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==General Tactics==
==General Tactics==
 
====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==
==Blockstrings==

Revision as of 00:09, 23 November 2020

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General Tactics

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

Okizeme

Tips and Tricks

Fighting Amane

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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