The Amaterasu combo thread

I’m having problems connecting elements after Ammy’s 236 L

air or ground? and after what combo…everyone needs to keep in mind that there is hit stun scaling and after so many hits you might not be able to combo like you would have earlier in the combo

also, unless I absolutely suck I think it’s impossible to do in the air

So I fought an ammy user that used the slow time to combo me with 2 sets of H from solar flare since you get more hitstun. I tried it out in training. You don’t get a significant more amount of damage due to scaling. But I wanted to know what were your guys thoughts about it. Is it worth it for the more hits or should you do one set into air combo?

Sent from my HTC EVO 4G using Tapatalk

[media=youtube]u1vE2JSY7u0[/media]

Just for kicks.

These are great ones…

The easiest way of getting +500k for Ammy is to do blank’s Glaive Launcher and just finish with an Okami Shuffle at the end, before the opponent reaches max height. Even if they are blocking, the Glaive is great for pressure and an opening should arise.

wonder when the first post will be updated

Do you have to cancel the :d::h: into :qcf::l: very quickly in order to even be able to hit the :m:? I was trying it out timing it to several different songs and it seems like my successes were more dependent on that timing than the :m:.

yes, do it as soon as you can really…obviously trying not to kara cancel

I can’t be certain but it feels like a 1 frame window. I don’t have trouble with Chun’s hit confirm to super in CvS2, which is a 2 frame link, and this Ammy one is definitely harder. Using :l: and then :m: makes it way more practical, though the combo results in a tad less damage. Still, the little extra damage you get from omitting the :l: is not worth the risk of dropping combos in a tournament.

In the corner, however, it becomes much easier.

I had a impossible time doing it I would only connect the m randomly. Made me think of switching to easier char for now just so I can play the game but since you can do l into m I think I’ll do that.

I still have trouble with the just the l into m on that combo…I am not really using the glaive for that reason.

  1. Cancel 2C as early as possible with 236L
  2. Input [M] around the end of 236L
  3. ???
  4. Profit!

Seriously though, the game holds your input for quite a few frames, so 1 frame links are more like 4/5 frame inks if you hold M.

Personally, I’d start off first with learning how to control space with her than going straight into combo. IMO, better to learn how to control the field with her normals/specials, then start getting into combos once you’ve gotten that down.

Is the OP going to update his post as a compendium of Ammy combos or should we start a new thread?

There seem to be some misconceptions going on here about the Glaive ( L-M-H xx qcf+L ) x2 loop. Firstly, it only works one more time after the orginial loop and then you have to combo it into something else (usually st.M-S, sj, air.M-M-S, df.+H, qcf+S xx okami shuffle).

Standing, in glaive form, you CANNOT combo st.L-M-H xx qcf+L into another st.L-M-H xx qcf+L. If you try this the st.H will be blocked because the character is still standing and not knocked down. You have to hit them with a soft knockdown in the combo, FIRST. So, it works after the last standing or crouching L-M, but the H has to be crouching AKA a “sweep”. This is why in Solar Flare you have to hit them with a cr.H to continue the combo into glaive M.

The one I think are having trouble with, there’s a little audio trick I use/d, now it’s just muscle memory. There’s a “clink” to start qcf.+L and a “clink” sound to end it. The L should be pressed and seen on screen before the second “clink” is heard/seen, or you’re doing it too late.

(Glaive) CR.:l:-:m:-:h:xx:qcf::l:, ST.(or CR.):l:-:m:-:h:xx:qcf::l:, ST.:m:-:s:, SJ, :m:-:m:-:s:, AIR.:df:+:h:, :qcf::s:xx:qcf::atk::atk:


The timing on the combo starting from solar flare form is easy. The solar flare starter can start however you want as long as it has three hits (the limit) and ends in cr.H (“sweep”). Many people find cr.L-M-H to be easiest and that works, this version optimizes the damage though. Here the timing on the :m: to start the second loop is early and easy.

(Solar Flare) CR.:m:-ST.:h:-CR.:h:, :d::d:+:m:(Glaive)~ST.:m:-:h:xx:qcf::l:, ST.:m:-:h:xx:qcf::l:(xx:qcf::atk::atk: midscreen) OR (ST.:m:-:s:, SJ, AIR.:m:-:m:-:s:, :df:+:h:, :qcf::s:xx:qcf::atk::atk: in corner)

EDIT: Video!
[media=youtube]0K6coFcv8ak[/media]

I am not seeing this reflected at all in my tests. I’ve tried with different things, although I find it easiest to use Power Slash and hold a button near the end. No move comes out if you press and hold a button 4-5 frames earlier, you have to be precise.

c:m: c:h: xx Thunder Edge, :l: :m: :h: xx Thunder Edge, :m: :s: sj :m: :m: :s: df :h: xx special/exchange cancel, :s: xx super.

Way easier and only does around 55,000 damage less than trying to link just the :m: after Thunder Edge, which is about one :m: attack worth of damage. It’s really not worth the risk.

Doing :m: after TE in the corner is much easier, though. You can also dash forward after a midscreen throw, :m:, and do it that way as well, pretty easy. Doing :m: after TE is only hard when you try it on a grounded opponent midscreen.

P.S - the launcher at the end is just in case you screw up the timing for the S/E cancel’s explosion hit.

Edit: Didn’t see if it was posted, but I just learned a nice air throw reset setup that works anywhere.

Do whatever glaive combo into :s:, sj :m: :m:. Delay the subsequent :s:, and the opponent will flip instead of getting hit. You can then air throw. If midscreen, dash forward and use :m: into another combo. In the corner, wait for them to fall lower and then do the :m:.

It can be escaped with air recovery, though, so it’s not abusable.

I’ve finally figured out the combo ([media=youtube]HXYN9RsC-k8[/media]). The real trick is the :qcf::l:. I haven’t been playing with sound recently since my ps3 is hooked up to a computer monitor, so I input :m: :h: :d::h: quickly, then execute the :qcf::l: the instant I see ammy’s head turn for the :d::h:. The timing on :m: actually feels pretty natural (for me at least), so most failures are from getting the :qcf: too late. The only thing I’m still messing up is the :df::h: at the end if you get there before the corner, but that’s pretty minor, only applies some of the time and you can always go for a switch and finish with another character. (Only tried with sentinel with the braindead :s: :qcf::l: :qcf::atk::atk: for a bit over 700k, but I’m sure you could get 800k+ with 1 meter and 1 switch if you actually worked on it at all)

I’m having a really ahrd time getting :qcf::l: to :l: to connect in the Glaive stance, any pointers?

So hey guys, I made my first video for all you people asking about the :qcf::l: into :l: If you can’t get it after this, I can’t help you unless you travel to Santa Monica.

[media=youtube]0K6coFcv8ak[/media]

Check it. Covers when you have to and not use L or just M… and why etc…

I think it would probably be better to go straight to :m: instead of :l: because of damage scaling.

nice video, but it skips a few points

if you do :m::h::d::h: as a starter you can do the M due to hitting the :qcf::l: being a bit meaty and recovering earlier

also taken from the last page some slightly more optimal combos for the high and low options

cleaned up a little
unfortunately you can’t get a :qcf::h: in the air due to hit scaling on the second combo :frowning:

not always possible