rdfs:comment
| - On the flipside, Amane is rather poor on the health total, and his combo damage overall is very low, making him work hard to deal damage on his foes. He also lacks meterless defensive options, and lacks good mixup options. His walking and running speed are also rather subpar, often relying on his range and Zettō for approach. Most of all, his zoning tools like his C attacks, 6D and Hariken are rather space dependent. What's more, his drive can overheat, which not only drops his levels back to 1, but renders most of his moveset (especially Spiral-based moves) unusable, so managing his drive levels are a bit of a necessity.
|
Description
| - Turns and swings his sash backward into the air. Dedicated anti-air. You can chain it into 5B as a hit-confirm into 5C. Launches on counter hit, but be wary of its poor horizontal range.
- How has armor against projectiles starting from the 5th frame, as of patch 1.10.
- In Ver 2.0, all D moves are special cancelable on block as well as on hit as previously.
- Amane's only invincible reversal to be used with caution, as it can be easily blocked.
- Now only hits once as of the 1.10 Patch, where the second slap now needs an extra input.
- Main air combo ender and not much else, but can bait and beat out certain low-priority anti-airs.
- How has armor against projectiles starting from the 5th frame.
- Poke-slides forward with his leg to the ground wrapped in a sash. Standard sweep for knockdown confirm. Excellent in pressure due to higher blockstun, and its range.
- With the use of Zettō, this move does a good job at extending or starting pressure. Good harass with a few options and rewards afterwards, and requires solid spacing.
- Causes two sashes to form a drill around his legs and dives straight down with them. Can be used to beat rolls on knockdowns in corner; will cause ground bounce on hit. Also good for air-trajectory baiting.
- Similar to his j.6C, but aims downward and pulls upward instead, and has the charm shaped like a shellfish. Mainly used for jump-ins.
- Amane tosses a cloth-line upward diagonally to make a spinning top of cloth drop down to drill his target. Can hold for more hits. Requires very good spacing to make sure the foe is pinned down.
- Spirals the sash around him in a flashing manner as he cowers away from his opponent, where he'll charge up the Spiral Gauge for a bit without any offensive maneuver.
- Command dash. Leaps in a sparkling, angelic floating manner either backward or forward. Can followup with midair attacks, as well as cancel and chain off of it alike.
- Cannot set another one while one is already out or if the Spiral gauge overheats .
- Shoots a large charm attached to long cloth like with his other C normals a distance forward, and pulls it back the use of a small fishing rod. Pulls opponent in.
- Can blow up certain mashing attempts and be safe if fails or blocked, since Amane actually flies backward just after the sash strike. Can Fatal Counter and during/after the recovery, air options are available.
- Useful to hit people jumping or airborne, but otherwise needs solid distance spacing in order for it to connect.
- Amane slaps his sash down on the foe.
- Cancels the Hariken stance. Has some recovery.
- Cannot use if Spiral gauge is overheated.
- Cannot hit grounded opponents, or opponents too close to Amane.
- Has a larger hitbox as of the 1.10 Patch.
- Same as the forward throw.
- Standard combo finisher and risky on block.
- The hand now disappears if Amane is hit.
- Uses his 5B animation.
- A downward drill move where Amane sticks his leg out. Not very rewarding in combos in comparison to his other D moves, but gives god-like pressure capabilities due to its reach and duration, making it great for an instant overhead especially on block and is great for building meter.
- An upward drill thrust attack from a crouching position. Can hold for more hits.
- Flings a piece of cloth with a tied ribbon attached to it diagonally up into the air. Pulls opponent in on second hit and can land a Fatal Counter.
- Appears where the opponent usually stands. Can only hit opponents that happen to be airborne, and not on the ground in anyway possible.
- Inflicts no damage and also paves way for the followup.
- Can only do two Zettō in a row per air time. One of Amane's main pressure tools with usage of the mobility it provides.
- A forward leaning drill thrust attack from his arm. Can hold for more hits and does more hits the higher the level.
- As of Patch 1.10, the hand now disappears if Amane is hit.
- Similar to the standing version. Use it for ground control from a distance. Hits low, and must be landed from a certain distance or it will whiff.
- Kicks upward high while accompanied by a sash pull. Launches on midair hit. Mostly used in combos since you don't get a big combo reward for hitting a guard crushed standing opponent. Furthermore, it doesn't look like it has horizontal reach when all your other normals generate a lot of pushblock.
- Can only be chained into itself twice counting both hits.
- Forward drill lunge punch in midair. Much like 2D, this move has no uses in neutral game and is really a combo tool. This the most damaging drive normal he has. Will cause a wallbounce that you can combo afterwards on level 3. Same attack property will make opponents tech out immediately if triggered. Note that if this happens, the damage of the second j.6D will also be really low.
- The portion where Amane drives the cloth into the ground how has an attack hitbox, which downs on hit. The drills also now launch on OTG hit as well.
- A standard jab where Amane slaps forward twice. Hits twice for a good hit confirm and can be chained into itself. Whiffs on crouching characters due to Amane's stature during the attack.
- Powers up Amane's Spiral up to Level 3 permanently for set amount of time. Has some startup invulnerability.
- Amane traps the opponent in a flower bud, and the background changes. He then poses with an umbrella as the opponent character bursts from the bud, in a much younger state . The Astral closes with a red, green, and black curtain closing on the opponent from the side.
- Amane's cloth will form the shape of what appears to be a fanged mouth, and Amane will charge forward with the attack. After connecting with it, he will perform a motion with his fan, causing the opponent to fly up from a burst of petals. The Level determines how much damage it will do.
- The Level determines how much damage it will do and in Overdrive, the drills will be much taller.
- Command grab. Summons a hand formed of cloth from the ground, and if he catches the foe in it, Amane will cause the hand to slam the foe down to the ground. Uses the same animation as his Crush Trigger.
- Easy for damage and makes for a lot of burst-safe situations due to how far this move pushes the foe back.
- Same as the standing version, only crouching. Has the same uses and still hits mid.
- Uses the ribbon in the shape of a flower attached to the long cloth like with his other C moves, only he throws it forward and pulls it back with his leg a turning body motion. Used mostly in combos as the rewards for using this at neutral are pretty low since you can hardly hit Confirm into anything but Gosei.
- Leaps and turns in the air for a sash strike. Goes over low attacks but does not hit overhead.
- Flings a large charm attached to cloth via a spin to smack the foe from a distance and pull them in on the second hit. Cannot hit crouching opponents.
- All D moves are special cancelable on block as well as on hit.
- Most versatile ground normal. Can create distance, covers a lot of space, chain into all C moves. It also does a notable amount of hits on its own, so it can work as its own hit-confirm into other attacks.
- Forms an archery bow with cloth and shoots himself downward while the opponent is driven to the ground via Amane's feet.
- Be sure to hit with the tip or to use in combos, since like with all slides it is punishable unless hit with the ending-late-tipped-hit.
- Amane grabs the opponent, and then thrusts them away using cloth that spins like a propeller. Fairly versatile as it can lead to either big damage or a reset into ground Hariken.
- Dives down while riding on a huge cloth doing multiple hits, and upon landing swings the cloth in front of him in a crouching position to whip-smack foes away.
|