Aloci Posted November 26, 2012 Posted November 26, 2012 I noticed in the Amane vs Makoto vid, 6D moved closer to Amane on hit. Is it just me seeing things? Also, can we get more corner combos starting with foward throw or ones involving Gekiran? I'm not sure of the combo-ability of Gekiran in the corner, but the throw looks promising. Gekiran is the hand DP right? I have a feeling that's just going to be a combo ender unless we spend meter for a RC. Everyone's gay for ... I mean Psh. I'm gay for both <3
Chris Chaos Posted November 26, 2012 Posted November 26, 2012 (edited) Each DD of every character is powered up in OD, so it might actually be something you don't get by just having Drill Lvl 3. This is true, but I hope that's not the case and that LV does make a difference because it would make that Distortion so much more useful. I simply love Amane playstyle, but we have to find something vs rushdown characters such Azrael or Makoto. Because I remember the hard time I get when I started playing Relius. Now I know how to deal with some rushdown. For example, with Relius; any hit I can do after a rushdown, I instantly call Ignis by doing 214A (Val Lanto). This give me some space but especially the advantage on block (+16) for my rushdown. We need some frama data before people start playing Amane efficiently. Due to Amane's play style (utilizing his mid-ranged game to keep the opponents away), the best thing to do is avoid the situation and if you're caught in it, IB and gain meter for a CA or (dare I say it), wait for the opportunity for the opponent to drop and mash 2/5A (which I've seen so far). I wouldn't consider Relius as much of a threat as Makoto though, Relius' movement is not that fast and if played right you can keep him out and Relius' mix up looks pretty limited compared to other character's on the roster. Amane DOES has issues with Makoto and Hazama, that is fact from what I'm seeing in videos so far, Hazama can get in fairly easy if the player doesn't use his long ranged normals properly. Also when Hazama get's in, it looks like "Frame Trap City" and you're blocking for days since Amane doesn't have a decent reversal (if one at all lol.) I would really like to see how Amane deals with Nu since she is going to be the primary zoner of the game, her range is going to be longer than his and I would like to see if Amane has any answers to deal with her. I can make assumptions but I'm just gonna wait on the 28th when she becomes playable to see how that goes. Edited November 26, 2012 by Shinsyn
Rishtopher Posted November 26, 2012 Posted November 26, 2012 So I've been watching a lot of Amane videos but I'm slow on the pickup so I have a few questions if you don't mind me asking: Do Amane's scarf normals have a hitbox on the entire length of the scarf? It seems like only the end of the scarf hits. I know he doesn't have a DP, so in that case, what can he do to get out of pressure? It seems like he's done once he's in the corner. I believe I read that you can hold the move to make his drills spin longer? Can you move around while you do that? And if so, can you have more than one drill out at a time being charged like that? Last question, do the drills get charged the same amount on hit, vs on block/whiff? EDIT: just saw your post Shinsyn, thanks for preemptively answering some of my questions lol.
DerQ Posted November 26, 2012 Posted November 26, 2012 (edited) The more I think about it, the more it feels like Amane's main goal is to frustrate the opponent. Floaty movement and attacks with weird blockstun or hit sounds, dressing like a girl with an aggressive male voice, long range harass, annoying amount of active frames and chip damage. Snip... Amane's scarf has a hitbox at the knot only. Not the whole length Drills can be held for I believe up to 3 seconds (all of them, including normals), ground drills can stay active while you move. Since you need to hold the button to keep them active, no I believe you can't have more than one at the same time. And they seem to be pretty bad zoning tools because of their fixed distance. Also, if you hit amane, they disappear I believe they charge the same amount on hit/block, but double check that statement Also sig'ing this if you don't mind? xD More than honored, be my guest Edited November 26, 2012 by DerQ
skd Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be
SolarMisae Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be That was beautiful.
SoWL Posted November 26, 2012 Posted November 26, 2012 And the best thing about that is that it deals 5k before you spend anything on it. Before that, all you need is a corner and Drill lvl 3.
DerQ Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be And the best part is that the running animation annoys some people, so it's a built-in taunt combo
Cryingvoid Posted November 26, 2012 Posted November 26, 2012 I'm not sure I follow...? Either way this isn't the place to discuss terribly off-topic things, stick to gameplay. From what I've seen so far, Amane's main strength and tactic seems to be drill on block, so the main aim is generally to setup it right? It seems, that the blocked drill, either normal blocked or barrier blocked, is more profitable than the drill on hit? Just am I getting things right? And the best part is that the running animation annoys some people, so it's a built-in taunt combo haha, that's for sure :D
SolarMisae Posted November 26, 2012 Posted November 26, 2012 (edited) The thing I noticed the most was yet another Hariken cancel, this time however Amane's back was to the corner when it was done meaning it probably will be useful midscreen. This pleases me greatly. Just am I getting things right? Oh okay. Yeah, he focuses a lot on his drive, and scaring people with the large amount of chip damage and barrier gauge he can destroy. He aims to force his opponent to respect his drive. You make them choose between eating massive chip damage, losing most of their barrier gauge, or possibly eating a CT if you have 25 meter for one. Edited November 26, 2012 by SolarMisae
DerQ Posted November 26, 2012 Posted November 26, 2012 The thing I noticed the most was yet another Hariken cancel, this time however Amane's back was to the corner when it was done meaning it probably will be useful midscreen. This pleases me greatly. Yes, this gives us quite a great use for excess meter, it should still be fairly damaging even without drill 3. Also, from j.5D (if I'm not mistaken), you can combo into your drill normals. That combo answered so many unanswered questions
Aloci Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be That made me excited in all the wrong right ways.
Rishtopher Posted November 26, 2012 Posted November 26, 2012 The more I think about it, the more it feels like Amane's main goal is to frustrate the opponent. Floaty movement and attacks with weird blockstun or hit sounds, dressing like a girl with an aggressive male voice, long range harass, annoying amount of active frames and chip damage. Amane's scarf has a hitbox at the knot only. Not the whole length Drills can be held for I believe up to 3 seconds (all of them, including normals), ground drills can stay active while you move. Since you need to hold the button to keep them active, no I believe you can't have more than one at the same time. And they seem to be pretty bad zoning tools because of their fixed distance. Also, if you hit amane, they disappear I believe they charge the same amount on hit/block, but double check that statement Thanks for the quick response! I'm kinda sad that they're bad zoning tools, I wonder how we're supposed to play this guy if he's not actually a zoner? From what I've seen, it's not like his damage is that go-- http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Mother of God... :O
STenSatsu Posted November 26, 2012 Posted November 26, 2012 The thing I noticed the most was yet another Hariken cancel, this time however Amane's back was to the corner when it was done meaning it probably will be useful midscreen. This pleases me greatly. Looks like stance canceling is key to combing off of 6c. Also makes me wonder if you can let 6c hit twice in order to side switch them back into the corner. And holy shit level 3 drill normals do tons of damage. Good to know there is a reason they want to block/barrier lol.
SolarMisae Posted November 26, 2012 Posted November 26, 2012 6C(2) definitely throws them back into the corner, or at least it did in the Ama vs Az match where the Amane used a Harican there as well.
DerQ Posted November 26, 2012 Posted November 26, 2012 Thanks for the quick response! I'm kinda sad that they're bad zoning tools, I wonder how we're supposed to play this guy if he's not actually a zoner? Well in a way you still can play a full screen game, maybe not just with projectiles. Because the ground drills are not one single special. You need to enter his stance and then choose where to lay them. It feels like it's a tool you'll slip by your opponent every once in a while (besides on knockdowns) to remind them you have it. About zoning, the scarf/knots © attacks look amazing as you can convert them into a combo if they hit. This means you'd still win or at least be at an advantage while at fullscreen. And in the mid screen game, you have great normals that push back the opponent to the range of your C attacks. Combine that with your command dash to have further control on your spacing and you can zone/space out like a boss. This is mostly an analysis of his design on paper though. Dunno how that translates in practice 6C(2) definitely throws them back into the corner, or at least it did in the Ama vs Az match where the Amane used a Harican there as well. Yes, it did throw him back in the corner, but there was enough space in between amane and the wall for that to happen. I'm still not convinced it does it guaranteed.
SolarMisae Posted November 26, 2012 Posted November 26, 2012 Yes, it did throw him back in the corner, but there was enough space in between amane and the wall for that to happen. I'm still not convinced it does it guaranteed. I'm aware, what I meant is that it most certainly has the potential to do so if you're spaced right.
hakimiru Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Extra info from the video description~ Improbable starter gimmick combo. Spiral Lv3(Can't be too high or it'll overheat too) Point blank range, works with full health OD duration as well. As low as possible J2B→2D Hold→236A→J6D Hold→5B(3)2C(1)5C(1)6C(1)→236DD(Release stance)→3C→OD→3C632146D→RC→Cute dash ・If you do a low as possible J2B right after jumping, you won't float (although it counts as a mid) ・If your health is low you can start it from 3C→OD as well. ・2D needs to hit low. ・J6D hit height affects where the opponent can tech, so pay attention to that. ・Chasing after with RC dash increases the hit count of 632146D(min dmg 40×85 hit) ・Adding even 623C to the end yields 0 damage. ・Incidentally, J2B P1 is 90%
mAc Chaos Posted November 26, 2012 Posted November 26, 2012 > sees video How long before LK plays Amane.
Aloci Posted November 26, 2012 Posted November 26, 2012 > sees video How long before LK plays Amane. LK isn't fabulous enough.
Chris Chaos Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Mother of God... that damage, LOL! > sees video How long before LK plays Amane. No oppai, LK isn't touching this character.
Aloci Posted November 26, 2012 Posted November 26, 2012 (edited) No oppai, LK isn't touching this character. I am super tempted to sig that ._. Edit: Back on topic, I wonder if it's possible to RC a Drill and call another one? That'd be a heck of a lot of chip and barrier damage from 2 Drills and a 6D. Or maybe 1 Drill, 6D, RC 5D? Potential chip deaths everywhere. Edited November 26, 2012 by Aloci
SoWL Posted November 26, 2012 Posted November 26, 2012 Another grrrrreat Amane here. You can literally feel his opponents fear the drill.
Chris Chaos Posted November 26, 2012 Posted November 26, 2012 (edited) if that's his name in the top corner (Nashi), then this player is one to keep eyes on too! This guy is solid! He made a few questionable decisions but other than that, he's good. Edited November 26, 2012 by Shinsyn
FatalCounter Posted November 26, 2012 Posted November 26, 2012 Looks like stance canceling is key to combing off of 6c. Also makes me wonder if you can let 6c hit twice in order to side switch them back into the corner. And holy shit level 3 drill normals do tons of damage. Good to know there is a reason they want to block/barrier lol. 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.
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