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{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}} | {{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}} | ||
===Normal Moves=== | ===Normal Moves=== | ||
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Revision as of 02:39, 12 February 2015
Amane Nishiki |
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Overview
Amane is a young man in a pink kimono and scarf who travels around to gather a troupe of young and handsome men. He is seeking to add Carl to his traveling troupe.
Drive: Spiral
His Drive attacks turn his cloth into a drill, with which he can use to attack his opponent.
- 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 even builds on whiffed D attacks.
- Drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used.
- Each attack will deal more hits if 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.
Overdrive: Cyclone
Spiral Gauge continues to rapidly rise to level 3. Does not immediately become level 3 on activation. The Distortion Drive, Kyouryuu Tokkou: Seijyuu Rensoukyaku (632146C), becomes enhanced gaining extra hits to the attack.
Some general information on Overdrive (OD) as it is a new system mechanic in Chrono Phantasma:
- You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
- The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
- Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
- The lower your health, the longer OD will last and the match timer will also freeze while OD is active.
Pros/Strengths:
- Amazing chip damage and barrier draining.
- Great attack range with D and C normals.
- Good anti-air 6A.
- High mobility with Choujin Kaihi: Zettou.
Cons/Weaknesses:
- Below Average health.
- Lack of mixup options.
- Lack of meterless defensive options.
- Very space dependent.
- Combo damage is lower than average.
External References:
- Japanese Name: アマネ=ニシキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.2B
j.2B |
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j.C
j.C |
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j.6C
j.6C |
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j.4C / j.2C
j.4C / j.2C |
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Drive Moves
- Notes
- 1 gauge has total 60000 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.
- 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.
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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j.6D
j.6D |
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Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (When Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Ninpu Sengeki: Hariken
Ninpu Sengeki: Hariken 236D~A/B/C |
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Jyuuken Dageki: Gekiren
Jyuuken Dageki: Gekiren 623C |
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Choujyuu Rengeki: Raibu
Choujyuu Rengeki: Raibu 236C |
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Tensou Rakugeki: Gosei
Tensou Rakugeki: Gosei j.236C |
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Choujin Kaihi: Zettou
Choujin Kaihi: Zettou 214A/B, 236A/B, air OK |
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Distortion Drives
Kyouryuu Tokkou: Seijyuu Rensoukyaku
Kyouryuu Tokkou: Seijyuu Rensoukyaku 632146C |
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Kaizoku Senkou: Goukai Rasen Renpa
Kaizoku Senkou: Goukai Rasen Renpa 632146D |
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Astral Heat
Jyatoku Meika: Gouha Houyou 222D |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.