Brushstr0kes 101: The Amaterasu Thread Mach II

I read the first post. It says the following.

In a lapse of judgement I didnt bother checking when it was updated, but my reason for asking was just to see if there was any new info on it since that was posted. The frequency of people updating ‘first posts’ on these forums isnt always the best, so I figured I would just throw a question out there. I hate when people come into a topic and ask shit that has already been asked, so the first thing i did before i posted ANYTHING was read everything that was already posted. Just for reference.

I wasn’t talking about the loop. I was speaking on the notation. ABCE

In some gameplay vids of her sometimes she does alot of Reflector hits. It seems like a variation of the loop

Sorry. I used the notation that was used in the video, as that’s what i was referring to. My bad. Post edited.

I’ll be sure to keep an eye out for that in vids. And since work sucks ass and im just sitting here trolling SRK, I might just go back and watch a few now.

Trish HOPSCOTCH >> PEEKABOO for Amaterasu assist

Ammy doesnt need an anti air. She can punish jump in with normals, specials and supers. It helps her out, but its not a necessity.

Hopscotch is a more latent trap that really puts a stop to and rushing aggression the opponent might try to throw out.

Too bad I didn’t try hopscotch when I played

A nigga tryin to stay safe you know

Well, hopskotch can be considered an AA as well since it shoots a projectile upwards upon activation.

I love how Ammy is a keepaway/rushdown character. It’s perfect for me considering I play Faust in GG.

I am pretty new to the vs series though, and I was wondering what on point means. Is it what I think it is (Character you use for the majority of the match), or something else? (I did google it, and I couldn’t find it. Please don’t hurt me, lol)

character who starts

hopskotch?

Only different is you cant get over hopscotch.

I wouldnt call it an anti-air just because I wouldnt use it to stop someone jumping in me. It’s moreso to stop rushdown, and it leads to more shit on hit.

Ok, thank you. I’m still looking for an answer to my earlier post (Whether Dorm or Trish has anything good to back Ammy up.) Judging by Syke’s opinion, Trish does, but I’m trying to figure out whether I should use Dorm or Dante for the remaining slot. I like both of them almost equally, but I’m kind of leaning towards Dante at this point because of his versatility. Is there anything Dorm has that would justify him over Dante on this team?

Your question has been answered several times over.

Once again, if you dont know what the character you want to play is good for, then you arent going to have a clue as to what characters go well with them on a team.

If you want Doom on your team you can make him work.

Both have AAs but Dormmy’s is slower and bigger horizontal covering but Dante’s comes out quicker.

Dante has his missiles and crystal, missiles good for applying quick pressure and crystal good cover for your rushdown. Both can be used defensively. Dormmy has portal which comes out quick, does good damage, and eats projectiles and liberation which without any charges a quick GTFO me assist but with charges depending on what type and how many changes the move.

Take that as you will.

@ Crimsonspider Thanks for the help. I think I’m gonna go with Dante, mainly because I like rushdown characters better than keepaway characters, and those assists are looking pretty nice as well.

@ Yah The main reason I was asking isn’t because I didn’t know what the characters are good for, but rather seeing the opinions of people who have gotten to play the game. Also, did you mistake Dormmy for Doom in that post? Unless you weren’t responding to me, in which case you can just disregard this, lol.

I dunno how valid opinion will be in the end.

Yeah, I guess that’s true.

To be deadass, Ammy is the shit in this game.
She does everything…

Air dash is cool and creative,
3 weapons for different things.
Zoning, comboing, sword for both.
A legendary lockdown assist.

Small hitbox.
Only weakness seems to be everybodies, low health.

I wont call her assist that godlike just yet. Seems good yes but right now Doom rocks seem better. Would have to try out.

I’m curious at how easy weapon switching will be for Ammy mid-combo. For instance, do you think there will be enough hit stun after a reflector fierce to cancel into the glaive and continue? I’m thinking you could start a combo with that crazy multiple fierce hit thing, but instead of launching immediately, cancel to glaive, combo a bit more then launch them so you get that sweet glaive OTG move a re-launch or whatever can follow it.

If not, I’ll definitely be pairing her with an assist that will allow me to do so and I’m thinking that Zero’s Shippuuga, Hadangeki or Doom’s Plasma Beam (Whatever it’s called) will be perfect for this.

My Zero/Ammy/Doom team seems like it’ll have good synergy, but I also haven’t gotten to play Zero yet. From the ATL fight club, Ammy and Doom seemed to synergize well. Molecular Shield was good for obvious lockdown/rush potential for Ammy, but his beam seemed to work very well combined with the beads/Cold Star keep away.

I can’t wait…

It’s possible - there’s a video in the first post that has the Amaterasu start a combo on the ground, jumps to the air and do jumping fierce attacks (but a relatively low jump), and then when she hits the ground again she switches to glaive and continues the combo, then goes to the air and does the ground bounce into this diving electrified sword move, into hyper.

Pretty much exactly what you were describing, actually, is what it is.