Brushstr0kes 101: The Amaterasu Thread Mach II

Whats the impression of her other assist, the counter? It looks like it could be helpful for getting in cause that thing counters just about everything. Only issue is, as far as I know she can’t hold the counter out like when she is on point, seems like a huge omission but it would probably have been broken when paired with some other characters.

Has anybody done anything interesting with the paper? Since it’s +8 on hit +6 on block, chaining 2 or 3 seems very safe. You’re also mostly protected from them jumping into a combo starter since the paper will still be there when they land. I’m thinking you might be able to use this with assists very well. Perhaps something like Call assist>paper>paper>assist starts doing it’s thing>jump>business.
I’m specifically thinking about glaive, for the jump>:d::h:xx:qcf::h: combo start.
Is this viable? Unsafe?

Nice to see Clockw0rk playing with Ammy again. He seems to have improved a lot since last time I saw him with her.

It’s only a projective counter. Easily one of the worst assists in the game :stuck_out_tongue:

@LhetGo: Well I saw strangevision and some other dudes on streams canceling glaive slashes into paper slash for a pretty sick keep away. Also I saw someone use the paper slash to lock people down in the corner, it actually seems like there is very little sentinel can do against this strategy.

@Elle: Well thats unfortunate, ill test it out next time i get my hands on the game see if there is anything I can figure out.

I have a couple questions due to conflicting reports, regarding Amaterasu’s Counter (not the Reflect, just the Counter).

1 - Edit: Retracted. Discovering more about the playback feature in Training helped me answer this, and I apologize for asking an unnecessary question.

2 - People tell me you can score combos off a Counter. Is this true? If so, what sort of combos? Every time I try, the opponent is already back on their feet by the time I get close.

Hey what do you do when Dormammu has you at max range, stuck in blockstun with his pillars of purification?

Crossover Counter cancel into Sent’s Hard Drive.

Someone please explain to me how the hell you stop her H hit or whatever that is where they just try to do that a thousand times in a row. I’ve tried push blocking and it doesnt push her far enough away. Sometimes I can jump and get away but there has to be another way… THE FUCK!? thanks ha

This is what training mode is for.

To some extent it is (certainly I should be double-checking the Counter vs. Hyper reports this way, now that I’ve figured out more about the playback feature), and I apologize for the unnecessary question. But asking what sort of combos people are able to get off of said counter is a little more reasonable, I think. The most I’ve seen so far is a j.L (into nothing else, as the opponent seems to tech out right afterward) in the corner, which I do not think is quite what was meant when people spoke of combos off this.

In any case, you’re right to call me on question 1 being kind of unnecessary; I’m sorry about that. I would love to hear meaningful findings on the counter-combos, however. I’ve put in reasonable diligence on those and I’m not quite seeing much… nothing that should reasonably excite someone, anyway.

Edit: And to contribute a bit… no, Counter doesn’t stop physical/hit Hypers, much as the Reflect doesn’t stop Hyper projectiles. The Counter also seems to have little effect if any against physical Assists (e.g. Tron’s Drill, etc.). Reflect seems to have mixed effects against Projectile assists. Possibly old knowledge, but since I brought it up earlier I may as well reiterate the answer in case it helps someone newer to the thread.

Edit 2: Can occasionally also get M Head Charge off Counter, but seems unreliable. I guess the potential is there and I’m just not quite finding what the right action is…

I discovered a pickup. I also have a couple new idea’s in my combo vid.

[media=youtube]fPFSxu9s_nc[/media]

Combo 5.

Yes, that would be the step I was missing. I was trying the air dash much like you were, but my plan was to intercept the target in mid-air with a Solar Disk j.L or similar and build from there… clearly not the best idea. Thank you; now I see what’s up!

Yo just a lil note, ammy with her beads equipped and jam session is a brutal combination. Maybe the dudes I was playing just weren’t efficient enough at dealing with the combination, but from the games i played, against a melee character(without a teleport naturally) or a character whose projectile gets beaten by cold star this combo is infuriating lol.

On that note, I was planning on playing storm and ammy, with bloom and whirlwind plus maybe jam session(not sure who the 3rd will be yet). I figure this team can either play a decent rushdown or switch it up to a keep away game depending on the opponent. Storm can just play her old school game with flying and building meter(with ammy), while ammy can keep away or rushdown with jam session since it keeps em in block stun for years. What do y’all think?

ammy storm dante is a nice team but all 3 members have low HP. I think this team can dish the dmg to pull it off cuz storm and ammy can control some matchups. all 3 characters have good DHCS too.

Thanks man, plus unless Im mistaken dante and ammy take advantage of the damage scaling glitch so that’ll be a lot of dead characters with only 2 bars. But yea I do need to learn how to block cause none of these dudes can really take a hit.

[media=youtube]Hbqry5oRD1Y[/media]

Some Mixups/Resets I’ve been working on

Has anybody else experienced how amazingly well Ammy and Viper work together? Their assists are freaking perfect for each other and Ammy and they can both keep each other well supplied with meter, provided you’re willing to do the work to learn Viper’s hard combos.

I’ve been practicing Ammy’s TACc (TAC whiff), which essentially goes like this (in glaive):

:s: super jump early air :s:, j.:df:+:h:, d+:s: (TAC wiff, flames hit) x3

Only thing is while I can get the first rep no problem, the second rep the training dummy (set on auto-guard) ALWAYS blocks the second set of flames from the TAC whiff. Every time, without exception. Am I doing something wrong?

Edit for a side question: how the hell do you link her s.:m: off of :qcf: :l: in Glaive mode? I’ve tried every timing variation I can think of.

you have to hit the second ground :s: while the flames are hitting, so it’s a super late j.:d::s: