || [https://youtu.be/wZ8sP8Yhuh0 Link]<br />
|-<br />
| | {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|236S}} [3] || Anywhere || 89 || || Any || [1] {{clr|1|Very Easy}} || Can be used well to surprise the opponent by forcing them into a fast recovery. Can substitute {{clr|K|5K}} with {{clr|S|c.S}} for more damage with the same properties, but less range on the initial hit. {{clr|S|c.S}} is a very good option after this combo to catch mashers, but isn't safe against invincible reversals. || [https://youtu.be/7E-F3rxrwdk Link]<br />
|-<br />
| | AA {{clr|K|5K}} > {{clr|P|6P}} > {{clr|K|41236K}} > 214{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} || Anywhere || 83 || || Any || [1] {{clr|1|Very Easy}} || Great for setting up Scarecrow oki. || [https://youtu.be/wMHWeO15gxs Link]<br />
|-<br />
| | AA {{clr|K|5K}} > {{clr|P|6P}} > {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|236S}} [3]~1 > {{clr|P|236P}} || Anywhere || 123 || || Any || [3] {{clr|3|Medium}} || More bang for your buck. Great wall carry with great item oki and safejump potential. || [https://youtu.be/eEvgNACLLxg Link]<br />
|-<br />
| | AA {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|236P}} || Anywhere || 77 || || Any || [1] {{clr|1|Very Easy}} || Basic Anti Air {{clr|K|5K}} confirm. {{clr|H|6H}} can whiff if {{clr|K|5K}} hits the opponent too low in the air. Can link two {{clr|K|5K}}'s if close enough. {{clr|K|2K(1)}} can also start. || [https://youtu.be/p-G6mBdToJ4 Link]<br />
|-<br />
| | AA {{clr|K|5K}} > {{clr|K|j.K}} > {{clr|K|j.2K}} || Anywhere || 69 || || Any || [2] {{clr|2|Easy}} || Sets up perfect Thrust opportunities, and midscreen sets up into wallbreak with meter. Can whiff the {{clr|K|j.2K}} by performing it early to mix up the timing of Thrust, or to trick the opponent into thinking you whiffed. Be warned that this setup is particularly weak against reversals and {{clr|P|6P}}. || [https://youtu.be/Xct8nJ_1OS0 Link]<br />
|-<br />
| | AA {{clr|K|5K}} , {{clr|K|5K}} > {{clr|H|6H}} > whiff {{clr|K|214K}} > PRC > delay {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|41236K}} || Anywhere || 157 || || Any *(MI,RA) || [3] {{clr|3|Medium}} || Wall carry potential. PRC {{clr|K|214K}} as soon as the camera moves. Delay {{clr|S|c.S}} until opponent passes overhead. {{clr|K|5K}} instead of {{clr|S|c.S}} for easier combo. *(Delay {{clr|K|41236K}} slightly or microwalk after PRC if using {{clr|K|5K}} and far from the wall). If you don't reach the wall, you can go for Scarecrow oki afterwards. || [https://youtu.be/AQlIegZWWfw Link]<br />
|-<br />
| | AA {{clr|K|5K}} > {{clr|P|6P}} > {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|41236K}} || Corner || 175 || || Any || [2] {{clr|2|Easy}} || Meterless wallbreak anti air combo with great range. || [https://youtu.be/jEy8evk2Ky4 Link]<br />
|-<br />
| | AA {{clr|K|5K}} > hold {{clr|D|5D}} > {{clr|P|5P}} > {{clr|P|6P}} > {{clr|P|236P}} || Corner || 103 || || Any || [2] {{clr|2|Easy}} || Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item. This combo can be used anywhere if you dash after the {{clr|D|5D}}, but it's not very useful when compared to other options. || [https://youtu.be/tKt8tvYH9cA Link]<br />
|-<br />
| | AA {{clr|K|5K}} > hold {{clr|D|5D}} > {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|K|41236K}} || Corner || 202 || || Any || [3] {{clr|3|Medium}} || Meterless wallbreak to cover the same situation as the above combo. || [https://youtu.be/bLxBG420g1E Link]<br />
|-<br />
| | AA {{clr|K|5K}}, {{clr|K|5Kx3}} > {{clr|H|6H}} > 66RRC > dash {{clr|K|5K}} > {{clr|K|5Kx2}} > {{clr|H|6H}} || Corner || 186 || || Any || [2] {{clr|2|Easy}} || Great for creating frustrated responses from people. Not great for keeping friends. || [https://youtu.be/Ttt3Z4PFN5Y Link]<br />
|-<br />
| | AA {{clr|K|5K}} > {{clr|K|5Kx2}} > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|K|dj.K}} > {{clr|K|j.2K}} > {{clr|P|j.236P}} || Corner || 125 || || Any || [4] {{clr|4|Hard}} || Looks pretty cool and doesn't do much damage, but it sets up great wallbreak pressure with a nice meaty Love. ;) || <br />
|-<br />
| | AA {{clr|K|5K}} > {{clr|H|6H}} > whiff {{clr|K|214K}} > PRC > delay {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Midscreen || 214 || || Any || [4] {{clr|4|Hard}} || Move after PRC to reposition if needed. PRC {{clr|K|214K}} as soon as the camera moves. Delay {{clr|K|5K}} until opponent passes overhead. {{clr|K|5K}} instead of {{clr|S|c.S}} for easier combo. || [https://youtu.be/oLZxgkAuTwU Link]<br />
|-<br />
| | AA {{clr|K|5K}}, {{clr|K|5K}} > {{clr|H|j.H}} > airdash [3] {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|K|41236K}} || Midscreen || 195 || || Any || [3] {{clr|3|Medium}} || Go to midscreen meterless wallbreak off of AA {{clr|K|5K}}. If you're close enough for it, you can go for a {{clr|H|6H}} at the end for 200 damage instead. To connect this, you may need to dash a little before the {{clr|H|6H}}. || [https://youtu.be/HkX1Sra0xLA Link]<br />
|-<br />
| | {{clr|K|2K(X)}} > {{clr|D|2D}} > 66RRC > dash {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} [3]~1 > {{clr|P|236P}} || Anywhere || 92/102/112(73/81) || || Any || [3] {{clr|3|Medium}} || The damage varies depending on spacing and how many hits you get, and it's not great damage, but you do get some decent wall carry and oki for 1 meter. ||<br />
|-<br />
| | AA {{clr|K|2K}} > {{clr|K|5K}} > {{clr|H|j.H}} > airdash [3] > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|K|41236K}} || Midscreen || 178 || || Any || [5] {{clr|5|Very Hard}} || Pretty sick looking combo if you can pull it off. ||<br />
|-<br />
| | AA {{clr|K|2K}} > {{clr|K|5K}} > {{clr|H|6H}} > 214{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} || Anywhere || 75 || || Any || [2] {{clr|2|Easy}} || Most effective when closer to walls to get 50/50s, but can still be used to bait out DPs beyond midscreen if you hold back. This setup may give charged Scarecrow an actual use, especially with meter for baiting out punishes and stealing turns. || [https://youtu.be/Y_JeyCFmkyU Link]<br />
|-<br />
| | AA {{clr|K|2K}} > {{clr|K|5K}} > {{clr|H|6H}} > whiff {{clr|K|214K}} > PRC > delay {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} [3]~1 > {{clr|P|236P}} || Anywhere || 128 || || Any || [3] {{clr|3|Medium}} || Pretty useful conversion if you want a lot of wall carry. ||<br />
|-<br />
| | AA {{clr|K|2K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > delay {{clr|H|6H}} || Corner || 167 || || Any || [3] {{clr|3|Medium}} || Not a terribly difficult confirm from corner AA hit into meterless wallbreak. ||<br />
|-<br />
| | AA {{clr|K|2K}} > {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|S|236S}} [3] > {{clr|S|c.s}} || Corner || 126 || || Any || [3] {{clr|3|Medium}} || Great AA tool for keeping wall pressure with safejumps. || <br />
|-<br />
| | AA {{clr|K|2K}} > {{clr|K|2K}} > {{clr|K|5K}} > {{clr|K|j.K}} > {{clr|K|j.2K}} > {{clr|S|236S}} [3]~1 > {{clr|P|236P}} || Corner || 85 || || Any || [4] {{clr|4|Hard}} || Meme combo that gives good wallbreak pressure from a pretty safe move. || <br />
|-<br />
| | AA {{clr|K|2K}} > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} || Corner || 176 || || Any || [2] {{clr|2|Easy}} || Grants meterless wallbreak with good damage from a safe move. || <br />
|-<br />
| | AA {{clr|K|2K}} > whiff {{clr|K|214K}} > PRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > dash {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 190 || || Any || [5] {{clr|5|Very Hard}} || Hard confirm using meter, but pretty worth it if you suspect jump-ins from the opponent and you're in the corner. ||<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}}/{{clr|S|j.S}} Combos<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| | {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5Hx2}} > {{clr|P|236P}} || Anywhere || 135 || || Any || [1] {{clr|1|Very Easy}} || Go to route for fullscreen knockdown + item. || [https://youtu.be/maotqYttNLo Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} [3]~1 > {{clr|P|236P}} || Anywhere || 107 || || Any || [3] {{clr|2|Easy}} || MMM item oki route. || [https://youtu.be/acMj-MyjplE Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|236S}} [3]~1 || Anywhere || 143 || || Any || [4] {{clr|4|Hard}} || High dmg MMM oki route. Doesn't let you go for item+throw/strike oki unless you end in the corner but still throw item and meaty with {{clr|P|2P}}, {{clr|S|f.S}} or {{clr|H|2H}}. This combo doesn't work if you're in the corner, but works everywhere else. || [https://youtu.be/sChCOFaUvoI Link]<br />
|-<br />
| | {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > 66FRC > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 138 || || Any || [3] {{clr|3|Medium}} || Sets up item + very good Thrust positioning from most screen placements. Good defensive setup when you're in the corner, and great offensive setup when you have the enemy in the corner. The opponent is barely in reach for a mixup if choosing to not go for the free item. Provides amazing wallbreak pressure. || [https://youtu.be/bMp0CGVk1-s Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|K|j.K}} > {{clr|K|j.2K}} > FRC > {{clr|H|j.H}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 142 || || Any || [3] {{clr|3|Medium}} || Provides great, reactable spacing for getting an item or two, but does cost a meter. Alternatively, you can 66FRC instead for more damage after landing. ||<br />
|-<br />
| | {{clr|S|c.S}} > {{clr|S|2S}} > 66FRC > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 160 || || Any || [4] {{clr|4|Hard}} || Gives a soft bounce on the wall. In the corner, you're just in range to fish for CH {{clr|S|f.S}}, {{clr|H|2H}}, or {{clr|H|5H}} right after throwing item. This will create very interesting and powerful situations! You can do this string anywhere, but it's pointless without setups in mind. ||<br />
|-<br />
| | {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5HH}} > {{clr|K|5K}} > {{clr|H|6H}} > whiff 66RRC > dash {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} || Corner || 215 || || Any || [2] {{clr|2|Easy}} || Easy corner wallbreak combo at the cost of a bar when you can't confirm to {{clr|H|5H}} immediately. You can PRC instead omitting walk forward. || [https://youtu.be/COovBMN2EoI Link]<br />
|-<br />
| | {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5Hx2}} > dash {{clr|S|c.S}} > {{clr|S|236S}} [3]~1 || Corner || 163 || || Any || [3] {{clr|4|Hard}} || MMM oki setup with wallbreak pressure in corner. The dash requires pretty tight timing, but the {{clr|S|c.S}} can be performed while holding forward to make it easier. The damage got nerfed on this pretty significantly, but it is still useful. || [https://youtu.be/mUstG248syE Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5Hx2}} > {{clr|S|2S}} > {{clr|S|236S}} || Corner || 159 || || Any || [3] {{clr|3|Medium}} || Alternate route that's much easier to perform than the above combo, but does less dmg. || [https://youtu.be/lCzuMpwMoCE Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5HH}} > {{clr|K|5K}} > {{clr|H|6H}} > whiff 66RRC > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Corner || 227 || || Any || [3] {{clr|3|Medium}} || Pretty easy to perform for how much dmg this does. || [https://youtu.be/Z47exX0pYL0 Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|H|5HH}} > dash {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 224 || || Any || [3] {{clr|3|Medium}} || Meterless wallbreak with great damage, and easy to pull off. No need to dash to get the {{clr|S|c.S}} off, just walk forwards a little before pressing. || [https://youtu.be/rh8wpzOuqKg Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|H|5HH}} > {{clr|H|632146H}} || Corner || 229 || || Any || [2] {{clr|2|Easy}} || Good for burning meter for damage quickly. Useful in situations where you need to do good damage, but can't afford to let your opponent's Burst meter go up by much. || [https://youtu.be/4x0ECCPs918 Link]<br />
|-<br />
| | {{clr|S|c.S}} > {{clr|H|5HH}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|632146H}} || Corner || 241 || || Any || [3] {{clr|3|Medium}} || Really good and pretty easy damage using Super. || [https://youtu.be/CTR_BIa2zzQ Link]<br />
|-<br />
| | {{clr|S|c.S}} > {{clr|H|5Hx2}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236P}} > {{clr|H|6H}} || Corner || 220 || || Any but AN, GI, KY, LE and RA || [5] {{clr|5|Very Hard}} || You will know you hit this right if you throw item before they hit the wall. If they didn't you can {{clr|D|j.D}} to somewhat salvage the route. Alternatively you can do this but end in {{clr|S|214S}} instead of {{clr|P|236P}} {{clr|H|6H}}. || [https://youtu.be/tCBRQ9X5-rA Link]<br />
|- <br />
| | {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > 66RRC > delay {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|K|5K}} > {{clr|D|5D}} > {{clr|H|6H}} || Midscreen || 201 || || Any || [5] {{clr|5|Very Hard}} || This combo looks super sick, and it confirms from one of Faust's most basic strings. || [https://youtu.be/6nF2vboMpCc Link]<br />
|-<br />
| | {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 65 || || Any || [1] {{clr|1|Very Easy}} || Go to {{clr|S|f.S}} confirm. Careful on spacing as it will whiff if too far. || [https://youtu.be/HBpQ2Ftfplg Link]<br />
|-<br />
| | {{clr|S|f.S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 105 || || Any || [1] {{clr|1|Very Easy}} || Use if within {{clr|H|5H}} range. || [https://youtu.be/Z-hL2_v9D-A Link]<br />
|-<br />
| | {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|S|236S}} [3] > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 112 || || Any || [2] {{clr|2|Easy}} || Sometimes this can be the only decent route in certain situations where you're going for {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}}, but you get a {{clr|S|f.S}} instead; it happens occasionally. Only works at somewhat close ranges. ||<br />
|-<br />
| | {{clr|S|f.S}} > {{clr|H|2H}} > 66FRC > {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} [6] > {{clr|H|6H}} || Anywhere || 179 || || Any || [3] {{clr|3|Medium}} || Does good damage for 1 meter considering the distance. ||<br />
|- <br />
| | {{clr|S|f.S}} > 66RRC > dash {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214K}} || Midscreen || 115 || || Any || [5] {{clr|5|Very Hard}} || Midscreen into Scarecrow 50/50 from {{clr|S|f.S}}. ||<br />
|-<br />
| | AA {{clr|S|c.S}} > {{clr|S|j.S}} > airdash {{clr|K|j.2K}} > FRC > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|P|236P}} > {{clr|H|6H}} || Midscreen || 206 || || Any || [4] {{clr|4|Hard}} || Stylish combo that gives item near the end of the combo. Getting a hammer can put the opponent in a unique corner situation if you don't finish off with the {{clr|H|6H}} and let them recover from the wallsplat. ||<br />
|-<br />
| | CH {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|41236K}} [4] > {{clr|H|H}} || Anywhere || 145,160,170 || || Any || [2] {{clr|2|Easy}} || Great and easy confirm for lots of dmg. Great for making people blow their Burst. Provides great oki with Scarecrow, or can be used to get some items out. || [https://youtu.be/uUyG0VDkgEg Link]<br />
|-<br />
| | CH {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 169 || || Any || [3] {{clr|3|Medium}} || Extended meterless damage from CH. Especially useful vs opponents who can't low profile your {{clr|H|j.H}}. ||<br />
|-<br />
| | CH {{clr|S|c.S}} > {{clr|H|6H}} > 66RRC > delay {{clr|S|c.S}} > {{clr|S|j.S}} > delay {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|D|5D}} > {{clr|H|6H}} || Corner || 214 || || Any || [3] {{clr|3|Medium}} || Good damage combo using meter that isn't too hard to pull off. || [https://youtu.be/S2AEqkaPB20 Link]<br />
|-<br />
| | CH {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|41236K}} > 66RRC > dash {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|P|236P}} > {{clr|H|6H}} || Midscreen || 213 || || Any || [5] {{clr|5|Very Hard}} || Midscreen wallbreak using meter on {{clr|S|c.S}} counter hit. || [https://youtu.be/qhvGkSsw3dE Link]<br />
|-<br />
| | CH {{clr|S|c.S}} > {{clr|H|6H}} > 88RRC > {{clr|S|c.S}} > hold {{clr|D|5D}} > {{clr|K|5K}} > {{clr|H|632146H}} || Corner || 239 || || Any || [5] {{clr|5|Very Hard}} || Memey double meter high damage combo. Looks cool. || [https://youtu.be/EA7HtBCuC18 Link]<br />
|-<br />
| | CH {{clr|S|c.S}} > hold {{clr|D|5D}} > 66PRC > {{clr|S|c.S}} > hold {{clr|D|5D}} > {{clr|S|c.S}} > {{clr|D|5D}} > 66RRC > dash {{clr|S|c.S}} > {{clr|K|j.K}} > {{clr|D|j.D}} > hold {{clr|D|5D}} || Midscreen || 227 || || Any || [5] {{clr|5|Very Hard}} || Pretty sweet looking combo that does great damage, but requires 2 bars. ||<br />
|-<br />
| | CH {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|41236K}} [4] > Hole in One! H > 66RRC > dash {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} || Midscreen || 228,237 || || Any || [5] {{clr|5|Very Hard}} || Good damage in exchange for a meter. ||<br />
|-<br />
| | CH {{clr|S|f.S}} > ({{clr|H|5H}}) > {{clr|K|41236K}} [4] > {{clr|H|H}} || Anywhere || 108,124,135 (127,140,150) || || Any || [2] {{clr|2|Easy}} || {{clr|H|5H}} can land with dash momentum, otherwise just start with {{clr|S|f.S}} > {{clr|K|41236K}} || [https://youtu.be/G84RHT1-rW4 Link]<br />
|-<br />
| | CH {{clr|S|f.S}} > {{clr|K|41236K}} [4] > Early Hit {{clr|H|H}} > whiff 66RRC > {{clr|S|c.S}} > hold {{clr|D|5D}} > {{clr|K|5K}} > {{clr|K|j.2K}} > {{clr|H|6H}} || Corner || 215 || || Any || [4] {{clr|4|Hard}} || Looks pretty cool and does big boy damage. :) ||<br />
|- <br />
| | CH {{clr|S|f.S}} > {{clr|K|41236K}} [4] > Hole in One! H > whiff 66RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} || Midscreen || 222 || || Any || [5] {{clr|5|Very Hard}} || {{clr|S|f.S}} CH wallbreak confirm using 1 meter. Can be used on reaction to getting the Hole in One! ||<br />
|-<br />
| | CH {{clr|S|f.S}} > {{clr|K|41236K}} [4] > Early Hit H > whiff 66RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|K|41236K}} || Midscreen || 219 || || Any || [5] {{clr|5|Very Hard}} || Same as above, but can be used on reaction to getting the Early Hit. ||<br />
|-<br />
| | CH {{clr|S|f.S}} > {{clr|K|41236K}}[4] > Hole in One! H > 44RRC > {{clr|K|214K}} [6] > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Midscreen || 234 || || Any || [5] {{clr|5|Very Hard}} || Pretty crazy looking combo that's equally as crazy to pull off with big reward. ||<br />
|-<br />
| | CH AA {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} [3]~1 > {{clr|P|236P}} || Anywhere || 142 || || Any || [3] {{clr|3|Medium}} || Meterless CH AA combo with decent damage and wall carry. ||<br />
|-<br />
| | CH AA {{clr|S|c.S}} > {{clr|S|c.S}} > hold {{clr|D|5D}} > 66PRC > {{clr|S|c.S}} > hold {{clr|D|5D}} > {{clr|S|c.S}} > {{clr|D|5D}} > {{clr|H|6H}} || Corner || 235 || || Any || [4] {{clr|4|Hard}} || Pretty high damage from 1 meter, but from a somewhat unlikely situation. ||<br />
|-<br />
| | CH AA {{clr|S|c.S}} > {{clr|P|j.P}}x2 > {{clr|H|j.H}} > {{clr|H|6H}} > {{clr|K|41236K}} || Midscreen || 148 || || Any || [4] {{clr|4|Hard}} || Pretty cool meterless combo. ||<br />
|-<br />
| | CH AA {{clr|S|c.S}} > delay {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} || Midscreen || 168 || || Any || [5] {{clr|5|Very Hard}} || Good damage for no meter, but very hard to pull off. ||<br />
|-<br />
| | CH AA {{clr|S|c.S}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > PRC > dash {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} || Midscreen || 242 || || Any || [3] {{clr|3|Medium}} || Good damage combo using 1 meter. ||<br />
|-<br />
| | CH AA {{clr|S|f.S}} > {{clr|K|41236K}} || Anywhere || 68 || || Any || [1] {{clr|1|Very Easy}} || Rarely will you ever need this, but if you do, this is the optimal meterless damage. ||<br />
|-<br />
| | CH AA {{clr|S|f.S}} > {{clr|S|214S}} > PRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} || Midscreen || 193 || || Any || [3] {{clr|3|Medium}} || Pretty good damage for not being a difficult combo. Can carry to wall a bit further away than midscreen. ||<br />
|-<br />
| | AA {{clr|S|2S}} > {{clr|H|5H}} > 66FRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|K|41236K}} || Midscreen || 215 || || Any || [3] {{clr|3|Medium}} || Pretty high reward combo, great for when you read the opponent on their overhead options. ||<br />
|-<br />
| | CH AA {{clr|S|2S}} > dash {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|6H}} || Midscreen || 202 || || Any || [4] {{clr|4|Hard}} || Midscreen meterless wallbreak from a CH AA {{clr|S|2S}}. ||<br />
|-<br />
| | CH AA {{clr|S|2S}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236P}} || Corner || 114 || || Any || [3] {{clr|3|Medium}} || Sets up for some crazy wall combos with great damage, or you can take some oki. ||<br />
|-<br />
| | CH AA {{clr|S|2S}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236P}} > 66BRC > {{clr|S|c.S}} > {{clr|H|6H}} > delay {{clr|S|236S}} [9] > 4 > Bomb Explosion > {{clr|S|c.S}} > {{clr|H|6H}} || Corner || 246 || || Any || [5] {{clr|5|Very Hard}} || Really cool combo that does a lot of damage. The trick is to hit the Bomb with your {{clr|H|6H}}, and then avoid hitting it with your {{clr|S|236S}}. ||<br />
|-<br />
| | CH AA {{clr|S|2S}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236P}} > 66BRC > {{clr|S|c.S}} > jc > 100TWeight > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} || Corner || 226 || || Any || [5] {{clr|5|Very Hard}} || Pretty hard combo that uses the 100TWeight as a followup. ||<br />
|-<br />
| | CH AA {{clr|S|2S}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236P}} > 100TWeight > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} || Corner || 230 || || Any || [4] {{clr|4|Hard}} || Meterless, easier, and more damaging version of the above combo that requires you to dash a bit further. ||<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+{{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}}/{{clr|H|j.H}} Combos<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|- <br />
| | {{clr|H|5Hx2}} > {{clr|P|236P}} || Anywhere || 92 || || Any || [1] {{clr|1|Very Easy}} || Since {{clr|H|5H}} is a great poke move at mid range, and the extension of this move has lots of utility packed into it, this confirm is very convenient for setting up item pressure. || [https://youtu.be/NvtYBledmBc Link]<br />
|-<br />
| | CH {{clr|H|5H}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 123 || || Any || [2] {{clr|2|Easy}} || More damage, easy as {{clr|1|1}},{{clr|2|2}},{{clr|3|3}}. || [https://www.youtube.com/watch?v=SHJAyHHx5QI Link]<br />
|-<br />
| | {{clr|H|5H}} > 66FRC > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 125 || || Any || [2] {{clr|2|Easy}} || Worse damage, spacing is a bit better. || [https://www.youtube.com/watch?v=xT-iuDaifcs Link]<br />
|-<br />
| | {{clr|H|5H}} > 66FRC > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 154 || || Any || [2] {{clr|2|Easy}} || Better damage, spacing less advantageous. || [https://youtu.be/vlrNOEYBMU0 Link]<br />
|-<br />
| | {{clr|H|5HH}} > sj {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|41236K}} || Corner || 207 || || Any || [4] {{clr|4|Hard}} || Pretty sick combo, but deceptively hard. ||<br />
|-<br />
| | {{clr|H|5HH}} > dash {{clr|S|c.S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|S|236S}} [6] > {{clr|H|6H}} || Corner || 204 || || Any || [3] {{clr|3|Medium}} || Pretty easy combo. || [https://youtu.be/QXOYqJcpAfc Link]<br />
|-<br />
| | {{clr|H|5HH}} > dash {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 215 || || Any || [2] {{clr|2|Easy}} || Pretty easy corner combo that does good damage. || [https://youtu.be/LKxE2aq00mE Link]<br />
|-<br />
| | {{clr|H|5HH}} > dash {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236P}} > {{clr|H|6H}} || Corner || 224 || || Any || [4] {{clr|4|Hard}} || Does great damage for no meter. ||<br />
|-<br />
| | {{clr|H|5H}} > 66FRC > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > {{clr|S|236S}} [3] > {{clr|P|236P}} || Corner || 166 || || Any || [3] {{clr|3|Medium}} || Has potential to be a pretty powerful string in the corner. Sets up huge wallbreak pressure, with item + more than enough time to set up for meaties. || [https://youtu.be/ap1om9hozeM Link]<br />
|-<br />
| | {{clr|H|5HH}} > delay RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|P|236P}} > {{clr|H|6H}} || Corner || 196 || || Any || [3] {{clr|3|Medium}} || Can be used as a side switch when you're in the corner to wallbreak. ||<br />
|-<br />
| | {{clr|H|5HH}} > hold {{clr|D|5D}} > 66PRC > {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > delay {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 223 || || Any || [5] {{clr|5|Very Hard}} || Great damage for 1 meter, but pretty hard to pull off. ||<br />
|-<br />
| | {{clr|H|5HH}} > delay {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|H|6H}} || Corner || 216 || || Any || [3] {{clr|3|Medium}} || Because the game lets you. ||<br />
|-<br />
| | AA {{clr|H|5H}} > {{clr|S|214S}} > PRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|6H}} || Midscreen || 207 || || Any || [4] {{clr|4|Hard}} || Midscreen {{clr|H|5H}} AA wallbreak starter. Doesn't even look like it should work, but it does. Only ever useful if you're trying to poke with 5H and the opponent jumps into it. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|K|214K}} > PRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Midscreen || 211 || || Any || [3] {{clr|3|Medium}} || Good damage for 1 meter and not much effort for a wallbreak. Doesn't seem to break the wall consistently unless some hits are delayed in a particular way. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|K|214K}} > PRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} || Midscreen || 160 || || Any || [3] {{clr|3|Medium}} || Decent damage with Scarecrow 50/50 in exchange for 1 meter. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} || Corner || 80 || || Any || [3] {{clr|3|Medium}} || Only works from certain distances. Needs to be adjusted based on what item you get. Can be done from anywhere, but is much more potent in the corner. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} > Bomb > Scarecrow Hit > {{clr|K|5K}} || Corner || 212 || || Any || [4] {{clr|4|Hard}} || Bomb version of the AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} string. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > {{clr|S|j.S}} > 100T Weight > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} [6] || Corner || 188 || || Any || [4] {{clr|4|Hard}} || 100T Weight version of the AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} string. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|S|236S}} [6] > {{clr|H|6H}} || Corner || 191 || || Any || [3] {{clr|3|Medium}} || Banana/Donut version of the AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} string. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Corner || 193 || || Any || [3] {{clr|3|Medium}} || Afro version of the AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} string, also works with Meteor. Will apply and keep the Afro after wallbreak. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > delay jc 66BRC > {{clr|H|j.H}} > land > [6] side switch > delay {{clr|S|c.S}} > {{clr|S|236S}} [1]~3 > {{clr|P|236P}} || Corner || 141 || || Any || [4] {{clr|4|Hard}} || Mini Faust version of the AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} string. No wallbreak found yet, but this puts you midscreen with mini faust pressure, an extra item, and great spacing for {{clr|H|2H}} or {{clr|H|6H}} afterwards. Depending on your spacing in the corner, you can do AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > {{clr|H|6H}} to item farm up to 3 times due to Mini Faust pressure; with the opponent in the corner, this can create some very crazy situations for them to enjoy dealing with. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > {{clr|H|6H}} > delay {{clr|S|236S}} [3]~1 > {{clr|S|c.S}} > {{clr|S|2S}} > delay {{clr|S|236S}} [3] > Mini Faust Army [3] > {{clr|H|6H}} || Corner || 207 || || Any || [4] {{clr|4|Hard}} || Trumpet version of the AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} string. Unique wallbreak combo using Mini Faust Army's peculiar knock back properties. ||<br />
|-<br />
| | AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} > {{clr|S|j.S}} > Hammer > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Corner || 214 || || Any || [3] {{clr|3|Medium}} || Hammer version of the AA {{clr|H|6H}} > {{clr|P|236P}} > dash {{clr|K|5K}} string. ||<br />
|-<br />
| | CH {{clr|H|5H}} > {{clr|P|5P}} > {{clr|P|2P}} || Anywhere || 82 || || Any || [2] {{clr|2|Easy}} || Gatlings pretty nicely into {{clr|H|6H}}. Can throw a lot of people off. || [https://youtu.be/LxZnLHaoRwY Link]<br />
|-<br />
| | CH {{clr|H|5H}} > {{clr|K|41236K}} [4] > {{clr|H|H}} || Anywhere || 124,141,154 || || Any || [2] {{clr|2|Easy}} || Can OS by inputting {{clr|H|5HH}} and delay {{clr|K|41236K}} to confirm the CH. || [https://youtu.be/lAGBMq7Ac_g Link]<br />
|- <br />
| | CH {{clr|H|2H}} > {{clr|P|6P}} > {{clr|P|236P}} || Anywhere || 71 || || Any || [2] {{clr|2|Easy}} || The timing on the {{clr|P|6P}} is a little difficult, but not too crazy. Useful for getting people off of you after landing a stray hit. || [https://youtu.be/0NGOFfvZF2M Link]<br />
|-<br />
| | CH {{clr|H|2H}} > {{clr|K|5K}} > 66RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > dash {{clr|H|6H}} || Midscreen || 190 || || Any || [5] {{clr|5|Very Hard}} || Only works at close range, but a useful option to keep in mind. || [https://youtu.be/Nk4K7-bbA_I Link]<br />
|-<br />
| | CH {{clr|H|5H}} > {{clr|H|5HH}} > dash {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 227 || || Any || [4] {{clr|4|Hard}} || Great meterless damage from CH starter. Timing for the second {{clr|H|5H}} is a bit tricky. ||<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+{{clr|D|5D}}/{{clr|D|2D}}/{{clr|D|j.D}} Combos<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| | {{clr|D|5[D]}}8 > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|H|dj.H}} > {{clr|D|j.D}} > {{clr|H|j.Hx2}} || Anywhere || 207 || || Any || [2] {{clr|2|Easy}} || Easy dust combo for some respectable damage. || [https://youtu.be/FwOhO0lFKGA Link]<br />
|-<br />
| | {{clr|D|5[D]}}8 > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|dj.D}} > delay {{clr|D|j.D}} > {{clr|H|j.Hx2}} || Anywhere || 208 || || Any || [3] {{clr|3|Medium}} || Stronger version of the combo above but not too hard. || [https://youtu.be/NxTlkNKD_s0 Link]<br />
|-<br />
| | {{clr|D|5[D]}}8 > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|dj.D}} > delay {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|H|dj.Hx2}} || Anywhere || 219 || || Any but AN, CH, GI, IN, JC, KY, RA, SO || [4] {{clr|4|Hard}} || Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. || [https://youtu.be/q_I_SUdC0Tc Link]<br />
|-<br />
| | {{clr|D|5[D]}}8 > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|H|dj.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|K|dj.Kx2}} || Anywhere || 213 || || Any || [2] {{clr|2|Easy}} || Easy strong combo without delayed attacks || [https://youtu.be/SSvXaFXjU1M Link]<br />
|-<br />
| | {{clr|D|5[D]}}8 > {{clr|K|j.K}} > {{clr|P|j.Px2}} > {{clr|K|dj.K}} > {{clr|P|j.Px2}} > {{clr|K|j.K}} > {{clr|D|j.D}} || Anywhere || 130 || || Any || [5] {{clr|5|Very Hard}} || Optimally disrespectful. Good (typically unexpected) oki with Afro applied to the opponent. || [https://youtu.be/JRMUgDXdYuA Link]<br />
|-<br />
| | {{clr|D|5[D]}}8 > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|dj.S}} > {{clr|H|j.H}} > {{clr|H|j.H}} > {{clr|D|dj.D}} || Anywhere || 169 || || Any || [4] {{clr|4|Hard}} || Easier, better damage for when you want to go for burning Afro oki after a dust combo. Super powerful - if the opponent does pretty much anything except for block after landing, you can just about win the round for free. If they do block, you get to mix them up. {{clr|H|6H}} is a fantastic option afterward to capitalize on this. ||<br />
|-<br />
| | {{clr|D|5D}} > 66RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > dash {{clr|K|5K}} > {{clr|H|6H}} > 214{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} || Midscreen || 89 || || Any || [3] {{clr|3|Medium}} || Decent option from uncharged {{clr|D|5D}} midscreen if you want Scarecrow 50/50 in the corner. ||<br />
|-<br />
| | {{clr|D|5D}} > 88RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > airdash > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|P|j.236P}} || Midscreen || 140 || || Any || [3] {{clr|3|Medium}} || Midscreen wallbreak followup on an uncharged {{clr|D|5D}}. ||<br />
|-<br />
| | {{clr|D|5D}} > RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 133 || || Any || [3] {{clr|3|Medium}} || Wallbreak corner combo from uncharged {{clr|D|5D}}. ||<br />
|-<br />
| | {{clr|D|5D}} > 88RRC > dash {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Corner || 141 || || Any || [3] {{clr|3|Medium}} || Side switch wallbreak combo from uncharged {{clr|D|5D}}. ||<br />
|-<br />
| | CH {{clr|D|5D}} > {{clr|P|2P}} > {{clr|P|6P}} > {{clr|P|236P}} || Anywhere || 69 || || Any || [2] {{clr|2|Easy}} || Easy to use string to get the opponent off of you, and provides great defensive spacing. ||<br />
|-<br />
| | CH {{clr|D|5D}} > {{clr|P|5Px2}} > {{clr|P|2P}} || Anywhere || 72 || || Any || [2] {{clr|2|Easy}} || Can be used easily on reaction to getting a CH with an uncharged {{clr|D|5D}} to create good defensive spacing. ||<br />
|-<br />
| | CH {{clr|D|5D}} > dash {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|236P}} || Anywhere || 91 || || Any || [3] {{clr|3|Medium}} || Depending on spacing, the {{clr|S|c.S}} may require a quick dash right before it or you will get a {{clr|S|f.S}} instead. ||<br />
|-<br />
| | CH {{clr|D|5D}} > dash {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5HH}} > {{clr|P|236P}} || Anywhere || 106 || || Any || [3] {{clr|3|Medium}} || Will always require the dash before the {{clr|S|c.S}} using this route, but it does more damage. ||<br />
|-<br />
| | CH AA {{clr|D|5D}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214K}} > PRC > {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} || Midscreen || 161 || || Any || [3] {{clr|3|Medium}} || Midscreen wallbreak combo from the relatively rare situation of getting a counterhit anti-air from an uncharged {{clr|D|5D}}. ||<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+Special Move Combos<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| | {{clr|H|236H}} > FRC > {{clr|K|5K}} > {{clr|K|j.K}} > {{clr|D|j.D}} > Afro Explosion > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} || Corner || 156 || || Any || [3] {{clr|3|Medium}} || Good easy dmg using Afro, great for killing the opponent after a successful {{clr|H|236H}} mixup when their health is low. || [https://youtu.be/3ecdA2xlT9s Link]<br />
|- <br />
| | {{clr|H|236H}} > 88FRC > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > dash {{clr|H|6H}} || Corner || 160 || || Any || [4] {{clr|5|Very Hard}} || Keeps afro after wallbreak. || [https://youtu.be/TBLbnTy0HwQ Link]<br />
|- <br />
| | {{clr|H|236H}} > 66FRC > {{clr|S|c.S}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Corner || 164 || || Any || [4] {{clr|4|Hard}} || Sacrifices afro for slightly more damage (usually not worth it). || [https://youtu.be/5CZDRqYn_IA Link]<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+{{clr|D|Throw}} Combos<br />
|-<br />
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| | {{clr|D|Throw}} > PRC > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|6H}} || Corner || 165 || || Any || [3] {{clr|3|Medium}} || Decent conversion into wallbreak from grab. || [https://youtu.be/UluqliptdVA Link]<br />
|- <br />
| | {{clr|D|Throw}} > PRC > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|41236K}} > {{clr|H|6H}} || Corner || 161 || || Any but CH, GI, KY, LE and MA || [4] {{clr|4|Hard}} || Harder conversion. This used to do more damage, but it doesn't seem to do more after the 1.10 patch. || [https://youtu.be/EtjNQ2Y7dQI Link]<br />
|- <br />
|}<br />
<br />
<!-- {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Template<br />
|-<br />
! Combo !! Position !! Works on: !! Difficulty !! Notes<br />
|-<br />
| | || || || || || || [1] {{clr|1|Very Easy}} ||<br />
|- <br />
| | || || || || || || [2] {{clr|2|Easy}} ||<br />
|- <br />
| | || || || || || || [3] {{clr|3|Medium}} ||<br />
|- <br />
| | || || || || || || [4] {{clr|4|Hard}} ||<br />
|- <br />
| | || || || || || || [5] {{clr|5|Very Hard}} ||<br />
|-<br />
|}<br />
--><br />
<br />
==Combo Theory==<br />
{{MFlag|stub}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Es&diff=262273BBCF/Es2022-03-07T04:47:55Z<p>Luka: /* Drive Moves */ added hitboxes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Es is a '''well rounded character''' that has straightforward tools such as a fast projectile and a DP. Es's unique mechanics involve her Drive and her Bors buff. Es's Drive allows her to set crests after certain attacks that deal damage after a set period of time. Es's Bors buff gives her the ability to use an enhanced version of each of her specials. Es's normals also have amazing range that she can use to dominate the midrange safely. In short, Es has a '''strong neutral game.''' <br />
<br />
Es is not without her shortcomings, however. Her longer range moves have notable recovery. She also has limited gatling options and mixup, she has more character specific routes than most, and without resources she has low to average damage. Despite these weaknesses, Es is rather '''friendly for beginners'''. Her execution barrier is low, and she can change her simple gameplan on the fly.<br />
|lore= Es is the main heroine of ''XBlaze – Code: Embryo'' and a former Embryo Storage. She is the true protagonist of ''XBlaze Lost: Memories''. She first made a cameo in ''BlazBlue: Central Fiction'' in Act II during Naoto's arcade mode. She was released as a console-exclusive character that in fall of 2016 for the console version of Central Fiction, and formally added to the arcade version later.<br />
|quote= <br />
|summary= is a well-rounded character with a slight emphasis on projectiles and zoning.<br />
|pros=<br />
*'''Crests:''' Acting as delayed projectiles, Es' Crests allow her to make her mixups safe and continue pressure. They can also be used as traps in neutral for zoning.<br />
*'''Neutral:''' Thanks to her broadsword and projectiles, Es' buttons are huge and she can make neutral difficult to navigate by combining projectiles together.<br />
*'''Mobility:''' Es is very fast and has a unique airdash that's great for pressure.<br />
*'''Great Reward:''' Lots of Es' combos have great corner carry which benefits her corner pressure. She also gets high reward for investing 25 meter.<br />
|cons=<br />
*'''Gatling Limitations:''' Es' gatling routes are quite restricted and she can always be mashed out of her D buttons. Her midscreen mixup options are limited, but this problem vanishes in the corner.<br />
*'''Recovery:''' While her buttons are big, they also have long recovery and are difficult to keep safe. They can also lose to disjointed pokes as they have sword hurtboxes.<br />
*'''Reliant on Bors:''' Es' average reward and combo damage is generally quite low without her Bors buff, which also goes away whenever she gets hit.<br />
|unique_mechanic1_name= Drive: Crest Arts<br />
|unique_mechanic1=<br />
After certain attacks, an "after image" appears - these are called Crests. Each Crest activates after a period of time, like a delayed bomb. Crests are often used in combos, mixups, and okizeme. All of Es's Drive normals have Crest effects, while Es's specials only have Crest effects with the Bors buff.<br />
*Crests disappear if Es gets hit, blocks an attack, techs a throw, or if her opponent techs a throw.<br />
*Only one crest can be on screen at a time. So for example, if you place a {{clr|5|j.D}} crest and then try to use a crest that activates immediately like {{clr|5|5D}} or {{clr|5|2D}} '''''before''''' the {{clr|5|j.D}} crest activates: {{clr|5|j.D}}'s crest will disappear.<br />
*Bors power up is lost after Es uses any special that isn't a fireball, techs a throw (or opponent does) or she gets hit.<br />
|unique_mechanic2_name= Overdrive: Amplifier "Avalon"<br />
|unique_mechanic2=<br />
Es's Overdrive is primarily used to close out rounds, as the Galahad buff with it's increased minimum damage makes for an excellent round ender. If you're in the corner, the Palamedes buff also allows for you to chain into double super for even more damage (ex. {{clr|3|3C}} > {{clr|5|6D}} > Palamedes > Galahad). Overdrive has a few other uses too though. Landing a stray hit at round start and converting into Overdrive will easily net you close to 4K damage and fullscreen carry to the corner. If you're low on health, the increased timer on Percival can also prove usual in some situations.<br />
<br />
*Gives additional hits to Crests.<br />
*Drive normals have faster startup, allowing Es to combo into them.<br />
*Can have multiple Crests on screen<br />
*{{clr|5|632146D}} (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, {{clr|5|623146D}} will decrease at a much slower rate for as long as OD is active)<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5A.png | Terribly short range<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chains into itself up to 3 times.<br />
*Short Range<br />
*Hits Crouchers<br />
Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and jump cancellable on block. Can try to reset pressure with a jump or go straight into {{clr|3|j.C}} instant overhead. Be careful though, it can still be low profiled by things like Kokonoe's {{clr|4|2A}} or Izanami's {{clr|2|2B}}. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5B.png |Combo Filler<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Short Range<br />
*Common combo starter<br />
Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5C.png |Long recovery<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good whiff punish tool<br />
*Good reward when you have a Bors buff<br />
<br />
{{clr|3|5C}} has a lot of reach but not much reward on hit without a Bors buff. Best used for whiff punishing instead of raw poking since {{clr|3|5C}} has hefty whiff recovery, but if you need to reach out and touch your opponent then this is the longest range ground normal Es has. Special cancel into a fireball for safety or Mordred ({{clr|3|214C}}) for a combo.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2A.png |The party starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chains into itself up to 3 times<br />
*Can whiff cancel into itself<br />
<br />
At 0 on block, {{clr|4|2A}} stands as the foundation of Es's pressure game. Structure your pressure around this move, from stagger pressure, to tick throws and throw reject miss setups. {{clr|4|2A}} is also a good abare tool, given it's speed and reach.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2B.png |Decent neutral poke<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* A good poke<br />
* Can be Kara canceled into throws or barrier<br />
* Dodgy-looking low hit<br />
<br />
{{clr|2|2B}} is a good poke to go for since it has decent reach, hits low in front of Es, has fewer recovery frames (3) than {{clr|3|5C}}. Do note the hurtbox on {{clr|2|2B}} is not particularly great and might lead to some trades. {{clr|2|2B}} is also a low but due to its fairly slow startup and low active frames, it may not make for a great mixup option.<br />
<br />
{{clr|2|2B}} moves Es forward and be [https://www.dustloop.com/wiki/index.php?title=Kara_Cancel kara canceled] into throws and barrier. The kara cancel can be good for increasing the range on Es's throw, whereas kara canceling into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2C.png |Secondary anti-air/Best Punish Starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Optional anti-air.<br />
*Forces standing on Counter Hit.<br />
<br />
A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where {{clr|2|6B}} lacks the vertical height needed to reach the opponent. {{clr|3|2C}} is also a good punish starter, as it forces standing on counter hit which will allow you to combo into command grab for a damaging punish. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6A.png |Pretty decent overhead <br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*Bonus Proration 110%.<br />
*Forces crouching on hit.<br />
*Good for an Overhead mixup.<br />
<br />
Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of {{clr|4|5A}}/{{clr|4|2A}} stagger pressure with crouching jabs<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6B.png |Primary anti-air<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good anti-air.<br />
*Floats, even on regular hit<br />
<br />
{{clr|2|6B}} has incredible vertical and horizontal reach, making it Es' go to Anti-Air. As with most anti-airs though, make sure you aim to use this in situations where the opponent needs to commit to their jump in. Because of the high recovery on whiff, trying to use this against opponents dodging {{clr|2|6B}} by using additional air options or character specific tools is a good way to get yourself punished.<br />
<br />
{{clr|2|6B}} also sees some use in combos due to its ability to float an opponent, which can be useful for side swap combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6C.png |Combo Filler<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Normal 6C")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Dash 6C")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="66C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great for for crouch confirms, midscreen Bors combos and corner combos.<br />
*Dash {{clr|3|6C}} Fatal Counters and has 110% Bonus Proration.<br />
*Dash {{clr|3|6C}} can blow back grounded opponents and give a small wall bounce only after you reach peak dash velocity.<br />
*On airborne opponents, {{clr|3|6C}} will always blowback and give a small wall bounce.<br />
<br />
{{clr|3|6C}} and dash {{clr|3|6C}} are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender that will even allow you to go for a safe jump {{clr|5|j.D}}. <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_3C.png |Combo Ender/Poke<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Sometimes a good poke.<br />
*Good combo ender to get a Bors buff.<br />
*Knocks down. On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG {{clr|2|5B}}.<br />
<br />
For the most part, {{clr|3|3C}} is a common combo tool. Sometimes as a combo ender because of its knockdown, sometimes as a means to sweep an opponent off their feet to make them airborne and sometimes to keep the combo going.<br />
<br />
However, {{clr|3|3C}} can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash {{clr|4|2A}} or {{clr|2|5B}}. For similar reasons, {{clr|3|3C}} can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. {{clr|3|3C}} has a pretty good amount of recovery on whiff though and is risky so you don't want to use {{clr|3|3C}} to poke too often . <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jA.png |Situational air to air <br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jA_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly good for a fast air to air option up close. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jB.png | Great air to air<br />
BBCF_Es_jBB.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jB_hitbox.png |<br />
BBCF_Es_jBB_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B" or input="j.BB")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Great air to air poke.<br />
*Sometimes a good jump in<br />
*Can cancel into {{clr|2|j.BB}} on whiff. <br />
<br />
Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are, like Izanami floating at super jump height. <br />
<br />
{{clr|2|j.B}} can also be a pretty good jump in as well. {{clr|2|j.B}} is good against standing opponents and opponents at airdash heights, while {{clr|2|j.BB}} is good against people on the ground both standing and crouching. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jC.png |Instant mix-up, just add meter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jC_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good for safe jumps<br />
*Sometimes good for mixups<br />
*Sometimes good as a jump in<br />
*Knocks the opponent downward on hit<br />
<br />
{{clr|3|j.C}} has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. {{clr|3|j.C}} can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or pick up the combo. <br />
<br />
Because {{clr|3|j.C}}'s hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extend the combo into something more damaging. {{clr|3|j.C}} can also be used for safe jumps on oki from certain enders <br />
</div><br />
</div><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool<br />
*Sometimes good for resetting pressure<br />
*Sometimes good for oki<br />
*Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18<br />
<br />
{{clr|5|5D}} is mainly used as a common combo piece in Es' more extensive combo routes, {{clr|3|3C}} > {{clr|5|5D}} > {{clr|2|214[B]}} loop being the most notable place you'll see it used.<br />
<br />
Also, while uncommon, microdash {{clr|5|5D}} oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2D.png | Similar hitbox to {{clr|5|5D}}, but with a much more delayed crest<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool<br />
*Sometimes a good way to reset pressure<br />
*Similar looking hitbox to {{clr|5|5D}}, but actually extends above and behind Es more, making it something of a slow anti-crossup.<br />
<br />
{{clr|5|2D}} sees most of its use in Es' corner to corner carry combos since {{clr|3|6C}} > delay {{clr|5|2D}} is a good way to carry the opponent almost a fullscreen distance while remaining close to continue the combo. It also sees some use in a variation of Es' corner combo routes where you can do {{clr|3|6C}} > {{clr|5|2D}} > sjc {{clr|2|j.2BB}} > ({{clr|5|2D}} Crest Hits) > {{clr|5|j.D}} as a combo piece.<br />
<br />
Less frequently used, Es' {{clr|5|2D}} Crest can be a good way to reset pressure in a blockstring by doing {{clr|5|2D}} > {{clr|4|236A}} > delay {{clr|2|236B}} to force the opponent into blockstun long enough to force them to block {{clr|5|2D}}'s Crest, which will cover your dash forward to reset pressure. Much like {{clr|5|5D}} though, any gatling into {{clr|5|2D}} has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool, especially in the corner<br />
*Sometimes a good pressure tool <br />
<br />
Es' {{clr|5|6D}} sees most of its uses in corner combos in the infamous {{clr|3|6C}} > {{clr|5|6D}} > delay jc {{clr|3|j.C}} > ({{clr|5|6D}} Crest Hits) > {{clr|5|j.D}} combo piece that her better corner combos always have. It's also used in some variations of midscreen combos <br />
<br />
Though more rarely, you can also see {{clr|5|6D}} used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing {{clr|5|6D}} > {{clr|4|j.236A}} > air dash {{clr|3|j.C}} or {{clr|5|6D}} > {{clr|2|j.2B}} > {{clr|2|2B}}. However, much like her other grounded drives, any gatling into {{clr|5|6D}} has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jD.png |The mother of all hitboxes<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo piece<br />
*Good for oki and pressure<br />
<br />
Of all her drives, Es' {{clr|5|j.D}} is probably the one with the most all around utility. {{clr|5|j.D}} is useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the ground {{clr|5|j.D}} juggle. <br />
<br />
{{clr|5|j.D}} is also pretty good for oki. The {{clr|5|j.D}} attack itself can catch different tech options depending on the combo ender. At the same time, the {{clr|5|j.D}} Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead {{clr|3|j.C}} safe/comboable without meter. <br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_FThrow.png|Forward<br />
BBCF_Es_BThrow.png|Back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Forward")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Back")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
<br />
Forward throw launches the opponent. Can be picked up with {{clr|2|5B}} or {{clr|2|214[B]}}.<br />
<br />
Back throw pushes the opponent behind her. Same pickup options as with Forward Throw.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
<br />
Air throw knocks down the opponent. You can pick it up by linking {{clr|2|5B}} or {{clr|3|6C}} but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with {{clr|3|2C}} > en623C<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Uses {{clr|3|5C}}'s animation and hitbox.<br />
<br />
Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range. <br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be charged.<br />
<br />
Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.<br />
<br />
It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with {{clr|3|6C}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Type: Enchanter "Bors"</big>===<br />
<span class="input-badge">'''{{clr|5|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_EnchanterBors.png|Does not enhance her fireball attacks<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Goes away on being hit, and when a throw is teched.<br />
<br />
Es assumes a stance that powers up her next special attack. An icon will be displayed above your heat gauge when the buff is active. <br />
<br />
Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a {{clr|3|3C}} or {{clr|3|6C}} combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es. <br />
</div><br />
</div><br />
<br />
===<big>Type: Slasher "Griflet"</big>===<br />
<span class="input-badge">'''{{clr|3|623C}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_SlasherGriflet.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C" or input="623C Crest" or input="623C Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Good reversal.<br />
* Only invulnerable up to the first hit. <br />
* Buffed version is a good combo extender.<br />
<br />
Es performs a crouching over the shoulder swing followed by a massive upward slash. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. Beating this move is a little different to other reversals since the two-stage nature of the move will beat out a lot of backdashes. However it takes longer to perform and is only invulnerable for the first strike, so if it does miss or get blocked, your opponent has a long time to react with their best punish.<br />
<br />
The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling {{clr|5|j.D}} to keep the combo going, making it great as a combo extender. However, it doesn't make it safe on block.<br />
</div><br />
</div><br />
<br />
===<big>Type: Assaulter "Erec"</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_AssaulterErec.png |Fatal Leg Twister<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Command Grab that whiffs on crouchers <br />
*Combo throw, will not incur purple !! marks in hit- or blockstun for any reason. Does not have 100% minimum damage.<br />
*First hit prevents the second hit from dealing base damage due to the character combo rate taking effect. <br />
<br />
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway. <br />
</div><br />
</div><br />
<br />
===<big>Type: Slasher "Gawain"</big>===<br />
<span class="input-badge">'''{{clr|2|214B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_Gawain.png| Greed Sever? In <b>MY</b> Blazblue?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214B" or input="214[B]" or input="214B Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool both uncharged and charged<br />
*Sometimes good for resetting pressure<br />
*Charged version can fatal counter<br />
*Crest Activates 12 frames after slash becomes active<br />
*[] = Charged version values<br />
<br />
Gawain sees most of its use in combos. Charged Gawain sees the most frequent use in {{clr|3|3C}} > {{clr|5|5D}} > {{clr|2|214[B]}} loops but uncharged Gawain is also used from time to time in some midscreen routes. <br />
<br />
The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block {{clr|5|5D}} as explained in {{clr|5|5D}}'s section. <br />
</div><br />
</div><br />
<br />
===<big>Type: Slasher "Mordred"</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_SlasherMordred.png|<br />
BBCF_Es_SlasherMordred2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Crest" or input="214C 214C" or input="214C 214C Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Crest Activates as soon as {{clr|3|214C}} becomes active<br />
*Good combo ender midscreen when you don't want to go for a Bors buff<br />
*Good Combo Extender in the corner<br />
*[] = values for Enchanted version<br />
*Second hit can fatal counter<br />
<br />
Mostly used in combos, either as an ender or as an extension in the corner.<br />
<br />
When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent. <br />
</div><br />
</div><br />
<br />
===<big>Type: Shooter "Breunor"</big>===<br />
<span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_ShooterBreunor.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Ground")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Additional Breunor A/B")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A/B 236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Powered Up")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A/B Powered Up"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Good for controlling space and helping cover approaches<br />
* Powered Up Shot is good for corner combos<br />
* Sometime helpful for resetting pressure<br />
* Can fire a followup up Breunor by inputting {{clr|4|236A}}/{{clr|2|B}} again (Can not be followed up repeatedly). <br />
* If a followup Breunor touches the previous Breunor, it will become a powered up shot<br />
<br />
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach. <br />
<br />
In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from {{clr|5|2D}}, it can be good for helping to reset pressure<br />
<br />
Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash {{clr|3|6C}} > {{clr|5|6D}} routes or be used as an ender that'll give you time to go for safe jumps.<br />
</div><br />
</div><br />
<br />
===<big>Air Type: Shooter "Breunor"</big>===<br />
<span class="input-badge">'''{{clr|4|j.236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_ShooterBreunorAir.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236A" or input="j.236B")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Additional Air Breunor")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
Air Bruenors are great tools for zoning. You can use them relatively safely from most ranges, and by delaying their followups you can cover slightly different angles. Keep in mind that air powered up shots are ''not'' possible, so you're better off using followups to cover different angles.<br />
</div><br />
</div><br />
<br />
===<big>Type: Assaulter "Tristan"</big>===<br />
<span class="input-badge">'''{{clr|2|j.2B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_j2B.png |Twinkle Toes<br />
BBCF_Es_j2BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B" or input="j.2BB" or input="j.2BBB")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good air combo ender<br />
*Sometimes good combo extender<br />
<br />
Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link {{clr|2|j.2BB}} into {{clr|2|j.B}} in some air combos to extend the air combo a little more to either get more damage or better knockdown. Similarly, {{clr|2|j.2BB}} is popular in some corner combo routes as a means to buy time for a {{clr|5|2D}} Crest to activate and extend your combo. <br />
</div><br />
</div><br />
<br />
==Distortion Drives==<br />
===<big>Type: Enchanter "Percival"</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_EnchanterPercival.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Lasts 450Fs (7 1/2 Seconds).<br />
*Leaves Es Airborne at the end of the animation.<br />
*Has some invincibility <br />
*Timer depletes at half the speed during overdrive.<br />
*Activating the move again will refresh duration to max, it will not stack.<br />
*Using Type: Enchanter "Bors" during this move's effect will still perform the animation, but it will do nothing.<br />
<br />
After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Percival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Percival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter. <br />
</div><br />
</div><br />
<br />
===<big>Type: Shooter "Palamedes"</big>===<br />
<span class="input-badge">'''{{clr|4|632146A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_ShooterPalamedes.png|Wave Super<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146A/B" or input="j.632146A/B")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Minimum Damage = 30% (660 {660 + 66*n})<br />
*The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.<br />
<br />
A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.<br />
<br />
For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure. <br />
</div><br />
</div><br />
<br />
<br />
===<big>Type: Slasher "Galahad"</big>===<br />
<span class="input-badge">'''{{clr|3|632146C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_SlasherGalahad.png|Reversal super<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good round ender<br />
*Sometimes a good reversal<br />
*Crumples<br />
*Minimum Damage = 30% (1050 {1320})<br />
<br />
Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 {{clr|5|5D}} oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash {{clr|3|6C}} to squeeze out more damage. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Type: Braver "Lancelot"</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_BraverLancelot.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
<br />
Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln, but it has a measly 5% minimal damage, somewhat unsafe on block and cannot be rapid-canceled. <br />
<br />
Es' Exceed Accel can be comboed into from many moves, most notably {{clr|3|3C}}, {{clr|2|5B}}, and {{clr|3|2C}}. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Type: Exterminator "Artorius"</big>===<br />
<span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_AH.png|DATA DRAIN<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox extends to the end of the crest.<br />
<br />
Es' astral can be comboed into by using {{clr|3|3C}} or Throw. It's relatively easy to set up and the hitbox is solid, so it's a good way to close out rounds.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Es}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*Japanese Name: エス<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=es&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/forum/367-es/ Character Video Thread]<br />
*[https://blazblue.wiki/wiki/Es/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_jD_hitbox.png&diff=262272File:BBCF Es jD hitbox.png2022-03-07T04:45:58Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_6D_hitbox.png&diff=262271File:BBCF Es 6D hitbox.png2022-03-07T04:45:50Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_5D_hitbox.png&diff=262270File:BBCF Es 5D hitbox.png2022-03-07T04:45:43Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_2D_hitbox.png&diff=262269File:BBCF Es 2D hitbox.png2022-03-07T04:45:36Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Es&diff=262268BBCF/Es2022-03-07T04:45:08Z<p>Luka: /* Normal Moves */ added hitboxes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Es is a '''well rounded character''' that has straightforward tools such as a fast projectile and a DP. Es's unique mechanics involve her Drive and her Bors buff. Es's Drive allows her to set crests after certain attacks that deal damage after a set period of time. Es's Bors buff gives her the ability to use an enhanced version of each of her specials. Es's normals also have amazing range that she can use to dominate the midrange safely. In short, Es has a '''strong neutral game.''' <br />
<br />
Es is not without her shortcomings, however. Her longer range moves have notable recovery. She also has limited gatling options and mixup, she has more character specific routes than most, and without resources she has low to average damage. Despite these weaknesses, Es is rather '''friendly for beginners'''. Her execution barrier is low, and she can change her simple gameplan on the fly.<br />
|lore= Es is the main heroine of ''XBlaze – Code: Embryo'' and a former Embryo Storage. She is the true protagonist of ''XBlaze Lost: Memories''. She first made a cameo in ''BlazBlue: Central Fiction'' in Act II during Naoto's arcade mode. She was released as a console-exclusive character that in fall of 2016 for the console version of Central Fiction, and formally added to the arcade version later.<br />
|quote= <br />
|summary= is a well-rounded character with a slight emphasis on projectiles and zoning.<br />
|pros=<br />
*'''Crests:''' Acting as delayed projectiles, Es' Crests allow her to make her mixups safe and continue pressure. They can also be used as traps in neutral for zoning.<br />
*'''Neutral:''' Thanks to her broadsword and projectiles, Es' buttons are huge and she can make neutral difficult to navigate by combining projectiles together.<br />
*'''Mobility:''' Es is very fast and has a unique airdash that's great for pressure.<br />
*'''Great Reward:''' Lots of Es' combos have great corner carry which benefits her corner pressure. She also gets high reward for investing 25 meter.<br />
|cons=<br />
*'''Gatling Limitations:''' Es' gatling routes are quite restricted and she can always be mashed out of her D buttons. Her midscreen mixup options are limited, but this problem vanishes in the corner.<br />
*'''Recovery:''' While her buttons are big, they also have long recovery and are difficult to keep safe. They can also lose to disjointed pokes as they have sword hurtboxes.<br />
*'''Reliant on Bors:''' Es' average reward and combo damage is generally quite low without her Bors buff, which also goes away whenever she gets hit.<br />
|unique_mechanic1_name= Drive: Crest Arts<br />
|unique_mechanic1=<br />
After certain attacks, an "after image" appears - these are called Crests. Each Crest activates after a period of time, like a delayed bomb. Crests are often used in combos, mixups, and okizeme. All of Es's Drive normals have Crest effects, while Es's specials only have Crest effects with the Bors buff.<br />
*Crests disappear if Es gets hit, blocks an attack, techs a throw, or if her opponent techs a throw.<br />
*Only one crest can be on screen at a time. So for example, if you place a {{clr|5|j.D}} crest and then try to use a crest that activates immediately like {{clr|5|5D}} or {{clr|5|2D}} '''''before''''' the {{clr|5|j.D}} crest activates: {{clr|5|j.D}}'s crest will disappear.<br />
*Bors power up is lost after Es uses any special that isn't a fireball, techs a throw (or opponent does) or she gets hit.<br />
|unique_mechanic2_name= Overdrive: Amplifier "Avalon"<br />
|unique_mechanic2=<br />
Es's Overdrive is primarily used to close out rounds, as the Galahad buff with it's increased minimum damage makes for an excellent round ender. If you're in the corner, the Palamedes buff also allows for you to chain into double super for even more damage (ex. {{clr|3|3C}} > {{clr|5|6D}} > Palamedes > Galahad). Overdrive has a few other uses too though. Landing a stray hit at round start and converting into Overdrive will easily net you close to 4K damage and fullscreen carry to the corner. If you're low on health, the increased timer on Percival can also prove usual in some situations.<br />
<br />
*Gives additional hits to Crests.<br />
*Drive normals have faster startup, allowing Es to combo into them.<br />
*Can have multiple Crests on screen<br />
*{{clr|5|632146D}} (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, {{clr|5|623146D}} will decrease at a much slower rate for as long as OD is active)<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5A.png | Terribly short range<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chains into itself up to 3 times.<br />
*Short Range<br />
*Hits Crouchers<br />
Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and jump cancellable on block. Can try to reset pressure with a jump or go straight into {{clr|3|j.C}} instant overhead. Be careful though, it can still be low profiled by things like Kokonoe's {{clr|4|2A}} or Izanami's {{clr|2|2B}}. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5B.png |Combo Filler<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Short Range<br />
*Common combo starter<br />
Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5C.png |Long recovery<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good whiff punish tool<br />
*Good reward when you have a Bors buff<br />
<br />
{{clr|3|5C}} has a lot of reach but not much reward on hit without a Bors buff. Best used for whiff punishing instead of raw poking since {{clr|3|5C}} has hefty whiff recovery, but if you need to reach out and touch your opponent then this is the longest range ground normal Es has. Special cancel into a fireball for safety or Mordred ({{clr|3|214C}}) for a combo.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2A.png |The party starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chains into itself up to 3 times<br />
*Can whiff cancel into itself<br />
<br />
At 0 on block, {{clr|4|2A}} stands as the foundation of Es's pressure game. Structure your pressure around this move, from stagger pressure, to tick throws and throw reject miss setups. {{clr|4|2A}} is also a good abare tool, given it's speed and reach.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2B.png |Decent neutral poke<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* A good poke<br />
* Can be Kara canceled into throws or barrier<br />
* Dodgy-looking low hit<br />
<br />
{{clr|2|2B}} is a good poke to go for since it has decent reach, hits low in front of Es, has fewer recovery frames (3) than {{clr|3|5C}}. Do note the hurtbox on {{clr|2|2B}} is not particularly great and might lead to some trades. {{clr|2|2B}} is also a low but due to its fairly slow startup and low active frames, it may not make for a great mixup option.<br />
<br />
{{clr|2|2B}} moves Es forward and be [https://www.dustloop.com/wiki/index.php?title=Kara_Cancel kara canceled] into throws and barrier. The kara cancel can be good for increasing the range on Es's throw, whereas kara canceling into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2C.png |Secondary anti-air/Best Punish Starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Optional anti-air.<br />
*Forces standing on Counter Hit.<br />
<br />
A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where {{clr|2|6B}} lacks the vertical height needed to reach the opponent. {{clr|3|2C}} is also a good punish starter, as it forces standing on counter hit which will allow you to combo into command grab for a damaging punish. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6A.png |Pretty decent overhead <br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*Bonus Proration 110%.<br />
*Forces crouching on hit.<br />
*Good for an Overhead mixup.<br />
<br />
Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of {{clr|4|5A}}/{{clr|4|2A}} stagger pressure with crouching jabs<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6B.png |Primary anti-air<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good anti-air.<br />
*Floats, even on regular hit<br />
<br />
{{clr|2|6B}} has incredible vertical and horizontal reach, making it Es' go to Anti-Air. As with most anti-airs though, make sure you aim to use this in situations where the opponent needs to commit to their jump in. Because of the high recovery on whiff, trying to use this against opponents dodging {{clr|2|6B}} by using additional air options or character specific tools is a good way to get yourself punished.<br />
<br />
{{clr|2|6B}} also sees some use in combos due to its ability to float an opponent, which can be useful for side swap combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6C.png |Combo Filler<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Normal 6C")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Dash 6C")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="66C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great for for crouch confirms, midscreen Bors combos and corner combos.<br />
*Dash {{clr|3|6C}} Fatal Counters and has 110% Bonus Proration.<br />
*Dash {{clr|3|6C}} can blow back grounded opponents and give a small wall bounce only after you reach peak dash velocity.<br />
*On airborne opponents, {{clr|3|6C}} will always blowback and give a small wall bounce.<br />
<br />
{{clr|3|6C}} and dash {{clr|3|6C}} are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender that will even allow you to go for a safe jump {{clr|5|j.D}}. <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_3C.png |Combo Ender/Poke<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Sometimes a good poke.<br />
*Good combo ender to get a Bors buff.<br />
*Knocks down. On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG {{clr|2|5B}}.<br />
<br />
For the most part, {{clr|3|3C}} is a common combo tool. Sometimes as a combo ender because of its knockdown, sometimes as a means to sweep an opponent off their feet to make them airborne and sometimes to keep the combo going.<br />
<br />
However, {{clr|3|3C}} can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash {{clr|4|2A}} or {{clr|2|5B}}. For similar reasons, {{clr|3|3C}} can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. {{clr|3|3C}} has a pretty good amount of recovery on whiff though and is risky so you don't want to use {{clr|3|3C}} to poke too often . <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jA.png |Situational air to air <br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jA_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mostly good for a fast air to air option up close. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jB.png | Great air to air<br />
BBCF_Es_jBB.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jB_hitbox.png |<br />
BBCF_Es_jBB_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B" or input="j.BB")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Great air to air poke.<br />
*Sometimes a good jump in<br />
*Can cancel into {{clr|2|j.BB}} on whiff. <br />
<br />
Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are, like Izanami floating at super jump height. <br />
<br />
{{clr|2|j.B}} can also be a pretty good jump in as well. {{clr|2|j.B}} is good against standing opponents and opponents at airdash heights, while {{clr|2|j.BB}} is good against people on the ground both standing and crouching. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jC.png |Instant mix-up, just add meter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jC_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good for safe jumps<br />
*Sometimes good for mixups<br />
*Sometimes good as a jump in<br />
*Knocks the opponent downward on hit<br />
<br />
{{clr|3|j.C}} has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. {{clr|3|j.C}} can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or pick up the combo. <br />
<br />
Because {{clr|3|j.C}}'s hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extend the combo into something more damaging. {{clr|3|j.C}} can also be used for safe jumps on oki from certain enders <br />
</div><br />
</div><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool<br />
*Sometimes good for resetting pressure<br />
*Sometimes good for oki<br />
*Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18<br />
<br />
{{clr|5|5D}} is mainly used as a common combo piece in Es' more extensive combo routes, {{clr|3|3C}} > {{clr|5|5D}} > {{clr|2|214[B]}} loop being the most notable place you'll see it used.<br />
<br />
Also, while uncommon, microdash {{clr|5|5D}} oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_2D.png | Similar hitbox to {{clr|5|5D}}, but with a much more delayed crest<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool<br />
*Sometimes a good way to reset pressure<br />
*Similar looking hitbox to {{clr|5|5D}}, but actually extends above and behind Es more, making it something of a slow anti-crossup.<br />
<br />
{{clr|5|2D}} sees most of its use in Es' corner to corner carry combos since {{clr|3|6C}} > delay {{clr|5|2D}} is a good way to carry the opponent almost a fullscreen distance while remaining close to continue the combo. It also sees some use in a variation of Es' corner combo routes where you can do {{clr|3|6C}} > {{clr|5|2D}} > sjc {{clr|2|j.2BB}} > ({{clr|5|2D}} Crest Hits) > {{clr|5|j.D}} as a combo piece.<br />
<br />
Less frequently used, Es' {{clr|5|2D}} Crest can be a good way to reset pressure in a blockstring by doing {{clr|5|2D}} > {{clr|4|236A}} > delay {{clr|2|236B}} to force the opponent into blockstun long enough to force them to block {{clr|5|2D}}'s Crest, which will cover your dash forward to reset pressure. Much like {{clr|5|5D}} though, any gatling into {{clr|5|2D}} has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_6D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool, especially in the corner<br />
*Sometimes a good pressure tool <br />
<br />
Es' {{clr|5|6D}} sees most of its uses in corner combos in the infamous {{clr|3|6C}} > {{clr|5|6D}} > delay jc {{clr|3|j.C}} > ({{clr|5|6D}} Crest Hits) > {{clr|5|j.D}} combo piece that her better corner combos always have. It's also used in some variations of midscreen combos <br />
<br />
Though more rarely, you can also see {{clr|5|6D}} used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing {{clr|5|6D}} > {{clr|4|j.236A}} > air dash {{clr|3|j.C}} or {{clr|5|6D}} > {{clr|2|j.2B}} > {{clr|2|2B}}. However, much like her other grounded drives, any gatling into {{clr|5|6D}} has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_jD.png |The mother of all hitboxes<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo piece<br />
*Good for oki and pressure<br />
<br />
Of all her drives, Es' {{clr|5|j.D}} is probably the one with the most all around utility. {{clr|5|j.D}} is useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the ground {{clr|5|j.D}} juggle. <br />
<br />
{{clr|5|j.D}} is also pretty good for oki. The {{clr|5|j.D}} attack itself can catch different tech options depending on the combo ender. At the same time, the {{clr|5|j.D}} Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead {{clr|3|j.C}} safe/comboable without meter. <br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_FThrow.png|Forward<br />
BBCF_Es_BThrow.png|Back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Forward")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Back")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
<br />
Forward throw launches the opponent. Can be picked up with {{clr|2|5B}} or {{clr|2|214[B]}}.<br />
<br />
Back throw pushes the opponent behind her. Same pickup options as with Forward Throw.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
<br />
Air throw knocks down the opponent. You can pick it up by linking {{clr|2|5B}} or {{clr|3|6C}} but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with {{clr|3|2C}} > en623C<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Uses {{clr|3|5C}}'s animation and hitbox.<br />
<br />
Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range. <br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be charged.<br />
<br />
Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.<br />
<br />
It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with {{clr|3|6C}}.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Type: Enchanter "Bors"</big>===<br />
<span class="input-badge">'''{{clr|5|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_EnchanterBors.png|Does not enhance her fireball attacks<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Goes away on being hit, and when a throw is teched.<br />
<br />
Es assumes a stance that powers up her next special attack. An icon will be displayed above your heat gauge when the buff is active. <br />
<br />
Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a {{clr|3|3C}} or {{clr|3|6C}} combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es. <br />
</div><br />
</div><br />
<br />
===<big>Type: Slasher "Griflet"</big>===<br />
<span class="input-badge">'''{{clr|3|623C}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_SlasherGriflet.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C" or input="623C Crest" or input="623C Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Good reversal.<br />
* Only invulnerable up to the first hit. <br />
* Buffed version is a good combo extender.<br />
<br />
Es performs a crouching over the shoulder swing followed by a massive upward slash. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. Beating this move is a little different to other reversals since the two-stage nature of the move will beat out a lot of backdashes. However it takes longer to perform and is only invulnerable for the first strike, so if it does miss or get blocked, your opponent has a long time to react with their best punish.<br />
<br />
The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling {{clr|5|j.D}} to keep the combo going, making it great as a combo extender. However, it doesn't make it safe on block.<br />
</div><br />
</div><br />
<br />
===<big>Type: Assaulter "Erec"</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_AssaulterErec.png |Fatal Leg Twister<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Command Grab that whiffs on crouchers <br />
*Combo throw, will not incur purple !! marks in hit- or blockstun for any reason. Does not have 100% minimum damage.<br />
*First hit prevents the second hit from dealing base damage due to the character combo rate taking effect. <br />
<br />
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway. <br />
</div><br />
</div><br />
<br />
===<big>Type: Slasher "Gawain"</big>===<br />
<span class="input-badge">'''{{clr|2|214B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_Gawain.png| Greed Sever? In <b>MY</b> Blazblue?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214B" or input="214[B]" or input="214B Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good combo tool both uncharged and charged<br />
*Sometimes good for resetting pressure<br />
*Charged version can fatal counter<br />
*Crest Activates 12 frames after slash becomes active<br />
*[] = Charged version values<br />
<br />
Gawain sees most of its use in combos. Charged Gawain sees the most frequent use in {{clr|3|3C}} > {{clr|5|5D}} > {{clr|2|214[B]}} loops but uncharged Gawain is also used from time to time in some midscreen routes. <br />
<br />
The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block {{clr|5|5D}} as explained in {{clr|5|5D}}'s section. <br />
</div><br />
</div><br />
<br />
===<big>Type: Slasher "Mordred"</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_SlasherMordred.png|<br />
BBCF_Es_SlasherMordred2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Crest" or input="214C 214C" or input="214C 214C Crest")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Crest Activates as soon as {{clr|3|214C}} becomes active<br />
*Good combo ender midscreen when you don't want to go for a Bors buff<br />
*Good Combo Extender in the corner<br />
*[] = values for Enchanted version<br />
*Second hit can fatal counter<br />
<br />
Mostly used in combos, either as an ender or as an extension in the corner.<br />
<br />
When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent. <br />
</div><br />
</div><br />
<br />
===<big>Type: Shooter "Breunor"</big>===<br />
<span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_ShooterBreunor.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Ground")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Additional Breunor A/B")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A/B 236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Powered Up")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A/B Powered Up"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Good for controlling space and helping cover approaches<br />
* Powered Up Shot is good for corner combos<br />
* Sometime helpful for resetting pressure<br />
* Can fire a followup up Breunor by inputting {{clr|4|236A}}/{{clr|2|B}} again (Can not be followed up repeatedly). <br />
* If a followup Breunor touches the previous Breunor, it will become a powered up shot<br />
<br />
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach. <br />
<br />
In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from {{clr|5|2D}}, it can be good for helping to reset pressure<br />
<br />
Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash {{clr|3|6C}} > {{clr|5|6D}} routes or be used as an ender that'll give you time to go for safe jumps.<br />
</div><br />
</div><br />
<br />
===<big>Air Type: Shooter "Breunor"</big>===<br />
<span class="input-badge">'''{{clr|4|j.236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_ShooterBreunorAir.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.236A" or input="j.236B")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Additional Air Breunor")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
Air Bruenors are great tools for zoning. You can use them relatively safely from most ranges, and by delaying their followups you can cover slightly different angles. Keep in mind that air powered up shots are ''not'' possible, so you're better off using followups to cover different angles.<br />
</div><br />
</div><br />
<br />
===<big>Type: Assaulter "Tristan"</big>===<br />
<span class="input-badge">'''{{clr|2|j.2B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_j2B.png |Twinkle Toes<br />
BBCF_Es_j2BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B" or input="j.2BB" or input="j.2BBB")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Good air combo ender<br />
*Sometimes good combo extender<br />
<br />
Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link {{clr|2|j.2BB}} into {{clr|2|j.B}} in some air combos to extend the air combo a little more to either get more damage or better knockdown. Similarly, {{clr|2|j.2BB}} is popular in some corner combo routes as a means to buy time for a {{clr|5|2D}} Crest to activate and extend your combo. <br />
</div><br />
</div><br />
<br />
==Distortion Drives==<br />
===<big>Type: Enchanter "Percival"</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_EnchanterPercival.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Lasts 450Fs (7 1/2 Seconds).<br />
*Leaves Es Airborne at the end of the animation.<br />
*Has some invincibility <br />
*Timer depletes at half the speed during overdrive.<br />
*Activating the move again will refresh duration to max, it will not stack.<br />
*Using Type: Enchanter "Bors" during this move's effect will still perform the animation, but it will do nothing.<br />
<br />
After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Percival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Percival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter. <br />
</div><br />
</div><br />
<br />
===<big>Type: Shooter "Palamedes"</big>===<br />
<span class="input-badge">'''{{clr|4|632146A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_ShooterPalamedes.png|Wave Super<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146A/B" or input="j.632146A/B")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Minimum Damage = 30% (660 {660 + 66*n})<br />
*The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.<br />
<br />
A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.<br />
<br />
For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure. <br />
</div><br />
</div><br />
<br />
<br />
===<big>Type: Slasher "Galahad"</big>===<br />
<span class="input-badge">'''{{clr|3|632146C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_SlasherGalahad.png|Reversal super<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good round ender<br />
*Sometimes a good reversal<br />
*Crumples<br />
*Minimum Damage = 30% (1050 {1320})<br />
<br />
Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 {{clr|5|5D}} oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash {{clr|3|6C}} to squeeze out more damage. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Type: Braver "Lancelot"</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_BraverLancelot.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
<br />
Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln, but it has a measly 5% minimal damage, somewhat unsafe on block and cannot be rapid-canceled. <br />
<br />
Es' Exceed Accel can be comboed into from many moves, most notably {{clr|3|3C}}, {{clr|2|5B}}, and {{clr|3|2C}}. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Type: Exterminator "Artorius"</big>===<br />
<span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Es_AH.png|DATA DRAIN<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox extends to the end of the crest.<br />
<br />
Es' astral can be comboed into by using {{clr|3|3C}} or Throw. It's relatively easy to set up and the hitbox is solid, so it's a good way to close out rounds.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Es}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*Japanese Name: エス<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=es&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/forum/367-es/ Character Video Thread]<br />
*[https://blazblue.wiki/wiki/Es/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_jC_hitbox.png&diff=262266File:BBCF Es jC hitbox.png2022-03-07T04:32:05Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_jBB_hitbox.png&diff=262265File:BBCF Es jBB hitbox.png2022-03-07T04:31:59Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_jB_hitbox.png&diff=262264File:BBCF Es jB hitbox.png2022-03-07T04:31:52Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_jA_hitbox.png&diff=262263File:BBCF Es jA hitbox.png2022-03-07T04:31:43Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_6C_hitbox.png&diff=262262File:BBCF Es 6C hitbox.png2022-03-07T04:31:36Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_6B_hitbox.png&diff=262261File:BBCF Es 6B hitbox.png2022-03-07T04:31:30Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_6A_hitbox.png&diff=262260File:BBCF Es 6A hitbox.png2022-03-07T04:31:24Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_5C_hitbox.png&diff=262259File:BBCF Es 5C hitbox.png2022-03-07T04:31:18Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_5B_hitbox.png&diff=262258File:BBCF Es 5B hitbox.png2022-03-07T04:31:13Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_5A_hitbox.png&diff=262257File:BBCF Es 5A hitbox.png2022-03-07T04:31:06Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_3C_hitbox.png&diff=262256File:BBCF Es 3C hitbox.png2022-03-07T04:30:58Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_2C_hitbox.png&diff=262255File:BBCF Es 2C hitbox.png2022-03-07T04:30:50Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_2B_hitbox.png&diff=262254File:BBCF Es 2B hitbox.png2022-03-07T04:30:44Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Es_2A_hitbox.png&diff=262253File:BBCF Es 2A hitbox.png2022-03-07T04:30:37Z<p>Luka: </p>
<hr />
<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249398BBCF/Amane Nishiki2021-12-20T00:57:30Z<p>Luka: /* Hazan Gekisou: Jakua Dengekitai */ added hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_AirThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_CT_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gekiren_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Raibu_hitbox_1.png | First hit (frames 12-14) <br />
BBCF_Amane_Raibu_hitbox_2.png | Last hit (frames 34-36)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gosei_hitbox_1.png | First hit<br />
BBCF_Amane_Gosei_hitbox_2.png | Last hit<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_SeijyuuRensoukyaku_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249397BBCF/Amane Nishiki2021-12-20T00:56:38Z<p>Luka: /* Kyouryuu Tokkou: Seijyuu Rensoukyaku */ added hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_AirThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_CT_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gekiren_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Raibu_hitbox_1.png | First hit (frames 12-14) <br />
BBCF_Amane_Raibu_hitbox_2.png | Last hit (frames 34-36)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gosei_hitbox_1.png | First hit<br />
BBCF_Amane_Gosei_hitbox_2.png | Last hit<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_SeijyuuRensoukyaku_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249396BBCF/Amane Nishiki2021-12-20T00:55:51Z<p>Luka: /* Tensou Rakugeki: Gosei */ added hitboxes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_AirThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_CT_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gekiren_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Raibu_hitbox_1.png | First hit (frames 12-14) <br />
BBCF_Amane_Raibu_hitbox_2.png | Last hit (frames 34-36)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gosei_hitbox_1.png | First hit<br />
BBCF_Amane_Gosei_hitbox_2.png | Last hit<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249395BBCF/Amane Nishiki2021-12-20T00:54:53Z<p>Luka: /* Choujyuu Rengeki: Raibu */ added hitboxes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_AirThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_CT_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gekiren_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Raibu_hitbox_1.png | First hit (frames 12-14) <br />
BBCF_Amane_Raibu_hitbox_2.png | Last hit (frames 34-36)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249393BBCF/Amane Nishiki2021-12-20T00:53:21Z<p>Luka: /* Jyuuken Dageki: Gekiren */ added hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_AirThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_CT_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Gekiren_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249392BBCF/Amane Nishiki2021-12-20T00:52:44Z<p>Luka: /* Crush Trigger */ added hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_AirThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_CT_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249391BBCF/Amane Nishiki2021-12-20T00:52:07Z<p>Luka: /* Air Throw */ added hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_AirThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249390BBCF/Amane Nishiki2021-12-20T00:51:09Z<p>Luka: /* Back Throw */ added hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249389BBCF/Amane Nishiki2021-12-20T00:50:34Z<p>Luka: /* Forward Throw */ added hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_BackThrow_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_Gekiren_Hitbox.png&diff=249388File:BBCF Amane Gekiren Hitbox.png2021-12-20T00:50:25Z<p>Luka: Luka moved page File:BBCF Amane Gekiren Hitbox.png to File:BBCF Amane Gekiren hitbox.png: capitalization error</p>
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<div>#REDIRECT [[File:BBCF Amane Gekiren hitbox.png]]</div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_Gekiren_hitbox.png&diff=249387File:BBCF Amane Gekiren hitbox.png2021-12-20T00:50:25Z<p>Luka: Luka moved page File:BBCF Amane Gekiren Hitbox.png to File:BBCF Amane Gekiren hitbox.png: capitalization error</p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_JakuaDengekitai_Hitbox.png&diff=249386File:BBCF Amane JakuaDengekitai Hitbox.png2021-12-20T00:50:16Z<p>Luka: Luka moved page File:BBCF Amane JakuaDengekitai Hitbox.png to File:BBCF Amane JakuaDengekitai hitbox.png: capitalization error</p>
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<div>#REDIRECT [[File:BBCF Amane JakuaDengekitai hitbox.png]]</div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_JakuaDengekitai_hitbox.png&diff=249385File:BBCF Amane JakuaDengekitai hitbox.png2021-12-20T00:50:16Z<p>Luka: Luka moved page File:BBCF Amane JakuaDengekitai Hitbox.png to File:BBCF Amane JakuaDengekitai hitbox.png: capitalization error</p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_BackThrow_Hitbox.png&diff=249384File:BBCF Amane BackThrow Hitbox.png2021-12-20T00:49:57Z<p>Luka: Luka moved page File:BBCF Amane BackThrow Hitbox.png to File:BBCF Amane BackThrow hitbox.png: capitalization error</p>
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<div>#REDIRECT [[File:BBCF Amane BackThrow hitbox.png]]</div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_BackThrow_hitbox.png&diff=249383File:BBCF Amane BackThrow hitbox.png2021-12-20T00:49:57Z<p>Luka: Luka moved page File:BBCF Amane BackThrow Hitbox.png to File:BBCF Amane BackThrow hitbox.png: capitalization error</p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249382BBCF/Amane Nishiki2021-12-20T00:47:51Z<p>Luka: /* {{clr|3|j.4C}}/{{clr|3|j.2C}} */ added hitboxes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j4C_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_j4C_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249381BBCF/Amane Nishiki2021-12-20T00:46:13Z<p>Luka: /* {{clr|3|j.6C}} */ added hitboxes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6C_hitbox_1.png | Frames 19-20<br />
BBCF_Amane_j6C_hitbox_2.png | Frames 25-26<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=249380BBCF/Amane Nishiki2021-12-20T00:45:07Z<p>Luka: /* {{clr|3|j.C}} */ added hitboxes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and {{clr|5|D}} specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''.<br />
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel.<br />
|voice_actor= <br />
|quote=<br />
|summary= 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. <br />
|pros=<br />
*Strong neutral game.<br />
*Great range with {{clr|3|C}} and {{clr|5|D}} normals.<br />
*Strong and diverse pressure with normals, Zettou, and Ginga.<br />
*Unpredictable air mobility with Zettou hops and {{clr|2|j.2B}}.<br />
*Strong antiairs e.g {{clr|4|6A}}, {{clr|3|5C}}, and {{clr|3|6C}}.<br />
*Amazing chip damage and barrier draining on Level 3 Drill.<br />
|cons=<br />
*Below-average health.<br />
*A lot of moves have huge recoveries on whiff -> Weak to OD.<br />
*Slow run speed in spite of various movement options.<br />
*Lack of mixup options. Only overhead is {{clr|4|j.A}}.<br />
*Lack of meterless defensive options.<br />
*Hops cannot be canceled into barrier.<br />
|unique_mechanic1_name= Drive: Spiral<br />
|unique_mechanic1=<br />
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:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|5|D}} attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed {{clr|5|D}} attacks.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|5|D}} moves and specials cannot be used.<br />
* 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.<br />
* Level 3 {{clr|5|D}} moves do a very high amount of chip damage on block.<br />
|unique_mechanic2_name= Overdrive: Cyclone<br />
|unique_mechanic2=<br />
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|5|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A standard jab. Whiffs on crouching characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png | Pretty common round starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5B_hitbox_1.png | Frames 11-12<br />
BBCF_Amane_5B_hitbox_2.png | Frames 13-14<br />
BBCF_Amane_5B_hitbox_3.png | Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5C.png | Beware the deadzone<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5C_hitbox_1.png | Frames 20~21<br />
BBCF_Amane_5C_hitbox_2.png | Frames 26-27<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouching opponents<br />
*Pulls opponent inwards.<br />
*Useful to hit people jumping or airborne<br />
*Combo filler<br />
*Considerable deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2A.png | Tactical Kneeslapping action<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2A_hitbox.png | 2A<br />
BBCF_Amane_2AA_hitbox.png | 2AA<br />
BBCF_Amane_2A_hitbox.png | 2AAA Frame 5-7<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 12-14<br />
BBCF_Amane_2AA_hitbox.png | 2AAA Frame 15-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A" or input="2AA" or input="2AAA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Amane's {{clr|4|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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2B_hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% bonus proration<br />
<br />
Low attack somewhat comparable to {{clr|2|5B}} in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2C.png |Ground control from a distance<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2C_hitbox_1.png | Frames 21~22<br />
BBCF_Amane_2C_hitbox_2.png | Frames 27~28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat rolls or late teching on knockdowns<br />
*Pulls opponent inwards.<br />
*Has a big deadzone in front of Amane<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6A.png | Good for disrespecting crossup attempts<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6A_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*5-15H invul<br />
<br />
Dedicated Anti-air. You can chain it into {{clr|2|5B}} as a hitconfirm into {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6B.png | Making space while you make them block<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6B_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Makes Amane jump backwards<br />
*1-4T, 5-17FT invul<br />
*Air options available during/after recovery (Airdash, Zettou, etc.)<br />
<br />
Can blow up certain mashing attempts and be safe if fails or blocked.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6C.png | Taking lessons from Axl Low<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6C_hitbox_1.png | Frames 23-24<br />
BBCF_Amane_6C_hitbox_2.png | Frames 31-34<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Cannot hit grounded opponents<br />
*On air hit, this move side switches and slides the opponent<br />
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_4C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_4C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|5C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|5C}} has. Also a slightly better starter than {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|1C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_1C_hitbox_1.png | Frames 17-18<br />
BBCF_Amane_1C_hitbox_2.png | Frames 23-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="1C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Basically a shorter ranged version of {{clr|3|2C}} that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone {{clr|3|2C}} has. Also a slightly better starter than {{clr|3|2C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_3C_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Low profile and slides slightly forward<br />
<br />
Excellent in pressure due to higher blockstun, but negative on block nevertheless.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jA.png | For some reason, an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jA_hitbox_1.png | Frames 6-8<br />
BBCF_Amane_jA_hitbox_2.png | Frames 13-15 and j.AA<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can be chained indefinitely into itself<br />
*Amane's only overhead attack.<br />
<br />
Helpful to adjust yourself during airborne combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jB.png | Perplexingly, not an overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jB_hitbox_1.png | Frames 14-17<br />
BBCF_Amane_jB_hitbox_2.png | Frames 18-20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can beat rolls by using Zettou > {{clr|2|j.B}} after Gekiren, Gosei, Seijyuu<br />
*Amane's own hurtbox includes the sash, leading to some strange counterhits.<br />
*Cannot cancel into Zettou or choujin on block<br />
*Can reverse beat into {{clr|4|j.A}}<br />
<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j2B.png | Bewilderingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j2B_hitbox_1.png | Frames 16-18<br />
BBCF_Amane_j2B_hitbox_2.png | Frames 19-21<br />
BBCF_Amane_j2B_hitbox_3.png | Frames 22-24<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage calculated off shortest jump possible<br />
*Can be used to beat rolls on knockdowns in corner<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD<br />
*Can be used as an improvised fast fall in neutral<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jC_hitbox_1.png | Frames 18-19<br />
BBCF_Amane_jC_hitbox_2.png | Frames 24-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to punish certain grounded projectiles<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards Amane<br />
<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Will keep momentum on airdash, but not during Zettou<br />
<br />
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<br />
</div><br />
</div><br />
<br />
<br />
===<big>{{clr|3|j.4C}}/{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j4C.png | Confusingly, not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent towards you<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_5D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D Lv1" or input="5D Lv2" or input="5D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
{{clr|5|5D}} can be used to create distance when used midscreen. It also does good corner pressure considering frame advantage + placement. Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with {{clr|3|C}} moves.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_2D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_2D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D Lv1" or input="2D Lv2" or input="2D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head attribute invul from 12F until the end of active frames<br />
*Add more hits by holding button<br />
<br />
Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, {{clr|5|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, because of the ability to hold to be held. Ultimately, It sees most use in combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_6D.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D Lv1" or input="6D Lv2" or input="6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button.<br />
*Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.<br />
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)<br />
*Lv3: 5% minimum damage (12*N).<br />
*Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.<br />
*Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.<br />
<br />
Your best way to raise your drill level. Very few ways to combo into it. Hariken drill from Counter Hit {{clr|5|5D}}, Gosei RC or Seijyuu RC is the only reliable way to do it. Instead, use this as okizeme after Ginga and Gosei, 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 {{clr|5|6D}}, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_jD.png | Astonishingly, not an overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_jD_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D Lv1" or input="j.D Lv2" or input="j.D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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 {{clr|5|5D}} > {{clr|4|236A}} > {{clr|5|j.D}} > {{clr|4|j.236A}} > {{clr|5|j.D}}, though remember to mix it up with frame traps (like {{clr|5|5D}} > delay {{clr|3|214C}}) to avoid abare.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_j6D.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_j6D_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D Lv1" or input="j.6D Lv2" or input="j.6D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Add more hits by holding button<br />
<br />
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. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_ForwardThrow.png|Pinwheel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_BackThrow.png|Reverse Pinwheel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wallsticks in the corner<br />
<br />
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.<br />
<br />
Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with {{clr|4|6A}} (JC) stuff, or more advanced {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}({{clr|3|1}}) stuff for better damage.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F heat gauge cooldown<br />
<br />
Uses {{clr|2|5B}}'s animation.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possible to charge<br />
*180F heat gauge cooldown<br />
<br />
Mostly used in combos since you don't get a big combo reward for hitting a Guard-Crushed standing opponent. Furthermore, it doesn't have much horizontal reach, which is bad because all your other normals generate a lot of pushblock.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}~{{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Image =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Hariken.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Hariken_hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name=Stance|subtitle=236D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (Foot)|subtitle={{clr|5|236D}} > {{clr|4|A}}/{{clr|2|B}}/{{clr|3|C}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Foot"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 1"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 2"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D A/B/C Drill Lv 3"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Cancel|subtitle={{clr|5|236D}} > D}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236D D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*7F~ possible to cancel into followups<br />
*Gains Drill level while stance is held<br />
*Projectile invulnerable while stance is held<br />
*Hariken immediately disappears if overheat is reached<br />
*Cannot use while another Hariken is active or while in overheat<br />
----<br />
*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<br />
*Gauge value at level 3 in OD is 30 points per frame<br />
<br />
Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; {{clr|4|A}} = Close range, {{clr|2|B}} = Mid range, {{clr|3|C}} = Far range, and {{clr|5|D}} cancels the stance.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
<br />
</div><br />
</div><br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
<span class="input-badge">'''{{clr|3|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gekiren.png|Come on and SLAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit grounded opponents<br />
*Air unblockable even during blockstun<br />
<br />
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 {{clr|3|2C}} for big damage.<br />
</div><br />
</div><br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Raibu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Combo ender. You can use it as an alternative to using {{clr|5|5D}}. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into {{clr|3|5C}} for a modest combo extension depending on the starter used.<br />
</div><br />
</div><br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
<span class="input-badge">'''{{clr|3|j.236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Gosei.png|Bizarrely not an overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Active frames continue until landing<br />
*Amane will turn around if he lands behind the opponent for the last hit<br />
<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|3|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.<br />
</div><br />
</div><br />
<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|4|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_Zettou.png|Fabhop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|236A}}/{{clr|4|214A}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|2|236B}}/{{clr|2|214B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name={{clr|4|j.236A}}/{{clr|2|B}} or {{clr|4|j.214A}}/{{clr|2|B}}}}<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236A/B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A command jump that gives Amane the much needed additional mobility. <br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|4|A}} = short, {{clr|2|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|2|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*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:<br />
**Ground {{clr|4|A}} versions: 14F onwards<br />
**Ground {{clr|2|B}} versions: 16F onwards<br />
**All Aerial versions: 7F onwards<br />
</div><br />
</div><br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_Ginga.png|A patch for his dead zone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Projectile that travels on ground level. <br />
*Short range, big pushback on block, average overall recovery<br />
*Launches opponent in air on hit with lots of untech time<br />
Ginga is a new addition that helps Amane's game on all areas: <br />
*In combos it gives an easy launch in corner for a great variety of routes<br />
*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<br />
*In pressure it works as a safe frametrap ender with a big counterhit that combos into {{clr|3|C}} normals<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_SeijyuuRensoukyaku.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D Lv1" or input="236236D Lv2" or input="236236D Lv3")<br />
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*180F Heat Gauge Cooldown<br />
*1st hit forces opponent into standing on hit<br />
*On hit, only possible to Rapid Cancel last attack<br />
*Gauge immediately overheats after second attack on hit (not on block)<br />
<br />
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.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Only followup possible is by using Rapid Cancel<br />
*Possible to do Seijyuu > RC > {{clr|5|6D}}<br />
<br />
'''Level 2'''<br />
*Followup with {{clr|3|3C}}<br />
<br />
'''Level 3'''<br />
*Followup with {{clr|3|6C}}<br />
</div><br />
</div><br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)<br />
*180F Heat Gauge Cooldown<br />
*Taller hitboxes in OD<br />
<br />
Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from {{clr|3|6C}} for equivalent damage as a regular combo.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Amane_JakuaDengekitai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
*10% minimum damage<br />
<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|2|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.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F heat gauge cooldown<br />
<br />
Easy to combo into from {{clr|5|5D}}. Since {{clr|5|5D}} has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.<br />
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==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
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==External References==<br />
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]<br />
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]<br />
*Japanese Name: アマネ=ニシキ<br />
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Amane_Nishiki/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
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==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_JakuaDengekitai_hitbox.png&diff=249379File:BBCF Amane JakuaDengekitai hitbox.png2021-12-20T00:43:00Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_SeijyuuRensoukyaku_hitbox.png&diff=249378File:BBCF Amane SeijyuuRensoukyaku hitbox.png2021-12-20T00:42:34Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_Gosei_hitbox_2.png&diff=249377File:BBCF Amane Gosei hitbox 2.png2021-12-20T00:42:29Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_Gosei_hitbox_1.png&diff=249376File:BBCF Amane Gosei hitbox 1.png2021-12-20T00:42:24Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_Raibu_hitbox_2.png&diff=249375File:BBCF Amane Raibu hitbox 2.png2021-12-20T00:42:18Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_Raibu_hitbox_1.png&diff=249374File:BBCF Amane Raibu hitbox 1.png2021-12-20T00:42:13Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_Gekiren_hitbox.png&diff=249373File:BBCF Amane Gekiren hitbox.png2021-12-20T00:42:04Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_CT_hitbox.png&diff=249372File:BBCF Amane CT hitbox.png2021-12-20T00:41:57Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_AirThrow_hitbox.png&diff=249371File:BBCF Amane AirThrow hitbox.png2021-12-20T00:41:48Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_BackThrow_hitbox.png&diff=249370File:BBCF Amane BackThrow hitbox.png2021-12-20T00:41:29Z<p>Luka: </p>
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<div></div>Lukahttps://www.dustloop.com/wiki/index.php?title=File:BBCF_Amane_j4C_hitbox_2.png&diff=249369File:BBCF Amane j4C hitbox 2.png2021-12-20T00:41:18Z<p>Luka: </p>
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