I guess that’s true, but when I played FChamp when he was here a few weeks ago he was basically styling on me with that assist. Honestly that eruption thingy is insane, and it comes out stupid fast.
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I guess that’s true, but when I played FChamp when he was here a few weeks ago he was basically styling on me with that assist. Honestly that eruption thingy is insane, and it comes out stupid fast.
[media=youtube]4zcr65gedno[/media]
I only use it in combos if it’s uncharged or if it would let me kill someone. Charged, it’s either a pressure tool, something to obscure mixup, or a get-off-me assist.
Congrats to Zekira for getting that win out of fchamp xD … played really well, the matchup is what was wrong (Dorm + missiles > Ammy, Magneto > Felicia, missiles > strider, 2D1C > strider, it was obvious that Champ didnt have a clue about the matchup at first though)
I need some help, I don’t know which Team would be the best. Its pretty much a point ammy vs anchor ammy team, but I’m having trouble weighing the pros and cons of each slot for her.
For Dante ( jam session) / Magneto ( disrupter) / Amaterasu ( cold star) I have the ammy THC whatever, I like to call the THC and just wavedash under them on block. I have Dante mixups, him + cold star is like a walking 50-50 mixup. Magneto TAC . And ammy IMO is the easiest to control In xf3.
Then there’s Ammy ( cold star) / Dante ( jam session / Magneto ( disrupter) which gives ammy two great assists covering horizontal and verticle. No easy tac. Dante dhc is OK I guess.
I could switch mag with Dante for the second team. Just build meter for devil trigger.
So any help?
That team can be played in any order you wish. It works back to front.
Mags/Dante THC works pretty well if they aren’t pressuring you. If you pull them into Million Dollars, it acts like a really long lockdown assist. Dante/Ammy THC is more of a one time use thing but you’re almost guaranteed a hit if you pull off your mixup correctly. Ammy/Dante hasn’t been really explored in UMvC3 but I’m of the opinion that Ammy/Dante works slightly better than Dante/Ammy, if only because Cold Star on hit scales pretty badly.
The teams you listed seem very good. I’d switch up depending on the match-up you’re most comfortable with. Plus, the point Ammy team could be used to help you get familiar with Ammy as she’s usually the character a player is most unfamiliar with on the team, especially since most people put her on anchor.
Thanks, I’m probably gonna try both like you said.
I play ammy/dante/mags and I am convinced it’s the best order. But I run weasel shot so ammy has a lockdown assist that doesn’t push away and scale my damage to poop. Ammy/dante have pretty good dhc chemistry since you can go okami shuffle dhc to devil trigger to get out safely and lock them down for a mix-up or for chip so you have options to either regain control or get a character off the table. Also okami shuffle to million dollars works as a full screen punish when they’ve got less than ~450 health. I’ve got more tech and gameplan strats for it(for all characters) too so if you have questions fire them away.
Thanks man. So I’m guessing weasel shot is used like a shorter version of cold star? Do you use any of the assist for combo extensions?
Yeah I use Weasel shot to reset the ground bounce in charged glaive H combos by calling it just after the third H in the fwd H string then just dashing up and launching them up then back down and into a otg glaive dive xx into whatever ender you want depending if you want to reset or try to kill. You can also use it to extend a thunder edge combo by doing St.m + weasel shot > St. H xx M thunder edge > Falling H, land, stand M (midscreen, and lower hitstun deterioration situations) and/or launch(corner, can do midscreen but you have to dash up first which might be character specific) to same ending as last time. This one also can be used to set up a TAC to magneto in the corner since it will be right in that period where dante is back off screen but you can’t TAC into him. You have to use H to TAC because of hit stun deterioration. Magneto can also be used in low hit stun deterioration situations in a thunder edge combo by doing st. M > st.H or cr. H + disruptor xx L thunder edge.
I use weasel shot as a lock down assist so I can get in the range to threaten with overheads, lows, and throws, as well as setup instant overheads. I use disruptor to pressure and convert off of stuff like glaive jumping H.
So I’m playing through Okami HD again and i’m thinking how much better would ammy be if capcom gave her the fleetfoot ability in the Ultimate version (her dodge move in the game). That would have been pretty cool if they did ;3
GIVE US THE DOUBLE JUMP. I would have liked Zero to have his double jump too (like in the game) instead of buster cancels, but oh well.
And the Golden Fury/Brown Rage as like a meter-building move akin to Mighty Speech.
Plus, a Shiranui Alt instead of Jon Taliban would have been way cooler. That would be like the only one I’d use if they had included it.
yeah i wish both ammy and zero had their double jump /:
Edit: They should have given ammy her wall jump too lol
There’s a lot of things I wish Ammy had. Double Jump/Wall Jump, turn the vine into a command dash (so she can block like Spiderman. >.>) or give Ammy her 8-way dash back, SRK-type move with the Sword (there’s an attack she does with a specific sub-glaive that’s not Thunder Edge.). Maybe give her the ability to sprout trees from the ground as a Pillar-esque move (Rosary mode only of course)? Huh? :3
Fleetfoot would be awesome, especially if you could cancel into it from a normal and it would be rigged if she could pass through characters with it like Frank West or CapAm.
As much as I like Ammy and her versatility, if the other characters health total to ability ratios are anything to go by, she does not deserve her low 800k health total. I said it once and I’ll say it again, the buff Zero got that pissed me off the most was his health going to 830k WHILE gaining even more bullshit.
I would like to see the Celestial brush make more of an appearance too, instead of only being viable at close range. Perhaps alter it to make it more like Judgement Cut/Dark Hole so that it can be placed in 3 spaces across the screen.
And give us a better assist option besides the stupid reflector, like a horizontal cold star or charged Thunder Edge L.
But Zero doesnt help a team as Ammy does.
Other than providing a way for any low-damage character to kill off of a touch and a ghetto spitfire/daggers/drones assist with Sougenmu? He’s not the best at support but he isn’t useless.
It’s also not just Zero. Vergil’s in the same camp as well as Magneto. Ammy just got questionable changes and almost all of them were nerfs.
But I digress, this conversation belongs in the other thread, not the team-building thread. Even then, it’s not something worth talking about since it’s not going to be changed. I’m just going to hold it and enjoy mashing H.
Wondering about the possibilities with Ammy/Joe/“X character” when both J/A have used their “slow” supers.
I saw something of a guy raw tagging 5 times in a combo in a “slow setup” once.
[media=youtube]2d3tBL0l3tk[/media]
Would that be it?
Morrigan/Amaterasu tech:
Amaterasu air throw in a corner:
Veil of Mist, Astral Vision, call Cold Star, wait half a second, Soul Drain, fly, Soul Drain, un-fly, Soul Drain, wait, s.S, sj.MMHS, Soul Drain, dp.AA
That’s right, 8 Soul Drains in one combo, or 2.4 bars of meter stolen from an air throw by Amaterasu. Total damage is 510,100.
The catch?
You can’t steal meter while Veil of Mist is up! Fucking Capcom.
Veil of Mist, Astral Vision, qcf.H, fly, qcf.L, unfly, [qcf.L, fly, qcf.L, unfly]x5-6 does 729,300.
This works:
[Ammy Combo], Okami Shuffle, DHC early to Astral Vision, Soul Drain, fly-cancel, float forward, s.S, Soul Drain, Shadow Servant
I am offended for the first time ever in this game:
Dark Harmonizer has no effect during Veil of Mist. This is some serious bullshit.