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{{InvisibleHeader}}{{ | {{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{ | {{CharaOverview | ||
|overview= Amane is a slippery character that wants to keep his opponents on their toes while he dances around them with his command jumps and fullscreen normals. These neutral tools give him the ability to control the pace of the game. Amane's Drive backs up his range and mobility with the '''best chip damage in the game'''. It also deals massive damage to the Barrier gauge. Amane also has a unique gauge called Spiral that fills up as he uses Drive attacks and certain specials. As it builds, Amane's drives deal increasing damage both on hit and and on block. Players need to be careful, however, because the Spiral gauge can overheat and temporarily disable his Drive attacks and D specials. Amane lacks mixups, so if his Drive gauge is disabled he loses some of his best offensive tools. Amane rewards players with '''strong neutral and good strategy'''. | |||
|lore= Amane is a young man in a pink kimono seeking to add members to his troupe. After the events of Chrono Phantasma, he has also taken on Rachel's role as an Onlooker and seeks to save the world without killing Noel. | |||
|voice_actor= | |||
|quote= | |||
|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. | |||
| lore = | |||
Amane is a young man in a pink kimono | |||
| | |||
|pros= | |pros= | ||
*Great | *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 | *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 | *Slow run speed in spite of various movement options | ||
* | *Lack of mixup options. Only overhead is j.A | ||
*Lack of meterless defensive options | *Lack of meterless defensive options | ||
* | *Hops cannot be canceled into barrier | ||
|unique_mechanic1_name= Drive: Spiral | |||
|unique_mechanic1= | |||
Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics: | |||
| | |||
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed D attacks. | * 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 40: | 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. | ||
| | |unique_mechanic2_name= Overdrive: Cyclone | ||
| | |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 48: | 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. | ||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
====== < | ===<big>5A</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
|data | BBCP_Amane_5A.png | It really shouldn't be in your gameplan to be this close | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|5A}} | {{#lst:{{PAGENAME}}/Data|5A}} | ||
|} | |||
==== ==== | |||
A standard jab. Whiffs on crouching characters. | A standard jab. Whiffs on crouching characters. | ||
</div> | |||
</div> | |||
====== < | |||
===<big>5B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_5B.png | Pretty common round starter | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|5B}} | {{#lst:{{PAGENAME}}/Data|5B}} | ||
|} | |||
==== ==== | |||
Most versatile ground normal. | Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all C moves. | ||
</div> | |||
</div> | |||
====== < | |||
===<big>5C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_5C.png | Beware the deadzone | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|5C}} | {{#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 | ||
*Considerable deadzone in front of Amane | |||
*Considerable deadzone in front of Amane | </div> | ||
</div> | |||
====== < | |||
===<big>2A</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_2A.png | Tactical Kneeslapping action | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=2A}} | {{AttackVersion|name=2A}} | ||
{{#lst:{{PAGENAME}}/Data|2A}} | {{#lst:{{PAGENAME}}/Data|2A}} | ||
|- | |||
{{AttackVersion|name=2AA}} | {{AttackVersion|name=2AA}} | ||
{{#lst:{{PAGENAME}}/Data|2AA}} | {{#lst:{{PAGENAME}}/Data|2AA}} | ||
|- | |||
{{AttackVersion|name=2AAA}} | {{AttackVersion|name=2AAA}} | ||
{{#lst:{{PAGENAME}}/Data|2AAA}} | {{#lst:{{PAGENAME}}/Data|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. | 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> | |||
====== < | |||
===<big>2B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_2B.png | A low poke with no overhead to mix it up with. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|2B}} | {{#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> | |||
====== < | |||
===<big>2C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_2C.png |Ground control from a distance | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|2C}} | {{#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> | |||
====== < | </div> | ||
===<big>6A</big>=== | |||
<div class="attack-container"> | |||
|data | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_6A.png | Good for disrespecting crossup attempts | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|6A}} | {{#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> | |||
====== < | |||
===<big>6B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_6B.png | Making space while you make them block | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|6B}} | {{#lst:{{PAGENAME}}/Data|6B}} | ||
|} | |||
==== ==== | |||
*Fatal Counter | *Fatal Counter | ||
*Makes Amane jump backwards | *Makes Amane jump backwards | ||
Line 190: | 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> | |||
====== < | |||
===<big>6C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_6C.png | Taking lessons from Axl Low | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|6C}} | {{#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> | |||
====== < | ===<big>4C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCF_Amane_4C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|4C}} | {{#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> | |||
====== < | |||
===<big>1C</big>=== | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCF_Amane_1C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|1C}} | {{#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> | |||
====== < | |||
===<big>3C</big>=== | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_3C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|3C}} | {{#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> | |||
====== < | |||
===<big>j.A</big>=== | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_jA.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{#lst:{{PAGENAME}}/Data|j.A}} | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
|- | |||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{#lst:{{PAGENAME}}/Data|j.AA}} | {{#lst:{{PAGENAME}}/Data|j.AA}} | ||
|} | |||
==== ==== | |||
*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> | |||
====== < | |||
===<big>j.B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_jB.png | Perplexingly not an overhead. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.B}} | {{#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 | *Cannot cancel into Zettou or choujin on block | ||
*Can reverse beat into j. | *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> | |||
</div> | |||
====== < | ===<big>j.2B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
|data | BBCP_Amane_j2B.png | Bewilderingly not an overhead | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.2B}} | {{#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 303: | 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> | |||
====== < | ===<big>j.C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_jC.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.C}} | {{#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 321: | 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> | |||
====== < | |||
===<big>j.6C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_j6C.png | Gives "Crane Kick" a whole new meaning | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.2C}} | {{#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> | |||
===<big>j.4C / j.2C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
|data | BBCP_Amane_j4C.png | Confusingly not an overhead | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.2C}} | {{#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== | ||
===<big>5D</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_5D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
====== < | |- | ||
| | |||
{{AttackVersion|name=Lv1}} | {{AttackVersion|name=Lv1}} | ||
{{#lst:{{PAGENAME}}/Data|5D Lv1}} | {{#lst:{{PAGENAME}}/Data|5D Lv1}} | ||
|- | |||
{{AttackVersion|name=Lv2}} | {{AttackVersion|name=Lv2}} | ||
{{#lst:{{PAGENAME}}/Data|5D Lv2}} | {{#lst:{{PAGENAME}}/Data|5D Lv2}} | ||
|- | |||
{{AttackVersion|name=Lv3}} | {{AttackVersion|name=Lv3}} | ||
{{#lst:{{PAGENAME}}/Data|5D Lv3}} | {{#lst:{{PAGENAME}}/Data|5D Lv3}} | ||
|} | |||
==== ==== | |||
*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> | |||
====== < | |||
===<big>2D</big>=== | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_2D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=Lv1}} | {{AttackVersion|name=Lv1}} | ||
{{#lst:{{PAGENAME}}/Data|2D Lv1}} | {{#lst:{{PAGENAME}}/Data|2D Lv1}} | ||
|- | |||
{{AttackVersion|name=Lv2}} | {{AttackVersion|name=Lv2}} | ||
{{#lst:{{PAGENAME}}/Data|2D Lv2}} | {{#lst:{{PAGENAME}}/Data|2D Lv2}} | ||
|- | |||
{{AttackVersion|name=Lv3}} | {{AttackVersion|name=Lv3}} | ||
{{#lst:{{PAGENAME}}/Data|2D Lv3}} | {{#lst:{{PAGENAME}}/Data|2D Lv3}} | ||
|} | |||
==== ==== | |||
*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> | |||
====== < | ===<big>6D</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_6D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=Lv1}} | {{AttackVersion|name=Lv1}} | ||
{{#lst:{{PAGENAME}}/Data|6D Lv1}} | {{#lst:{{PAGENAME}}/Data|6D Lv1}} | ||
|- | |||
{{AttackVersion|name=Lv2}} | {{AttackVersion|name=Lv2}} | ||
{{#lst:{{PAGENAME}}/Data|6D Lv2}} | {{#lst:{{PAGENAME}}/Data|6D Lv2}} | ||
|- | |||
{{AttackVersion|name=Lv3}} | {{AttackVersion|name=Lv3}} | ||
{{#lst:{{PAGENAME}}/Data|6D Lv3}} | {{#lst:{{PAGENAME}}/Data|6D 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) | *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). | ||
*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 | 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> | |||
====== < | ===<big>j.D</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
|data | BBCP_Amane_jD.png | Astonishingly not an overhead | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=Lv1}} | {{AttackVersion|name=Lv1}} | ||
{{#lst:{{PAGENAME}}/Data|j.D Lv1}} | {{#lst:{{PAGENAME}}/Data|j.D Lv1}} | ||
|- | |||
{{AttackVersion|name=Lv2}} | {{AttackVersion|name=Lv2}} | ||
{{#lst:{{PAGENAME}}/Data|j.D Lv2}} | {{#lst:{{PAGENAME}}/Data|j.D Lv2}} | ||
|- | |||
{{AttackVersion|name=Lv3}} | {{AttackVersion|name=Lv3}} | ||
{{#lst:{{PAGENAME}}/Data|j.D Lv3}} | {{#lst:{{PAGENAME}}/Data|j.D Lv3}} | ||
|} | |||
==== ==== | |||
*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 | 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> | |||
====== < | |||
===<big>j.6D</big>=== | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_j6D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=Lv1}} | {{AttackVersion|name=Lv1}} | ||
{{#lst:{{PAGENAME}}/Data|j.6D Lv1}} | {{#lst:{{PAGENAME}}/Data|j.6D Lv1}} | ||
|- | |||
{{AttackVersion|name=Lv2}} | {{AttackVersion|name=Lv2}} | ||
{{#lst:{{PAGENAME}}/Data|j.6D Lv2}} | {{#lst:{{PAGENAME}}/Data|j.6D Lv2}} | ||
|- | |||
{{AttackVersion|name=Lv3}} | {{AttackVersion|name=Lv3}} | ||
{{#lst:{{PAGENAME}}/Data|j.6D Lv3}} | {{#lst:{{PAGENAME}}/Data|j.6D Lv3}} | ||
|} | |||
==== ==== | |||
*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 | |||
===<big>Forward Throw</big>=== | |||
<span class="input-badge">'''5/6B+C'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_ForwardThrow.png|Pinwheel | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|BC}} | {{#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> | |||
====== <span | |||
===<big>Back Throw</big>=== | |||
<span class="input-badge">'''4B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_BackThrow.png|Reverse Pinwheel | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|4BC}} | {{#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> | |||
====== <span | |||
===<big>Air Throw</big>=== | |||
<span class="input-badge">'''j.B+C'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_AirThrow.png| | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.BC}} | {{#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> | |||
====== <span | |||
===<big>Counter Assault</big>=== | |||
<span class="input-badge">'''When blocking 6A+B'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_5B.png| | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|6AB}} | {{#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> | |||
====== <span | |||
===<big>Crush Trigger</big>=== | |||
<span class="input-badge">'''5A+B (Chargeable)'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_CT.png| | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=Uncharged}} | {{AttackVersion|name=Uncharged}} | ||
{{#lst:{{PAGENAME}}/Data|5AB}} | {{#lst:{{PAGENAME}}/Data|5AB}} | ||
|- | |||
{{AttackVersion|name=Charged}} | {{AttackVersion|name=Charged}} | ||
{{#lst:{{PAGENAME}}/Data|5[AB]}} | {{#lst:{{PAGENAME}}/Data|5[AB]}} | ||
|} | |||
==== ==== | |||
*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 | |||
===<big>Ninpu Sengeki: Hariken</big>=== | |||
<span class="input-badge">'''236D~A/B/C'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
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:{{PAGENAME}}/Data|236D}} | {{#lst:{{PAGENAME}}/Data|236D}} | ||
|- | |||
{{AttackVersion|name=Attack (Foot)|subtitle=236D > A/B/C}} | {{AttackVersion|name=Attack (Foot)|subtitle=236D > A/B/C}} | ||
{{#lst:{{PAGENAME}}/Data|236D A/B/C Foot}} | {{#lst:{{PAGENAME}}/Data|236D A/B/C Foot}} | ||
|- | |||
{{AttackVersion|name=Attack (drill)|subtitle=Lv1/2/3|rowspan=3}} | {{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 1}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|236D A/B/C Drill Lv 2}} | {{#lst:{{PAGENAME}}/Data|236D A/B/C Drill Lv 2}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|236D A/B/C Drill Lv 3}} | {{#lst:{{PAGENAME}}/Data|236D A/B/C Drill Lv 3}} | ||
|- | |||
{{AttackVersion|name=Break|subtitle=236D > D}} | {{AttackVersion|name=Break|subtitle=236D > D}} | ||
{{#lst:{{PAGENAME}}/Data|236D D}} | {{#lst:{{PAGENAME}}/Data|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 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> | |||
====== <span | |||
===<big>Jyuuken Dageki: Gekiren</big>=== | |||
<span class="input-badge">'''623C'''</span> | |||
| | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Amane_Gekiren.png|Come on and SLAM | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|623C}} | {{#lst:{{PAGENAME}}/Data|623C}} | ||
|} | |||
==== ==== | |||
*Cannot hit grounded opponents | *Cannot hit grounded opponents | ||
*Air unblockable | *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> | |||
====== <span | |||
===<big>Choujyuu Rengeki: Raibu</big>=== | |||
<span class="input-badge">'''236C'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_Raibu.png| | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|236C}} | {{#lst:{{PAGENAME}}/Data|236C}} | ||
|} | |||
==== ==== | |||
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. | |||
</div> | |||
====== <span | </div> | ||
===<big>Tensou Rakugeki: Gosei</big>=== | |||
| | <span class="input-badge">'''j.236C'''</span> | ||
<div class="attack-container"> | |||
|data | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
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}} | {{#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> | |||
====== <span | |||
===<big>Choujin Kaihi: Zettou</big>=== | |||
<span class="input-badge">'''214A/B'''</span> <span class="input-badge">'''236A/B air OK'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Amane_Zettou.png|Fabhop | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF|version=yes}} | |||
|- | |||
{{AttackVersion|name=236A/214A}} | {{AttackVersion|name=236A/214A}} | ||
{{#lst:{{PAGENAME}}/Data|236A/214A}} | {{#lst:{{PAGENAME}}/Data|236A/214A}} | ||
|- | |||
{{AttackVersion|name=236B/214B}} | {{AttackVersion|name=236B/214B}} | ||
{{#lst:{{PAGENAME}}/Data|236B/214B}} | {{#lst:{{PAGENAME}}/Data|236B/214B}} | ||
|- | |||
{{#lst:{{PAGENAME}}/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:{{PAGENAME}}/Data|j.236A/B or j.214A/B}} | {{#lst:{{PAGENAME}}/Data|j.236A/B or j.214A/B}} | ||
|} | |||
==== ==== | |||
A | 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) | *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 693: | Line 820: | ||
**Ground B versions: 16F onwards | **Ground B versions: 16F onwards | ||
**All Aerial versions: 7F onwards | **All Aerial versions: 7F onwards | ||
</div> | |||
</div> | |||
====== <span | |||
===<big>Gangan Senbu: Ginga</big>=== | |||
<span class="input-badge">'''214C'''</span> | |||
| | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCF_Amane_Ginga.png|A patch for his dead zone | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{FrameDataHeader-BBCF}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|214C}} | {{#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 712: | 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 | |||
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>=== | |||
<span class="input-badge">'''236236D'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
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:{{PAGENAME}}/Data|236236D Lv 1}} | {{#lst:{{PAGENAME}}/Data|236236D Lv 1}} | ||
|- | |||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lst:{{PAGENAME}}/Data|236236D Lv 2}} | {{#lst:{{PAGENAME}}/Data|236236D Lv 2}} | ||
|- | |||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lst:{{PAGENAME}}/Data|236236D Lv 3}} | {{#lst:{{PAGENAME}}/Data|236236D Lv 3}} | ||
|} | |||
==== ==== | |||
*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 741: | 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 | 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 | |||
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===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>=== | |||
<span class="input-badge">'''632146D'''</span> | |||
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| | BBCP_Amane_GoukaiRasenRenpa.png|Discount Imperial Ray | ||
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*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) | ||
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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. | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
===<big>Hazan Gekisou: Jakua Dengekitai</big>=== | |||
<span class="input-badge">'''ABCD during Overdrive'''</span> | |||
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{{#lst:{{PAGENAME}}/Data|ABCD}} | {{#lst:{{PAGENAME}}/Data|ABCD}} | ||
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==== ==== | |||
*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. | 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. | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Jyatoku Meika: Gouha Houyou</big>=== | |||
| | <span class="input-badge">'''222D'''</span> | ||
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BBCP_Amane_GouhaHouyou.png|I wanna be, forever young | |||
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*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> | |||
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<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:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]] | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{Navbar-BBCF}} | {{Navbar-BBCF}} |
Revision as of 02:15, 20 May 2021
Normal Moves
5A
A standard jab. Whiffs on crouching characters.
5B
Most versatile ground normal. Creates distance, covers a lot of space, and it can chain into all C moves.
5C
- Cannot hit crouching opponents
- Pulls opponent inwards.
- Useful to hit people jumping or airborne
- Combo filler
- Considerable deadzone in front of Amane
2A
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
- 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
- Can be used to beat rolls or late teching on knockdowns
- Pulls opponent inwards.
- Has a big deadzone in front of Amane
6A
- 5-15H invul
Dedicated Anti-air. You can chain it into 5B as a hitconfirm into 5C.
6B
- 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
- 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
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
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
- Low profile and slides slightly forward
Excellent in pressure due to higher blockstun, but negative on block nevertheless.
j.A
- Can be chained indefinitely into itself
- Amane's only overhead attack.
Helpful to adjust yourself during airborne combos.
j.B
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 1-20 invul
- 180F heat gauge cooldown
Uses 5B's animation.
Crush Trigger
5A+B (Chargeable)
- 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
- 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
- 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
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
- 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
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
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
- 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
- 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
- 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
- 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
- Matchup Guide
- Introduction Video on Amane
- Japanese Name: アマネ=ニシキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •