If you'd like to contribute, please feel free to do so! Just post a combo that you've seen and know that works or have tested yourself. Linking to a video with the combo, particularly timestamped, is encouraged. Any additional information such as: damage, heat gain/usage, position on screen, opponents standing/crouching/in the air, weaknesses applied, or character specifics are greatly appreciated. Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only.
Information:
[TABLE=width: 700, align: center] General Notations Used Guide Specific Notations Used [TABLE=class: grid, width: 350, align: center] j Jump sj Super Jump dj Double Jump ad Air Dash iad Instant Air Dash JC Jump Cancel SJC Super Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times.
[/TABLE] [TABLE=class: grid, width: 350, align: center] DM Damage HG Heat Gain % Text Challenge Mode Combo Text Input Replaceable
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Basic combo theory
There's one thing to take into consideration when it comes to Amane combos. Damage optimization is heavily dependent on mid-combo factors. Depending on Multi-hit attacks, the horizontal and vertical spacing, untech time and your hit confirms, you will be required to adjust mid combo to different followup routes to avoid dropping your combo. That being said, damage values will change a lot depending on how you perform a combo. For instance, if you let only one hit of an attack connect before the next one, you'll be losing a lot of damage even if you're doing harder and optimized routes. Experiment appropriately with combos listed belows.
Beginner BnBs: 2A > 5B > 3C > 236C [DM:1473/HG:10] 2A > 5B > 3C > 236D~C [DM:1035/HG:5]
Mid-screen:
Midscreen N starter Routes.
These combos can be used from 6A, 5B, 2B, j.B, j.2B, 6B, 3C, 6C, 236C, 623C, j.236C, Hariken drill summon. Each starter can followup in a similar route but using a different hitconfirm. Since they all share the same followups, a wide variety are listed here and referenced down below with the appropriate hit confirm. All damage values here are from 6A. Ground hit > 2B or 5B > 3C > 236C [DM:1900~/HG:13] Simple hitconfirm Ground hit > 5B > 5D(N) > 236D~B reset or 236A reset [DM:1300~/HG:9] Different ender, centers around a drill reset or level 3 drill damage Ground hit > 2B or 5B > 3C >236D~A or 236D~B reset [DM:1200~/HG:9] Drill reset variant Ground hit > 3C > 236C > RC > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:3793/HG:18(-50)] Standard RC for extra damage Air hit > 5B(3) > 5C(2) > 6C(1) > 236D~D > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D > 5B(1) > 236D~B or 6D [DM:2839/HG:20] Most stable route, goes into a drill reset Air hit > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > j.2C(1) > j.236A > j.B(3) > j.236C [DM:3342/HG:24] Simple damaging route, very stable as well Air hit > 5B(3) > 5C(2) > 6C(2) > 6A > Neutral JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.214B > j.B > j.C(1) > j.6C(2) > j.236C [DM:3838/HG:27] Great balance in between damage and reliability. Air hit > 5B(3) > 5C(2) > 6C(2) > 214A > j.B(3) > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > j.2C(1) > j.236A > j.B(3) > j.236C [DM:4004/HG:28] Optimized, but extra damage is small Air hit > 5B(3) > 5C(2) > 6C(1) > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:4213/HG:20(-25)] Some use of meter with crush trigger Air hit > 5B(3) > 5C(2) > 6C(2) > 2D(16) > 214B > j.6D(16) > j.236B > j.6C(2) > j.236C [DM:4994/HG:35] Standard drill combo Air hit > 5B(1) > 5C(1) > 236A > j.B(3) > 5B(1) > 5C(1) > 236A > j.B(3) > 5B(1) > 5C(1) > 236A > j.B(3) > JC > j.B(3) > j.2C(3) > j.B(3) > j.236C [DM:2798/HG:19] Corner carry route. Ender may vary into 236C, j.236C or 5B > 5D > 236D~B.
Normal Starters A Moves:
2A can be replaced with 5A, they have the same behavior. 2A(2) > 2B > 3C > 236C [DM:1749/HG:12] 2A(2) > 2B > 3C > 236C > RC > 5C(2) > 623C [DM:2784/HG:14(-50)] 2A(2) > 5B(N) > 5[D] [DM:1100~/HG:8~] (Drill level 1) [DM:1600~/HG:12~] (Drill level 2) [DM:2500~/HG:18~] (Drill level 3) (Air hit) 2A(2) > 5B > 5C(1) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:2679/HG:18] (Air hit) 2A(2) > 5B > 5C(1) > 6C > 236A > j.C(1) > j.6C > j.2C(1) > j.236A > j.B(3) > j.236C [DM:2742/HG:19] 6A (anti-air or CH) > JC > j.B(3) > jC > j.B(3) > j.236C [DM:2047/HG:14] 6A (anti-air or CH) > JC > j.B(3) > jC > j.B(3) > j.2C(2) > j.214A > j.236C [DM:2547/HG:18] 6A > Check N starter routes listed above. B Moves: 5B(3) CH > 2C(2) > 236A > j.B(3) > 2B > 3C > 236C [DM:2533/HG:18] 5B(3) CH > 2C(2) > 236A > j.B(3) > 5A(2) > 2B > 3C > 236D~A or B > 6D [DM:2136/HG:15] 5B > Check N starter routes listed above. Easily adds 300-500 extra damage on optimized routes. Same or just a little extra on less damaging routes 2B > Check N ground hit starters listed above and remove 100-200 damage. It's unreliable for this move to hit an airborne opponent. FC 6B > Air Dash > j.B(3) > 5B(3) > 5C > Check N starter air hit routes above and add 100 damage or slightly above. j.B > Check N ground hit starters listed above and the damage values are almost identical. Same goes for hit confirms j.B (Air hit non-CH) > j.A x N > j.B > j.236C to convert scrap air hits j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2C(2) > j.236C [DM:2600~/HG:18] j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2B > Rapid cancel > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:3706/HG:18(-50)] j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2B > Rapid cancel > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > J.2C(1) > j.236A > j.B(3) > j.236C [DM:3706/HG:18(-50)] j.2B > j.236A > j.B(3) > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:3808/HG:27] j.2B low enough to the ground > Check N starter air hit routes. Damage should 150-250 extra or right in between 6A's and 5B's damage C Moves:
2C and 5C are almost interchangeable in all cases. 2C(2) > 5C(2) > 3C > 236C [DM:2326/HG:16] 2C(2) > 5C(2) > 5D(N) > 236D~B > 6D reset [DM:1700~/HG:12~] 5C CH > 6D [DM:3838/HG:27] 5C(2) air hit > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236C [DM:3727/HG:26] 5C(2) air hit > 6C(1) > 236D~D > 5B(1) > 6D reset [DM:1536/HG:11] 3C > Check N starter routes listed above. Adds about 100 damage to longer combos. To convert you'll need CH or meter. Convert into 5B, 2B. 3C CH > 236D~A/B > 6D [DM:2534/HG:18] 3C CH > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC >j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:4446/HG:18(-25)] 6C > Air hit N starter routes listed above. Adds about 300 damage if you just do the combo route from 6C. 6C(1) > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC >j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:5189/HG:21(-25)] 6C Fatal > 236D~D > 2C(1) > 6C(2) > 236B > j.C(2) >j.6C(2) > j.2C(2) > j.214B > j.B(3) > j.C(1) > j.6C(2) > j.2C(1) > j.236C [DM:4975/HG:35] j.C(2) > j.236A > j.B(3) > 5A(1) > 2B > 3C > 236C [DM:2120/HG:15] j.C(2) air hit or CH > j.6C(2) > j.2C(2) > j.214B > j.C(1) > j.6C(2) > j.236C [DM:3301/HG:23] j.2C(2) > j.2B > j.236/214A > j.2C > j.236C [DM:2334/HG:16] Special Starters 623C > Rapid cancel > 2C(1) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.214B > j.B(3) > j.C(1) > j.6C(2) > j.2C(1) > j.236C [DM:4667/HG:23(-50)] j.236C > Rapid cancel > 2C(1) > 6C(1) > 214A > j.2B > j.236A > j.B(3) > 5B(3) > 5C(2) > 6C(1) > 3C [DM:3248/HG:14(-50)] Throw Starters Throw > 623C [DM:2504/HG:18] Throw > 236B > j.C(1) > j.6C(2) > j.2C(2) > j.236A > j.B(3) > JC > j.B(3) > j.236C [DM:3231/HG:23] Throw > 236D~D > Micro dash 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) >j.236C [DM:3210/HG:23] Air throw > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:2672/HG:19] Air throw > 214B > j.C(2) > j.6C(2) > j.2C(1) > j.236C [DM:3040/HG:21] Distortion Drive Starters 632146C > 6C > 6A > j.B(1) > j.236C [DM:3590/HG:9] (lvl 3 drill required)
Near-Corner:
The routes near corner are more or less the same as the midscreen routes. The main difference are the corner and near-corner enders. Knowing them can get you out of the corner or simply force a reset into Drill level 3 that some characters have no answers for. They should work regardless of your starter, but N starters should help a lot.
Facing corner
[*]Anything (ground or air hit) > 236C > Wallstick > 6D. If your spacing is good, they can't roll this setup. Go for this only if 6D connects after Raibu(236C) without moving too much for it to be guaranteed.
[*]Air hit > 5B > 6D reset. So long as 5B causes knockdown, it'll create the same scenario above. Useful if you're already in 6D's range since Raibu makes you move forward.
[*]Air hit > 5B > 5D(N) > 236D~A/B > 6D. This is also for when Raibu doesn't cut it. Amane will also slightly back up due to push back, useful if you're too close for the 2 setups above or unsure.
Back to the corner (Switch sides to get the 3 possible ways to end routes above)
[*]6C(2) > 236D~D > 2B > 5B(1) > 5D(N) > 236D~A > 6D Use this if already close or right next to the corner. Else you won't be able to connect 2B after the hariken stance.
[*]6C(2) > 214A > j.B(3) > 5B(N) > 5D(N) > 236D~A > 6D Use this if you're not right next to the corner, it's slightly more damaging.
[*]6C(2) > 236D~D > 3C > 236C This has 2 uses. First is if both of the above wouldn't work or to guarantee a proper corner knockdown without a drill reset. Second is if you still have enough combo timer to followup after the wallstick​
Corner:
Normal Starters
[*]2A > 5B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6A > j.B > j.236C [DM:2630/HG:?]
[*]2B > 3C > 236C > 5A > 6A > 623C > 5B > 6B > Air Dash > j.2C > j.2B > 214A > j.2C > j.236C [DM:3249/HG:24]
[*]5B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6A > 623C [DM:3598/HG:25]
[*]2B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6B > air dash > j.2C > j.236C [DM:2960/HG:9]
Special Starters
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Throw Starters
[*]BC > 623C > 5B(1) > 6A > 623C [DM:3330/HG:24]
[*]BC > 623C > 5B(1) > 6A > j.B(1) > JC > j.B(1) > j.2C(1) > j.236C [DM:3250/HG:24]
Distortion Drive Starters
Air Combos / Air Enders:
*Special thanks to Kurushii for the template*
[*]j.C > j.6C > j.2C(1) > j.236C [DM:2233/HG:14]
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