BBCF/Amane Nishiki/Starter

From Dustloop Wiki


Overview

Should you play Amane?

Pick Amane if you like:

  • Strong runaway and zoning in neutral with versatile, floaty mobility, huge buttons and great anti airs.
  • Strong okizeme and a unique pressure game with tons of options, possibilities and room for creativity.
  • Highly rewarding win condition that can lead to huge combos and/or checkmate situations.

Avoid Amane if you dislike:

  • Having little traditional mixup. Amane punishes turtling and impatience, but can rarely force an opening before reaching level 3.
  • Getting whiff punished or ODR'd because of the lengthy recovery, deadzones, or both, on a majority of your attacks.
  • Relying on having 50 Heat to get out of many defensive situations due to lackluster abare and slow movement speed.

Neutral

Key Moves (Ground)

Amane's groundgame mainly revolves around harrassing the opponent with your superior reach and passively increasing your Spiral gauge with Hariken stance, while preventing their approaches at close range, before you are made to block. At a longer range, your C normals are your best friends; they are very quick harrass tools for their range, and both 5C and 2C can lead to combos or pressure with Zettou. Their main glaring flaw is their massvive deadzones, which can be greatly abused by quick-moving characters with good jumps, or fast, low-profile runs.

Thankfully, Amane is well-equipped to prevent approaches at closer ranges, and doing so is vital, as his ability to escape strong offense is significantly worse. Putting up a wall with 236D~A can temporarily prevent ground approaches and give you a moment to breathe, but it does inhibit your ability to raise your Spiral Gauge for the time being. More immediately responses are 5B, a very versatile poke that can stuff IAD, as well as runs, and 6A, an absolutely massive anti-air with strong invulnerability and strong reward on most hits.

The main problem Amane can and will face is the commitment of his groundgame. All of the above moves have significant startup, recovery, or both, and are prone to getting whiff punished if used carelessly. You must be careful to always adapt to your opponent while on the ground, and rotate you options well, which also includes leaving the ground and playing around your powerful air game.