BBCF/Amane Nishiki: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Amane Nishiki|discord=https://discord.gg/MdwgfzE|forums=http://www.dustloop.com/forums/index.php?/forums/forum/235-amane-nishiki/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_AM.htm}}
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}


======<span style="visibility:hidden;font-size:0">overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{FlexContainer}}
{{CharaOverview
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
|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'''.
{{FP Box|header=Overview
|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.
|content=Amane is a young man in a pink kimono and scarf who travels around to gather a troupe of young and handsome men. He is seeking to add Carl to his traveling troupe.
|voice_actor=
 
|quote=
{{StrengthsAndWeaknesses
|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.
|intro=
|pros=
|pros=
*Great attack range with C and D normals
*Strong neutral game
*Great range with C and D normals
*Strong and diverse pressure with normals, Zettou, and Ginga
*Strong and diverse pressure with normals, Zettou, and Ginga
*Unpredictable air mobility with Zettou hops and j.2B
*Unpredictable air mobility with Zettou hops and j.2B
*Strong antiairs: solid 6A, long-range 5C and 6C, unblockable Gekiren
*Strong antiairs e.g 6A, 5C, and 6C
*Amazing chip damage and barrier draining on Level 3 Drill
*Amazing chip damage and barrier draining on Level 3 Drill
*Fabulous
|cons=
|cons=
*Below-average health
*Below-average health
*Long-range moves have huge recoveries on whiff
*Long-range moves have huge recoveries on whiff
*Slow movement speed overall, in spite of the various movement options
*Slow run speed in spite of various movement options
*Lacking mixup options; literally only one overhead (j.A)
*Lack of mixup options. Only overhead is j.A
*Lack of meterless defensive options
*Lack of meterless defensive options
*Requires Level 3 Drill for full damage/pressure potential, but care must be taken not to overheat the drill.
*Hops cannot be canceled into barrier
}}
|unique_mechanic1_name= Drive: Spiral
}}
|unique_mechanic1=
{{FP Box|header=Drive: Spiral/Overdrive: Cyclone
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:
| content=
His Drive attacks turn his cloth into a drill, with which he can use to attack his opponent.


* 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.
* 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.
Line 32: Line 31:
* 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.
* 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.
* Level 3 D moves do a very high amount of chip damage on block.
| subheader1=Overdrive: Cyclone
|unique_mechanic2_name= Overdrive: Cyclone
| content2=
|unique_mechanic2=
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat.  
His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat.  


Line 40: Line 39:
* 6D does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.
* 6D does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.
}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{FP TOC|game=BBCF}}
{{FP Box
| padding=no
| content={{CharaInfo
| game=BBCF
| fullname=Amane Nishiki
| health={{#lst:BBCF/Amane Nishiki/Data|health}}
| comborate={{#lst:BBCF/Amane Nishiki/Data|comborate}}
| prejump={{#lst:BBCF/Amane Nishiki/Data|prejump}}
| backdash={{#lst:BBCF/Amane Nishiki/Data|backdash}}
| movement={{#lst:BBCF/Amane Nishiki/Data|movementoptions}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}


==Normal Moves==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
===<big>5A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_5A.png |caption= It really shouldn't be in your gameplan to be this close
<div class="attack-gallery">
|name=5A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|5A}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5A}}
|}
==== ====
A standard jab. Whiffs on crouching characters.
A standard jab. Whiffs on crouching characters.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">5B</span> ======
===<big>5B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_5B.png |caption= Pretty common round starter
<div class="attack-gallery">
|name=5B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_5B.png | Pretty common round starter
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|5B}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
Most versatile ground normal. Can create distance, covers a lot of space, and chain into all C moves.
|-
}}
{{#lst:{{PAGENAME}}/Data|5B}}
}}
|}
<nowiki/>
==== ====
====== <span style="visibility:hidden;font-size:0">5C</span> ======
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all C moves.
{{MoveData
</div>
|image=BBCP_Amane_5C.png |caption= Beware the deadzone
</div>
|name=5C
 
|data=
===<big>5C</big>===
{{AttackDataHeader-BBCF}}
<div class="attack-container">
{{!}}-
<div class="attack-gallery">
{{#lst:BBCF/Amane Nishiki/Data|5C}}
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
BBCP_Amane_5C.png | Beware the deadzone
{{Description|8|text=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
*Cannot hit crouching opponents
*Cannot hit crouching opponents
*Pulls opponent inwards.
*Pulls opponent inwards.
*Useful to hit people jumping or airborne
*Useful to hit people jumping or airborne
*Combo filler
*Combo filler
*Second hit is jump cancellable .
*Considerable deadzone in front of Amane
*Considerable deadzone in front of Amane}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">2A</span> ======
===<big>2A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_2A.png |caption= Tactical Kneeslapping action
<div class="attack-gallery">
|name=2A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_2A.png | Tactical Kneeslapping action
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=2A}}
{{AttackVersion|name=2A}}
{{#lst:BBCF/Amane Nishiki/Data|2A}}
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
|-
{{AttackVersion|name=2AA}}
{{AttackVersion|name=2AA}}
{{#lst:BBCF/Amane Nishiki/Data|2AA}}
{{#lst:{{PAGENAME}}/Data|2AA}}
{{!}}-
|-
{{AttackVersion|name=2AAA}}
{{AttackVersion|name=2AAA}}
{{#lst:BBCF/Amane Nishiki/Data|2AAA}}
{{#lst:{{PAGENAME}}/Data|2AAA}}
{{!}}-
|}
{{Description|9|text=
==== ====
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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">2B</span> ======
===<big>2B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_2B.png |caption= A low poke with no overhead to mix it up with.
<div class="attack-gallery">
|name=2B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with.
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|2B}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
|}
==== ====
*110% bonus proration
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">2C</span> ======
===<big>2C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_2C.png |caption=Ground control from a distance
<div class="attack-gallery">
|name=2C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_2C.png |Ground control from a distance
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|2C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
*Can be used to beat rolls or late teching on knockdowns
*Can be used to beat rolls or late teching on knockdowns
*Pulls opponent inwards.
*Pulls opponent inwards.
*Has a big deadzone in front of Amane}}
*Has a big deadzone in front of Amane
}}
</div>
<nowiki/>
</div>
====== <span style="visibility:hidden;font-size:0">6A</span> ======
 
{{MoveData
===<big>6A</big>===
|image=BBCP_Amane_6A.png |caption= Good for disrespecting crossup attempts
<div class="attack-container">
|name=6A
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCP_Amane_6A.png | Good for disrespecting crossup attempts
{{!}}-
</gallery>
{{#lst:BBCF/Amane Nishiki/Data|6A}}
</div>
{{!}}-
<div class="attack-info">
{{Description|8|text=
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6A}}
|}
==== ====
*5-15H invul
*5-15H invul


Dedicated Anti-air. You can chain it into 5B as a hitconfirm into 5C.
Dedicated Anti-air. You can chain it into 5B as a hitconfirm into 5C.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">6B</span> ======
===<big>6B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_6B.png |caption= Making space while you make them block
<div class="attack-gallery">
|name=6B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_6B.png | Making space while you make them block
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|6B}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6B}}
|}
==== ====
*Fatal Counter
*Fatal Counter
*Makes Amane jump backwards
*Makes Amane jump backwards
Line 189: Line 204:


Can blow up certain mashing attempts and be safe if fails or blocked.
Can blow up certain mashing attempts and be safe if fails or blocked.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">6C</span> ======
===<big>6C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_6C.png |caption= Taking lessons from Axl Low
<div class="attack-gallery">
|name=6C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_6C.png | Taking lessons from Axl Low
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|6C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6C}}
|}
==== ====
*Fatal Counter
*Fatal Counter
*Cannot hit grounded opponents
*Cannot hit grounded opponents
*On air hit, this move side switches and slides the opponent
*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
Be careful using this move as an anti air, as it has no invincibility and a relatively long recovery
}}
</div>
}}
</div>
<nowiki/>
 


====== <span style="visibility:hidden;font-size:0">4C</span> ======
===<big>4C</big>===
{{MoveData
<div class="attack-container">
|image=BBCF_Amane_4C.png |caption=
<div class="attack-gallery">
|name=4C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Amane_4C.png |
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|4C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|4C}}
|}
==== ====
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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">1C</span> ======
===<big>1C</big>===
{{MoveData
<div class="attack-container">
|image=BBCF_Amane_1C.png |caption=
<div class="attack-gallery">
|name=1C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Amane_1C.png |
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|1C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|1C}}
|}
==== ====
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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">3C</span> ======
===<big>3C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_3C.png |caption=
<div class="attack-gallery">
|name=3C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_3C.png |
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|3C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|3C}}
|}
==== ====
*Low profile and slides slightly forward
*Low profile and slides slightly forward


Excellent in pressure due to higher blockstun, but negative on block nevertheless.
Excellent in pressure due to higher blockstun, but negative on block nevertheless.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
===<big>j.A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_jA.png |caption=
<div class="attack-gallery">
|name=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_jA.png |
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=j.A}}
{{AttackVersion|name=j.A}}
{{#lst:BBCF/Amane Nishiki/Data|j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
|-
{{AttackVersion|name=j.AA}}
{{AttackVersion|name=j.AA}}
{{#lst:BBCF/Amane Nishiki/Data|j.AA}}
{{#lst:{{PAGENAME}}/Data|j.AA}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Can be chained indefinitely into itself
*Can be chained indefinitely into itself
*Amane's only overhead attack.
*Amane's only overhead attack.


Helpful to adjust yourself during airborne combos.
Helpful to adjust yourself during airborne combos.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
===<big>j.B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_jB.png |caption= Perplexingly not an overhead.
<div class="attack-gallery">
|name=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_jB.png | Perplexingly not an overhead.
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|j.B}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
==== ====
*Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu
*Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu
*Amane's own hurtbox includes the sash, leading to some strange counterhits.
*Amane's own hurtbox includes the sash, leading to some strange counterhits.
*Cannot be canceled into zettou or choujin on block
*Cannot cancel into Zettou or choujin on block
*Can reverse beat into j.a
*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}}
Offers the best balance of covering space versus ease of use. You want to use this move a lot
}}
</div>
<nowiki/>
</div>


====== <span style="visibility:hidden;font-size:0">j.2B</span> ======
===<big>j.2B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_j2B.png |caption= Bewilderingly not an overhead
<div class="attack-gallery">
|name=j.2B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_j2B.png | Bewilderingly not an overhead
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|j.2B}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.2B}}
|}
==== ====
*Frame advantage calculated off shortest jump possible
*Frame advantage calculated off shortest jump possible
*Can be used to beat rolls on knockdowns in corner
*Can be used to beat rolls on knockdowns in corner
Line 309: Line 352:
*Can be used to set up an ambiguous crossup after an IAD
*Can be used to set up an ambiguous crossup after an IAD
*Can be used as an improvised fast fall in neutral
*Can be used as an improvised fast fall in neutral
}}
</div>
}}
</div>
<nowiki/>
 


====== <span style="visibility:hidden;font-size:0">j.C</span> ======
===<big>j.C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_jC.png |caption=
<div class="attack-gallery">
|name=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_jC.png |
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|j.C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
==== ====
*Can be used to punish certain grounded projectiles
*Can be used to punish certain grounded projectiles
*Will keep momentum on airdash, but not during Zettou
*Will keep momentum on airdash, but not during Zettou
Line 328: Line 375:


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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">j.6C</span> ======
===<big>j.6C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_j6C.png |caption= Gives "Crane Kick" a whole new meaning
<div class="attack-gallery">
|name=j.6C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|j.2C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.2C}}
|}
==== ====
*Will keep momentum on airdash, but not during Zettou
*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
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
}}
</div>
}}
</div>
<nowiki/>
 


====== <span style="visibility:hidden;font-size:0">j.4C / j.2C</span> ======
===<big>j.4C / j.2C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_j4C.png |caption= Confusingly not an overhead
<div class="attack-gallery">
|name=j.4C / j.2C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_j4C.png | Confusingly not an overhead
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|j.2C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.2C}}
|}
==== ====
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox
*Can be used to beat anti-airs as there is no hurtbox nearby the hitbox
*Will keep momentum on airdash, but not during Zettou
*Will keep momentum on airdash, but not during Zettou
*Launches opponent towards you}}
*Launches opponent towards you
}}
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
;Notes
===<big>5D</big>===
*1 gauge has total 6000 points.
<div class="attack-container">
*Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
<div class="attack-gallery">
*Gauge overheats if gauge exceeds level 3.
<gallery widths="210px" heights="210px" mode="nolines">
*During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset)
BBCP_Amane_5D.png |
*During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
</gallery>
*For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
</div>
*Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
<div class="attack-info">
*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.
{| class="wikitable attack-data"
 
{{FrameDataHeader-BBCF|version=yes}}
====== <span style="visibility:hidden;font-size:0">5D</span> ======
|-
{{MoveData
|image=BBCP_Amane_5D.png |caption=
|name=5D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Lv1}}
{{AttackVersion|name=Lv1}}
{{#lst:BBCF/Amane Nishiki/Data|5D Lv1}}
{{#lst:{{PAGENAME}}/Data|5D Lv1}}
{{!}}-
|-
{{AttackVersion|name=Lv2}}
{{AttackVersion|name=Lv2}}
{{#lst:BBCF/Amane Nishiki/Data|5D Lv2}}
{{#lst:{{PAGENAME}}/Data|5D Lv2}}
{{!}}-
|-
{{AttackVersion|name=Lv3}}
{{AttackVersion|name=Lv3}}
{{#lst:BBCF/Amane Nishiki/Data|5D Lv3}}
{{#lst:{{PAGENAME}}/Data|5D Lv3}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Add more hits by holding button
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">2D</span> ======
===<big>2D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_2D.png |caption=
<div class="attack-gallery">
|name=2D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_2D.png |
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv1}}
{{AttackVersion|name=Lv1}}
{{#lst:BBCF/Amane Nishiki/Data|2D Lv1}}
{{#lst:{{PAGENAME}}/Data|2D Lv1}}
{{!}}-
|-
{{AttackVersion|name=Lv2}}
{{AttackVersion|name=Lv2}}
{{#lst:BBCF/Amane Nishiki/Data|2D Lv2}}
{{#lst:{{PAGENAME}}/Data|2D Lv2}}
{{!}}-
|-
{{AttackVersion|name=Lv3}}
{{AttackVersion|name=Lv3}}
{{#lst:BBCF/Amane Nishiki/Data|2D Lv3}}
{{#lst:{{PAGENAME}}/Data|2D Lv3}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Head attribute invul from 12F until the end of active frames
*Head attribute invul from 12F until the end of active frames
*Add more hits by holding button
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 


====== <span style="visibility:hidden;font-size:0">6D</span> ======
===<big>6D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_6D.png |caption=
<div class="attack-gallery">
|name=6D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_6D.png |
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv1}}
{{AttackVersion|name=Lv1}}
{{#lst:BBCF/Amane Nishiki/Data|6D Lv1}}
{{#lst:{{PAGENAME}}/Data|6D Lv1}}
{{!}}-
|-
{{AttackVersion|name=Lv2}}
{{AttackVersion|name=Lv2}}
{{#lst:BBCF/Amane Nishiki/Data|6D Lv2}}
{{#lst:{{PAGENAME}}/Data|6D Lv2}}
{{!}}-
|-
{{AttackVersion|name=Lv3}}
{{AttackVersion|name=Lv3}}
{{#lst:BBCF/Amane Nishiki/Data|6D Lv3}}
{{#lst:{{PAGENAME}}/Data|6D Lv3}}
{{!}}-
|}
{{Description|9|text=
==== ====
*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)
*Lv1: 10% chip damage (25*N). Lv2: 30% chip damage (75*N). Lv3: 50% chip damage (125*N)
*Lv3: 5% minimum damage (12*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.
*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.
*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
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 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
}}
</div>
}}
</div>
<nowiki/>


====== <span style="visibility:hidden;font-size:0">j.D</span> ======
===<big>j.D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_jD.png |caption= Bewilderingly not an overhead
<div class="attack-gallery">
|name=j.D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_jD.png | Astonishingly not an overhead
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv1}}
{{AttackVersion|name=Lv1}}
{{#lst:BBCF/Amane Nishiki/Data|j.D Lv1}}
{{#lst:{{PAGENAME}}/Data|j.D Lv1}}
{{!}}-
|-
{{AttackVersion|name=Lv2}}
{{AttackVersion|name=Lv2}}
{{#lst:BBCF/Amane Nishiki/Data|j.D Lv2}}
{{#lst:{{PAGENAME}}/Data|j.D Lv2}}
{{!}}-
|-
{{AttackVersion|name=Lv3}}
{{AttackVersion|name=Lv3}}
{{#lst:BBCF/Amane Nishiki/Data|j.D Lv3}}
{{#lst:{{PAGENAME}}/Data|j.D Lv3}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Add more hits by holding button
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">j.6D</span> ======
===<big>j.6D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_j6D.png |caption=
<div class="attack-gallery">
|name=j.6D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_j6D.png |
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv1}}
{{AttackVersion|name=Lv1}}
{{#lst:BBCF/Amane Nishiki/Data|j.6D Lv1}}
{{#lst:{{PAGENAME}}/Data|j.6D Lv1}}
{{!}}-
|-
{{AttackVersion|name=Lv2}}
{{AttackVersion|name=Lv2}}
{{#lst:BBCF/Amane Nishiki/Data|j.6D Lv2}}
{{#lst:{{PAGENAME}}/Data|j.6D Lv2}}
{{!}}-
|-
{{AttackVersion|name=Lv3}}
{{AttackVersion|name=Lv3}}
{{#lst:BBCF/Amane Nishiki/Data|j.6D Lv3}}
{{#lst:{{PAGENAME}}/Data|j.6D Lv3}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Add more hits by holding button
*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.  
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.  
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
 
{{MoveData
===<big>Forward Throw</big>===
|image=BBCP_Amane_ForwardThrow.png
<span class="input-badge">'''5/6B+C'''</span>
|input=5/6B+C |caption=Pinwheel
<div class="attack-container">
|name=Forward Throw
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCP_Amane_ForwardThrow.png|Pinwheel
{{!}}-
</gallery>
{{#lst:BBCF/Amane Nishiki/Data|BC}}
</div>
{{!}}-
<div class="attack-info">
{{Description|8|text=
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|BC}}
|}
==== ====
*100% minimum damage
*100% minimum damage
*Wallsticks in the corner
*Wallsticks in the corner


Fairly versatile as it can lead to either big damage or a reset into ground Hariken.
Fairly versatile as it can lead to either big damage or a reset into ground Hariken.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ======
===<big>Back Throw</big>===
{{MoveData
<span class="input-badge">'''4B+C'''</span>
|image=BBCP_Amane_BackThrow.png
<div class="attack-container">
|input=4B+C |caption=Reverse Pinwheel
<div class="attack-gallery">
|name=Back Throw
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_BackThrow.png|Reverse Pinwheel
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|4BC}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|4BC}}
|}
==== ====
*100% minimum damage
*100% minimum damage
*Wallsticks in the corner
*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.
Like Forward Throw, it is fairly versatile as it can lead to either big damage or a reset into ground Hariken.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
===<big>Air Throw</big>===
{{MoveData
<span class="input-badge">'''j.B+C'''</span>
|image=BBCP_Amane_AirThrow.png
<div class="attack-container">
|input=j.B+C |caption=
<div class="attack-gallery">
|name=Air Throw
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_AirThrow.png|
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|j.BC}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.BC}}
|}
==== ====
*100% minimum damage
*100% minimum damage
*Opponent will do a ground bounce followed by a wallbounce and should come back where Amane will land on the ground.
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
===<big>Counter Assault</big>===
{{MoveData
<span class="input-badge">'''When blocking 6A+B'''</span>
|image=BBCP_Amane_5B.png
<div class="attack-container">
|input=6A+B (When Blocking) |caption=
<div class="attack-gallery">
|name=Counter Assault
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_5B.png|
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|6AB}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6AB}}
|}
==== ====
*1-20 invul
*1-20 invul
*180F heat gauge cooldown
*180F heat gauge cooldown


Uses 5B's animation.
Uses 5B's animation.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
===<big>Crush Trigger</big>===
{{MoveData
<span class="input-badge">'''5A+B (Chargeable)'''</span>
|image=BBCP_Amane_CT.png
<div class="attack-container">
|input=5A+B |caption=
<div class="attack-gallery">
|name=Crush Trigger
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_CT.png|
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{AttackVersion|name=Uncharged}}
{{#lst:BBCF/Amane Nishiki/Data|5AB}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
|-
{{AttackVersion|name=Charged}}
{{AttackVersion|name=Charged}}
{{#lst:BBCF/Amane Nishiki/Data|5[AB]}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Possible to charge
*Possible to charge
*180F heat gauge cooldown
*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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Specials==
==Specials==
====== <span style="visibility:hidden;font-size:0">Ninpu Sengeki: Hariken</span> ======
 
{{MoveData
===<big>Ninpu Sengeki: Hariken</big>===
|image=BBCP_Amane_Hariken.png
<span class="input-badge">'''236D~A/B/C'''</span>
|input=236D~A/B/C |caption=
<div class="attack-container">
|name=Ninpu Sengeki: Hariken
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
BBCP_Amane_Hariken.png|
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Stance|subtitle=236D}}
{{AttackVersion|name=Stance|subtitle=236D}}
{{#lst:BBCF/Amane Nishiki/Data|236D}}
{{#lst:{{PAGENAME}}/Data|236D}}
{{!}}-
|-
{{Description|9|text=
{{AttackVersion|name=Attack (Foot)|subtitle=236D > A/B/C}}
{{#lst:{{PAGENAME}}/Data|236D A/B/C Foot}}
|-
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}
{{#lst:{{PAGENAME}}/Data|236D A/B/C Drill Lv 1}}
|-
{{#lst:{{PAGENAME}}/Data|236D A/B/C Drill Lv 2}}
|-
{{#lst:{{PAGENAME}}/Data|236D A/B/C Drill Lv 3}}
|-
{{AttackVersion|name=Break|subtitle=236D > D}}
{{#lst:{{PAGENAME}}/Data|236D D}}
|}
==== ====
*7F~ possible to cancel into followups
*7F~ possible to cancel into followups
*Gains Drill level while stance is held
*Gains Drill level while stance is held
Line 613: Line 717:
*Hariken immediately disappears if overheat is reached
*Hariken immediately disappears if overheat is reached
*Cannot use while another Hariken is active or while in overheat
*Cannot use while another Hariken is active or while in overheat
}}
----
{{!}}-
{{AttackVersion|name=Attack (Foot)|subtitle=236D > A/B/C}}
{{#lst:BBCF/Amane Nishiki/Data|236D A/B/C Foot}}
{{!}}-
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}}
{{#lst:BBCF/Amane Nishiki/Data|236D A/B/C Drill Lv 1}}
{{!}}-
{{#lst:BBCF/Amane Nishiki/Data|236D A/B/C Drill Lv 2}}
{{!}}-
{{#lst:BBCF/Amane Nishiki/Data|236D A/B/C Drill Lv 3}}
{{!}}-
{{AttackVersion|name=Break|subtitle=236D > D}}
{{#lst:BBCF/Amane Nishiki/Data|236D D}}
{{!}}-
{{Description|9|text=
*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 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
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Jyuuken Dageki: Gekiren</span> ======
===<big>Jyuuken Dageki: Gekiren</big>===
{{MoveData
<span class="input-badge">'''623C'''</span>
|image=BBCP_Amane_Gekiren.png
<div class="attack-container">
|input=623C |caption=Come on and SLAM
<div class="attack-gallery">
|name=Jyuuken Dageki: Gekiren
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_Gekiren.png|Come on and SLAM
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|623C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|623C}}
|}
==== ====
*Cannot hit grounded opponents
*Cannot hit grounded opponents
*Air unblockable (Command grab)
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Choujyuu Rengeki: Raibu</span> ======
===<big>Choujyuu Rengeki: Raibu</big>===
{{MoveData
<span class="input-badge">'''236C'''</span>
|image=BBCP_Amane_Raibu.png
<div class="attack-container">
|input=236C |caption=
<div class="attack-gallery">
|name=Choujyuu Rengeki: Raibu
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_Raibu.png|
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|236C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=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.
{{FrameDataHeader-BBCF}}
}}
|-
}}
{{#lst:{{PAGENAME}}/Data|236C}}
<nowiki/>
|}
====== <span style="visibility:hidden;font-size:0">Tensou Rakugeki: Gosei</span> ======
==== ====
{{MoveData
Combo ender. You can use it as an alternative to using 5D. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into 5C for a modest combo extension depending on the starter used.
|image=BBCP_Amane_Gosei.png
</div>
|input=j.236C |caption= Bizarrely not an overhead
</div>
|name=Tensou Rakugeki: Gosei
 
|data=
===<big>Tensou Rakugeki: Gosei</big>===
{{AttackDataHeader-BBCF}}
<span class="input-badge">'''j.236C'''</span>
{{!}}-
<div class="attack-container">
{{#lst:BBCF/Amane Nishiki/Data|j.236C}}
<div class="attack-gallery">
{{!}}-
<gallery widths="210px" heights="210px" mode="nolines">
{{Description|8|text=
BBCP_Amane_Gosei.png|Bizarrely not an overhead
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.236C}}
|}
==== ====
*Active frames continue until landing
*Active frames continue until landing
*Amane will turn around if he lands behind the opponent for the last hit
*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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Choujin Kaihi: Zettou</span> ======
===<big>Choujin Kaihi: Zettou</big>===
{{MoveData
<span class="input-badge">'''214A/B'''</span> <span class="input-badge">'''236A/B air OK'''</span>
|image=BBCP_Amane_Zettou.png
<div class="attack-container">
|input=214A/B, 236A/B, air OK |caption=Fabhop
<div class="attack-gallery">
|name=Choujin Kaihi: Zettou
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Amane_Zettou.png|Fabhop
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=236A/214A}}
{{AttackVersion|name=236A/214A}}
{{#lst:BBCF/Amane Nishiki/Data|236A/214A}}
{{#lst:{{PAGENAME}}/Data|236A/214A}}
{{!}}-
|-
{{AttackVersion|name=236B/214B}}
{{AttackVersion|name=236B/214B}}
{{#lst:BBCF/Amane Nishiki/Data|236B/214B}}
{{#lst:{{PAGENAME}}/Data|236B/214B}}
{{!}}-
|-
{{#lst:BBCF/Amane Nishiki/Data|236B}}
{{#lst:{{PAGENAME}}/Data|236B}}
{{!}}-
|-
{{AttackVersion|name=j.236A/B or j.214A/B}}
{{AttackVersion|name=j.236A/B or j.214A/B}}
{{#lst:BBCF/Amane Nishiki/Data|j.236A/B or j.214A/B}}
{{#lst:{{PAGENAME}}/Data|j.236A/B or j.214A/B}}
{{!}}-
|}
{{Description|9|text=
==== ====
A "command jump" that gives Amane the much needed additional mobility.  
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)  
*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)
*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
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility
Line 714: Line 820:
**Ground B versions: 16F onwards
**Ground B versions: 16F onwards
**All Aerial versions: 7F onwards
**All Aerial versions: 7F onwards
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Gangan Senpu: Ginga</span> ======
===<big>Gangan Senbu: Ginga</big>===
{{MoveData
<span class="input-badge">'''214C'''</span>
|image=BBCF_Amane_Ginga.png
<div class="attack-container">
|input=214C |caption=A patch for his dead zone
<div class="attack-gallery">
|name=Gangan Senbu: Ginga
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Amane_Ginga.png|A patch for his dead zone
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
{{#lst:BBCF/Amane Nishiki/Data|214C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|8|text=
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|214C}}
|}
==== ====
Projectile that travels on ground level.  
Projectile that travels on ground level.  
*Short range, big pushback on block, average overall recovery
*Short range, big pushback on block, average overall recovery
Line 734: Line 844:
*In combos it gives an easy launch in corner for a great variety of routes
*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 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}}
*In pressure it works as a safe frametrap ender with a big counterhit that combos into C normals
}}
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Kyouryuu Tokkou: Seijyuu Rensoukyaku</span> ======
 
{{MoveData
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===
|image=BBCP_Amane_SeijyuuRensoukyaku.png
<span class="input-badge">'''236236D'''</span>
|input=236236D |caption=
<div class="attack-container">
|name=Kyouryuu Tokkou: Seijyuu Rensoukyaku
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
BBCP_Amane_SeijyuuRensoukyaku.png|
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Level 1}}
{{AttackVersion|name=Level 1}}
{{#lst:BBCF/Amane Nishiki/Data|236236D Lv 1}}
{{#lst:{{PAGENAME}}/Data|236236D Lv 1}}
{{!}}-
|-
{{AttackVersion|name=Level 2}}
{{AttackVersion|name=Level 2}}
{{#lst:BBCF/Amane Nishiki/Data|236236D Lv 2}}
{{#lst:{{PAGENAME}}/Data|236236D Lv 2}}
{{!}}-
|-
{{AttackVersion|name=Level 3}}
{{AttackVersion|name=Level 3}}
{{#lst:BBCF/Amane Nishiki/Data|236236D Lv 3}}
{{#lst:{{PAGENAME}}/Data|236236D Lv 3}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Base Damage is 800*8 on block, on hit it is as listed above
*Base Damage is 800*8 on block, on hit it is as listed above
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
Line 763: Line 879:
*Gauge immediately overheats after second attack on hit (not on block)
*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.
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.


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


Level 1
'''Level 1
 
'''
*Only followup possible is by using Rapid Cancel
*Only followup possible is by using Rapid Cancel
*Possible to do Seijyuu > RC > 6D
*Possible to do Seijyuu > RC > 6D


Level 2
'''Level 2'''
 
*Followup with 3C
*Followup with 3C


Level 3
'''Level 3'''
*Followup with 6C
</div>
</div>


*Followup with 6C}}
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===
}}
<span class="input-badge">'''632146D'''</span>
<nowiki/>
<div class="attack-container">
====== <span style="visibility:hidden;font-size:0">Kaizoku Senkou: Goukai Rasen Renpa</span> ======
<div class="attack-gallery">
{{MoveData
<gallery widths="210px" heights="210px" mode="nolines">
|image=BBCP_Amane_GoukaiRasenRenpa.png
BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray
|input=632146D |caption= Discount Imperial Ray
</gallery>
|name=Kaizoku Senkou: Goukai Rasen Renpa
</div>
|data=
<div class="attack-info">
{{AttackDataHeader-BBCF}}
{| class="wikitable attack-data"
{{!}}-
{{FrameDataHeader-BBCF}}
{{#lst:BBCF/Amane Nishiki/Data|632146D}}
|-
{{!}}-
{{#lst:{{PAGENAME}}/Data|632146D}}
{{Description|8|text=
|}
==== ====
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
*20% minimum damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
*20% chip damage damage (Lv1: 44xN Lv2: 52*N Lv3: 60*N)
Line 798: Line 917:


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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Hazan Gekisou: Jakua Dengekitai</big>===
|image=BBCF_Amane_JiyakuoDengekitai.png
<span class="input-badge">'''ABCD during Overdrive'''</span>
|input=ABCD during Overdrive |caption=
<div class="attack-container">
|name=Hazan Gekisou: Jakua Dengekitai
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Amane_JakuaDengekitai.png|
{{!}}-
</gallery>
{{#lst:BBCF/Amane Nishiki/Data|ABCD}}
</div>
{{!}}-
<div class="attack-info">
{{Description|8|text=
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|ABCD}}
|}
==== ====
*Does not cost Heat, but immediately ends Overdrive if used.
*Does not cost Heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
*Becomes stronger and flashier with Active Flow.
*10% minimum damage
*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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
 
|image=BBCP_Amane_GouhaHouyou.png
===<big>Jyatoku Meika: Gouha Houyou</big>===
|input=222D |caption=I wanna be, forever young
<span class="input-badge">'''222D'''</span>
|name=Jyatoku Meika: Gouha Houyou
<div class="attack-container">
|data=
<div class="attack-gallery">
{{AttackDataHeader-BBCF}}
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
BBCP_Amane_GouhaHouyou.png|I wanna be, forever young
{{#lst:BBCF/Amane Nishiki/Data|Astral}}
</gallery>
{{!}}-
</div>
{{Description|8|text=
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|Astral}}
|}
==== ====
*180F heat gauge cooldown
*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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==External References==
==External References==
*[https://www.evernote.com/shard/s681/sh/445f3c5c-27aa-4248-8f4a-725ee59b3d29/eb298f0de8820a0010509945c0e49fb9 Matchup Guide]
*[https://www.youtube.com/watch?v=DReiY8ofqh8 Introduction Video on Amane]
*Japanese Name: アマネ=ニシキ
*Japanese Name: アマネ=ニシキ
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=am&pref=0 Arcade Profile Dan Rankings]
<br style="clear:both;"/>
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lst:BBCF/Amane Nishiki/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Amane Nishiki/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}

Revision as of 02:15, 20 May 2021


Overview

Template:CharaOverview

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

A standard jab. Whiffs on crouching characters.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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

2A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 5-15H invul

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

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Low profile and slides slightly forward

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

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.A
j.AA

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

Helpful to adjust yourself during airborne combos.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Lv1
Lv2
Lv3

  • 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. 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 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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 1-20 invul
  • 180F heat gauge cooldown

Uses 5B's animation.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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.

Choujyuu Rengeki: Raibu

236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Combo ender. You can use it as an alternative to using 5D. This move will send opponents to full screen, so make sure to weigh that against using other enders. Can be rapid cancelled into 5C for a modest combo extension depending on the starter used.

Tensou Rakugeki: Gosei

j.236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A/214A
236B/214B
j.236A/B or j.214A/B

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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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 very punishable. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish.

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • 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.