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Eshi

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  1. The pushback from IB barrier on lvl 3 5D is so huge now that he cant even special cancel into zettou to continue pressure, it's almost entirely full screen. Level 2 and 1 have very little pushback but their chip damage is much lower, and if he tries to continue pressure than you can just mash 5a, 6a or DP. None of his offense is safe. Amane can hard bait out disrespect with a select few options, like 214a > jC counterhit, but the reward for it is miniscule and if you block the jC then you can still mash out of him going back in with j236a. People who lose to Amane play way too respectfully and need to press more buttons. Hakumen ESPECIALLY, 5d is absurdly good against Amane. Sent from my iPhone using Tapatalk
  2. crush triggers take resources, like 25 whole meter! Obviously this is much more limiting than hitting level 3 drill solely using a move with 44 frames of startup before even having the opportunity.
  3. Tager command throw does 30% damage on block. It cant be throw teched or barrier guarded, and unlike drills he can do it at any time, he doesnt have to catch you sleeping with something like Amane's 6D to max out an arbitrary gauge. Grapplers are badly designed characters too, right? Stating that it's your opinion doesnt make you immune to criticism, nor make your statements any less stupid and scrubby. Like why are you even posting in this forum? Seriously.
  4. You know. Most throws do 30% anyway and dont need an arbitrary meter to be at max for it. Barrier block is a basic mechanic of the game that counters chip just like throw tech counters throw, you should start using it instead of being a scrub. Everywhere I go, I see people say this. Why? Why is chip damage broken? It's just chip damage. Every single attack does chip damage in UMK3 and it's one of my favorite games ever. Amane has 0 mixup so his drills are essentially a creative replacement for the thing that everyone else has. He would not be broken if his drills were good. He would be a normal character.
  5. Yes, much worse. The best buffs to him are drive special cancels for his pressure, but because he does no damage at all he gives DP/counter characters tons of opportunities to make a right guess. Most characters do double his output in average damage and have way better oki. So, slightly more favorable matchups against no dp characters like kokonoe, carl etc, significantly worse matchups against everyone else. He's absolutely bottom tier. Sent from my iPhone using Tapatalk
  6. Completely disagree. Amane got significantly worse in this version. Getting level 3 drill is harder so we deal no damage 90% of the time, 5B pushback totally gone hurts pressure, 5D level 3 pushback is utterly ridiculous, most changes to his specials have either very little or no net positive gains. I definitely liked 1.1 much more.
  7. My old air juggle ender of j2C [2] > j214B >jB > jC > j6C > j236C seems a lot more inconsistent now, like their gravity is heavier or j236B is raising me a lot higher than before. I switched to doing j2C [1] < j214A instead in most of my hit confirms and it works much better. Hit confirming random hits is super hard again. 5D > 214A > jC > j236A/B is integral to his pressure game since it is so easy to DP him out of everything otherwise, but if I get counterhit or hit them out of jumping then my brain freezes and I have no idea what to do. I think jB > jc > jB > stuff will work but training my brain to react that quickly is hard. In the meantime, every JP player I have fought against has beaten me. Some of them destroyed me (Konan, Tsubaki is SO GOOD now wao).
  8. This is true. I mostly wanted to figure out how many hits of 5B are needed for character groups, I already lost a match because I did the wrong number of hits on a Bang player. I've also found a lot of characters with non-standard deviations that aren't mentioned there.
  9. Today I'll work on how to combo everyone after corner throw into Hariken RC 6D. It's very character specific and requires precision. I'll finish editing this post today. Amane: Throw > 236DD > 6A > 623C > 2B > 5B [2] > 6B > j6C [1] > j2B > land > A Hariken > RC > 6D Arakune: Throw > 236DD > TK j236C > 2B > 5B [2] > 5C [1] > 6C [1] > A Hariken > RC > 6D Bang: Same as Amane Bullet: Same as Amane Carl: NOTHING WORKS?!??! Celica: Same as Arakune, 5B [3] also works Hakumen: Same as Amane except only 5B [1] works Hazama: Same as Amane Kagura: Same as Amane, 5B [1] also works Litchi: Same as Amane Makoto: Same as Amane Mu-12: Throw > 623C > 2B > 5B [1 or 2] > 6B > j6C [1] > j2B > land > A Hariken > RC > 6D Ragna: Same as Amane, 5B [1] also works Relius: Throw > 623C > 2B > 5B [3] > 6B > j6C [1] > j2B > land > A Hariken > RC > 6D Tager: Same as Amane except only 5B [1] works Taokaka: Throw > 236DD > 5B [2] > 6B > j6C [2] > j2C [1] > j236C > RC > 6D Terumi: Same as Amane, 5B [1] also works Taokaka's combo is by far the hardest one to master IMO.
  10. 5B is definitely better for hit confirmation since you have many more options if they blocked instead. It's also faster and therefore a better frame trap. As for inconsistency, 5B juggles have always been inconsistent depending on character and height when hit. I've already mostly subbed out hitconfirms into 3C 236C with 5D 236C, it does slightly more damage. As for 5D on block, it seems to be around -6 or -7. Ranga 5B does not punish on normal block but it does on instant block.
  11. It depends on how high the combo has worked up. If you end earlier then you actually can get hard knockdown. Otherwise, they'll air tech after the last hit or in the middle of its hits on the way down.
  12. Since this thread is entirely new & the board's been dead for a bit, I'll post some of the things I've played around with and my thoughts on Amane so far. + j236C always knocks down on hit no matter how high the combo has been worked up. This means all air combos can be optimized for damage without allowing the opponent to air tech out of knockdown. The knockdown itself is very different with the opponent landing much closer to you. Not sure how I feel about this yet; opponents keep forward rolling out of my zettou oki so far. + Hariken drill starters do fucktons of damage. The pop-up on level 1 drills is very brief so it's quite hard to hit confirm, but if you do then you will very easily hit 4k damage meterless. It's at least +5 on block. + Drill special cancels on block is great. 5D is extremely negative on block now so you absolutely have to special cancel it, but it's definitely a net improvement. - RIP 6D setups. It's easier to combo into 6D if you have 50 meter, just combo any air juggle into Hariken B RC 6D. Otherwise you should almost never go for a setup because they're all universally escapable with back dash or delay tech. Overall, Amane gets level 3 drill way less frequently. - Damage off of short duration starters got way lower: certain normals have added proration, jA > jB no longer combos, 2A > 2B > 3C > 236C in the corner is all you can get because 5A doesn't combo into 6A anymore. Long duration starters are more or less the same at least. - DP characters are so much harder than before. He greatly relies on consistently pressuring the opponent with drill special cancels to build up meter and all of it has gaps. You have to constantly make 50/50 guesses with very poor reward. - 6B starter got destroyed. The BnB now is to gatling into jC to hit confirm it. On normal hit it's literally impossible to follow up at mid-close range because jC whiffs. On fatal counter you can do jC > 236A > jB > j2C > j2B to initiate a good damage air juggle, but getting j2B to hit as low as possible so you don't need meter to follow up is extremely inconsistent. It has new uses in corner combos, but as a defensive tool it got nerfed way too hard for no reason. - Corner gekiren air tech traps don't work anymore. I'm not sure why, but don't try them. If you want to blow up players who don't know the match-up, off of any air juggle, combo into 6C [1] > B Hariken > 6D. If you time it correctly, they have to block it on emergency tech and it blue beat combos if they don't. Backdash universally escapes but if they don't know that then you can get level 3 drill every match for free.
  13. Yes, the timing on this combo is extremely tight, everything must be input on the earliest frame possible. Each character requires their own specific variation as well. I'll have to grind out which combo goes with what character some time soon.
  14. Information If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only. Only the most optimal combos will be listed in this thread. Collapsed: General Notations Used: [table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel jiJump Install CHCounter Hit MCMortal Counter RCRed Roman Cancel YRCYellow Roman Cancel PRCPurple Roman Cancel [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table] Collapsed: Guide Specific Notations Used: Notations in red are for prefixes only. Notations in blue are for suffixes only. [table] [sS]Side Swap combo [CO]Crouching Opponent [AA]Anti-air or Air-to-Air [N/N%]Damage/Tension Gain %[/table] Challenge Mode Combos Collapsed: ] Mission #01 - [/collapse: Mid-screen [collapse] Normal Starters - 2A > 2B > 5B > 3C > 236C (1605 damage) - 2A > 2B > 5B > 5D > 236C (1746 damage) - 2C [2] > 5C [2] > 3C > 236C (2097 damage) - Fatal CH 6B > jC [2] > j236A > jB > 5A > 5B > 5D > 236C (2394 damage) - Fatal CH 6B > jC [2] > j236A > jB > j2C [2] > j2B > RC > land > 5B > 2C > 6C [2] > 6A > jc > jB > jc > jB > j2C [2] > j236B > jB > j236C (3572 damage, requires 50 heat) - Anti-air CH 6A > 5B > 5C [2] > 6C [2] > 6A > jc > jB > jc > jB > j2C [2] > j214B > jB > jC [2] > j6C [2] > j236C (3491 damage) - Anti-air 5C > 236A > jB > jc > jB > j2C [1] > j214A > jB > jC [2] > j6C [2] > j236C (3084 damage, low initial height) - Anti-air 5C > 236A > jA > jc > jA x N > jD > j236C (~1740 damage, high initial height) Throw Starters - A+B > 236B > jC > j6C [2] > j2C [2] > j236A > jB > jC > jB > j236C (3015 damage) - A+B > 236B > jC [2] > j6C [2] > j2C [1] > j214A > jB > jC [2] > j6C [2] > j236C (3163 damage) Special Starters - Overdrive Starters - Near-Corner [collapse] Normal Starters - Throw Starters - Special Starters - Overdrive Starters - [/collapse] Corner [collapse] Normal Starters - 2B > 3C > 236C > 5A > 6A > 623C > 2B > 6A > jc > jB > jc > jB > j2C [1] > j214B > jC [2] > j236C (3020 damage) - 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B [1] > 6B > j6C[1] > j2B > 236DA RC > 6D (<3270 damage and level 3 drill, requires 50 heat, see this post for character specifics) - 2B > 3C > 236C > 5A > 6A > 623C > 5B [1] > 6A > 5B [1] > 5C [1] > 623C (2848 damage, use hariken for oki. Nu-13 and Tsubaki require 5B [2] for the first one) Throw Starters - B+C > 236DD > 6A > 623C > 2B > 5B [1] > 6B > j6C [1] > j2B > 236DA RC > 6D (<3780 damage and level 3 drill, requires 50 heat, see this post for character specifics) Special Starters - Overdrive Starters - [/collapse]
  15. All questions regarding Amane belong in this thread, from anything to gameplay to story mode. If you are asking a question, please put it in BOLD font to more easily distinguish it. For people answering questions, make sure to quote the original post so everyone knows which questions have been addressed!
  16. This thread will be used for any discussion of Amane himself. Keep it on topic (preferably gameplay but story is also relevant to some extent as long as it doesn't stray into general story/wishlist/etc.) so it doesn't become chaos in here. General Information Normals A Moves 5A- High slap/punch attack, whiffs on crouching 6A- Anti air move with upper body invincibility. Jump cancelable 2A- Crouching jab (not a low), surprisingly low reach j.A- Jumping jab, can chain in itself in whiff and is the only overhead Amane has. Good for air to air to convert into a combo or bring the opponent in blockstun with you as you land and start pressure. B Moves 5B- Good move that covers a lot of area in front of Amane. Hits 3 times. 6B- Sends Amane diagonally upwards and back after using this move. Causes Fatal on CH. Lower body invincible on frame five. Throw invincible on frame 1 to 4. Allows air dash options afterwards, even on whiff. In Extend, it also gatlings into Amane's air normals! 2B- Hits low and a good starter j.B- Scarf whip attack. Hits three times and has good range to hit down below. Not an overhead. Pretty long startup. j.2B- Downwards spike. Amane interrupts his current air movement and goes straight down. He bounces back on hit or block unless done low enough to the ground. If used that way, lots of frame advantage. Not an overhead. Will not remain active until you land. C Moves Long range multi-hit pokes with slow startup. Hit 2 times from about 5 character lengths away (the knot at the end of the scarf). Second hit pulls opponents in. Will whiff at close range since there's no hitbox in between the knot and Amane. No hurtbox as well. 5C- Scarf extends forward at about head level. Whiffs on crouching 2C- Long range attack along the ground. First hit is low. Forces stand on hit. 6C- Diagonally upwards reach. Causes fatal on CH. Pretty unreliable as an anti-air due to it's slow startup. Very useful in combos. 3C- Sweep attack that slightly moves Amane forward. Only C attack that only hits once and isn't a long range attack like the rest. It's a regular normal. j.C- Diagonally downwards striking scarf attack. Has good utility at neutral. Not an overhead. j.6C- Scarf extends horizontally from Amane in the air. Mostly used for combos. j.2C- Downward/down-forward striking attack. Not an overhead. Drive: Spiral 3 levels of drill gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. A drill stays active for a maximum of 16 frames. Drill meter builds on whiffed D attacks solely when you have level 3. Drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used for around 2-3 seconds. After the overheat, you will return to level 1. Each attack will deal more hits if button is held down, with each hit contributing to the drill gauge. Can stop holding moves at any time by releasing the button. Level 3 D moves do a very high amount of chip damage on block. They also have increased frame advantage On hit, they'll do significantly more damage due to increase of both damage and proration. On drill level 3, your gauge will actually raise faster making it easier to maintain it as well as overheating it. As of Extend, all drills can be special canceled on block! This is for useful for for pressure when combined with Zettou and Hariken. Overdrive: Drill gauge is fixed at level 3 and rapidly builds up to it if lower. Note that you can still overheat if you push the drill too much, but that should be pretty hard since it'll try to maintain your drill at level 3 the whole time. Drive Moves 5D- Lunges forward with drill arm. Long startup and existing hurtbox makes it risky to use it as a poke. 2D- Thrusts drill upward. Can be used as anti-air, but the head invulnerability comes pretty late making it less reliable. Works great during combo. 6D- Drill dropped from above about 3-4 characters away. Isn't an overhead. Easiest way to charge drill meter. Can be held indefinitely until overheat on block or hit, goes immediately into recovery on whiff now. j.D- Downwards drill leg attack. Least damaging drill in Amane's drive attacks. Very strong pressure tool when combined with Zettou special cancel on block. j.6D- Horizontal drill arm attack. Similar to 5D. Most damaging drive normal and should solely be used as a combo tool Specials: Hariken (236D)- Drill charge stance. Pressing A/B/C will summon a drill a set distance away from Amane (A being closest and C being farthest). Pressing D cancels the stance. Summoning a drill now has a hit of its own, allowing it to combo the opponent in air juggles. Summoned drills will last longer on higher drill levels. Drills can be hit to be nullified as they have a hurtbox. Any summoned drill will maintain the drill level from going down during active frames. Maximum active frames of 15 despite active time. Gekiren (623C)- Summons cloth fist from underground. On hit it grabs the opponent and slams them to the ground. It's an unblockable strike that only hits airborne opponent. Will come out at a fixed distance from Amane unless used in the corner. Will be on screen next to the corner if the fixed distance would be off screen. Raibu (236C)- A charging attack. Multi-hitting and with great knockback. Causes wallstick on corner hit. Unsafe on block so should be used in combos or to end them. Gosei (j236C)- Air charging attack, like Raibu. Amane first goes diagonally downward then continues with one more hit on the ground. On last hit, Amane will autocorrect to face the opponent of ot applies. Unsafe on block at -7, but with 50 meter, you can make it safe or convert into a combo by using a Rapid Cancel into 2C. Zettou (214A/B and 236A/B)- Command IAD-like hop move. The hop changes depending on the button used, A version is a smaller hop while B goes slightly higher and further. 236X hops forward while 214X hops backward. Can followup with normals after a little cooldown. You cannot cancel into anything besides movement and blocking options before a certain time. On ground Zettou, this is about 14-16 frames depending on the version. On air Zettou, this is 7 frames. Excellent pressure tool and useful in combos. Seijuu (236236D)- Charging super. Damage is inflicted after the dash is complete on hit and is based on drill level. Has invuln and Amane will be a medium distance behind the opponent after the move has completed. Can followup into a combo with level 2 or 3 drill meter. Level 2 followup is 3C, level 3 is 6C. This super will cause overheat on hit of your drill level unless it's rapid canceled correctly. Goukai (632146D)- Super that summons many drills that travel across the screen. No invuln frames. Pushes the opponent to the edge of the screen. Causes drill overheat. This super does really good damage even on level 1 and can be used to make combos burstsafe. You can increase damage by using Rapid cancel and by using Zettou into forward airdashes. That way the opponent eats more drills. Misc: Ground throw causes wall stick in the corner. Can be special canceled. Very versatile combo routes offered afterwards with good damage. Amane uses his scarf as a bow and himself as an arrow for his air throw. Followup will vary depending on the height at which you throw. Basic one should be 6A jump canceled into air combo. Taunt- Amane takes out a fan and fans himself. Counter Assault uses 5B animation. Astral info: 222D Amane Azrael Platinum Bang Tsubaki Bullet Tager Arakune Rachel Taokaka Litchi Carl Makoto Relius Jin Noel Ragna Hakumen Valkenhayn Hazama Nu-13 Mu-12 Wiki links (contribute if you can) Main page Full frame data Amane Color Palettes 1-6 7-16
  17. This thread will only be for 1.10 videos. Visit the previous thread for original BBCP 1.1 and older ones! If you'd like to contribute, please feel free to do so! Just link the video along with the time that Amane appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it. Please refrain from going off topic in this thread. This thread is for posting and discussion of videos only. Notable Players Misc Videos Collapsed: Tutorial Videos: - Collapsed: Combo Videos: Match Videos Vs. Collapsed: Vs. Amane Videos: Vs. Collapsed: Vs. Arakune Videos: Vs. Collapsed: Vs. Azrael Videos: Vs. Collapsed: Vs. Bang Videos: Vs. Collapsed: Vs. Bullet Videos: Vs. Collapsed: Vs. Carl Videos: Vs. Collapsed: Vs. Hakumen Videos: Vs. Collapsed: Vs. Hazama Videos: Vs. Collapsed: Vs. Tager Videos: Vs. Collapsed: Vs. Izayoi Videos: Vs. Collapsed: Vs. Jin Videos: Vs. Collapsed: Vs. Kagura Videos: Vs. Collapsed: Vs. Kokonoe Videos: Vs. Collapsed: Vs. Litchi Videos: Vs. Collapsed: Vs. Mokoto Videos: Vs. Collapsed: Vs. Mu Videos: Vs. Collapsed: Vs. Noel Videos: Vs. Collapsed: Vs. Nu Videos: Vs. Collapsed: Vs. Platinum Videos: Vs. Collapsed: Vs. Rachel Videos: Vs. Collapsed: Vs. Ragna Videos: Vs. Collapsed: Vs. Relius Videos: Vs. Collapsed: Vs. Taokaka Videos: Vs. Collapsed: Vs. Terumi Videos: Vs. Collapsed: Vs. Tsubaki Videos: Vs. Collapsed: Vs. Valkenhayn Videos:
  18. Updated with some Axl (Yosuke) vs. Sin. Umecha plays the match-up extremely well.
  19. jH has like 2 frames of block stun, a good player will air throw you out of all of this.
  20. As part of Goro's interview, he says that Hakumen and Tager are his strongest match-ups. If I understand him correctly, he says both characters are very slow paced and can't do much at round start, giving him plenty of time to think through his moves which is his best strength. Interestingly, Tsubaki is his worst match-up.
  21. I don't think there's a tier list, but I definitely have a personal list that I'm working on for when I will pick Sin and when I'll pick Venom. Match-ups I love with Sin: Potemkin, Slayer, May Okay match-ups: Venom, I-no, Zato, Chipp, Elphelt Annoying match-ups: Leo, Sol, Ky, Axl Garbage match-ups: Millia No idea about Bedman & Ram.
  22. Eshi

    Sin vs. Leo

    One of the tactics I've been trying out recently on Leo is FD flicker. FD on its own is really strong against him, but flicker can theoretically punish him for attempting a cross-up with 236H or Brynhildr dash. For instance, if you hold a button and mash 1P, you'll downback FD his pressure unless he crosses up and then you'll get 2P mash. Or you can do button+4H flicker to FD until he does 236H and throw him out of it when he switches sides. I'm not entirely sure how effective it is yet and need to test more in matches. Really, really good write-up by the way!
  23. Yes. On many characters you don't even need to IAD, just do regular jump and 5H will connect after the first jKSK. You get used to the char specifics after a while but GG is a very complex game indeed.
  24. When I actually manage to find free time (maybe this weekend?) I'm gonna make a video on VD oki. The perfect spacing for VD oki can be achieved off of a lot of his corner confirms by racking up the combo proration with jKSK loops - the higher the combo, the further your pushback when you finish with beak driver. You want to end close enough that your VD hits them meaty so they can't jump out of your mix-up, but far enough that they block all 4 hits. It can change per character as well due to different wake-up speeds. My hit confirm off of the overhead option is jH > land > 2H into jKSK loops because it uses no meter. If they block the jH, you get an additional mix-up with IAD jS > j214S, 2D > Hawk Baker etc.
  25. By the way, midscreen sweep > elk hunt doesn't give crit DP in the current version, but in 1.1 you can get swag hit confirms like this: https://www.youtube.com/watch?v=IpmCJw7GdhM&t=57m03s
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