are the combos in the video a few posts up (Adelheid’s) Ammys optimal solo combos? Doesnt matter how difficult they are…im just curious about her ideal combos and how much damage they net.
If anyone could help or link me to the correct location I would be grateful. I would also use the first page, but I have no idea if those combos are still relevant or not. Thanks!
What is ammy’s best meter building combo on point and solo. I’m thinking of trying to run a point ammy team (As a 3rd team) Ammy, Morrigan, phoenix (ball assist) and trying to see if she has any good meter building combos on point solo (or involving phoenix’s tk shot assist).
I’ve been wondering about a couple of match video’s I’ve seen (latest one would be Moons’ semi-final match during the Fall classic) where Ammy gets to air dash out of an air dash.
http://www.youtube.com/watch?v=L41i4oi948M at 3:52.
Is there some tech that I’m missing? Or is it only possible in certain situations, like after a DHC in or something?
Phillpro1:
What is ammy’s best meter building combo on point and solo. I’m thinking of trying to run a point ammy team (As a 3rd team) Ammy, Morrigan, phoenix (ball assist) and trying to see if she has any good meter building combos on point solo (or involving phoenix’s tk shot assist).
I’ll get back to you tomorrow if possible, after I look at meter combos.
You can airdash twice after Ammy performs a grounded hyper.
I’m not sure what you want in your combo, so I am going to find combos that can still be combo hypered into by solo means, as you wanted .
For the meantime, this is how many hits it takes to fill one bar using one attack.
Spoiler
Normal Stance
sL = 42
cL = 45
sM = 25
cM = 25
sH = 21
cH = 21
fH = 21
jL = 36
jM = 27
jH = 21
jS = 18
Sword Stance
sL = 42
cL = 45
sM = 25
cM = 25
sH =16
cH = 16
fH = 16
fH charged = 13
jH = 14
j3H = 14
Bead Stance
sL = 42
cL = 45
sM = 25
cM = 25
sH 4 hit normal = 13
cH 4 hit normal = 13
fH 4 hit normal = 13
jH 4 hit normal = 13
Specials
HeadCharge = 18
PowerSlash = 16
Thunder Edge = 13
Thunder Edge charged = 9
Glaive Chop normal jump = 9
Glaive Chop super jump = 12
Cold Star 1shot = 63
Cold Star All 8 shots = 7 complete + 7shots of last chain.
Anything with a decimal is a guesstimate based on visuals and the data within the spoiler.
Normal Stance Start
MHHH > 22M > MHcH236L > M236L > LMS > sjLLMMS > sj3H.236S [1 BAR]
MHHH > 22M > MHcH236L > M236L > LMS > sjLLMMS > sj3H.22L > HS [1.04 BAR]
MHHH > 22M > MHcH236L > M236L > LMS > sjLLMMS > j3H.22L > cHfHS [1.08 BAR]
MHH > 22M > MHcH236L > MHcH236L > MS > sjLLMMS > sj3H.236S [1.08 BAR]
MHH > 22M > MHcH236L > MHcH236L > MS > sjLLMMS > j3H.22L > HS [1.08 BAR]
Sword Stance Start
MHcH236L > M236L > MH236L > MS > sjS > sj3H.236S [.85 BAR]
MHcH236L > M236L > MHcH236L > MS > sjS > sj3H.236S [.90 BAR]
MHcH236L > MH.22L > MHfHS > sjHHH236H > HcHfHS [.95 BAR]
Bead Stance Start
jH > M.22L > LMHfHHHHH > LLMMHHH236H > HcHfHS [1.05 BAR]
JH > M.22M > cLcMcH236L > LMH236L > MS > sjLLMMS > j3H.22L > HS [.95]
Cool thanks. Just wanted to see some good solo combos w/ ammy that didn’t end w/ super just to try and optimize my meter building combos for my phoenix team.
Oh ok, in that case, anything that ends in 236S can be replaced with 22L or 22H and you can do a launch directly into sjS.
Hey guys. Does anyone know what the best BnB combo Amaterasu can do off of a Solar Flare counter is?
The best one I have right now is Glaive -> j.3H -> Flare -> s.H -> Hx2 -> S -> Okami Shuffle.
It’s serviceable, but I wanna get more out of my counters.
you can follow up with air dash j.L -> j.H and shenanigans
you can weapon switch before the launch to glaive
You can link a jump M after an ADDF into a normal combo for like 600k
random combo
pretty impractical as a whole
each individual part is doable tho
some tech for people who play doom ammy
afaik, ammy can’t combo off her back ground grab without xf3 unless it puts them in the corner
If you have ammy—>doom order at any point, you can:
ground back grab
okami shuffle
dhc sphere flame (before okami shuffle actually goes off)
(dhc glitch state)
sphere flame whiffs
bunny hop
s m otg
Does a whole lot of damage since no hits happen until doom otgs, which removes the grab damage reduction since characters were switched. Definitely a very strong tool. This is also doable off any grab as well, but it is most noticeably strong off the aforementioned grab since she can’t combo off it. (unless I’m mistaken) You can do slow to make the timing much easier for the otg, but you don’t build meter back so that sucks.
Random: Stance changes negate pushblock in the air like an air dash. I feel like this was in philpro’s video but not sure. Anyway, it gives you access to some really easy guardbreaks that are insanely fast as well since you don’t have to wait for an airdash to grab. It’s pretty hard to time, but the easiest way to test it is by setting the dummy to advancing guard+all block+auto jump. Just jump up and press jm then stance change grab. You have to time the pushblock obviously. Nice little trick to catch an opponent off guard but the difficulty in timing makes it difficult to gauge the degree of its effectiveness. At the same time, it is probably useful for ammy+assist, regardless of whether or not you time it perfectly for a guard break or not.
c/ping this so i don’t lose it
Hey rokmode, does this work for air grabs too?
it should
I didn’t really bother testing it, but I doubt the sphere flame will hit (which is good)
if not, you could probably just wait for them to fall away so the dhc whiffs