Kibbles n' Bits: The Amaterasu Combo Thread

I haven’t been able to do it with Up TAC, haven’t tried too much with Side yet.

You can do a raw tag combo in the corner with quick OTG chars like Doom & Modok in reflector that doesn’t use TAC :

Short combo-S /\ sjB xx qcf+C /\ njB-C-C-S+Hold Assist / (raw tag) > Doom [ s.B(1)-fC /\ sjB(2)-fC-S / ] x 2 > into super

I’m pretty sure you can get something like this midscreen, but I haven’t figured it out yet.

When it comes to XF3 ∞, it’s not so much a rhythm, as that you can dash sooner than you’d think. With that said, Mashing it out usually leads to a random charging of one of the swipes, whereas you want all the swipes to be the regular, non-charged ones.

Also:

This is pretty hard to do IMO
However, I was able to implement the jump H H S after the bounce for glaive. I successfully tagged in Doom but he could only pull off 1 rep of Foot Dives

are the front page combos still optimal? if not, could someone refer me to ammys optimal solo combos please? I would be really grateful. Also, does she have any raw tag setups (ammy setting up the raw tag I mean)

Yeah those are basically the all-purpose BnBs. There are better/more complicated ones that incorporate stance-switching but if you’re new to Ammy you can’t really go wrong with those combos. Ammy can setup rawtags in the corner by doing Heavy headbutt (groundbounce) followed by j.S and an immediate rawtag when you land. The next 2 videos (one by me, the other by Honzo Gonzo) give you an example:

so…could someone tell me what Ammys OPTIMAL BnB’s are? Difficulty isnt an issue. As of right now im kinda capping out at about 680-700K max, and thats starting from a s.M in glaive. Starting from flare, the best im getting (without jump in) is about 570K. Halp? Also throw combos would be super cool too ;D

and glaive j.H(charged) combos. Yeah.

<3

What are the best combos for meter build as point Ammy? I do have a combo with Missiles, but I hate Doom and need an anchor to provide a good neutral assist for my Ammy/Hsien/??? shell. Who are my anchor options?

You can go strange i guess
Dante as well

So iv been learning the necessary ammy combos and Iv been using Starks video:


(EXTREMELY helpful btw, dont know how to tag a forum user in a post :/)

The video demonstrates different starting series depending on if you do jump-ins and such, and doing these combos over and over again im noticing how touchy they are. If i start with a :l: instead of :m: or if i do one extra j.:h: before a combo it wont work. I have to do EXACTLY what it is in the video. It also occurs to me that Ammy’s magic series in general are just weird. You can connect a :h: into cr.:h: in Glaive mode but not if you start with :l: or cr.:l:. How do you deal with Ammy’s combos being so starter dependent? It just seems so ridiculous

The leniency in the parts that let me mash :h: make up for it.

Dang really? thats it lol? I guess i just have to memorize what I can do after every starter.

Do you necessarily want to put Ammy on point? Ammy can do anything so im not saying it’s a bad idea but the way i see, Cold Star is too freaking good to have her on point. Putting Ammy on anchor with Hsien Ko on second point would give you a really nice shell that would allow you to throw just about anyone in the first slot. LLND plays Chris/Hsien-Ko/Ammy and does work. Im not the kind of person to tell someone to drop low tier just because, but backing hsien with cold star will give you a better chance. Same reason why no one plays Wackbot on point, his assist is the bomb, its not because hes really “worse” off in the anchor spot, everyone is better with assists.

I dislike Hsien backed by Ammy unless Hsien is on point. The problem with that team is that you wind up with two lockdown assists that cover the same area. If I run Ammy/Hsien/Assist, Hsien has a lockdown assist if I need to bring her out and Ammy isn’t dead, and Ammy has a lockdown assist for when she is out.

So far with missiles I have {[in reflector] :m:/cr.:m:,:h: series (omit final hit if you are fighting RR or something) :s:, :m::m::h::h::h:, :h: head charge, land, :m:, call missiles, :s:, :h::h::h::s:, OTG missiles, Okami Shuffle, DHC to gold armor } Are there any other assists with which I can do a similar combo that builds one bar and ends in Okami Shuffle? (Basically, I need a meter-neutral combo starting from reflector.)

Anyone confirm off of Thunder Edge M or H into a combo?

I haven’t tried that, but I’m going to see what I can think of.

Some combos I figured out with Ammy + assists:

Ammy > A1 (Hulk otg) - A2 (Felicia otg)
MHHH22M.MHcH236L - M236L.S - sj22L.S - A2.214M.S - sjHHHS - A1.22M.236Lcharged - cHS.sjS.3H.Hyper (sj22L.S has a slightly different height depending on character*)
554300dmg, 27 hits before hyper (have landed this on doom, hsienko, and akuma so far)

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye (HcHfH is hard to land)
MHHH22M.MHcH236L - M236L - A1+M.236L - after 1 bolt 236L - after 2nd bolt 22L.HcHfHS - sjHHHS - 22M.A2.236Lcharged - cHS.sjS.3H.236S
598900 dmg - 34 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHHH22M.MH+A1.236L - 236Lcharged - M236L - MS.sjLLMMS - A2.236Lcharged - cHS.sjS.3H.236S
576499 dmg - 30 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHHH22M.MHcH236L - M236L - MS+A1 - sjMM3H.22L - HcHfHS - sjHHHS - cM+A2.22M.236Lcharged
512300 dmg - 27 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHHHHHS+A1 - sjHHHS - HcHfHS - sjHHHS - cM+A2.22M.236Lcharged - S.sjS.3H.236S
505700 dmg - 31 hits

Ammy > A1 (Felicia slide) - A2 (Raccoon log trap) - in corner
MHfHH22M.MHcH236L - M236L - M+A1.236L - dashback H236L.HYPER - 3M+A2.22L - H22M - charge236H.HYPER

Ammy > A1 (Felicia slide) - A2 (Raccoon log trap) - in corner
MHfHH22M.MHcH236L - M236L - M+A1.236L - fHHHH - S+A2.sjMMchargedH - chargedH - charged236L - fHHHH - level3 hyper

Very intriguing indeed :slight_smile:

Thanks, I think I have more combos, although they end up variations of one another. I didn’t bookmark this thread… otherwise I would have been posted again.

For example, I have to figure out this corner combo using Felicia Rolling Buckler assist to allow Ammy to cross up into the corner, helping Ammy get more damage from her hyper midscreen.

Very interesting. It’s a good thing to discover those team bnb’s with Ammy though, she needs at least 1 reset to kill off a character with no meter, or needs to convert it into zoning.

I am having difficulties doing the sideswitch combo with Felicia assist, because Felicia’s assist doesn’t always help the opponent cross-up. Also, this isn’t the best way to start a combo but it is what I figured out would give Ammy a chance to sideswitch. One last thing, I initially learned this combo starter as a way to open up the opponent with a high low unblockable, if they don’t pushblock.

MH+A1 - jumpCancel into airdash into airH - land into MHS
after doing MHS, Ammy may or may not crossup into the corner.
I don’t think Felicia is ever supposed to crossup but sometimes it does. If I can figure out why and when, I can find a consistent method for Ammy to utilize this.


Old + Additional Ammy Combos I’ve figured out.
In general I did the combos without a hyper at the end because Ammy’s damage is in a ranged area. I included a hyper at the end if it was level 3 or there are 2 hypers within the same combo.

Spoiler

Ammy > A1 (Hulk otg) - A2 (Felicia otg)
MHfHH22M.MHcH236L.M236L.S - sj22L.S - A2.214M.S - sjHHHS - A1.22M.236Lcharged - cHS.sjS.3H.Hyper
(sj22L.S has a slightly different height depending on character*)
554300 dmg - 27 hits before hyper (have landed this on doom, hsienko, and akuma so far)

Ammy > A1 (Hulk anti-air) - A2 (Hsien-ko swing) - in corner against storm
MHfHH22M.MHcH236L - M236L - MS+A1.sjbMchargedH - chargedH - A2.charged236L - slightly charge fHHHH to land all hits- level 3 HYPER
915100 dmg - 51 hits unmashed

Ammy > A1 (Hulk anti-air) - A2 (Hsien-ko swing) - in corner against storm
MH214M - M+A2.H22M - Mcharged236L - H236L - MS+A1.sjbMchargedH - chargedH - charged236L - fHHHH - level 3 HYPER
932900 dmg - 53 hits unmashed

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHH22M.MHcH236L - M236L - A1+M.236L - after 1 bolt 236L - after 2nd bolt 22L.HS - sjMHHHS - 22M.A2.236Lcharged - cHS.sjS.3H
574100 dmg - 29 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHH22M.MHcH236L - M236L - A1+M.236L - after 1 bolt 236L - after 2nd bolt 22L.HcHfHS - sjMHHHS - 22M.A2.236Lcharged - cHS.sjS.3H (HcHfH is hard to land)
578900 dmg - 30 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHH22M.MHcH236L - M236L - A1+M.236L - after 1 bolt 236L - after 2nd bolt 22L.HS - sjMHHHS - 22M.A2.236Lcharged - cHS.sjS.3H.236S (can’t go into hyper)
594100 dmg - 33 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye (HcHfH is hard to land)
MHfHH22M.MHcH236L - M236L - A1+M.236L - after 1 bolt 236L - after 2nd bolt 22L.HcHfHS - sjHHHS - 22M.A2.236Lcharged - cHS.sjS.3H.236S (can’t go into hyper)
598900 dmg - 34 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHH22M.MH+A1.236L - HcH.236L.M236L - MS.sjLLMMS - A2.236Lcharged - HS.sjS.3H.236S
574900 dmg - 32 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHH22M.MH+A1.236L - 236Lcharged - M236L - MS.sjLLMMS - A2.236Lcharged - cHS.sjS.3H.236S
576499 dmg - 30 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHH22M.MHcH236L.M236L.MS+A1 - sjMM3H.22L - HcHfHS - sjHHHS - cM+A2.22M.236Lcharged
512300 dmg - 27 hits

Ammy > A1 (Strange bolts) - A2 (Felicia otg) - in corner against hawkeye
MHfHHHHHS+A1 - sjHHHS - HcHfHS - sjHHHS - cM+A2.22M.236Lcharged - S.sjS.3H.236S
505700 dmg - 31 hits

Ammy > A1 (Felicia slide) - A2 (Raccoon log trap) - in corner against akuma
MHfHH22M.MHcH236L - M236L - M+A1.236L - dashback H236L.HYPER - 3M+A2.22L - H22M - charge236H.HYPER
813900 dmg - 66 hits

Ammy > A1 (Felicia slide) - A2 (Raccoon log trap) - in corner against akuma
MHfHH22M.MHcH236L - M236L - M.A1.236L - charge236L - 236M.HYPER - 3M+A2.22L - H22M - charge236H.HYPER
834300 dmg - 62 hits

Ammy > A1 (Felicia slide) - A2 (Raccoon log trap) - in corner against akuma
MHfHH22M.MHcH236L - M236L - M.A1.236L - charge236L - HcH236L.HYPER - 3M+A2.22L - H22M - charge236Lchanges sides.HYPER
837600 dmg - 68 hits

Ammy > A1 (Felicia slide) - A2 (Raccoon log trap) - in corner against skrull akuma body was too small for sjMM to reach
MHfHH22M.MHcH236L - M236L - M+A1.236L - fHHHH - S+A2.sjMMchargedH - chargedH - charged236L - fHHHH - level3 hyper
967800 dmg - 54 hits unmashed

Ammy (in corner - throw into corner)
MH22M.MH236L.MH236L.S - sjLMMS - air3M.236S
266100 dmg - 20 hits

Ammy (in corner - throw into corner)
214L.MH22M.MHcH236L.MS - sjLLMMS - air3M.236S
271900 dmg - 23 hits

Can you find any damaging non-level 1 combos w/ ammy on point using tk overdrive phoenix assist? Would also be good if at the end of the combo it could lead into a reset whether it be via throw or not.

Non level 1? As in X-factor level 2 combos, considering phoenix is still alive?