BBCF/Amane Nishiki/Strategy

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General Tactics

Important Moves

  • j.B: One of Amane's best air normals because of its speed and size. Its main weakness is that it can't be special cancelled and its hurtbox is big.
  • j.2B: A great way to suddenly change Amane's movement and/or force your opponents to respect you after you've exhausted other air options.
  • Zettou: Your main movement option. Use it to reset pressure, confuse your opponent, or escape a bad situation. Good use of Zettou is critical.

Amane likes to stay in the air and use his mobility to kite around his opponent. By moving unpredictably, Amane can punish an opponent's anti air attempts and make them move recklessly. Amane's huge normals and great mobility punish this recklessness. Even if your opponent blocks consistently or plays defensively, Amane can still build up the Spiral Gauge and chip them out anyway. This is especially important against rushdown characters, because you can use Harinken to build Spiral and force them to approach. Against zoners you want to counterpoke with C normals and Harinken when possible. Harinken is projectile invulnerable so you can use it to dodge (to an extent), and C normals are great buttons to use at long ranges.

After you get in you can pressure your opponent with drills, Zettou movement and long normals. Even in pressure you're often in the air because of Zettou and increased options. On the ground your options are somewhat limited, though Ginga (214C) and Harinken are great specials to keep pressure on an opponent.

Drive Consumption

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

Blockstrings

Adapted from Kiefer's Pressure Guide:

Disclaimer: Pressure resets are a fundamental part of Amane’s game. Using his special moves to cancel your blocked moves into additional attacks very important to opening up your opponent, as Amane lacks a traditional mixup game. A few points to note before I go into detail.

  • The pressure string I will be working with as an example is 2A > 2B > 5B > 1C > 5D
  • Mix up when you cancel your pressure string (whether it is after 2B, 5B, 1C, 5D) as well as what you do to reset pressure. As an Amane player, depending on the distance of your opponent, their blocking habits (normal, instant, or barrier) you can gatling at any point in the above blockstring. This can keep opponents off balance by requiring them to react to WHEN the pressure reset is coming, as well as WHAT the reset will be.

Stuff > 236A > j.D > j.236A > j.D

The most basic reset option. If your opponent is happy to block your pressure, happily keep pressuring them and building drill gauge. The stuff > 236A > j.D part can be anti-aired on normal block at any level, although it gets tighter with each level. At level 3, if gatling from 5D, consider cancelling it quickly to avoid being pushed out. Opponents will often barrier :lvl2: and :lvl3: 5D with barrier, if they do so, they only have a 6 and 4 frame gap to anti air 236A j.D, respectively. The j.236A > j.D part is always a frame trap, so if you land the first j.D, there’s not really a reason to not do the second unless you’re baiting a reversal.

Stuff > slight delay > 214C

If your opponent is trying to mash out of your pressure without much thought, a 214C frame trap will counter hit their efforts. On CH, you can pick up 214C into a full air combo, but if they block it successfully, your pressure is over.

Stuff > 236DD

A rarely-seen pressure reset with a few upsides. It pulls Amane’s hurtbox backwards, which is useful against some reversals (especially Rachel’s 2C).

Stuff > 214A > j.C

A relatively safe pressure reset option with a number of potential follow-ups. Beats people mashing their anti-air buttons (as long as they have sufficient recovery) and catches opponents trying to jump out. On regular hit, you can transition into a combo using j.236A > j.B. If you want to be greedy, you can cancel a blocked j.C into j.236A > j.B to restart your pressure game, although be wary of people’s anti-airs. On CH you can gatling into j.2B into a full air combo. If j.C is blocked, you simply return to neutral.

Stuff > 6B > j.C

6B normally leaves you closer to the ground relative to 214A, making potential follow-ups more difficult to anti-air. After 2B, it is also the only gatling option besides hop that is safe against EA (5B, 1C, 3C, and 5D all have large whiff recovery). Ensure that you do not whiff 6B because of an opponent’s barrier blocking, as it does have considerable recovery. All options that work with 214A should work with this variant as well. The gap between j.C, j.236A > j.D is only 3 frames, making it impossible to anti-air without IB’ing.

Stuff > 214A > j.236A > j.B

The counterpart to the above option, this option generally beats jumping and blocking but loses to well-timed anti-airs. Depending on your opponent’s counter assault animation, this option can also beat counter assaults.

Stuff > 236DA

This mostly corner-only pressure option is most often seen in the corner at level 3, as level 3 Harikens give the most frame advantage. It is a high reward pressure reset option, as it leads to substantial damage on CH and large amounts of chip damage on block (plus enough blockstun for another free pressure reset in most cases). It does lose to mashing and jumping, however.

Stuff > 6D

The Woocash special. If your opponent’s asleep at the wheel, this is his highest risk but highest reward pressure reset option. Results in instant level 3, but loses to almost everything besides blocking.

Stuff > 236A > j.214A > j.2C

The “realest” punish for those trying to react and punish 236A > j.D. The only problem is, the combo afterwards is mostly nonexistent without 50 meter.

2A > 2B > 5B > 1C > 3C

If your opponent is buffering a dragon punch or is keen on jumping out of your pressure, this string of tight lows can open them up. The 3C will advance you forward, so ensure that you don’t unintentionally hop over your opponent with 236A. Feel free to use a j.2B RC crossup if this does occur, though.

Okizeme

"Amane midscreen Oki"


Tips and Tricks

  • Stay in the air! Amane has much stronger options when he jumps
  • Try to fuzzy jump. Amane has a uniquely high regular jump that can get him to uncontestable heights.
  • Use 6D to call out predictable techs
  • Zettou doesn't use an air option. Use that to advantage and move unpredictably
  • Use Harinken stance cancels (236D~D) to make yourself safer on the ground.

Fighting Amane

General Tips

  • Amane's j.A is his only overhead, you can block low most of the time and not worry about it.
  • Most of the Deadzones from Amane's C normals last from Amane up until a knot in the ribbon.
  • The scarf on Amane's j.B is actually a hurtbox.
  • Use Barrier and Instant Barrier to avoid chip damage at lower levels.
  • Amane's best defensive option is often fuzzy jumping, test out ways to beat it!


Amane has very limited mixup options. With j.A being the only overhead and with most of his pressure occuring at mid/far range, his mixup is rather poor. Instead, you will find that frame traps and jump traps are more problematic with chip damage being your primary motivation to get out. Do note that a lot of his pressure is "fake" in the sense that it can be mashed or jumped out of. While his overall damage isn't spectacular without drill levels/heat, the more concerning element is the knockdown into 6D or 236D where a held drill leads to a fast Level 3.

At level 3 (and somewhat at level 2), Amane becomes a threat with huge chip damage that can rack up quickly with pressure resets in the form of short hops into air drill. You will want to conserve most of your barrier during the match in case you need to fend off against these kinds of attacks. Consider investing into Counter Assault or even using DP > RC since the hops do not let him block. Once he's knocked down, he can only reversal with 50 heat.

When playing half/fullscreen neutral against Amane, keep your movement as unpredictable as possible. His C normals have a decent amount of recovery and some of them have large deadzones that you can sneak through. You should move into a threatening range such that Amane can't safely use Harinken to charge his Spiral Gauge. Level 3 Spiral Gauge can lead to checkmate situations or a severely damaged Barrier gauge when he eventually approaches. On the other hand, reckless movement is punished by Amane's long normals and slippery movement.

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