WillWork4Instal Posted November 26, 2012 Posted November 26, 2012 After watching that, I'm curious. Does j.2B connect after air throw in corner? And I hope we can find all the Amane palletes, unless there's a link to them that I haven't found.
AchedSphinx Posted November 26, 2012 Posted November 26, 2012 Am I the only one who loves looking at that chip damage? Good vid btw.
WillWork4Instal Posted November 26, 2012 Posted November 26, 2012 What is his stance cancelling? Does he have many stances? Can someone explain to me how that works? I am planning to main this character. Hopefully it isn't something difficult. His Hariken starts with a drill stance (236D) before he summons a drill (using A,B,C). It's only one stance, but you can cancel it into certain moves. Also, you can cancel the stance regularly by hitting D.
Chris Chaos Posted November 26, 2012 Posted November 26, 2012 Well, I learned a bit watching that video: You can cancel J.2B to bait hakumen's drive on contact and Hakumen's drive will whiff. You can use 5D to fill in where most of your ranged attacks can whiff to limit dropping combos from close range I love how he opens up with OD activation, he gains MAX LV Spiral at the beginning of the round, and manages it throughout the fight, a very smart tactic if you ask me. You CAN combo off of LV 2 Seijuu. Spiral LV DOES make a difference in properties when you use that Distortion (even outside of OD). He couldn't combo off of the LV 1 version. Makoto can parry Amane's "Hariken" special and she takes no chip... Not surprised but something that should be noted for MU knowledge. I will add all of this to my notes.
Diveman Posted November 26, 2012 Posted November 26, 2012 For those who haven't been blessed and gotten eargasms by this already: http://www.youtube.com/watch?v=d1Re2sHPu1s&feature=g-u-u you're welcome
FatalCounter Posted November 26, 2012 Posted November 26, 2012 (edited) Here is some Amane footage. Amane players slowly understand how to play him efficiently. Happy http://www.youtube.com/watch?v=T6wm1o8NxG8&list=UUJC5rXAfIrTMuoBY3qJjBdA&index=1&feature=plcp Edit: BTW, thx for the explaination, so nothing diifficult, it is like Litchi 41236D or Hazama 214D. Glad Edited November 26, 2012 by FatalCounter
DerQ Posted November 26, 2012 Posted November 26, 2012 For those who haven't been blessed and gotten eargasms by this already: http://www.youtube.com/watch?v=d1Re2sHPu1s&feature=g-u-u you're welcome Hnnnngggggg Makoto can parry Amane's "Hariken" special and she takes no chip... Not surprised but something that should be noted for MU knowledge. Does the drive meter still builds or does she just avoids that chip specifically? Also, Hariken = ground drill right? Still havn't gotten the names down.
STenSatsu Posted November 26, 2012 Posted November 26, 2012 Once that guy learns some better hit confirms/bnbs he'll probably be really good. He's definitely the most drive happy Amane so far. A bit too aggressive with the meaties against Haku though lol.
Chris Chaos Posted November 26, 2012 Posted November 26, 2012 (edited) FINALLY! http://www.youtube.com/watch?v=if1JTJMbB5k&feature=g-u-u MP3 DOWNLOAD LINK IS IN THE DESCRIPTION OF THE VIDEO!!! EDIT: Ninja'd... EDIT 2: Does the drive meter still builds or does she just avoids that chip specifically? Also, Hariken = ground drill right? Still havn't gotten the names down. Spiral does not build, she is safe and you gain nothing. Yes, Hariken is the ground drill. EDIT 3: Once that guy learns some better hit confirms/bnbs he'll probably be really good. He's definitely the most drive happy Amane so far. A bit too aggressive with the meaties against Haku though lol. Well, Hakumen was eating them trying to drive through them to take no damage (or mimimize the damage), so why stop if he's getting hit? Had the Hakumen player did something to force him to switch it up, then I could understand where you're coming from. Edited November 26, 2012 by Shinsyn
FatalCounter Posted November 26, 2012 Posted November 26, 2012 (edited) I understood some things from the last footage. Correct me if I am wrong. Thx. - j2B is very good for cross ups or for falling down quickly, since Amane jump is even slower than mu-12 jump. - Nashi was abusing drill attacks for charging drill gauge quickly or maintaining it at high level - 6B has some weird properties. Once in the video, I believe the 2nd game, Hakumen blocked it with a drive counter but he couldn't catch Amane. Amane moved in the air, I was wooooh. I believe you can use it for quick jump even if it doesn't hit or get blocked. So a free quick jump back with fast recovery given that Amane can block in the air after this. - Zettou or Fabhop is the key for getting in o getting out. The guy was abusing it, doing like: j2B > Zettou > hit confirm > Zettou >...... or jB > Zettou back (for getting out)> j5C or Zettou forward (pressure) jD (j2D?). - It is pretty hard to punish 236C (if it is punishable) since it pushes the opponent away creating some space. -5A is a very good anti-air. He was blowing some Hakumen jump attacks or they were trading. Which is pretty good since we all know that Hakumen has some of the best jump attacks of the game. Forgive me for my english it is not my first language. Thx Edited November 26, 2012 by FatalCounter
Cryingvoid Posted November 26, 2012 Posted November 26, 2012 I pray his drill attacks are safe on block, and it looks like it so far. I can see when you ground drill -> air drill, amane is unable to move till the end of the move. I wonder if it is possible to rc into ground drill -> air drill once more. Must be awesome tactic, taking into account the opponent in block can't do anything at all, even counter assault, since you are keeping distance. It would be sweet to use your meter for chip finishing :3
sparkaura Posted November 26, 2012 Posted November 26, 2012 For those who haven't been blessed and gotten eargasms by this already: http://www.youtube.com/watch?v=d1Re2sHPu1s&feature=g-u-u you're welcome I love you forever!!!!!!!!! I've been waiting for this omgggg
Aloci Posted November 26, 2012 Posted November 26, 2012 (edited) I pray his drill attacks are safe on block, and it looks like it so far. I can see when you ground drill -> air drill, amane is unable to move till the end of the move. I wonder if it is possible to rc into ground drill -> air drill once more. Must be awesome tactic, taking into account the opponent in block can't do anything at all, even counter assault, since you are keeping distance. It would be sweet to use your meter for chip finishing :3 He can't move because because the air Top Drill only lasts as long as you hold it. So if you RC it, then that drill stops and you'd have to start another one. It looks like, if you hit, your 236D~A/B/C and 6D are safe. I'm interested in the amount of blockstun that 2D and j.2D cause + Chip damage. Like, get the opponent in the corner and make them block 2D, Fabhop forward j.2D, land 5D, fabhop away and toss out a j.C normal to keep them there blocking? I'm personally hoping that 5A/2A, 2D is some kind of frametrap lol. But yeah, that'd be a nice corner blockstring. I wonder if the framedata on his drills change depending on the level that the drill gauge is at. Besides, you know, blockstun and chip damage lol. I also wonder what his fatal counter move is. Anyone know yet? Edited November 26, 2012 by Aloci
Cryingvoid Posted November 26, 2012 Posted November 26, 2012 Level surely alters your reach and pushback... I won't be surprised if it were more of a plus on block the higher the level is. There just MUST be setups into drill loops on block! And wicked frametraps like Mu's bomb traps. BTW, his forward drill super seems to be minus on block? That's a bit salty. You can't use it as a complement to your drill blockstring without 50 meter up your sleeve. Though it might have been just lvl1 super that is minus on block though...
Bedsheets Posted November 26, 2012 Posted November 26, 2012 Whoah, this thread moved a lot while I slept. I will try to answer as many questions as I can. The mechanics between the ground drills that he summons and the drills that he attacks with on his arm are different. The ground drills are called with A, B or C after you go into his drill stance using 236D. Those drills stay out for a fixed duration, based on your drill level, and then disappear. You do not need to hold down the A, B, or C button to have those drills stay out. His arm drills are called using a direction plus D and last as long as you hold down the D button or after a fixed length (also based on drill level). Or in the case of 6D it lasts until you let go or the drill over heats. So far all of the drills feel safe on block, or, at least, no one has punished me yet for blocking them. They seem to have enough blockstun and pushback to be safe. This goes for 5D, 6D, 2D, jD and j6D. Well, I have ran into some issues with 2D where it catches the enemy at a bit of a funny angle while they are in the air and blocking so they fall out of it and then, because I am still holding the button and was not expecting them to fall out, I eat an attack. But, clean hits of 2D seem safe. That 8k damage combo posted earlier is amazing. Impractical, but amazing! I believe someone asked if you could do the combo (for less damage) at lower drill levels. I believe no. Your drills gain additionally properties on hit at high levels. j6D for example wall bounces at higher levels but does not at level 1 (I am not sure if it gains the wall bounce at level 2 or just at level 3). 5D seems to gain some kind of crumple stun on hit that you can probably combo off of only at level 3. I think someone asked if you can have multiple ground drills out at a time via RCing. The answer is no. When you have a ground drill out you are no longer able to enter the drill stance (I guess that might mess up some drill stance cancel combos too) so there is no way to get another drill out. The only moves that come out of drill stance are the ground drill summons, so you still have access to your normal drills. Now to catch up on all of the videos that got posted!
Toasty Posted November 26, 2012 Author Posted November 26, 2012 Spiral does not build, she is safe and you gain nothing. Yes, Hariken is the ground drill. Hmm, it's interesting to note that it doesn't build any gauge on whiff when iirc D moves do. Specials that build the meter must have different properties than the drive moves themselves. And Hariken cancels sound mad hype, but I wonder what we can do off of them since the vid that showed it only had Amane going into 3C. But 3C > drill oki would still be nice though, since it sets him up perfectly for some serious chip and pressure.
NumeroGaijin Posted November 26, 2012 Posted November 26, 2012 Well as far as his fatal counter goes I have seen it in one of those attacks where he slings the scarf whipping them towards you.
Bedsheets Posted November 26, 2012 Posted November 26, 2012 (edited) Amane's D moves do indeed build heat on whiff, but not a lot as compared to on hit or block. Edit: Watching one of the recent videos very closely, we can see that when Amane had a ground drill summoned that was not hitting the opponent, it did not cause Amane to build heat, but it did stop Amane's heat meter from decaying. Edited November 26, 2012 by Bedsheets
PhoenonX Posted November 26, 2012 Posted November 26, 2012 Nishiki is fun to say. AHMAHNAY KNEESHEEKEY
Cryingvoid Posted November 26, 2012 Posted November 26, 2012 The announcer is actually fucked up a great deal, ask Japanese speakers here. He would sound more like amanE nIshki in real language.
Toasty Posted November 26, 2012 Author Posted November 26, 2012 Something worth mentioning that I noticed in the Hakumen/Makoto vid- j236C does not cause wallstick in the corner like 236C does, although they end in a similar manner. Nothing too major, but still worth pointing out.
Toasty Posted November 26, 2012 Author Posted November 26, 2012 I wonder if the framedata on his drills change depending on the level that the drill gauge is at. Besides, you know, blockstun and chip damage lol. I also wonder what his fatal counter move is. Anyone know yet? 6B is one of his fatals.
Bedsheets Posted November 26, 2012 Posted November 26, 2012 Only got to watch about half of the new Amane videos before I had to head into work (which is where I am now posting from, booo!) Still though, what I saw so far is awesome. So many things to steal. Can't believe I did not think of ODing at the start of a match. Amane is the only (i think?) character that really benefits from his OD after it has expired, getting level 3 drill out of the gate could be really good. It is definitely a high risk high reward play. Because there is no guarantee that you will get to make use of the level 3 drill (enemy could avoid you, you could overheat early, etc) and you may end up kicking yourself pretty hard for getting rid of your burst first thing in a match. I definitely can't wait to experiment with start of the round ODing though.
Toasty Posted November 26, 2012 Author Posted November 26, 2012 More things from the vid: You can combo off C super with lvl 2 drill (still unsure about lvl 1). You can go into an actual combo after drill on hit. Since the drills last so long, it should be easy to react to whether the opponent gets hit or blocks and then follow up with 6D (on block) or a combo (on hit). Of course 6D on hit still might be favorable in some situations if you want the extra drill meter.
hakimiru Posted November 26, 2012 Posted November 26, 2012 So I finally realized why his name had been bugging me this whole time... This is pretty much the only brand of rice I buy here :v
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