The Amaterasu combo thread

I am Using with Ammy/Wesker.

Airthrow, Slow super DHC Wesker’s Counter Super, teleport :l:, :df::h:, :d::m:, :h:(2 hits), :qcf::m:(:l: followup), :d::m:, :h:, :s:… and from here u can do almost anything since its the perfect setup for his Maximum Wesker full damage and u can do some lvl 3 setups too…

I was thinking that maybe u can do the Slow Super DHC counter SUper and then tag in Amaterasu, but I don’t think u can do much with that… didnt have the time to try though…

Honestly, with my team setup of Ammy/Spencer/Taskmaster, I get the most damage from throw combos not going straight to DHC glitch, but doing a meterbuilding combo that then DHCs to Spencer to DHC glitch, so I usually do that instead (overall it gives me 1.2M midscreen starting with two meter with option to use one more super to finish it, versus 820K for going for DHC glitch straight off with the same starting meter from a more restricted starting position). Because this sort of thing is so easy I generally find Ammy’s throw DHC glitch options to be pretty worthless. I recorded this video demoing it a short bit ago:
[media=youtube]0Kx4BB6wtL0[/media]

When I could be doing that (which is to say, against anyone but Arthur), why would I be doing anything else from the same starter?

Unless you mean coming in to Ammy from DHC glitch > Vale of Mist, in which case my go-to combo is (if not already glaive, :d::d::m:) (:qcf::l:) x6 :s: sj.:qcf::h: (slight delay) j.[:h:] |> :qcf:[:l:] :qcf::l: is reliable + kills everyone off my normal intro to it.

James Chen just showed some new technology with Amaterasu. You can somehow do the team tagging glitch like she hulk with the sword.

Have been known since launch…

go up there on the page and you can see a discussion about it being countered easily.

Although this is the combo used by the likes of Justin Wong and other players it does more damage if you do qcf+H, hold H, qcf+S, super after launch instead of df H, qcf+S.

I find that the flame air combo is difficult to do consistently at mid-screen. In the corner it’s a no brainer. Mid-screen, I’d rather do the weapon change first so I don’t miss it.

I don’t know what to tell you about the weapon change, just practice it. If you kind of mash M you can get an M in before the S which helps a little bit I guess.

I found some really sneaky and dirty stuff with Ammy the other day in the sword stance. Starting in sword stance:

st.:m: cr.:h: :qcf::l: st.:l:

from here, you can pretty much mix them up however you feel. cross under them while they recover either with a dash or st.:m:, air throw on their tech, pretty much whatever you feel.

(In the corner) st.:m: cr.:h: :qcf::l: st.:l: (opponent air techs) Air throw.

Anything happens here. basic combo afterwards, DHC glitch, Okami Shuffle. You can also lay down a Light power slash when you land to keep the air tech reset going until they either figure out or just to add to more resets.

True. But keep this in mind: if you started the combo off an assist or with a lotta L/M’s, there’s a good chance that HSD will come into play between the sj.M-M and the qcf+H and you’ll drop the combo.

Not sure if these were discovered. Just started playing with Ammy. Notation is in the video Description

[media=youtube]TCGSC66iZtE[/media]

Yeah that’s like the main one I use. This thread’s combos in the OP has too much stuff that does too little damage for so much effort.

After the Okami Shuffle hyper, how do you make sure df.H, QCF.S xx Okami Shuffle connects again? Sometimes I can easily get it and some times I can’t. Is there something specific I should look out for?

Using Ammy now?

Although yes the combos in the OP are bad. It hasn’t been updated in weeks and even then it was out of date, with plenty of stuff that doesn’t even work. Lol glaive j.:l: :df::h: :qcf::l:, THAT’LL start a combo…

Make damn sure the last hit of glaive j.236S goes off. That hit resets the ground bounce limit for the combo. Other than that, just do j.3H as soon as possible after the super. You do have a bit of leniency though. I let myself land and rejump into j.3H since I tend to mess up the link after super.

Clockwork catching tech rolls with j. hold H in sword mode was pretty awesome. Can easily combo off it.

I just started playing Ammy, can anyone teach me how to do that combo Justin always does? Thanks!

justin’s combo? i think that is :
(solar flare ) :m: :h: :f: :h: :h: :h: :h: :h:, :d: :d: :m:(glaive), :m: :s: jump :m: :m: :s:, :df: :h:, :qcf: :s:, okami shuffle

does anybody know the exact combo james chen is doing at 1:11?

[media=youtube]wwLeHwsi9dU&feature=feedu[/media]

it looks like weapon change, and then st.m, cr.h xx qcf.l, repeat

i tried it in p-mode, but i can’t get the second st.m after qcf.l to connect. help is greatly apprediated.

ok guys im using ammy now i just wanna know whats her most practical bnb right now also the best stance to use?

only quickly scanned the thread, but no one seems to be that interested in devout beads as a starter stance.

i don’t really play amaterasu that much, but :h: and :f::h: in devout beads seems like fairly decent pokes.

been messing around with amaterasu/felicia synergy, but i’m pretty sure that this would work with numerous assists.

basically assist, heavy, weapon change (solar flare), dash, forward+heavy, then whatever you from standard hhhh spam into super or another weapon change to thunder edge, etc, etc.

or you can forward+heavy, heavy, heavy, heavy, assist, weapon change (solar flare), dash, forward+heavy, and then whatever you want again, but the hit stun deterioration hurts on those initial bead heavies.

again, i don’t play amaterasu so i don’t really know the priority/hitboxes/frame disadvantages/etc of her devout bead h attack. but it seems like a decent enough starter at least to mess around with.

The damage between most of the more advance weapon switch combos is pretty negligible.

I would personally go with:

Reflector Starter:
M H 214L M H 214L M H 6H(x5) S j.MHHHS 22M j.3H j.236S j.236XX

Easy to do and should do about 630K with one hyper, and about 740K with two.

Reflector Starter w/ 1 Normal Assist and 1 OTG assist:
M H 6H(x5) P1 6H(x5) S j.MMHHH j.236H j.H land S j.MHHHS P2 22M j.236S j.236XX

For this combo, I personally use Tron’s Gustaff flame and Dante’s Crystal OTG. This combo gets you about the same as the above combo, but the higher execution barrier brings with it a lot more meter gain. This combo should get you roughly two meter by itself, making it great for a Phoenix team (if I’m correct in assuming Phoenix’s fireball acts as a Normal hit type move). Despite the positioning of the Partner calls in the combo, it varies depending on the speed of the assist used. For Dante, he must be called at the third 3rd 6H if done as fast as possible. Tron must be called at the 4th.

Glaive starter:
M H 2H 236L L M H 236L M S j.MMS j.3H j.236S j.236XX

Short, sweet, and to-the-point. If you don’t start with a M, you need to amend the start to L/2L M 2H.

Instant Overhead Glaive Starter:
j.L j.3H j.236S M H 2H 236L M S j.MMS j.3H j.236S j.236XX

Not as much damage as a M starter, but when you’ve got mix-ups like Ammy, you gotta take what you can get. And you’ll be getting it a lot. Do the j.L as soon as you leave the ground.

Bead Starter:
If you’re trying to combo with Beads, you’re most likely doing something very wrong.

I prefer to work with the Glaive more than the reflector. Easier instant overhead/low and confirmation into combo, great range, easy crossups, and shorter combos for the same damage as long reflector ones. Beads are useful against big, slow characters like Thor, Hulk, and Sentinel, and that’s really only because of Ammy’s excellent Cold Star special. Just… try not to miss with it.