Is c.M / s.M actually a good hit confirm? The reason why I tend to use crouching H instead is because I start with c.L… and since Amaterasu can only link 3 normal ground attacks (weirdest magic series rule ever and she’s one of the few that has it) I can’t actually do c.L->c.M->s.H->c.H
About the linking after Thunder Edge stuff…Stark pretty much summed it up, but I would just add that (in general) you should follow st. st.:h: cr.:h: :qcf::l: with
and follow cr.:l: cr.
cr.:h: :qcf::l: with :l:. This is my general rule of thumb anyway - using st.:h: pushes foes out far enough that you sometimes need the range of
to connect a follow-up. Does this sound accurate to others?
Edit: Also, don’t forget the option of simply starting with cr. cr.:h: :qcf::l:, in which case I would follow with :l:.
cool. I should have listened to myself when I first thought that that was silly.
Hey guys, I don’t have a copy of UMVC3 at hand right now (on vacation) but can anyone check if after the whip combo (H+ right) air recovery, can you use Strider’s Vajra assist and then get a reset into a combo in any way?
So Im not new to Ammy but I havent put much work into her either. I was wondering if someone could help me with a few things:
First, combos. Not to brag but I play Dante on point so execution isnt too much of a problem but it seems all her combos arent meter efficient making me rely on meter built from previous fighters (I play her on anchor).
- Does she have any solo meter efficient combos or is her solo meter building peaked at a little under one bar?
- What combos can/should I use after a raw ground bounce from jH in Glaive?
Second, with Ammy as anchor (and most likely XF3 available) what should I be doing to try and get in? Airdashing is a no-no 90% of the time and while Glaive seems to be the most dmging stance, I dont see how she’s supposed to get in with it since a charged jH uses her groundbounce. Am I supposed to just rush the opponent down and look for openings/throws?
I proabaly have no actual right to be telling you, or anybody what to do. Look, I havent been playing this game due to Skyrim, and even if I did I’m still terrible in a match.
-Meter building combo; Check my latest Amaterasu combo:
[media=youtube]xP233FTXfgE[/media]
-Approach; I don’t use an assist to help me get in, My assist are all combo extenders. What I do, when I think to even do this, is Super Jump, Airdash half screen then “Head-charge M” I think. Whichever one is diagonal up and come down with air.H or air.S if you think they will be hitting a button you want to gamble trying to beat out.
-XFactor; Personally, I don’t like her as an anchor, or using XFactor on her since I rarely bother practicing XFactor timed Combos. Although, It’s probably best to stay with Solar Flare in XFactor and when you know you will hit confirm, Weapon change after confirming a standing “M-H” into Weapon Change M for a more damaging combo string.
That’s my thoughts though, don’t pay too much mind to me though, Someone with actual experience may give you more insight.
First off, gtfo with that Dante bullshit. Dude’s combos aren’t all that tough. That being said, gimme a new Dante BnB. Chris needs a new partner and I want to use my Sparda Dante (and my old vanilla team needs some loving). My old combo into stinger BC grapple DHC glitch is pointless and I don’t feel checking out the Dante boards.
- Her original disc BnB builds a little over one meter according to the book. cr L, st. MH, f+HHHHH S MMHHH QCF+H land st. M S MHHH S. In XF3, she has several infinites and loops you can transition into (no, that is not a lie) so meter-building is easier.
Glaive f+HHHH infinitely loops in XF3 (according to a video in this forum. At the minimum, it gets a decent amount of reps)
cr. H xx QCF+L -> st. H xx QCF+L will loop 7-8 times. You may have to adjust for crossups.
I believe she has a disc loop as well. You can also go for any of her myriad of resets. It’s how Clock, MarlinPie and LLND are grinding opponents out. That and people don’t respect a +200% speed difference.
- Airdashing is a yes-yes 90% of the time. If you got XF ready, use it to bait out a meter from them. Just be smart about it, otherwise you end up starting your XF run from the other side of the screen. You can also cancel the air-dash with anything if you’re uncomfortable with the dash.
Rushing your opponent down is generally what you do. One of the things Ammy does well (and so does Dark Wesker because he’s mother-fucking Wesker) is clipping ankles during chicken-blocks. Vale of Mist kills chicken-blocking and advancing guard by increasing the pre-jump frames and guard-stun frames respectively. It’s even better here since Ammy is faster. When you catch them with a hard knockdown, use Cold Star L so they wake up into it, taking chip damage. Cold Star is frighteningly fast in XF3.
They can’t see you when super-jumping so do some cross-unders or start mashing cr. L when there’s a hole in your block-string to kill the up-back. If they try to swing at you with an anti-crossunder attack, use Fireworks L. The last thing anyone expects from an XF3 anchor is a counter. Plus, you get a free 240,000 damage to start your combo with. In general, chasing someone down requires you to observe their pattern of running away and responding correctly.
At the peak of the jump, ground-dash or normal jump air-dash forward or down-forward.
As they begin to fall, super-jump and Glaive Stab. Cancel with weapon change or Head Charge L/M.
Someone using flight + airdash x N? Okami Shuffle that fool (hell yea no more air-dash blocki… wait… Q_Q).
If you’re anywhere near them, mash dat H. You can transition into her infinites afterwards if you can hit-confirm. Hope this helps.
Like I said, I wasnt tryna brag but his combos arent as easy as most of the characters and I didnt want anyone to omit any combos because they’re not sure about my execution.
You looking for any Dante bnb or a specific situation?
And thanks
Anything that can start off of a ground chain. Finding a combo to do off of Killer Bee, Hammer or a throw isn’t too hard since the follow-ups are usually a part of Dante’s BnB. Preferably a combo that generates at least a meter or more. I’m sure Dante can do that.
Dante bnbs
[details=Spoiler]J:h:, , :h:, :f::h:, :dp:
, J.:h:, J.:qcf:
, J.:h:, s.:s:, s. :h: , s :s: J.:qcf::l::l:, :dp:
xx:m:, :dp:
xx:m:, :qcf::atk:+:atk:
works anywhere. builds 1.5+ meter and does about 700k. In the corner, jump back instead of forward after the first Volcano.
J:h:, , :h:, :f::h:, :dp:
, J.
, J:h:, :qcf:+:l:, s.:s:, s. :h: , s :s: J.:qcf::l::l:, :dp:
xx:m:, :qcf::atk:+:atk:
A variation of the first one and works anywhere without any changes. A lot of people use this one because the first one whiffs on a lot of characters if you dont time it right.
[/details]
…I forgot that Dante didn’t change that much.
I dig. And I’m pressing H a lot so I should feel right at home.
What’s the easiest way so set up Ammy’s TAC glitch? Or did it get patched?
It seems that I am all out of combos.
This may or may not be my last ‘combo video’ since I can’t go further at my skill level & know-how. Although, I really have not been playing much at all now.
[media=youtube]N2v3InHBIqw[/media]
EdIt: and here is one more combo.
[media=youtube]f52pmGW_yPU[/media]
Combo notations for my “Elemental Beauty” combo video. Finally.
Notations & Time-stamps
Spoiler
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[ 0:02 ] “M-H-f+HHHHH-S, sj.M-H-H-H-QCF+H, Land, M-H-S xx QCF+AtkAtk”
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[ 0:15 ] “M-H-cr.H-QCF+L, M-H-QCF+L, S, sj.M-M-S, air.df+H-QCF+S xx QCF+AtkAtk”
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[ 0:30 ] “M-H-cr.H-QCF+L, M-S, sj.M-QCF+H, air.H(Charged), Land, QCF+L(Charged), H-cr.H-QCF+L xx QCF+AtkAtk”
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[ 0:47 ] “M-S, sj.M-M-H-QCF+H, air.H, Land, QCF+M xx QCF+AtkAtk”
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[ 1:00 ] “M-H-f+H xx (dd.M) xx M-H-cr.H-QCF+L, M-H-QCF+L, S, sj.M-M-S, air.df+H-QCF+S xx QCF+AtkAtk”
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[ 1:16 ] “M-H-f+H xx (dd.H) M-S, sj.M-M-H-QCF+H, air.H, Land, Dash Forward, S xx QCF+AtkAtk”
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[ 1:29 ] “M-H-f+HHHHH-S, sj.H-H-H xx (dd.M) xx M-S, Jump, Airdash Forward, air.df+H xx QCF+S xx QCF+AtkAtk”
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[ 1:42 ] “M-H-f+HHHHH-S, sj.H-H xx (dd.M) xx M-df+H xx QCF+AtkAtk”
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[ 1:57 ] “M-H-f+H xx (dd.M) xx M-H-cr.H-QCF+L, M-H xx (dd.H) xx M-S, sj.H xx (dd.M) xx M-S, Land, jump, air.df+H xx QCF+S xx QCF+AtkAtk”
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[ 2:12 ] “M-H-cr.H, air.M-H-H-H, H-cr.H xx (dd.H) xx M-S, sj.H-QCF+H, air.H, Land, QCF+M xx QCF+AtkAtk”
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[ 2:28 ] “M-H-cr.H-QCF+L, M-S, sj.M-QCF+H, air.H(Charged), Land, (dd.H), (Nova Assist b)-QCF+L(x8), S xx QCF+AtkAtk”
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[ 2:43 ] “M-H-cr.H-QCF+L, M-S, sj.M-QCF+H, air.H(Charged), Land, QCF+L(Charged), f+HHH(Nova Assist b)H, f+HHHH(Iron Fist Assist y), QCF+L(Charged) xx QCF+AtkAtk”
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[ 3:00 ] “M-H-cr.H-QCF+L, M-H-QCF+L, S, sj.M-M-S, air.df+H(Dante Assist a), Jump, air.H(Charged), Land, QCF+L(Charged), f+HHHH(Iron Fist Assist y), QCF+L(Charged) xx DP+AtkAtk”
Those are some sexy ass combos
As nasty looking as I am, I did a video on “how to jump cancel” since I keep getting messages on how to do it. So, I’ll jut leave this here for anyone new to MvC/Jump-canceling.
Also, the video is overly long for something so simple. Just how I am I suppose.
[media=youtube]kqrqfvoBUsg[/media]
I’m sure many people appreciate it.
You know, in Vanilla I was wondering why people said in Ammy’s combos “:s: superjump Okami Shuffle” instead of just TK’d Okami Shuffle. They both work but I always felt it to be easier to TK it.
It hardly matters anyway as long as you’re quick about the Okami Shuffle after the launcher. However, she’s in a better position to follow up with something if you TK the Okami Shuffle correctly, being slightly above ground and all.
I’m upset with you Amaterasu. Y u no Solar Flare Counter and Okami Shuffle when I tell you to!
I hate DP motions, and I keep air dashing into death when I just want a single Okami Shuffle.
I’m starting to think… No… I wont go there.