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==Drive Moves==
==Drive Moves==
;Notes
*1 gauge has total 6000 points.
*Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
*Gauge overheats if gauge exceeds level 3.
*During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset)
*During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
*For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
*Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
*While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
===<big>5D</big>===
===<big>5D</big>===
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Revision as of 00:08, 23 November 2020

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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. He has a unique gauge, called the Spiral Gauge, that fills up as he uses Drive attacks and certain specials. Each Drive attack deals amazing chip damage. It also deals massive damage to the Barrier gauge. As his Spiral 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.



Amane Nishiki
BBCF Amane Nishiki Portrait.png
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 D specials cannot be used.
  • Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
  • Level 3 D moves do a very high amount of chip damage on block.

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

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A standard jab. Whiffs on crouching characters.

5B

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

5C

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  • Cannot hit crouching opponents
  • Pulls opponent inwards.
  • Useful to hit people jumping or airborne
  • Combo filler
  • Second hit is jump cancellable .
  • Considerable deadzone in front of Amane

2A

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2A
2AA
2AAA

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.

2B

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  • 110% bonus proration

Low attack somewhat comparable to 5B in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.

2C

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  • Can be used to beat rolls or late teching on knockdowns
  • Pulls opponent inwards.
  • Has a big deadzone in front of Amane

6A

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  • 5-15H invul

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

6B

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  • Fatal Counter
  • Makes Amane jump backwards
  • 1-4T, 5-17FT invul
  • Air options available during/after recovery (Airdash, Zettou, etc.)

Can blow up certain mashing attempts and be safe if fails or blocked.

6C

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  • Fatal Counter
  • Cannot hit grounded opponents
  • On air hit, this move side switches and slides the opponent

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


4C

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Basically a shorter ranged version of 5C that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone 5C has. Also a slightly better starter than 5C.

1C

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Basically a shorter ranged version of 2C that only hits once. Usable in grounded combos and as a poke with less of the unsafe deadzone 2C has. Also a slightly better starter than 2C.

3C

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  • Low profile and slides slightly forward

Excellent in pressure due to higher blockstun, but negative on block nevertheless.

j.A

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j.A
j.AA

  • Can be chained indefinitely into itself
  • Amane's only overhead attack.

Helpful to adjust yourself during airborne combos.

j.B

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  • Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu
  • Amane's own hurtbox includes the sash, leading to some strange counterhits.
  • Cannot cancel into Zettou or choujin on block
  • Can reverse beat into j.A

Offers the best balance of covering space versus ease of use. You want to use this move a lot

j.2B

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  • Frame advantage calculated off shortest jump possible
  • Can be used to beat rolls on knockdowns in corner
  • Will cause ground bounce on hit
  • Can be used to set up an ambiguous crossup after an IAD
  • Can be used as an improvised fast fall in neutral


j.C

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  • Can be used to punish certain grounded projectiles
  • Will keep momentum on airdash, but not during Zettou
  • Launches opponent towards Amane

With the use of Zettou, this move does a good job at extending or starting pressure. Good harass with a few options and rewards afterwards.

j.6C

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  • Will keep momentum on airdash, but not during Zettou

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


j.4C / j.2C

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  • Can be used to beat anti-airs as there is no hurtbox nearby the hitbox
  • Will keep momentum on airdash, but not during Zettou
  • Launches opponent towards you


Drive Moves

5D

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Lv1
Lv2
Lv3

  • Add more hits by holding button

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 C moves.

2D

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Lv1
Lv2
Lv3

  • 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 way to 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, because of the ability to hold to be held. Ultimately, It sees most use in combos.


6D

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Lv1
Lv2
Lv3

  • Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)
  • Lv3: 5% minimum damage (12*N).
  • 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, 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. Very few ways to combo into it. Hariken drill from Counter Hit 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 block, 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

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Lv1
Lv2
Lv3

  • 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 nearly let it active up 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

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Lv1
Lv2
Lv3

  • Add more hits by holding button

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.


Universal Mechanics

Forward Throw

5/6B+C

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  • 100% minimum damage
  • Wallsticks in the corner

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

Back Throw

4B+C

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  • 100% minimum damage
  • Wallsticks in the corner

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

Air Throw

j.B+C

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  • 100% minimum damage
  • Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.

Follow-up combo route depends on your throw height (ie. the height after wallbounce), but usually allows basic combos with 6A (JC) stuff, or more advanced 5B > 5C > 6C(1) stuff for better damage.

Counter Assault

When blocking 6A+B

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  • 1-20 invul
  • 180F heat gauge cooldown

Uses 5B's animation.

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • Possible to charge
  • 180F heat gauge cooldown

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.


Specials

Ninpu Sengeki: Hariken

236D~A/B/C

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Stance
236D
Attack (Foot)
236D > A/B/C
Attack (drill)
Lv1/2/3
Break
236D > D

  • 7F~ possible to cancel into followups
  • Gains Drill level while stance is held
  • Projectile invulnerable 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.

Jyuuken Dageki: Gekiren

623C

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  • Cannot hit grounded opponents
  • Air unblockable (Command grab)

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

Choujyuu Rengeki: Raibu

236C

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==== ====As this move is minus 7 on block, you really want to be using this in combos. It'll most likely be used to end standing combos in an other way than using 5D. Instead, this will send the opponent full screen. Can be rapid cancel into 5C for a modest combo extension depending on the starter used.

Tensou Rakugeki: Gosei

j.236C

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  • 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 you have 50 meter, you might also want to use it as it's really fast and will be either safe or give you a combo.

Choujin Kaihi: Zettou

214A/B 236A/B air OK

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236A/214A
236B/214B
j.236A/B or j.214A/B

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

  • Input controls the hop's direction (236 = forward, 214 = back) and travel distance (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

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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
  • 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
  • In pressure it works as a safe frametrap ender with a big counterhit that combos into C normals


Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku

236236D

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Level 1
Level 2
Level 3

  • 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 obviously punishable. If whiffed (i.e. opponent jumped over it), Amane will travel such a long distance that the best way to punish it would have been to anticipate it.

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

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  • 20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
  • 20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
  • 180F Heat Gauge Cooldown
  • Taller hitboxes in OD

Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from 6C for equivalent damage as a regular combo.


Exceed Accel

Hazan Gekisou: Jakua Dengekitai

ABCD during Overdrive

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  • 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. On hit, he kicks the opponent upwards and launches them, then wraps and slams them down. 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

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  • 180F heat gauge cooldown

Easy to combo into from 5D. Since 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.


External References


Navigation

To edit frame data, edit values in BBCF/Amane Nishiki/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.