I’m trying to find a broken ammy shell (like doom/ammy broken) for my team.
I’ve tried /vergil/ammy but there isn’t really a good neutral assist there. /doom/ammy is obviously ideal but I really don’t like playing doom (i don’t even like vergil that much).
I’ve tried dante/ammy with teleport/lockdown stuff and it seems solid, but just not “broken” enough.
Are there other characters that benefit ridiculously from ammy? Preferably one with a good neutral assist?
Strange/Ammy. Good THC but not on par with Doom/Ammy’s since it can’t setup a good incoming vortex. Strange is awesome with Cold Star. Ammy’s awesome with Bolts assist.
Although this one is overlooked Morrigan/Ammy. Cold Star is great for mid-range cover and Soul Drain combos. Bloom+Astral Vision is ridiculous (if you can cover Ammy).
Taskmaster/Ammy. Task gets unblockable setups and ammy gets the arrow assists.
Akuma/Ammy. Akuma gets nice lockdown from the assist and THC. Ammy gets the awesome Tatsu.
Arthur/Ammy. Arthur gets more mid-range coverage and loads of chip from the THC. Ammy gets the dagger assist.
RR/Ammy. RR get’s boulder trap setups, which are unblockable. Ammy get’s the logtrap assist and spitfire assist which are fantastic for neutral.
Yea. Both get access to each others’ amazing assists, Akuma can perform many mixups with Cold Star and Ammy loves Tatsu. giving her insane mixups or a potential escape.
Shuma/Ammy. Although Shuma requires some good execution to play as correctly, he one of the most damaging characters in UMvC3. He loves Cold Star, giving him Mystic Smash mixups into tons of damage (650k-1.1 mil) while building loads of meter. Mystic Ray covers 90% of the screen and can be used for offensive, defensive and combo purposes.
Thanks for the great suggestion! Strange seems to be around as good as doom and bolts is an amazing assist (i run point viper). Turns out I’m hella picky and don’t like playing Strange but I’ll give it an honest try…
Yep, been at it for a few days. viper/strange/ammy confirmed broken. I’ll admit it feels weird playing without some aerial assist though, vajra or jam session.
XF3 and Veil of Mist
I’ve looked through all of threads and I couldn’t find much.
Atm I’m just doing ambiguous glaive/beads h on incoming but I could be doing better
Any viable setups would be sooooooo appreciated.
Thanks in advance Ammy People
P.S - I saw RhyGuy’s video. It was great but it wasn’t too informative regarding more advanced stuff because is had very few really tricky setups and tech.
I just do Heavy Power Slash, super jump forward Heavy Head Charge in Glaive Mode, then while falling airH. the issue is confirming whether or not you used the ground bounce or negated it with the paper, but if you have good enough assists, you can just do combos without ground bounce needed and still get decent damage.
it may or may not be a mixup. however, when a new character enters the arena they move slightly forward, possibly taking them out of the corner. and ammy is jumping forward into that very corner, making it a possible left-right mixup attempt. I like to think the airH leaves ammy relatively safe from an attack on the way down and it does combo if they get hit by the head charge.
The Head Charge is very ambiguous since the opponent is moving on incoming, making it a very tricky left-right mix-up.
Ammy’s Power Slash M/H discourages attacking on all of her incoming mix-ups. If opponents block Head Charge H you can followup with a airdash j. H (in any weapon), Glaive Stab (if one is in the Glaive and gets the hit) into QCF+S into the f+hhhh infinite, if your j. H is Adv. guarded against you can ground dash under them and do j. M’s to bait their throw selects.
Ammy’s incoming mix-ups in general makes use of her Glaive Stab, jumping normals, Power Slash, and if you’re good enough Thunder edge M and H + Power Slash can due wonders.
If you want to work on your incoming putting her on point can help you do this. That’s how I got better with her. I recommend you due the same.
Hey guys, I’ve been playing anchor Ammy for a little over a year now and I want to work on an Ammy point team so I can get better with her. I was thinking of trying Ammy/Doom/Wesker, is there anything to that team? And if so, what are the recommended assists? I’ve occasionally had Ammy snapped in on my main team and played her with Plasma Beam and she seems alright with it, but I was wondering if Missiles might work better. I was also thinking she might be able to get better use out of Jaguar Dash than gunshot.
Do you guys have dante ammy tech? I’m having a hard time pressuring using coldstar due to the lack of follow ups
What about combo extensions and incoming mixups.
Finally slow combos.
Is this a good team to get better with Ammy? —> Ammy(cold star)/Strange(bolts)/Shuma(mystic ray).
I like Ammy with Mystic Ray because I can set up a reset at the end of the combo St.H > “call Shuma” Cr.H > L Thunder Edge so that the assist doesn’t connect. It covers all air recovery options(Front/Back/Neutral) from opponent which allows me to make them guess by dashing under while the assist hits. This only works in midscreen. I don’t really know the follow up options after opponent blocks but, if you make a video that explains, that would help me understand a lot better than reading the text…
I loved the synergy between Ammy, and Strange, but I decided to drop Strange because I was very unhappy with how my old team turned out which was previously my main team —> Cap(charging star)/Ammy(cold star)/Strange(bolts)
Sorry I know this post is ancient history, but I’ve been working on Ammy/Doom/Dante a lot which has lead to a side project of Dante/Ammy in general. He uses Cold Star better than I previously thought, you just have to get creative with it.
The basic idea is to find a safe spot to do Stinger and call Cold Star, then Bold Cancel into a variety of options:
*Reverb Shock: doesn’t get you much of a mixup but allows you to pressure (esp. with empty Crazy Dance) and chip (fireworks). Empty cancel into fireworks gets you great block/hitstun as well
*Teleport: obvious option that is kind of unsafe midscreen
*Devil Trigger: HERE’s where you get real mixups. even if they push block your Stinger, Bold Cancel DT allows you to reapply pressure by dashing or teleporting back in and then mix up. Thanks to flight you have a lot of options in addition to the usual air dash j.M/H and low mixups. If they are midscreen or you teleported behind them in the corner, you can fake same side by doing sj. low air dash xx flight j.H unfly j.H. If they’re cornered the faster overhead mixups from flight are really great. You can also use Cold Star’s lock down to get good chip with Thunderbolt (air qcf+S)
Aside from stinger you can of course do s.H -> Weasel Shot and call Cold Star towards the end which gives you a longer blockstring. s.H is also safer on whiff than stinger since you can cancel it and it also doubles as an anti-air.
Incoming isn’t too great, but Dante’s solo incoming is strong enough that it shouldn’t matter. If you can get them to block on the ground after incoming, you can get them to block Cold Star. You can also call Cold Star + immediately forward throw, which combos into dash up S. Also a throw break actually leads into Cold Star lockdown in this case (barring invincible reversals. bold guard those bionic arms!).
Combo extension with Cold Star is… eh. You can extend with Cold Star -> Crystal -> Revolver (qcb+M) in the corner after a basic Prop Shredder -> Hammer. That’s the only really consistent one I have, there’s other stuff that’s really hard and inconsistent.
As for slow combos, sky’s the limit. They DHC into each other really well when using X-Factor and can pretty much always kill. For instance Million Dollars -> Veil XF glaive loops, or combos into Veil/Shuffle DHC to Devil Trigger.