Amaterasu matchup discussion

If Spitfire H hits the reflector, it gets reflected off and hits Firebrand. If it hits the floor, the counter nullifies all of the hits as long as you hold it but that means Firebrand has a free hit. It’s one of the few things I’ve tested when interacting with Firebrand. Some of these interactions might be intuitive but there they are:

Demon Missile < Fireworks L
Bon Voyage < Fireworks L.
Spitfire H (direct hit) < Reflected by Solar Flare
Spitfire H (floored) < Nullified by Solar Flare
Any attack from Chaos Tide (little helper) except Spitfire > Fireworks L/M
Chaos Tide (Spitfire) < Reflected by Solar Flare

Fireworks covers Ammy’s entire body, hence her relative immunity to assistless left/rights and any move that would naturally cross-up. If the attack would hit her, the Izuna Drop animation will trigger, regardless if the non-hyper attack is invincible or not.

The problem is you give no frame of reference. Basically what you said to me was RR can’t do anything about okami shuffle from far away. What you should have said was that RR can’t do anything about okami shuffle from far away if he’s already thrown out a punishable move such as his spitfire. This makes all of the difference because there are two ways the statement can be received. 1. As a player that doesn’t know a lot about the game I might take your statement as truth. This hurts a game and a scene that wants to bring in more players to a high or mid level. 2. As a player that does know quite a bit about the game I might take your statement as pure bullshit and possibly following statements as well. I understand that a wall of text might be ugly but if that’s what it takes to explain a concept well then that’s what you should do, any less and the concept will become vague and often misunderstood. This is a forum to learn about the finer points of our characters and of the game, no one will chastise you for a long informative post. I for one would welcome it.

Just a quick note, you guys are aware ammy can tech during okami shuffle now right? I knew characters could tech outta anything but I never considered how it would affect our ammy. This is real good news since most of the casts punishes for okami shuffle were air throws. Not that big of a deal though since okami shuffle does negligible chip damage but its something to note I guess.

I noticed that lol. You have to punish with something other than a throw which means a good portion of the cast can’t punish it now.

…I want it patched out. Teching throws in the middle of moves is complete bullshit. >.>

Yea its one of those changes that has me raise my eyebrows, but ill give it time before I come to a conclusion. I guess the way I see it is if you have the opportunity to punish with a throw, you can punish with something much more damaging anyway(since throws scale like no mans business). Everything from naked teleports to whiffed hypers I just punish with normals instead of throws.

This issue with OS is that most characters have to punish it with a throw, 'cause if they try to do an attack they’ll get hit by the next wave. Here it’s nonrelevant.

True say, but OS doesn’t do a lot of chip anyway so it not being punishable really isn’t that big of a deal imo.

Eh? It being punishable is terrible. I dunno about you but if I have the meter I will often try to catch the opponent pressing buttons with an Okami Shuffle, then DHC, x-factor, and kill the opponent’s character. The list of characters I can’t do that against has gotten shorter because of this development, and I love that.

It’s a big deal because for a lot of characters now it’s a lot harder to punish and probably impossible in situations where before they could just punish with air throw. I think the point of this change was to remove a lot of the domination from air throws in this game. Before, after snapping or killing a character it was like you were stepping on thin ice. If you threw out your heavy slightly too early you could get thrown out of start-up. This often meant death depending on the characters involved, especially if they were in the corner before and did a back throw. All for a slight few frame difference in buttons. I welcome this change whole heartedly.

I was watching MPie vs. Chris G in teams. Went down to the thinnest of wires when hypers clashed. MPie threw Okami Shuffle. Chris G blocked fire and threw Gimlet.

HYPER COMBO KO

Okami Shuffle finishes its entire animation.

I’ll probably be testing the interaction some more but I believe Hawkeye can’t throw Gimlet under OS due to the lack of invincibility frames, projectile clashing or both.

I think it was the projectile clashing with the ice, it might have worked if he did it when he was closer to marlinpie so the arrow comes out before the ice.

so any tips on beating Virgil, Nova, Firebrand, and ghost rider?

Well Ammy outright beats Ghost Rider. He can’t spam j.S or really any chain normal without smart cover or else he eats a full screen counter punish.

Everyone else I haven’t played enough of to really say on the match.

Ghost Rider gets beat up by Reflector to the extend that I’ll use it in that matchup even though I normally don’t.

Firebrand has no way to approach Glaive.

Yea I actually start ammy when i run up against a ghost rider, he has to play so much more intelligent than ammy, its not really fair. But firebrand, you really believe ammy has the advantage over firebrand? I mean in glaive no doubt her normals out range all of his, but thats pretty much the case against anyone not named vergil/dante/sentinel. He just seems like he has so many different avenues of approach that I find it hard to believe he will have an hard counters.

First off, shout outs to wheeled warriors, that shit had one of the tightest opening and closing themes of any cartoon.

With that outta the way, for vergil, you have to remember a few things against him. One is if you block any of normals from close range, I believe ammy can punish almost all his normals on block since the safest one is -3 and every other normal is -6 or worse on block. But more so than blocking his normals, you want to make vergil whiff, he is the only character than can’t special cancel their normals on whiff(when he is out of devil trigger at least) so Im not sure what exactly ammy can use to get in there and punish his whiff(since you gotta be pretty far from vergil to successfully make his normals whiff in the first place. Also his helm breaker(:d: :H:) is completely safe(0 on block to be precise) despite looking extremely unsafe(in fact, in DT its plus on block) do not try to punish it or you might eat a combo as a result. But since his fastest normal is 6 frames I guess you’ll win that exchange. Now vergils offense consists of two aspects, one is standing just out of st :h: and stinger range and whiff punishing anything you throw out for massive damage, when you are in this neutral state, please respect vergils space, deviljin compared him to sentinel and I completely agree, the amount of space his normals cover is ludicrous, don’t ever dash in on a competent vergil without some form of cover.

The other part of his offense consists of assist call teleports, in this situation always watch for the cross up, vergil doesn’t have much of a high low mix-up game, and he can’t combo off his ground throw to the best of my knowledge so the only things you have to watch out for are his teleports(two of which cross up) and his berserker slash(which only crosses up, unless he is like full screen). So against vergil I make it a habit to always expect the cross up, and then look for the non cross up, what that means is if I see vergil teleport I immediately switch my block and watch my front to see if he didn’t cross me up.

When he is anchor he becomes a lot less terrifying, you can just look for the teleport and his a st. :l:, it beats his front and back teleport as well as his berserker slash and you can transition into a full combo afterwards. In this situation he has to either cover his teleports with his round trip, or summon swords so you have a lot less to worry about.

These are just general rules for dealing with him, the games not been out a month yet to we are still learning the do’s and don’ts against a lot of these new cats.

Ammy isn’t a hard counter per se but he does have a harder time than normal when trying to making a competent Ammy look bad due to her glaive spacing and the fact that you have to look before dive-kicking or you’re going to eat an Izuna Drop.

#ninjawolf

lol on that note, am i the only one who was sold when ammy izuna dropped the hulk in her announcement trailer? I mean I was probably gonna main her anyway, but watching a dog izuna drop the incredible hulk was just too good.

But that makes sense, a lot of firebrands spam that dive kick and slide move(i forget the name) thats like +10 on block, I guess ammy has the tools in any stance to make him think twice about random dives, from the paper, to the counter.

I never watched any of the videos except the ones my friends were hype for a.k.a Dante and Wesker.

When I went to pick those characters when playing with my friends on day -3, I scrolled by a dog-shaped silhouette and went WTF. A few arfarfarfs and an Okami Shuffle later, I fell in love. <3

After my 360 went down, I played Okami for the first time. Manly tears were shed at the end.

HOWDY fellow ammy lovers one quick thing in a matchup against spencer…annnd you’re gonna love this one…(until it gets patched)… if you do the projectile counter solar flare on the ground and spencer uses his ground wire grapple, spencer becomes frozen in place indefinitely until he is hit… he may be able to x factor or hard tag but in the mean time he just freezes there with his arm stuck out unable to attack or block … its an obvious glitch

Um. This was a day -2 find. Plus, why would Spencer ever ground wire grapple against Ammy? It goes over her head…