Ammy got so many nerfs in general just because of the system changes…her hitstun sucks, so she can’t confirm off of stray hits without doing no damage, her damage isn’t that great without using assists to extend combos, etc.

It’s one year too late to complain about that stuff. At this point, I’m surprised there are still Ammy players to be seen, seeing as how everyone and their mother is playing Strider now. The handful of (notable) Ammy players from last year are still playing her now so that’s not so bad. Hell, one of them just came out of hiding to tell us how bad his Ammy is. Strider players won’t admit to that. :open_mouth:

Has Ammy’s combo potential been reached? I can’t see much being developed in the near future, aside from raw tag/DHC combos. Then again, that was never where Ammy players were lacking anyway (for the most part). I don’t think there’s a single “pro” Ammy player that’s playing today that believes their Dog is up to snuff (except Honzo).

I’m glad to at least see 2 ammy players in top 8 showing that she’s still a good/viable character :slight_smile:

You know, watching Blue Lightning’s Ammy/Frank raw tag level up strategies just gave me an idea for some possible Ammy/Wesker or Ammy/Dante Synergy…

But I can’t really see anything “new” in her moveset that hasn’t already been used in combos, outside of the whip, and that scales her combos to crap. I’m wondering if playing Ammy like Ghost rider with that whip + Log trap/tatsu style assist will be a good strategy to play around with.

lol wtf, when did I say this? I think my ammy is pretty bad outside of xf. In xf I do work, but that isn’t very hard.

I haven’t been playing Ammy too long, but I don’t think it’s too big a deal if nothing new comes out of her for awile, she’s one of the strongest assists in the game, one of the best DHC/THC options in the game and has ways to deal with most situations on point. That’s not a bad tradeoff for a little damage without xf in my opinion.

Anyways, long time lurker, first time poster --> I’m a Doom Ammy player (like everyone else) from Miami and I just recently started stealing as much of Honzo’s tech as possible to make my Ammy all that she could be, thank you, based Honzo.

I hope to be more active on this thread because I’ve just recently started taking this character a lot more seriously than I used to instead of just hoping she doesn’t get snapped in and killed early.

Yeah combo wise outside I think Ammy is pretty much capped (but I’ll hold my mouth on that) there’s so many different assists and combinations that not alot of people have used w/ ammy such as many of the “mid-low tier” characters that I still think she can get more stuff combo wise.

But yeah ammy’s neutral game is really good and she has a great throw grab range and can duck under alot of stuff and negate projectile chip damage from full screen so I’m cool w/ her not doing alot of damage. It’s never really affected me. Plus I feel like damage wise most of the people doing damage on my team is either zero or phoenix/dark phoenix so I feel like damage wise I’m pretty good. All depends on the team I guess. Now if there was like a RR, Ammy, XX team I would be wishing ammy did more damage -__-

First off, RR can wreck face as long as you do boulder loops.

Second, I think all of us need to play a point Ammy team on the side. Granted, a good number of us did that in Vanilla but Ultimate is a different beast altogether. There are definitely ways to squeeze out enough damage with this character using assists and DHCs to kill common point threats (~900k. Bonus points for 950k-1.1m).

Apparently, Clockwork has been seen doing this but I haven’t seen any of his matches yet. =/

Oh you never said that. It’s just implied, being the originator of all Taskmaster, Doom and Ammy tech.

But yeah, all of our Ammy’s are bad.

It affects me every time I hit Vergil or Strider and have to go for a reset to kill. GAAAAAAAAMMMMEEEE

I often say the dog is above being low-tier only because of her support value, but maybe I’m not giving her enough credit. Thing is though, I feel like one gives her too much credit saying her neutral game is really good. It’s decent, but she’s no Dante or Wesker. She needs a faster airdash tbh, I feel like I’m playing Vanilla Spencer with bad damage every time I try to get in with her.

Also people need to experiment with more characters and Ammy THC. I can get Frank to level 4 off of a random THC (granted it uses the bottle, but whatever) easily. Using it with Arthur creates the space he needs to get characters off of his back and gives him time to throw down a fire bottle and some daggers. Spencer/Ammy is the dumbest i’ve found yet, as the THC is basically invincible due to Bionic Arm, and if it hits you, I can XF the character and they’re dead, incoming character will have to block some BS mixup, etc etc.

I was just about to come in here and say that I love this character even though I’m playing hawkeye/vergil/dante a lot more than ammy now.

Ammy is definitely very capable on point. Her normals are very good so if you’re good at placing them you can apply pressure or a mix-up very easily. She’s not like crazy spencer rushdown, she’s got way better defensive capabilities than he does and you should use it as well. Shifting between the two when the time calls and not taking unnecessary risks is key. She’s really good at avoiding a bad situation and turning it back into your favor with momentum. Funny that you mention that she’s not like dante when that would be the first character I would compare her to. She’s got an answer to most situations with the ability to convert off them too and her tools range from amazing to terrible all depending on your placement.

Adelheid hit me with that spencer/ammy THC all day at evo lol. Definitely really cheap.

Personally the only avenue i feel is underexpored is the rosary stance(and maybe glaive dive utility in the neutral) as someone mentioned above. It’s pretty bad for the most part because of damage but as far as utility it fills some role that the other ones can’t fill. I’ve found a few things that while they really aren’t that strong overall they’re still good to know. If it wasn’t impossible to get damage or a half-decent conversion off the rosary stance I’d use it more. It seriously bugs me that it’s so hard to get some kinda of stance change combo out of her whip normals. If they adjusted the HSD timer just a little bit rosary stance would be much much better in my eyes. /lovehaterelationship

That is true, but I feel like she has very little options against up-back characters who have flight besides random Okami Shuffle. Doom, for instance, can prevent her from countering footdives by throwing out the slow finger lasers and then footdiving. If a counter was used, then she’ll be hit out by one of those things, and she’ll die. You have no choice but to respect everything Doom does in the air when you’re out of meter. Very annoying matchup to me, but maybe I’m playing it wrong?

Her normals are high priority and fast, but they get bodied by a character with stupid range and better priority on them, like say, Vergil, Dorm, or anyone who has ridiculous range on their normals. Plus, her air-normals are very lacking in range (besides the glaive dive and falling j.H with glaive), which is crucial to anyone’s air game, which makes it hard to do much in the air besides fish for counter opportunities or sword dives.

All in all, I feel she’s still a good character, but she has a hard time with fish hook normals and up-back zoning (when she can’t use meter).

Throw out a paper to eat up the finger laser and then counter. Or just counter the finger laser, I bet depending on the height he gets hit by the laser you could probably confirm. You can also just run behind doom if you’re able to, that’s a sure way to make them feel uncomfortable. Maybe try catching doom as he’s super jumping up. Or just avoid the lasers all together. It’s not all about getting the hit.

Yeah I’d typically attack vergil from the air depending on the assist he’s using. He doesn’t have good enough normals to anti-air glaive H. The thing you most have to worry about with glaive H is it’s start up which means that you can get air-thrown out of it if the player is really smart with their timing and spacing.

I think ammy does alright against up backers especially in solar flare since it has such a good fast H normal that option selects air throw. Super jump up backers are a little different but you can generally just wait for them to come down and then lock them down with a couple normals and your assist or just your assist if you feel like you might get bopped so that you can protect your assist instead of getting happy birthday’d. Also while her J.l has very little range it hits all around her and is only 4 frames. It’s retarded how good that move is when trying to protect yourself from rushdown. Sometimes when ammy is coming in after a character death I just do J.l>J.H to protect myself against stuff like dash under mix-ups and such that rely on attacking me after i’ve been out for a little while. It’s also good protection against certain resets.

Yeah I’ve been using falling j.H with Glaive for a while now against Vergil. Only thing is that he can dash backwards, call his arrows/beam if he has it and teleport behind you, and the dog will get hit out of it. Doom has always been giving my Ammy trouble, he always seems to derp around my counter and paper somehow. Crossing under usually ends up in me getting footdived too, so I try to either counter afterwards or avoid it entirely.

The lasers reflect back in the same direction so using a projectile counter will hit him out of foot dive, providing that he isn’t too low.

Doom is considered one of the easiest matchups for Ammy. Your only actual concern is that he can kill you in one hit while surviving your combos. In fact, everyone can KO Ammy in one combo so that’s not even a thing.

Try air dashing and getting momentum so that you’re pretty much flying at him. He’ll have a hard time spacing himself away after that unless he wants to dash forward, which is honestly the best option against glaive H since it doesn’t have the most amazing hitbox behind her.

Also try stance changing in the air when they’re trying to teleport behind you with an assist. You’ll avoid the assist most of the time(depending on the assist, won’t really work with jam session lol) and you’ll switch sides if they teleported behind you letting you know where they are. You might even get a punish on them as well.

Anybody have tips on the iron man matchup? I know… right? Who plays Iron Man? But it feels like there’s not much I can do if he just hangs out throwing well placed repulsors/spreads… I dunno

So far all I’ve come up with is hit him with cold star and then cancel with THC, what do you guys recommend?

This one is kinda annoying, especially when he has Drones. I think the basic idea is to try and approach from the ground, and airdash and dive kick as little as possible. Your normals should beat IM’s on the ground, but you gotta keep an eye on drones. I like to use Solar Flare H to keep him from spamming unibeams and stuff, but if you’re close to him, he can punish it, and Ammy’s gonna die.

But yeah, Cold Star into THC is always a good option if you see the opportunity to nab the assist.

Solar Flare counter his air normals since they are really long. Like Ultimator Said against iron man you want to stay on the ground as much as possible and don’t approach him from the air due to his good anti air Repulsor Blast. Matchup I feel is heavily in ammys favor in solar flare mode alone.

I feel it’s in her favor if it’s a “Street Fighter” matchup if ya get my drift. If he has Drones, then I think IM has an advantage.