Brushstr0kes 101: The Amaterasu Thread Mach II

my gf won’t leave me alone, son. like the game just dropped, i’m TRYING to have some time to myself. of all the times for the game to drop, it had to drop around this time of the year, around valentines day, right?
missed out on the royal foams because i forgot about them playing this game, gf blowing the phone up, tryna meet up at like 6 something am (really???) on a damn saturday, i went to bed at like 3 or 4 am practicing ammy…

but at least i have the game lol. but shit. i feel like a zombie right now. and now i gotta deal with her. smh. bout to be like a sports fanatic, checking my phone all day looking at this thread and others.

on topic, trial 10 is serious…

^better hope she doesn’t read srk

Just a little update for the first page cuz this info isn’t there yet.

-Her L reflector counter is orange and it reflects mid/high attacks including non projectile special attacks
-Her M reflector counter is orange and it reflects low attacks only and probably low specials
-Her H reflector counter is green and is gdlk, counters or nullifies all non-super projectiles
-When Ammy changes stances only her H normals are changed. L, M, and S remain the same. She also gains other specials
-She has chains with f. H in every mode. Reflector mode is a 6-7 hit chain (not sure) and you can launch after for air combo. Glaive mode is a 4 hit chain and you can charge attacks. Rosary mode is a 5 atk chain for 20 hits.
-In glaive mode d. H (2H) is a dive kick kind of move that can be cancelled into her qcf air charge move, or her air qcf+S special. Her qcf+S special is glaive mode only and is a downward lightning sword attack that be cancelled into super.

ROTFL. GGs everybody else.

so, i think ive figured ammy out… shes definitely rushdown. her best OVERALL stance seems to be M. M stance gives ammy both range and mixups whereas L stance has little range, and h stance doesnt have the best mixups.

ammys 3 different stances all offer different specials:

L stance gives her counters and jump cancelable h attacks.
M stance gives her rushdown torpedoes that can be held and all offer different angles:
L torpedo is direct and probably not completely safe on block, m torpedo does a slight backdash followed by a 45 degree airslash that ammy fully recovers from in mid air allowing her to do any air based dash moves or normals. H torpedo does a dash back followed by a neutral jump angled torpedo that also fully recovers in mid air. ammy can dash D/F after m or h torpedoes to achieve a triangle jump effect… and she can overhead from there. very good.

also in m stance ammy has a “divekick” with D/f +m that is cancelable with qcf + attack, different attacks giver her different moves, she can also cancel with qcf+special.

H stance gives ammy projectile attacks:

L projectile is straight on the ground and can be mashed for more hits ( all h stance projectiles can be mashed for more hits)
M projectile angles at a perfect 45 degree angle.
H projectile is her coldstar assist only you can choose to do only one projectile if you choose.

in all of her stances ammy is EXTREMELY air mobile:

she has air torpedo (dash attcks) that dont change in any stance and she can do up to 3 of them before she lands or she can just come down with an attack or air dash after recovering.

she seems to be geared toward triangle jump based offense in both her L and M stance based off of jump canceling and then D/f dashing towards towards in L stance. while in M stance she can cancel into M or H torpedo and then dash d/f at the opponent getting an overhead.

^^^ ammys rushdown in a nutshell. her keepaway will be harder to figure out… i’m thinking H stance with air torpedoes to “run away” towards the opponent and over there heads… ammys air movement is godlike.

-dime

So, i was watching buktooth play, and i noticed that you can stance change your grounded normals then almost immediatly attack after. So you can do a safe string into stance changed then keep on fighting. Sounds simple, and might have already been mentioned, but from what I have seen, there might be two things that make this very interesting.

  1. You can change back to a stance you are already in. So lets say you are rushing down with the sword and the person blocks that big ass H attack, you can stance cancel the H and go back into rushdown without loosing momentum.

  2. Certain specials can stance cancel. I think you can cancel the 236+L into stance cancel but I am not 100% on that one. Ill need to go to the lab and try it (since I don’t have a copy on me) but I think you can do something like.
    (reflector) 5m, 5h, 6h, 6h, 22m (sword) 5m, 5h, qcf M, 22m 5m S, j.5m, j.5m, qcf+h, <link> c and hold, qcf+s xx hyper.

If that works, I’m going to jizz my pants.
<edit>
I’m wrong with my points (the recovery of (sword) 236+L has the same sound as stance canceling), but stance canceling to other stances is still very good. Mostly based around switching between reflector and sword for rushdown. but I found a silver lining. if you hit with (sword) 5h, 2h, 236+L you can link into 5M off of it. so you can do the above, but after the sword stance cancel, you go into a sweep into qcf+M and link into 5M, S for your launch. So the above combo is actually easier then I originally thought.

Notation for the combo that actually works:
(reflector) 5M, 5H, 6H, 6H xx 22M, 5M, 5H, 2H, 236+L, 5M, S, j. 5M, j. 5M, 236+H, <link> 5H (hold for full duration) 236+S xx Hyper.

Hope that helps!

Just for clarification about the names of the weapons:

Reflector = Flaming Disk
Glaive = Blue Sword
Rosary = Whip

King of Bums, I read your post with “glaive” referring to the “reflector” and the “sword” referring to the, well, sword. I assume I had that right?

Ok, my bad. I’ll edit my post again, and from now on use the correct lingo. Though I’m probably going to call the glaive the sword still. Thats not that confusing right?

Yeah, I think it’s self-explanatory. No one’s going to get confused when you call a sword a sword.

And I’ve been watching the stream with Buktooth, and I’m just now getting to the part you were talking about in your original post. It’s really great stuff.

First off, are you really going to be using both number notation, direction notation, l/m/h, and a/b/c all in the same combo? That’s completely confusing.

Also…

(shield) s.m > s.h > f+h > h > h > sword change > s.m > s.h works but
(shield) s.m > s.h > f+h > h > h > h > sword change > s.m > s.h doesn’t. The hitstun scaling kicks in and they can block the s.h in sword stance.

And AFAIK in sword stance s.m > s.h > c.h > qcf+m doesn’t work at all on anyone. Amaterasu goes way up into the air no where near her opponent.

I ment the horizontal charge move, in the air qcf+m is horizontal. it could be qcf+l on the ground but I don’t have the game on me to lab it up. and i’ll edited my post to be consistant with the numerical notation.

Main point: Which ever the sword ground special where she charges at the opponent horizontally on the ground, you can link off of after a sweep.

Good to know that you can’t get 5 heavy’s in a row, (thats just silly anyway) but I should mention as a disclaimer that I’m mainly doing theory fighter from when I played last time.

Blazblue notation is numpad but you use j. for jumping attacks.

Not sure why he used “qcf” tho. Should be 236 is he’s using numbers.

OK, I’m watching this stream… it looks like they’re doing exactly what I thought. They do a couple quick hits in shield stance then quickly switch to sword. You can’t do more than like 4 hits of the f+h h h combo if you want to be able to switch to sword, then continue.

What time is it in the stream? Im like an hour 20 in and I still havent seen any real Ammy play.

Bucktooth is really good but he’s not using assist like at all.

There’s Ammy stuff in most of Part 2 and I just started Part 3 and it looks like there’s going to be some training mode stuff there.

anyone know the notation for ammy’s loop i still cant find it? and what is its best application?

You use j. to show that you are using a normal in the air. As in a jumping neutral Heavy attack would be j. 5h. Since ammy has a command normal in the air in her sword stance (j. 3h) to make it clear that its a j. 5h and not some other normal. Also saying 8h for a jump normal might be confused for a command normal on the ground. I put the j. infront of the aerial moves to make it clear that you are attacking your opponent with jumping attacks.

Fun note, after launch in sword mode, you can do j. 5m, j. 5m, j. 3h, 236+s xx hyper for easy mode air combo. You won’t have to deal with links or the space dependency of 236+h.

And the last bit of sword stuff I remember, you can slam them down with j. 5s (s = exchange. Its how the in-game command list shows it) and do the j. 3h off screen for an otg, then 236+s xx hyper. (sword) j. 3h is also your go to otg for double snap combos with ammy.

I’m trying to compliment my Hsien Ko/Spencer team with Ammy and I’ve made one discovery in particular:

Ammy is hard.

That is all.

How’s everyone feeling about her rosary/whip stance? I haven’t gotten my copy yet, and while very few people in vids/streams use the damn thing, those who do seem to clean up with it. Seems like it stuffs almost everything–even Sentinel.

Edit: As an aside, are we sure (re: has it been tested) that Ammy’s meter boost assist is actually worse than Morrigan’s? I know it stays on screen for longer, but I’ve noticed that assists in this game are only vulnerable for a small fraction of the time they are actually on-screen–much shorter than they used to be–and they tend to have a lot of invincible frames before and after the move the show up to perform. Has anyone actually tested that Ammy is VULNERABLE for longer than Morrigan is?

OK, so I was wrong about the slowdown super. It DOES slowdown hitstun. For some wierd reason the combo I was originally testing this on doesn’t work with slowdown applied. I have found a combo that only works with slowdown applied. I explain more later.