BBCF/Amane Nishiki

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Overview

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 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.


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.
Playstyle
BBCF Amane Nishiki Icon.png Amane Nishiki is an evasive zoner that uses his command jumps and full screen normals to control space and lock down movement. His Drive makes up for his lack of mixups with its high chip damage and barrier drain.
Pros Cons
  • Midrange: A strong neutral game backed up with great range on his C and D normals allows Amane to control the pace of the match.
  • Great Pressure: Strong and diverse pressure with his flexible normals, Zettou, and Ginga.
  • Air Control: Unpredictable air mobility with Zettou hops and j.2B. A plethora of antiair options such as 6A, 5A, 5C, 2D, and 623C make it very difficult to contest Amane's controlled space.
  • Drill Pressure: Amane's Drive replaces his need for mix-up as his high chip damage and barrier drain punishes turtling, and level 3 Spiral deals obscene amounts of damage.
  • Weak Defenses: Below-average health and a lack of meterless defensive options means Amane can be very weak up-close.
  • Committal Neutral: A lot of moves have huge recoveries on whiff, and since Amane's hops cannot be canceled into barrier, it can be very easy for him to leap into a bad situation and get punished.
  • Air Reliance: Heavily dependent on air movement for neutral, so he has problems playing around huge anti-airs and drive mechanics like Rachel's Sylpheed or Kokonoe's Graviton.
  • Conversion Difficulties: Hit confirmation is difficult. Amane's conversions require constant adjustments for positioning, height, and character specific hurtboxes, making him very difficult to learn and occasionally inconsistent.
Drive: Spiral
Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics:
  • There are a total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed D attacks.
  • Drill can overheat if charged for too long. When overheated, D moves and specials cannot be used.
  • Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
  • Level 3 D moves do a very high amount of chip damage on block.
Overdrive: Cyclone
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat.
  • Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).
  • Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.
  • 6D does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.

Normal Moves

5A

5B

5C

2A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2A 300 All 7 3 9 ±0 F -
2AA 300 ALL 7 3 9 ±0 F -
2AAA 300×2 All 5 3(2)3 9 ±0 F -

Amane's 2A requires you to press the button multiple times in order to use every version of the attack. Can cancel into all three versions on whiff, and can cancel back to the first version from the third on hit or block. Because it cancels into itself on whiff, it's better to hit stun option select combo confirms with 2A > 2B instead of 2AA. Best button to defensively mash through pressure.

2B

2C

6A

6B

6C

4C

1C

3C

j.A

j.B

j.2B

j.C

j.6C

j.4C/j.2C


Drive Moves

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5D Lv1 120×3 All 15 9~32 25 -9 B -
5D Lv2 120×4 All 15 9~32 25 -7 B -
5D Lv3 120×7 All 15 9~32 25 -5 B -

  • Add more hits by holding button
  • Will lead to a standing reset when used in a ground combo.

A common gatling for block strings that creates distance while gaining Spiral gauge and chipping. It can be special canceled at any time while being blocked which makes it safe against Overdrive Cancel. On block either Command dash in to reset pressure, Command dash away and jC to bait reversals and anti-airs, fish for a frame trap with Hariken, or end with Ginga for maximum safety.

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2D Lv1 140×3 All 13 9~32 28 -12 B 12~(21~44) H
2D Lv2 140×4 All 13 9~32 28 -10 B 12~(21~44) H
2D Lv3 140×7 All 13 9~32 28 -8 B 12~(21~44) H

  • Head attribute invul from 12F until the end of active frames
  • Add more hits by holding button

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

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
6D Lv1 250×N All 44 - Total 73~ - P1* -
6D Lv2 250×N - 44 - Total 73~ - P1* -
6D Lv3 250×N - 44 - Total 73~ - P1* -

  • Add more hits by holding button.
  • Holding button also makes drill travel short distance across the ground. Even if it catches them towards the end of its movement, it will still do the full number of hits on impact.
  • Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)
  • Lv3: 5% minimum damage (12*N).
  • Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.
  • Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.

Your best way to raise your drill level. You can combo into it for 50 meter with Hariken B RC or 100 meter with Seijyuu RC. Gosei RC is possible but extremely hard. You can use this as okizeme after Ginga or as a reset in block strings and combos. Even if it's blocked, you're guaranteed level 3 drill. Don't be too predictable, however, as opponents can roll/delay tech out of it on wakeup and jump out in blockstrings, leaving you in a great deal of recovery. Many characters also have good tools for escaping 6D, like Azrael's Growler, Naoto's Divine Smasher, or the Murakumos' backdashes

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.D Lv1 100×N All 13 9~32 24+9L - H -
j.D Lv2 100×4 All 13 9~32 24+9L - H -
j.D Lv3 100×7 All 13 9~32 24 - H -

  • Add more hits by holding button

This move is godlike as you can jump then do it right away and it'll connect on crouching opponents. You can keep it active almost until you land. Builds good drill meter while still applying pressure as you'll stay in. Otherwise, this is the least damaging drive normal that Amane has. Not super rewarding in combos compared to his other D moves. Combined with Zettou and high drill level, it can be used for effective chipp strings like 5D > 236A > j.D > j.236A > j.D, though remember to mix it up with frame traps (like 5D > delay 214C) to avoid abare.

j.6D


Universal Mechanics

Forward Throw

5B+C

Back Throw

4B+C

Air Throw

j.B+C

Counter Assault

6A+B while Blocking

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 B -

  • Possible to charge
  • 180F heat gauge cooldown

One of the worst guard crushes for actually guard crushing people because the horizontal range is bad, your follow-ups are very low damage, and your opponent will be barrier blocking you anyway because you're Amane. However it can be good for combos since it has high base damage and can start a juggle from close normal hit 3C.


Specials

Ninpu Sengeki: Hariken

236D~A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Stance
236D
- - - - - - - 5~(11~24) Guard P
Attack (Foot)
236D > A/B/C
700 All 20 2 31 -14 F 1~11 Guard P
Attack (drill)
Lv1/2/3
1000 All 30 60 - - P1* -
1000 All 30 90 - - P1* -
1000 All 30 120 - - P1* -
Cancel
236D > D
- - - - 13T - - -

  • 7F~ possible to cancel into followups
  • Gains Drill level while stance is held
  • Projectile guard point while stance is held
  • Hariken immediately disappears if overheat is reached
  • Cannot use while another Hariken is active or while in overheat

  • Gauge values: 1~4F = freeze gauge; 5~30F = 60; 31~54F = 70; 55~78F = 80; 79~102F = 90; 103~127F = 100; adds 100 to all values while in OD until level 3
  • Gauge value at level 3 in OD is 30 points per frame

Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; A = Close range, B = Mid range, C = Far range, and D cancels the stance. If Amane is hit then the drill will disappear, but Amane blocking won't make it go away.

BBCF Amane Harikenrange.png

Jyuuken Dageki: Gekiren

623C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 2700 Air Unblockable 25 6 Total 60 - PT* -

  • Cannot hit grounded opponents
  • Air unblockable even during blockstun

The hand will spawn at a fixed distance from Amane unless in the corner. The hand will never be off screen, so the range might change to accommodate this rule. Very useful for call outs if your opponent is jumping. Can be Rapid Canceled and combo'd afterwards into 2C for big damage, or can be followed up for free on counter hit.

Choujyuu Rengeki: Raibu

236C

Tensou Rakugeki: Gosei

j.236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
200×N, 900 All 11 2,4×N(12)3 24 -10 H×N, F -

  • Active frames continue until landing
  • Amane will turn around if he lands behind the opponent for the last hit

Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into 2C for a combo extension. If done near the corner while the opponent is relatively high to you - usually after j2C - you can actually link 2B after it recovers for a combo extension.

If you have 50 meter, consider chimping out with it in neutral as it's really fast and will be either safe or give you a combo.

Choujin Kaihi: Zettou

214A/B 236A/B air OK

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236A/214A - - - - Total 34+3L - - -
236B/214B - - - - Total 36+3L - - -
j.236A/B or j.214A/B - - - - Total 30+3L - - -

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

  • Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle (A = short, B = long)
  • Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a j.2B)
  • Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility
  • Cancels into all jump normals and specials (eg. does not directly cancel into double jump, airdash, or block) after a certain amount of time depending on which versions is used:
    • Ground A versions: 14F onwards
    • Ground B versions: 16F onwards
    • All Aerial versions: 7F onwards

Gangan Senbu: Ginga

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 Mid 15 33 Total 50 -8 P1 -

Projectile that travels on ground level.

  • Short range, big pushback on block, average overall recovery
  • Launches opponent in air on hit with lots of untech time

Ginga is a new addition that helps Amane's game on all areas:

  • In combos it gives an easy launch in corner for a great variety of routes. As a midscreen ender you can attempt for a 6D tech trap, hit blue beat 1C if they guess 6D and don't emergency tech, or airdash jB for a safe jump.
  • In pressure it works as a safe frametrap ender with a big counterhit that combos into C normals
  • In okizeme it gives a frame advantage on block or launches the opponent for a combo if they roll, quick tech, or do not tech. Note that Ginga was nerfed in this version to continue traveling past the corner if you're too close


Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku

236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236236D Lv1 800, 3500
[800, 400×2, 3500]
All 5+(30 Flash)+5 1×8 41 -23 B 1~14 All
236236D Lv2 800, 4000
[800, 300×3, 4000]
All 5+(30 Flash)+5 1×8 41 -23 B 1~14 All
236236D Lv3 800, 4500
[800, 200×6, 4500]
All 5+(30 Flash)+5 1×8 41 -23 B 1~14 All

  • Base Damage is 800*8 on block, on hit it is as listed above
  • 180F Heat Gauge Cooldown
  • 1st hit forces opponent into standing on hit
  • On hit, only possible to Rapid Cancel last attack
  • Gauge immediately overheats after second attack on hit (not on block)

Only invincible reversal available. If blocked, it's very punishable. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish.

Important Note: If you rapid cancel this super frame 1 then it will not overheat your gauge, letting you combo into 6D for instant level 3. Holding down the rapid cancel buttons just before the super finishes will repeat the input for 4 frames and make this significantly easier to execute.

Depending on the drill level and resources available, different followups are possible.

Level 1

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

Level 2

  • Followup with 3C

Level 3

  • Followup with 6C

Kaizoku Senkou: Goukai Rasen Renpa

632146D


Exceed Accel

Hazan Gekisou: Jakua Dengekitai

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600,0,800,500,1000
{600,0,800,500,3750}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • 10% minimum damage

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


Astral Heat

Jyatoku Meika: Gouha Houyou

222D


Colors

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


External References


Navigation

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