Brushstr0kes 101: The Amaterasu Thread Mach II

^she’s so small that most of Dante and Deadpool’s shoot em up hypers miss her completely

I wanted to use Ammy yesterday but with this whole new engine I was kinda lost, and Ammy feels like one of the more advanced characters in the game but I’ll try to pick her up when I actually get the damn thing lol

So guys how should I approach and use Ammy in MvC3? I plan on maining her, as I really enjyoed Okami on PS2 and was surprised and overjoyed she got added to the game.
Sorry if this comes off as a noobish question, but while I have an idea of how to use Zero, Ammy remains the one I’m curious about.

Just wait for the book/ book scans, guys.

You can easily take the suggested assists for Amaterasu in the guide and tweak them as closely as possible to the kind of team you want to make with similar assists.

The book also sums up a general rundown on the best way to approach Amaterasu as a point.

Tell me stuff you want to know about Ammy and I’ll test it. Ammy only or Ammy in certain scenarios. Got to play her, she seems difficult to learn but I’ll be learning her today ^^

Test what projectiles that Amaterasu can reflect.

Test Amaterasu’s combo possibilities in rosary since exchange doesnt launch.

I wouldnt mind those.

Ammy Level 3 does 400K.

@strangevision, Ammy has chains that are just 6C, C, C, C up to 10 hits for around 163k dmg (not much like ~10%). Also you can combo Elements super off of her beads fireballs (qcf A, B, or C), but sometimes it doesn’t combo if you don’t cancel it fast enough. 2C is an almost full screen low attack. You can do A, B, C or A, B, E but you can’t get much damage off of an air combo with rosary.

You can also go straight into Elements super from a low or high reflector counter (DP A or B in reflector). And projectile counter nullifies deadpools gunfire, and bounces back projectiles like Ryu’s fireballs. I’m assuming!!! I’m not about to go through the list considering you can’t even record in training mode…

idk if yall know this yet or not, but cr. C is jump cancellable which makes extended ground combos possible (like the one from this video [media=youtube]xJlS2pWRn68#t=1m08s[/media]). This will be good for pressuring I think. Also cr. B looks like it might be good for moving forward under high projectiles.

idk how ammy does in fireball wars, because I can’t set training mode to record (not sure if the feature is in mvc3 or not). But I imagine good enough, considering she has her own fireballs and the C version jumps up off the ground. She also has reflector projectile counter which nullifies some projectiles and reflects others.

Just a quick note that the combo in the video linked above is the same as the Mission 10 combo (transcribed by gilley), and I think it’s going to be a very important combo for Ammy players to master. It was really hard to get it the first time but I think it’s vital in understanding how she is truly played. (not to mention it does a LOT of damage)

Dunno how much of this is new info or not but I’ve been messing with Ammy a little bit … she’s really fun.

On taller chars she can do 320k stupidly easy… sM sH jM jHx3 sH cH fwd+Hx4

A little extension gets you 335k … sM sH jM jHx3 sH cH jM jHx3 jM jHx3

Probably better combos out there, but it’s a nice bnb.

you go into button config and map p2 record and playback

Can you be more specific? I still can’t find it. plzzz

in training mode, go into pause, then go to button config. and there will be the opportunity to assign your buttons as p2 record and playback, just scroll through the inputs.

ok I get it, you can change two buttons to be “p2 record” and “p2 playback”. cool

god this game is dope. the new system does have me feeling a bit lost too but i’m starting to get sorta kinda used to it.

You have it? Or did you play it at Chinatown?

Me & my crew are going down there tomorrow.

Wall of text incoming…

So I decided to test out amaterasu’s projectile reflect move(dp+h) against all the projectiles in the game to see what happens. ** The first thing I found is you can’t use it against any super move that looks like it might have projectile properties. You will get hit.** I guess amaterasu would be a little cheap if you could use the projectile reflect on supers. Another thing I noticed is that amaterasu gets a little bit of super meter when she reflects a projectile. But if you hold down the projectile reflect and they keep throwing projectiles, you wont get any more super meter. Anyways, so there’s two things that can happen when the projectile reflect absorbs a projectile. You will either reflect it back at your opponent, or you will take no chip damage. So here’s the list…

(theory, she’s gonna own the fuck out of arthur :rofl: )

akuma
qcf+a = reflect
qcf+a(air) = reflect

amaterasu
qcb+a = no chip
qcf+a(whip stance) = no chip

arthur
grey armor
qcf+l = reflect
qcf+m = reflect
qcf+h = reflect
qcb+l = reflect(before bottle explodes)
qcb+l = no chip(after bottle explodes)
qcb+m = reflect
qcb+h = no chip
air qcf+l = reflect
air qcf+m = reflect
air qcf+h = reflect
air qcb+l = reflect(before bottle explodes)
air qcb+l = no chip(after bottle explodes)
air qcb+m = doesn?t hit amaterasu
air qcb+h = no chip

gold armor
qcf+l = reflect
qcf+m = no chip
qcf+ h = reflect
qcb+l = reflect(before bottle explodes)
qcb+l = no chip(after bottle explodes)
qcb+m = reflect
qcb+h = no chip
air qcf+l = reflect
air qcf+m = no chip
air qcf+h = reflect
air qcb+l = reflect(before bottle explodes)
air qcb+l = no chip(after bottle explodes)
air qcb+m = reflect
air qcb+h = no chip

captain america
qcf+a = no chip

chris
c.h = reflect
b+h = no chip
qcf+l = reflect
qcf+m = no chip
qcf+h = reflect for wallbounce(this doesn?t hit amaterasu in neutral stance though)
dp+m = no chip
dp+h = no chip
dp+l = no chip
d,d+h then h(prone position) = reflect

chunli
qcf+a = reflect

c.viper
dp+a = no chip

dante
qcf+l = reflect
qcf+m = no chip
qcf+h = reflect
dp+l = no chip
dp+h = no chip
c.l = get hit
qcf+l, qcf+l = no chip
qcf+m, qcf+m = no chip
qcf+h, qcf+h = no chip
qcf+m (air) = reflect
qcf+s = reflect
devil trigger qcf+s(air) = no chip
gun mash during normals = no chip

deadpool
qcf+l = no chip
qcf+l(air) = no chip
qcf+l then m(air) = no chip
qcf+l then h(air) = no chip

dormammu
f+h = no chip
qcf+l = no chip
dp+a = no chip
qcb+l x4(fullscreen flame) = no chip
qcb+m x4(ground shot) = get hit
qcb+h x3 for raining FB’s = no chip

dr.doom
dp+a = reflect
b+h = no chip
qcb+a = reflect
qcb+a(air) = reflect
qcf+a = no chip
qcf+a(air) = no chip

felicia
charge b,f+a = no chip

hulk
charge b,f+a = no chip

hsien-ko
qcf+a = no chip
rdp+a = no chip

ironman
qcf+a = no chip
qcf+a(air) = no chip
dp+a = reflect
dp+a(air)
qcb+a = no chip
c.fierce = reflect

taskmaster
qcf+l = reflect
qcf+h = no chip

thor
qcf+a = this doesn?t hit amaterasu

magneto
qcf+a = no chip
qcb+a = no chip
u,uf,f+a(air) = reflect

modok
qcf+a = this doesn?t hit amaterasu
qcf+s = this doesn?t hit amaterasu
qcb+a = no chip
s.m = no chip
c.m = no chip
dp+a = no chip
dp+s = no chip

morrigan
qcf+a = reflect
qcf+a (air) = reflect

phoenix
qcf+a = no chip

dark phoenix
projectiles from each attack = no chip
qcf+a = no chip

ryu
qcf+a = reflect
qcf+a(air) = reflect

sentinel
c.h = no chip(doesn?t hit amaterasu)
qcf+a = get hit but use high counter to grab rocketpunch for piledriver
qcb+l = reflect
qcb+m = reflect
qcb+h = no chip

spencer
qcf+a = no chip

spiderman
qcf+a = no chip

storm
qcf+a = no chip
qcb+a = no chip
dp+a(air) = reflect

trish
qcf+l = reflect
qcf+m = no chip
qcf+h = no chip
qcb+h = no chip

tron
dp+a = no chip

viewtiful joe
qcf+a = reflect
qcb+a = no chip

wesker
f+h = reflect
df+h = reflect

zero
qcf+a = reflect
dp+l (air) = no chip
charge shot = reflect

wow o.o excellent work. you should make a separate thread for that info

so, I can’t really figure out how to PROPERLY use down down B. I’ve been using A for a kinda rush down and great if I need to combo, and C is amazing for zoning out and making Storm and Mags stay the f off of me. But idk what exactly to do with B.