mNo edit summary |
No edit summary |
||
(19 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{MFlag|cleanup}} <!-- empty --> | ||
< | {{MFlag|stub}} <!-- Missing combo theory--> | ||
{{ | <center>{{Character Label|BBCF|Amane Nishiki|size=42px}}</center> | ||
</ | {{BBCF/CharacterLinks}} | ||
{{Combo Notation|game=BBCF|additional=}} | {{Combo Notation|game=BBCF|additional=}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Combo Theory== | |||
This page is a work in progress. Information may be missing or incomplete, but we're working hard to make sure that none of it is incorrect. The 'combo list' below this section is very dated. Those combos are not guaranteed to be optimal, or even very good. Use at your own risk. If you get tired of waiting for this page to be updated in full, come join us down at the [https://discord.gg/MdwgfzE Amane Discord!] We're trying our best to make the wiki as good a resource as we can, but the best way to learn a character is firsthand from dedicated Amane players. | |||
===Enders=== | |||
As is the case with most characters, if you can't end a combo properly, you lose out on much of its value. Here are the moves Amane generally wants to route into: | |||
*{{clr|C|j.236C}}: Not the best knockdown, but still leads to good advantage. Easy to route into from almost any hit and stage position. | |||
*{{clr|C|214C}}: Great knockdown situation when used early, but won't knockdown when used late in a combo. Generally something you settle for midscreen when you can't get anything else. | |||
*{{clr|C|623C}}: Amane's most advantaged knockdown, but corner only. Usually worthwhile to sacrifice a little damage to end with this move. | |||
*{{clr|C|236C}}: Just kidding. Don't use this one. | |||
*{{clr|D|236D}}~{{clr|B|B}}: Use this such that the stomp connects with your opponent, but they don't slide far enough to hit the hariken drill. The drill lingers, covering roll out. | |||
*{{clr|D|6D}}: Typically, meter is required to combo into this move. Instant level 3 spiral can be worth the price. | |||
*{{clr|D|236236D}}: Super ender mostly used for sealing out rounds. Resetting spiral level back to minimum is rarely worthwhile otherwise, and Amane tends to be a meter hungry character regardless. | |||
==Combo List== | ==Combo List== | ||
* Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes. | * Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes. | ||
* To save space on input listings | * To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. {{clr|C|5C}} = {{clr|C|5C}}(2) and {{clr|B|j.B}} = {{clr|B|j.B}}(3)). | ||
==5A/2A Starter== | =={{clr|A|5A}}/{{clr|A|2A}} Starter== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
Line 16: | Line 29: | ||
|- | |- | ||
| - | | - | ||
| 5A > 5B > 3C > 236C || Anywhere || 1538 || 11 || || || Day 1 combo | | {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|236C}} || Anywhere || 1538 || 11 || || || Day 1 combo | ||
|- | |- | ||
|_ | |_ | ||
| 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > (microdash) <br/> 5A(1) > 2B > 6B > j.C > j.236A> j.2C(n) > j.236C || Midscreen || 2650 || || || || The basic 6B loop. <br/> 2060 damage with 2A x3. | | {{clr|A|5A}}/{{clr|A|2A}} (x3) > {{clr|B|2B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|A|j.236A}} > delay {{clr|B|j.B}} > (microdash) <br/> {{clr|A|5A}}(1) > {{clr|B|2B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|A|j.236A}}> {{clr|C|j.2C}}(n) > {{clr|C|j.236C}} || Midscreen || 2650 || || || || The basic {{clr|B|6B}} loop. <br/> 2060 damage with {{clr|A|2A}} x3. | ||
|- | |- | ||
| _ | | _ | ||
| 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > 5A(1) > 2B > 214C || Midscreen || 2047 || || || || Ginga finisher for positioning priority. <br/> 1674 damage with 2A x3. | | {{clr|A|5A}}/{{clr|A|2A}} (x3) > {{clr|B|2B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|A|j.236A}} > delay {{clr|B|j.B}} > {{clr|A|5A}}(1) > {{clr|B|2B}} > {{clr|C|214C}} || Midscreen || 2047 || || || || Ginga finisher for positioning priority. <br/> 1674 damage with {{clr|A|2A}} x3. | ||
|- | |- | ||
| _ | | _ | ||
| 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A, <br/> sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 3520 || || || || Damage priority from airhit 2A/5A. | | {{clr|A|2A}}/{{clr|A|5A}}(1) > {{clr|B|5B}}(n) > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > microdash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|236A}}, <br/> sideswap {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 3520 || || || || Damage priority from airhit {{clr|A|2A}}/{{clr|A|5A}}. | ||
|- | |- | ||
| _ | | _ | ||
| 5A/2A (x3) > 2B > 5D > 214C > 5B(1) > 4C > 623C > <br/> 5B(n) > 1C > 4C > 6C(1) > 236D~B || Corner || 2550 || || || || Replace first 4C with 1C (???) for Ragna & Makoto. <br/> 1980 damage with 2A x3. | | {{clr|A|5A}}/{{clr|A|2A}} (x3) > {{clr|B|2B}} > {{clr|D|5D}} > {{clr|C|214C}} > {{clr|B|5B}}(1) > {{clr|C|4C}} > {{clr|C|623C}} > <br/> {{clr|B|5B}}(n) > {{clr|C|1C}} > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|B|B}} || Corner || 2550 || || || || Replace first {{clr|C|4C}} with {{clr|C|1C}} (???) for Ragna & Makoto. <br/> 1980 damage with {{clr|A|2A}} x3. | ||
|- | |- | ||
| _ | | _ | ||
| 5A/2A (×3) > 2B > 5D > 214C > 6A > 623C > microdash 5B > 6B > <br/> delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Corner || 3020 || || || || 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren. <br/> 2200 damage with 2A x3. | | {{clr|A|5A}}/{{clr|A|2A}} (×3) > {{clr|B|2B}} > {{clr|D|5D}} > {{clr|C|214C}} > {{clr|A|6A}} > {{clr|C|623C}} > microdash {{clr|B|5B}} > {{clr|B|6B}} > <br/> delay {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Corner || 3020 || || || || {{clr|D|5D}} corner hitconfirm. Microdash can be done after or before the {{clr|A|6A}} > Gekiren. <br/> 2200 damage with {{clr|A|2A}} x3. | ||
|- | |- | ||
| _ | | _ | ||
| 5A/2A (x3) > 2B > 5D > 214C > microdash 2B > 2D > 623C > <br/> 5B > 6B > delay j.C(1) > j.6D > j.214A > j.6C > j.236C || Corner || 4600 || || || || L3 Drill combo > but early parts can build enough drill meter from L2. <br/> 3300 damage with 2A x3. | | {{clr|A|5A}}/{{clr|A|2A}} (x3) > {{clr|B|2B}} > {{clr|D|5D}} > {{clr|C|214C}} > microdash {{clr|B|2B}} > {{clr|D|2D}} > {{clr|C|623C}} > <br/> {{clr|B|5B}} > {{clr|B|6B}} > delay {{clr|C|j.C}}(1) > {{clr|D|j.6D}} > {{clr|A|j.214A}} > {{clr|C|j.6C}} > {{clr|C|j.236C}} || Corner || 4600 || || || || L3 Drill combo > but early parts can build enough drill meter from L2. <br/> 3300 damage with {{clr|A|2A}} x3. | ||
|- | |- | ||
|_ | |_ | ||
| 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D || Midscreen || 4150 || -50% || || || Airhit 5A into Distortion finisher. | | {{clr|A|5A}}/{{clr|A|2A}} > {{clr|B|5B}}(n) > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|214A}} > {{clr|B|j.B}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|D|D}} > <br/> {{clr|B|2B}} > {{clr|B|5B}}(n) > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > {{clr|D|236236D}} || Midscreen || 4150 || -50% || || || Airhit {{clr|A|5A}} into Distortion finisher. | ||
|- | |- | ||
|_ | |_ | ||
| 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > ODC > <br/> delay 5B > 4C > 6C(1) > 236D~A > 236236D > 214C || Midscreen || 4460 || -50% || || || Airhit 5A into Distortion finisher. <br/> Works with full life OD cancel time. | | {{clr|A|5A}}/{{clr|A|2A}} > {{clr|B|5B}}(n) > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|214A}} > {{clr|B|j.B}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}}(1) > ODC > <br/> delay {{clr|B|5B}} > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > {{clr|D|236236D}} > {{clr|C|214C}} || Midscreen || 4460 || -50% || || || Airhit {{clr|A|5A}} into Distortion finisher. <br/> Works with full life OD cancel time. | ||
|- | |- | ||
|_ | |_ | ||
Line 47: | Line 60: | ||
|} | |} | ||
==6A Starter== | =={{clr|A|6A}} Starter== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
Line 53: | Line 66: | ||
|- | |- | ||
| _ | | _ | ||
| CH 6A > 5B > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > <br/> sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 3900 || || || || Counterhit 6A into j.C sideswap. | | CH {{clr|A|6A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > microdash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|214A}} > <br/> sideswap {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 3900 || || || || Counterhit {{clr|A|6A}} into {{clr|C|j.C}} sideswap. | ||
|- | |- | ||
|_ | |_ | ||
| CH 6A > 5B > 5C > 6C > 214A > j.B > 5B > 5C > 6C > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~B || Midscreen || ~3550 || || || || Counterhit 6A into Hariken knockdown. <br/> Sideswap with about half-screen carry. | | CH {{clr|A|6A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|214A}} > {{clr|B|j.B}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}}~{{clr|D|D}} > <br/> {{clr|B|2B}} > {{clr|B|5B}}(n) > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|B|B}} || Midscreen || ~3550 || || || || Counterhit {{clr|A|6A}} into Hariken knockdown. <br/> Sideswap with about half-screen carry. | ||
|- | |- | ||
|_ | |_ | ||
| CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A > j.B > 5B > 5C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~A || Midscreen || 4750 || -50% || || || 6B & Hariken-cancel loop into Distortion finisher. | | CH {{clr|A|6A}} > {{clr|B|6B}} > {{clr|C|j.C}}(1) > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|B|j.B}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|D|D}} > <br/> {{clr|B|2B}} > {{clr|B|5B}}(n) > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} || Midscreen || 4750 || -50% || || || {{clr|B|6B}} & Hariken-cancel loop into Distortion finisher. | ||
|- | |- | ||
|_ | |_ | ||
| || || || || || || | | {{clr|A|6A}} > {{clr|B|j.B}} > {{clr|B|j.B}} > {{clr|C|j.2C}} > {{clr|D|j.6D}} > {{clr|B|j.236B}} > {{clr|C|j.C}}(1) > {{clr|C|j.6C}} > {{clr|C|j.2C}} > {{clr|C|j.236C}}|| || || || || || | ||
|- | |- | ||
|} | |} | ||
==5B/2B Starter== | =={{clr|B|5B}}/{{clr|B|2B}} Starter== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
Line 72: | Line 85: | ||
|- | |- | ||
| _ | | _ | ||
| (2B) > 5B > 6B > j.C > j.236A > delay j.B > <br/> (microdash) 5A(1) > 2B > 5D > 214C || Midscreen || 2733 || || || || Ginga knockdown for positioning. <br/> 2636 damage with 2B starter. | | ({{clr|B|2B}}) > {{clr|B|5B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|A|j.236A}} > delay {{clr|B|j.B}} > <br/> (microdash) {{clr|A|5A}}(1) > {{clr|B|2B}} > {{clr|D|5D}} > {{clr|C|214C}} || Midscreen || 2733 || || || || Ginga knockdown for positioning. <br/> 2636 damage with {{clr|B|2B}} starter. | ||
|- | |- | ||
| _ | | _ | ||
| (2B) > 5B > 6B > j.C > j.236A > delay j.B > <br/> microdash 5A(1) > 2B > 6B > j.C > j.236A > j.2C(n) > j.236C || Midscreen || 3190 || || || || Basic 6B loop. <br/> 3009 damage with 2B starter. | | ({{clr|B|2B}}) > {{clr|B|5B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|A|j.236A}} > delay {{clr|B|j.B}} > <br/> microdash {{clr|A|5A}}(1) > {{clr|B|2B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|A|j.236A}} > {{clr|C|j.2C}}(n) > {{clr|C|j.236C}} || Midscreen || 3190 || || || || Basic {{clr|B|6B}} loop. <br/> 3009 damage with {{clr|B|2B}} starter. | ||
|- | |- | ||
| _ | | _ | ||
| 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C(n) > j.236C || Midscreen || 4320 || || || || Sideswap j.C combo from airhit 5B for big damage. <br/> Last j.C can be two-hit > but j.6C whiffs easily after it. | | {{clr|B|5B}}(n) > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > microdash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|D|D}} > <br/> {{clr|B|2B}} > {{clr|B|5B}}(n) > {{clr|C|4C}} > {{clr|C|6C}} > {{clr|A|236A}} > sideswap {{clr|C|j.C}}(1) > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}}(n) > {{clr|C|j.236C}} || Midscreen || 4320 || || || || Sideswap {{clr|C|j.C}} combo from airhit {{clr|B|5B}} for big damage. <br/> Last {{clr|C|j.C}} can be two-hit > but {{clr|C|j.6C}} whiffs easily after it. | ||
|- | |- | ||
| _ | | _ | ||
| (2B) > 5B(n) > 5D > 214C > 6A > 623C > microdash 5B > 6B > <br/> delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Corner || 3650 || || || || Corner combo from 5D confirm. <br/> 3370 with 2B starter. | | ({{clr|B|2B}}) > {{clr|B|5B}}(n) > {{clr|D|5D}} > {{clr|C|214C}} > {{clr|A|6A}} > {{clr|C|623C}} > microdash {{clr|B|5B}} > {{clr|B|6B}} > <br/> delay {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Corner || 3650 || || || || Corner combo from {{clr|D|5D}} confirm. <br/> 3370 with {{clr|B|2B}} starter. | ||
|- | |- | ||
| _ | | _ | ||
| 2B > 6B > j.C(1) > 236A > delay j.B > 5B > 3C > 236C > 2B > 6A > 623C > <br/> 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C || Corner || 3870 || || || || Good choice after whiffed j.2B for mixup. <br/> Possible from point-blank 5B too > but still designed for 2B. | | {{clr|B|2B}} > {{clr|B|6B}} > {{clr|C|j.C}}(1) > {{clr|A|236A}} > delay {{clr|B|j.B}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|236C}} > {{clr|B|2B}} > {{clr|A|6A}} > {{clr|C|623C}} > <br/> {{clr|B|5B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.214A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Corner || 3870 || || || || Good choice after whiffed {{clr|B|j.2B}} for mixup. <br/> Possible from point-blank {{clr|B|5B}} too > but still designed for {{clr|B|2B}}. | ||
|- | |- | ||
| _ | | _ | ||
| 5B > 4C/5C > 6C > 236D~D > sideswap 6B > airdash j.2B > j.236A > j.B > <br/> 6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C || Corner || 4750 || || || || Airhit 5B into big sideswap combo. <br/> Start with your back against the wall. | | {{clr|B|5B}} > {{clr|C|4C}}/{{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}}~{{clr|D|D}} > sideswap {{clr|B|6B}} > airdash {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|B|j.B}} > <br/> {{clr|A|6A}} > {{clr|C|623C}} > {{clr|B|5B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.214A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Corner || 4750 || || || || Airhit {{clr|B|5B}} into big sideswap combo. <br/> Start with your back against the wall. | ||
|- | |- | ||
|_ | |_ | ||
| (2B) > 5B > 5D > ODC > 236236D > microdash 5B > 5C (or 1C > | | ({{clr|B|2B}}) > {{clr|B|5B}} > {{clr|D|5D}} > ODC > {{clr|D|236236D}} > microdash {{clr|B|5B}} > {{clr|C|5C}} (or {{clr|C|1C}} > {{clr|C|4C}}) > {{clr|C|6C}} > {{clr|A|236A}} > <br/> sideswap {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 4650 || -50% || || || Full life OD cancel finisher with L1 Drill. <br/> 4050 damage with {{clr|B|2B}} route > remember to replace {{clr|C|5C}} with {{clr|C|1C}} > {{clr|C|4C}}. | ||
|- | |- | ||
|_ | |_ | ||
| (2B) > 5B > 5D > 236236D > microdash 5B > 5C (or 1C > | | ({{clr|B|2B}}) > {{clr|B|5B}} > {{clr|D|5D}} > {{clr|D|236236D}} > microdash {{clr|B|5B}} > {{clr|C|5C}} (or {{clr|C|1C}} > {{clr|C|4C}}) > {{clr|C|6C}} > {{clr|A|236A}} > <br/> sideswap {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 6000 || -50% || || || Finisher for L3 Drill (works with L2 too; 1K less damage). <br/> 5150 damage with {{clr|B|2B}} starter (4400 on L2 Drill). | ||
|- | |- | ||
|_ | |_ | ||
Line 100: | Line 113: | ||
|} | |} | ||
==5C/4C/2C/1C Starter== | =={{clr|C|5C}}/{{clr|C|4C}}/{{clr|C|2C}}/{{clr|C|1C}} Starter== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
Line 106: | Line 119: | ||
|- | |- | ||
| _ | | _ | ||
| 5C > 1C > 4C > 5D > 236C || Midscreen || 1979 || || || || A compromise combo when you can't do anything better. | | {{clr|C|5C}} > {{clr|C|1C}} > {{clr|C|4C}} > {{clr|D|5D}} > {{clr|C|236C}} || Midscreen || 1979 || || || || A compromise combo when you can't do anything better. | ||
|- | |- | ||
| _ | | _ | ||
| 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A > delay j.B > <br/> (microdash) 5A(1) > 2B > 6B > j.C > | | {{clr|C|5C}}/{{clr|C|2C}} > {{clr|A|236A}} > {{clr|B|j.B}} > {{clr|A|5A}}(1) > {{clr|B|2B}} > {{clr|B|6B}} > {{clr|C|j.C}} > {{clr|A|j.236A}} > delay {{clr|B|j.B}} > <br/> (microdash) {{clr|A|5A}}(1) > {{clr|B|2B}} > {{clr|B|6B}} > {{clr|C|j.C}} > j{{clr|A|236A}} > {{clr|C|j.2C}}(n) > {{clr|C|j.236C}} || Midscreen || 2809 || || || || {{clr|B|6B}} loop for damage. <br/> 2741 damage with {{clr|C|2C}}. | ||
|- | |- | ||
| _ | | _ | ||
| 4C/5C (airhit) > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > j.B3 > <br/> (microdash) 5B > 4C > 6C > 236A > sideswap j.C(*) > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 4480 || || || || 3380 damage with 5C into sideswap j.C(1) > 4480 with 4C into sideswap j.C. <br/> Second microdash adjusts the positioning of sideswap. | | {{clr|C|4C}}/{{clr|C|5C}} (airhit) > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > microdash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|214A}} > j.B3 > <br/> (microdash) {{clr|B|5B}} > {{clr|C|4C}} > {{clr|C|6C}} > {{clr|A|236A}} > sideswap {{clr|C|j.C}}(*) > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 4480 || || || || 3380 damage with {{clr|C|5C}} into sideswap {{clr|C|j.C}}(1) > 4480 with {{clr|C|4C}} into sideswap {{clr|C|j.C}}. <br/> Second microdash adjusts the positioning of sideswap. | ||
|- | |- | ||
| _ | | _ | ||
| 4C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D || Midscreen || 5000 || -50% || || || Airhit 4C into DD finisher. | | {{clr|C|4C}} > {{clr|C|6C}} > {{clr|A|214A}} > {{clr|B|j.B}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|D|D}} > {{clr|B|2B}} > {{clr|B|5B}}(n) > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|D|D}} > <br/> {{clr|B|2B}} > {{clr|B|5B}}(n) > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > {{clr|D|236236D}} || Midscreen || 5000 || -50% || || || Airhit {{clr|C|4C}} into DD finisher. | ||
|- | |- | ||
| _ | | _ | ||
Line 128: | Line 141: | ||
|- | |- | ||
| _ | | _ | ||
| Throw > 236B > j.C > j.236B > j.B > jc > j.B > j.2C > j.236C || Midscreen || 2700 || || || || Easy throw combo with decent corner carry. | | Throw > {{clr|B|236B}} > {{clr|C|j.C}} > {{clr|B|j.236B}} > {{clr|B|j.B}} > jc > {{clr|B|j.B}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 2700 || || || || Easy throw combo with decent corner carry. | ||
|- | |- | ||
| _ | | _ | ||
| Throw > 236D~D > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A > <br/> sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 3500 || || || || Throw combo for damage priority. | | Throw > {{clr|D|236D}}~{{clr|D|D}} > {{clr|C|5C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|A|A}} > microdash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|236A}} > <br/> sideswap {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 3500 || || || || Throw combo for damage priority. | ||
|- | |- | ||
| _ | | _ | ||
| Air Throw > 5B > 5C > 6C(1)> 236D~D > 2B > 5B(n) > 4C > 6C > 236A > <br/> sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 3300 || || || || Air throw combo with sideswap j.C(1). <br/> Sideswap j.C(2) whiffs easily. Hard to connect on Arakune. | | Air Throw > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}}(1)> {{clr|D|236D}}~{{clr|D|D}} > {{clr|B|2B}} > {{clr|B|5B}}(n) > {{clr|C|4C}} > {{clr|C|6C}} > {{clr|A|236A}} > <br/> sideswap {{clr|C|j.C}}(1) > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > {{clr|C|j.236C}} || Midscreen || 3300 || || || || Air throw combo with sideswap {{clr|C|j.C}}(1). <br/> Sideswap {{clr|C|j.C}}(2) whiffs easily. Hard to connect on Arakune. | ||
|- | |- | ||
| _ | | _ | ||
| Throw > 236D~D > 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D > <br/> 2B > 5B > 4C > 6C(1) > 236D~B || Corner || 3300 || || || || Corner throw into Hariken knockdown. <br/> Leaves you at 2B range on knockdown. | | Throw > {{clr|D|236D}}~{{clr|D|D}} > {{clr|B|5B}} > {{clr|C|4C}} > {{clr|B|5B}}(n) > {{clr|C|1C}} > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|D|D}} > <br/> {{clr|B|2B}} > {{clr|B|5B}} > {{clr|C|4C}} > {{clr|C|6C}}(1) > {{clr|D|236D}}~{{clr|B|B}} || Corner || 3300 || || || || Corner throw into Hariken knockdown. <br/> Leaves you at {{clr|B|2B}} range on knockdown. | ||
|- | |- | ||
| _ | | _ | ||
| Throw > 214A > small delay j.6D > 2D > 623C > (microdash) 5B > 6B > <br/> delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C || Corner || 4750 || || || || Corner throw combo for L2/3 Drill. <br/> The last j.D is optional. | | Throw > {{clr|A|214A}} > small delay {{clr|D|j.6D}} > {{clr|D|2D}} > {{clr|C|623C}} > (microdash) {{clr|B|5B}} > {{clr|B|6B}} > <br/> delay {{clr|C|j.C}} > {{clr|C|j.6C}} > {{clr|B|j.2B}} > {{clr|A|j.236A}} > {{clr|C|j.2C}} > ({{clr|D|j.D}}) > {{clr|C|j.236C}} || Corner || 4750 || || || || Corner throw combo for L2/3 Drill. <br/> The last {{clr|D|j.D}} is optional. | ||
|- | |- | ||
|} | |} | ||
Line 151: | Line 164: | ||
|vid1=https://www.youtube.com/watch?v=gaHOCF9kGuM | |vid1=https://www.youtube.com/watch?v=gaHOCF9kGuM | ||
|title1=BBCF1.3 Amane combo collections | |title1=BBCF1.3 Amane combo collections | ||
|vid2=https://youtu.be/Af_w0BY2p08 | |||
|title2=Corner Combos for Spiral | |||
}} | }} | ||
Huge thanks to '''Inagi, いなぎ''' (twitter ID:@inagi_J2B) for managing '''[https://www.evernote.com/shard/s681/sh/39de4c6c-dc96-49e4-9896-333030776cc9/77f9b2af080b515aee1af584a87ab2f3 a great collection of combos]'''. | Huge thanks to '''Inagi, いなぎ''' (twitter ID:@inagi_J2B) for managing '''[https://www.evernote.com/shard/s681/sh/39de4c6c-dc96-49e4-9896-333030776cc9/77f9b2af080b515aee1af584a87ab2f3 a great collection of combos]'''. | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Navigation== | |||
{{ | <center>{{Character Label|BBCF|Amane Nishiki|size=42px}}</center> | ||
{{ | {{BBCF/CharacterLinks}} | ||
{{BBCF/Navigation}} |
Latest revision as of 01:14, 12 April 2024
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
You can help by editing it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Combo Theory
This page is a work in progress. Information may be missing or incomplete, but we're working hard to make sure that none of it is incorrect. The 'combo list' below this section is very dated. Those combos are not guaranteed to be optimal, or even very good. Use at your own risk. If you get tired of waiting for this page to be updated in full, come join us down at the Amane Discord! We're trying our best to make the wiki as good a resource as we can, but the best way to learn a character is firsthand from dedicated Amane players.
Enders
As is the case with most characters, if you can't end a combo properly, you lose out on much of its value. Here are the moves Amane generally wants to route into:
- j.236C: Not the best knockdown, but still leads to good advantage. Easy to route into from almost any hit and stage position.
- 214C: Great knockdown situation when used early, but won't knockdown when used late in a combo. Generally something you settle for midscreen when you can't get anything else.
- 623C: Amane's most advantaged knockdown, but corner only. Usually worthwhile to sacrifice a little damage to end with this move.
- 236C: Just kidding. Don't use this one.
- 236D~B: Use this such that the stomp connects with your opponent, but they don't slide far enough to hit the hariken drill. The drill lingers, covering roll out.
- 6D: Typically, meter is required to combo into this move. Instant level 3 spiral can be worth the price.
- 236236D: Super ender mostly used for sealing out rounds. Resetting spiral level back to minimum is rarely worthwhile otherwise, and Amane tends to be a meter hungry character regardless.
Combo List
- Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
- To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. 5C = 5C(2) and j.B = j.B(3)).
5A/2A Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
- | 5A > 5B > 3C > 236C | Anywhere | 1538 | 11 | Day 1 combo | ||
_ | 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > (microdash) 5A(1) > 2B > 6B > j.C > j.236A> j.2C(n) > j.236C |
Midscreen | 2650 | The basic 6B loop. 2060 damage with 2A x3. | |||
_ | 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > 5A(1) > 2B > 214C | Midscreen | 2047 | Ginga finisher for positioning priority. 1674 damage with 2A x3. | |||
_ | 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A, sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3520 | Damage priority from airhit 2A/5A. | |||
_ | 5A/2A (x3) > 2B > 5D > 214C > 5B(1) > 4C > 623C > 5B(n) > 1C > 4C > 6C(1) > 236D~B |
Corner | 2550 | Replace first 4C with 1C (???) for Ragna & Makoto. 1980 damage with 2A x3. | |||
_ | 5A/2A (×3) > 2B > 5D > 214C > 6A > 623C > microdash 5B > 6B > delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Corner | 3020 | 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren. 2200 damage with 2A x3. | |||
_ | 5A/2A (x3) > 2B > 5D > 214C > microdash 2B > 2D > 623C > 5B > 6B > delay j.C(1) > j.6D > j.214A > j.6C > j.236C |
Corner | 4600 | L3 Drill combo > but early parts can build enough drill meter from L2. 3300 damage with 2A x3. | |||
_ | 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D |
Midscreen | 4150 | -50% | Airhit 5A into Distortion finisher. | ||
_ | 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > ODC > delay 5B > 4C > 6C(1) > 236D~A > 236236D > 214C |
Midscreen | 4460 | -50% | Airhit 5A into Distortion finisher. Works with full life OD cancel time. | ||
_ |
6A Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | CH 6A > 5B > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3900 | Counterhit 6A into j.C sideswap. | |||
_ | CH 6A > 5B > 5C > 6C > 214A > j.B > 5B > 5C > 6C > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~B |
Midscreen | ~3550 | Counterhit 6A into Hariken knockdown. Sideswap with about half-screen carry. | |||
_ | CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~A |
Midscreen | 4750 | -50% | 6B & Hariken-cancel loop into Distortion finisher. | ||
_ | 6A > j.B > j.B > j.2C > j.6D > j.236B > j.C(1) > j.6C > j.2C > j.236C |
5B/2B Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | (2B) > 5B > 6B > j.C > j.236A > delay j.B > (microdash) 5A(1) > 2B > 5D > 214C |
Midscreen | 2733 | Ginga knockdown for positioning. 2636 damage with 2B starter. | |||
_ | (2B) > 5B > 6B > j.C > j.236A > delay j.B > microdash 5A(1) > 2B > 6B > j.C > j.236A > j.2C(n) > j.236C |
Midscreen | 3190 | Basic 6B loop. 3009 damage with 2B starter. | |||
_ | 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C(n) > j.236C |
Midscreen | 4320 | Sideswap j.C combo from airhit 5B for big damage. Last j.C can be two-hit > but j.6C whiffs easily after it. | |||
_ | (2B) > 5B(n) > 5D > 214C > 6A > 623C > microdash 5B > 6B > delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Corner | 3650 | Corner combo from 5D confirm. 3370 with 2B starter. | |||
_ | 2B > 6B > j.C(1) > 236A > delay j.B > 5B > 3C > 236C > 2B > 6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C |
Corner | 3870 | Good choice after whiffed j.2B for mixup. Possible from point-blank 5B too > but still designed for 2B. | |||
_ | 5B > 4C/5C > 6C > 236D~D > sideswap 6B > airdash j.2B > j.236A > j.B > 6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C |
Corner | 4750 | Airhit 5B into big sideswap combo. Start with your back against the wall. | |||
_ | (2B) > 5B > 5D > ODC > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 4650 | -50% | Full life OD cancel finisher with L1 Drill. 4050 damage with 2B route > remember to replace 5C with 1C > 4C. | ||
_ | (2B) > 5B > 5D > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 6000 | -50% | Finisher for L3 Drill (works with L2 too; 1K less damage). 5150 damage with 2B starter (4400 on L2 Drill). | ||
_ |
5C/4C/2C/1C Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5C > 1C > 4C > 5D > 236C | Midscreen | 1979 | A compromise combo when you can't do anything better. | |||
_ | 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A > delay j.B > (microdash) 5A(1) > 2B > 6B > j.C > j236A > j.2C(n) > j.236C |
Midscreen | 2809 | 6B loop for damage. 2741 damage with 2C. | |||
_ | 4C/5C (airhit) > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > j.B3 > (microdash) 5B > 4C > 6C > 236A > sideswap j.C(*) > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 4480 | 3380 damage with 5C into sideswap j.C(1) > 4480 with 4C into sideswap j.C. Second microdash adjusts the positioning of sideswap. | |||
_ | 4C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D |
Midscreen | 5000 | -50% | Airhit 4C into DD finisher. | ||
_ |
Throw Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | Throw > 236B > j.C > j.236B > j.B > jc > j.B > j.2C > j.236C | Midscreen | 2700 | Easy throw combo with decent corner carry. | |||
_ | Throw > 236D~D > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3500 | Throw combo for damage priority. | |||
_ | Air Throw > 5B > 5C > 6C(1)> 236D~D > 2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3300 | Air throw combo with sideswap j.C(1). Sideswap j.C(2) whiffs easily. Hard to connect on Arakune. | |||
_ | Throw > 236D~D > 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D > 2B > 5B > 4C > 6C(1) > 236D~B |
Corner | 3300 | Corner throw into Hariken knockdown. Leaves you at 2B range on knockdown. | |||
_ | Throw > 214A > small delay j.6D > 2D > 623C > (microdash) 5B > 6B > delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C |
Corner | 4750 | Corner throw combo for L2/3 Drill. The last j.D is optional. |
Combo Theory
Video Examples
Huge thanks to Inagi, いなぎ (twitter ID:@inagi_J2B) for managing a great collection of combos.