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Monday
Jan172011

HYPER COMBOS

 

OKAMI SHUFFLE (LEVEL 1)

QUARTER CIRCLE FORWARD + ATTACK X 2

Amaterasu’s go to Hyper for damage. Use this as an ender for combos as a way to maximize damage (see combo section).

The hyper is actually three projectiles, the initial Flame that travels around 80% of the screen, falling ice that hits everything in front of ammy (IT DOES NOT HIT BEHIND HER), then the lighting storm that hits everywhere and the end of lighting tracks.

If your opponent blocks this he has many options. He can run between the phases and air throw you before the lighting, or if they have a teleport they can teleport behind you and air throw you when the ice hits in front of you. Use this smartly and don’t just throw it out, can be used to punish a lot of things (airdashes, whiffs, hypers).

VALE OF MIST (LEVEL 1)

QUARTER CIRCLE BACK + ATTACK X 2

This slows down the opponent in all aspects by 33% for 5 seconds. This even affects hitstun so you can get slow specific combos. Useful to slow down xfactored opponents and waste their time, since many chars combos simply don’t work in slowdown even when xfactored making them easily punished. DHC into a char with an install hyper and they get the benefits of slow making their rushdown almost unstoppable.

 

 

DIVINE INSTRUMENTS (LEVEL 3)

FORWARD, DOWN, DOWN-FORWARD + ATTACK X 2

Amaterasu’s Level 3, has a huge vertical hitbox and a decent horizontal hitbox. It has loads of invulnerability so you can use it to counter virtually everything. Also this hit overhead for some reason -- you must block this standing -- don’t ask why because no one knows.

If you whiff or the opponent blocks you will always be put into reflector stance, if you connect you will always be put back to Glaive stance. End your combos with this to make sure your opponent either dies or is near death.  

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