The Goddess gets picked first. (Amaterasu team compilation and team strategy)

She’s not heavy on execution. She’s harder to play in Ultimate then she was in Vanilla mostly due to the loss of air dash guard. Most approaches have to be made on the ground all while dealing with high priority airborne Zero’s, jumpback gunshot Weskers, etc. Her close ranged ground game is still one of the best though and if you can get in you can make it count.

If she fits well on your team go for it.

I’m new in the forum. :rolleyes:
Any tips with Joe/Ammy/Task?

Hello there fellow Amaterasu users! I’ve recently got back into fighting games, and because of it, I’m still learning the ropes and I am in need of some advice, and I figured this would be the best place to ask for it. I wanted to make a team that Amaterasu was a good fit for, as I find her to be a really fun character to use, and I love how well they were able to put her moveset from Ōkami into Ultimate Marvel vs. Capcom 3. The team I have been using so far is as follows.

Zero (β - Hadangeki) - Doctor Doom (β - Hidden Missiles) - Amaterasu (β - Cold Star)

My general plan with this team is to use Zero to do as much damage as possible and gain as much super meter as possible at the start, utilising Doctor Doom and Amaterasu’s assists to cause even more damage. Then, once Zero goes down, Doctor Doom comes in to weaken the enemy team some more, and sometimes start zoning out if Zero goes down too quickly, so I can build some more super meter or if zoning is just a good idea against whoever happens to be in the arena at the time. After that, I use Amaterasu to clean up whatever is left with her rather deadly Veil of Mist and X-Factor combination, or just use X-Factor and your standard Amaterasu combos if I either didn’t get a good amount of super meter before Amaterasu came in, or if I had to use a lot of it so Zero or Doctor Doom could get rid of a significant threat.

I know this is probably a really poor game plan, and the team’s synergy probably isn’t very good, so any advice on improving the team, be it changing assists, altering my game plan or even changing who is on the team, would be greatly appreciated.

No it’s actually a really good team. Doom/Ammy is a really good shell in this game and Zero benefits from damn near anything, especially Missiles and Cold Star, although Plasma beam is probably better.

Nice Nuregami avatar by the way.

I agree that you should go with plasma beam. There is something particularly infuriating about Zero with his high priority and rampant screen control partnered with Doom’s ‘nobody can beat this’ projectile assist.

Ammy/Wesker/Doom :stuck_out_tongue: what do you guys think?

Just don’t put Doom on anchor and you’re ready to go.

I thought Doom was a good anchor though. You even have him as an anchor in one of your teams.

Don’t take my team as it is, I suck with Doom and mainly use him for the assist.

Doom is good in many positions, but anchor seems to be his worst, but it’s still workable.

Doom anchor doesn’t suck at all (1 touch/character death could easily lead to a win, and he lame it out as well), but as was said, point/2nd are usually better positions for the Latverian Lover. Additionally, Ammy & Wesker are two of the best XF3 characters in the game, so it’s kinda a waste not to have one of them there.

I’ve been trying to learn Wesker off & on, and I usually play Wesker/Doom-a/Ammy. While I try to use hidden missiles whenever I can, Wesker & Ammy can make better use of a beam assist. Doom/Wesker/Ammy is also nice, but I don’t like the DHC’s as much.

BUT: If you just learning Ammy, play her on point. As Stark & Moons said, her ultimate incarnation is a little difficult to get a good grip on her (one hit usually leads to death, so you have to learn how to balance playing safe and rushing in). By playing her on point, you’ll have the most game time with her, as well as the most fear of getting hit—which leads to learning how to play safe.

PS: Air Weapon change cancel mixups + Wesker assist can be pretty dumb.

It’s even dumber when my setup is actually point Ammy + Felicia(A) :>

Thanks :slight_smile:

Its gonna be hard learning since everyone is really good online lol.

So continuing from the combo thread… (and above)

…Felicia Rolling Buckler assist. What’s the best way to setup the unblockable? I noticed that people catch on to glaive dive->dd.L->overhead real quick and pushblock correctly, so I’m kind of ruling that out already. Assist->airdash F->overhead seems interesting as long as the assist can keep the opponent in blockstun, but I think it’s much easier said than done.

I was thinking it’d probably be easiest in reflector due to jump cancelling to instant overhead.

Oh crud, maybe I’ll have to go back to my reflector days a bit for that?

I was thinking that in glaive a good L->M->A1->Thunder Edge M would’ve been a nice vortex+unblockable too… (coming down with j.L->j.M)

I’m planning to test Dorm/Doom with Ammy’s Cold Star. Is it possible to treat Cold Star as a semi-GTFO assist or should I just use its lockdown effect to get some needed space for Dormammu? I hope she’s the answer to making the Dorm/Doom (who has Beam) duo complete.

I just saw Stark’s video on Ammy Reflector/Glaive BnBs. Looking forward to learning with her as Okami is one of my favorite games ever.

I don’t think there’s anything particularly “GTFO” about Cold Star, especially with how long Ammy is vulnerable for. You should still be able to set up plenty of shenanigans for Dormammu, though.

Hmm, I’m hoping to use the assist somewhat defensively and use its lockdown to set up Flame Carpet, charge up Dark Spells, and throw out 2C1D. I know Cold Star is a great rushdown assist, but can it help zoning to a certain degree (I so don’t want to use Drones)?

IMO, from experience, Cold Star is actually quite an overrated assist… it has pretty horrible range as the opponent goes farther and farther. Furthermore as pointed above, Ammy’s very vulnerable to anything while she’s out; any rushdown character will eat Amaterasu out alive.

It’s hard to use Cold Star for anything else other than lockdown…

Aside from that though, Ammy’s a really good anchor and is actually a Wesker counter too, so it’s possible that you can shift the team around with this instead.

Or if you don’t want to put Ammy on anchor (or is just having a horrible time using her as an assist; I know people who put Ammy on point because they realized how much the assist doesn’t actually help their team) then your best bet would be using her on point, putting Dorm on anchor instead. Don’t put Doom on anchor as he’s better off as a point/middle character.

Cold star improves the corner game of every character, it just happens that Doom has a very good corner game so his synergy with Ammy is an obvious consequence. CS is not overrated by any means, it’s probably the 2nd best lockdown assist (armored sempu bu is #1), and the zoning properties are also remarkable.