Brushstr0kes 101: The Amaterasu Thread Mach II

So off using instant j.A overhead (maybe corner only) you can do j.A, j.A, j.C, j.C, qcf+C, j.C j.C, land, then launch, normal jump, do whatever. I don’t have a copy yet but was messing around in training and it was on captain america.

Ah, thanks. I get what you’re saying now.

Anyone find any decent application for her rosary bead whip stance?

Does anybody know the commands for Ama’s loop while using the disc?

naw the overhead isnt with D/F +H its with the air H after qcf+L and also after the D/F +H~ air qcf+H

the air qcf+H is overhead and VERY FAST best used in the corner, can cancel into okami shuffle or just do an air normal or do another qcf+L.

i like using she hulk with that particular mixup, great when combined with air glaive H, low assists like you said, work well.
now all i have to do is figure out how to play shulk…lol

i think that only works if hes standing.

-dime

teach me how to use the dog dime

Some usefull tricks

I have been messing around with Ama for a good amount of time now and I have found out some rad stuff. First if you have your opponent in the corner you can hit in front or even cross over in reg stance with A and of course if you have wesker. Then of course using her air dash to triangle jump she can actually jump lower to the ground than mag/storm or even iron man!

Easy 4-meter combo that involves TAS Whiff.

With Glaive off any air combo > j.S, 3H, Okami Shuffle, 3H, 6S or 2S(Whiff), Level 3 super.

I’m sure theres more you can do besides level 3, it needs some labbing. You can get a relaunch but they will tech out after jA. You can also do 8S instead to send them upwards slightly. I’ve been able to follow-up on it once after a reflector > glaive combo.

Pros or anyone halfway decent should disregard this next part, but I wanted to put it here in case someone is having trouble. Ammys Mission 5 where you jump cancel 2C into j.B was giving me ungodly amounts of trouble until I realized that I could jump cancel by jumping forward. Yes I am aware how stupid that is but just in case anyone else can’t do that mission this makes it ridiculously easy.

A combo thread would be really appreciated. I am starting to really like this character. The weapon switching combos feel really hard for now but I think once I get them things will really open up.

I think I wanna learn Ammy. Seems everybodys dog just whoop my ass, ama seems a bit fun too.

Hmmm, been in the lab after getting the game and noticed that Amaratsu’s head charges may not hit high like the wiki says (would just change there but want to make sure it’s not some training mode bug first), been practicing tiger kneeing them from 2c with block low set on, and if done fast enough, the cpu blocking low will block it.

You wanna learn how to doggie? lol Im sorry I had to.

i suck at this game, you need to teach ME. you been playin dat mahvel for forever.

a (slight use for rosary stance)

ghetto lockdown with sentinel drones:

F+hx3, F+h+assist, F+h, F+h.

combos for 23 hits, if opponent is stupid enough to not pushblock can be repeated forever… lol ghetto as hell pushblock ruins it but cool to throw out here or there, good on hit easily comboable into os.

-dime

Just wanted to let yall know something badass I found out.

When you do H reflector counter, you can hold H down to keep it out. If you see them go into a projectile or special you can cancel straight out of it with elements super (still hold H + qcf AA). You can punish a lot of moves like that. It seems really really useful.

Also something you probably already know. LP reflector counter can counter jump ins too. You can link elements super after. Something I’ve been trying to do is air dash after and start a combo. I can get j. M > j. M but after that it drops it. Maybe someone can figure it out. If not its cool cuz just linking into super does like 400K.

Yeah, I tested it. Basic reflector mode
M > H > f. HHHHH > S ^ M > M > H > H > H xx Shuffle = 536k

Reflector mode
M > H > f. HHHHH xx (glaive) > M > S ^ M > M > qcf+H > immediately charge H > qcf+S xx Shuffle = 543k

And that’s not even the hard switch to glaive mode. It’s hard doing M > H > cr. H xx (glaive) M

According to the guidebook,(with sword/glaive) qcf+s resets the one ground bounce per combo rule. You are then able to do j.MMS, j.df+H(1st ground bounce), qcf+S, Okami Shuffle, j.df+H(2nd ground bounce), qcf+S, Okami shuffle again. I’ve had success with the 2nd ground bounce, but sometimes the opponent immediately rolls once being hit by the 2nd j.df+H. Dunno why but it seems to work whenever it wants to. Could it be that the ground bounce reset is initiated by one of the hits that qcf+s does? Something else I might be missing? :confused:

Well here’s a heads up to anyone attempting this and potentially wasting a meter.

^idk cuz I’ve never done that combo. But try doing the qcf+S as soon as the d. H hits. Like try cancelling it faster.

Also I’m messing with some ideas using a whiffed TAS (team air Schange lol). I can do a combo > launch and for the first air combo I’ll do

M > M xx qcf H > d. S (right after), land M > S ^ and idk what you can do. Anyone wanna come up with ideas??? I might try using glaive d. H xx qcf S cuz you say it resets one ground bounce rule.

edit: I’ve decided this is pointless, since I can only ground bounce once. It’s interesting though using TAS whiffs to teleport down. I was thinking it might be useful for meterless combos or something, but if you don’t have meter you’re better off going for a REAL TAS.

my execution isn’t amazing so I couldn’t really extensively test this but you can actually cancel a homing jump with a special move by tiger kneeing it so you can launcher in any stance and finish with a super jump…I think

^^^ i dont get this. you cant cancel a launcher into superjump if its blocked, so tk’ing on block to make the launcher safe isnt possible, if thats what you are getting at.

-dime

IDK if he knows what he is saying.

on hit >.>
unless I’m crazy and launchers are just special cancellable anyway and I’m just screwing up the timing