Git up in There! Amy Combos!

Amy Combos!

A+B, B, 3BA does a little more damage than A+B, B, 66A+B, B+K, 236K, K, and is a lot easier to pull off. Ridiculous yes, but it does. 69 vs 64 I think when I was fiddling around with it in practice mode. Also, 3BA seems to be stupid good on the damage for an option on most crumples (6B+K, A+B B, WR B etc.) It might not be smart to keep showing your opponent the move, but damn is it ever easy to do while ranking up there on damage...

Another wakeup option is to do 4A+B and watch the opponent.
If they do not roll and get up immediately, just let the UB go through.

If they roll in any direction, 4A+B, G, KK will pick them off the ground for 2 free hits and another wakeup game which you can start again with 4A+B if you like.

If they don't roll (best option), you can always cancel the UB, and do nothing to go to neutral and try for a grounded hit (1B, FC 1B comes to mind) or you can input 236 and see what they do again, with fairly decent options. Not that safe, but if you knock them down a few times with it, usually they become a little hesitant about popping right back up again.

The combo posted above (1KB, 6B+K, 44K, 4B+K) is the highest damage combo I've been able to wrangle out of Amy thus far. Has anyone else found anything better from 1KB or any of her crumples? As I mentioned before, <crumple> 3BA is ridiculously easy to do, and does decent damage.
 
Amy Combos!

"1KB, 6B+K, 44K"

there are 2 stuns in this combo that are breakable

also DO A+B,B, 33B, 66B+K, 236KK
 
Amy Combos!

I know they're highly breakable, as was mentioned in the post that they were brought up in.

I think that post had something along the lines of "... as long as we're posting not guaranteed stuff ..."
 
Amy Combos!

I know they're highly breakable, as was mentioned in the post that they were brought up in.

I think that post had something along the lines of "... as long as we're posting not guaranteed stuff ..."

if you want something not guaranteed try
1KA, 6B+K, 33B, 6B+K - 80 something damage i believe ( you can also start the combo with 66A instead of 1KA for more damage)
 
Amy Combos!

has anyone tried doing (generic combo) ending in 236KK but just doing 236K instead? You can get some OK setups if you give up a tiny bit of damage at the end of the combo.
 
Amy Combos!

i've tried that but it seems like the recovery is worse than if you do 236KK... but it might be usable to throw opponents' JF ukemi timing off i guess?
 
Amy Combos!

bingo

Is running slide into 33B guaranteed? I sure couldn't get out of it.

doing 33B from the slide is omfgjioaewjfoe;iwa903rjae took me forever to do it right.... anyways yeah I'm pretty sure it's guaranteed since they should still be rolling/sliding on the ground (therefore they can't ukemi? iunno lol) if you timed your 33B right.

Also 44A, B, A does it ever connect? i never got it to connect....ever..............>.>
 
Amy Combos!

^^^ Either the B has to whiff, or they must be big characters, or they must be against the wall for all three to hit for me.
 
Amy Combos!

or it's on CH :)

in which case just do 44A, B to hit confirm, then do 1B for the same damage as 44ABA
 
Amy Combos!

I have a question, does 4B+K have some kind of tracking component?

It doesn't usually track.. but I've had it track a stepping opponent like 4 times now. A complete 90 degree turn by the way ( which i find hard to believe..)
 
Ok, I got a neato little update.

From :2h: or :8h::B:~
:B::G::B:~:2::3::6::A:- 54 Damage
A cool little combo. The the :G: does a tech crouch, then stuns with the :B:. After that, Amaryllis Rush :A: does nice damage to finish the job.
:B::G::B:~:2::3::6::B:(repeatedly)- 58 Damage
Same as the above, but different finisher. Only recommended if you're sure the opponent won't shake the stun and sidestep, and if you're good at mashing :B: to get the extended version of Stocatta Slicer.

:1h:,:4h:, or :7h::K:~:6::6::B::+::K:~:2::3::6::K::K:~ 64 Damage
Hmm, a nice upgrade over then :3::3::B: method (54 damage). The startup is slower, of course, but the damage is rewarding. The :K: does leave you in the opposite direction, so adjust yourself as if you were playing from the 2P side.

From any combo ending in :3::B::A:, I found that :8::A::+::B: always seems to hit when executed early enough, even when opponents use a side ukemi.

Last, using :4::A::+::B::G:~:A: or :A::+::G:/:B::+::G: is fun, and effective in catching sidestepping. No much a combo, but still a fun fact.
 
interesting finds with the 22B stun! about the 44K combo, it serves as a great reverse RO tool.
 
Why, thank you, good sir! I was toying around with all of this on the Tower of Rememberance: Degradation, and I saw that combo was great for the reversal ring out. If the :6::6::B::+::K: didn't do the job, the :K::K: certainly will.

I'm trying my hardest to get this all into practice, of course. It's a pain online with the lag. Also, the interesting thing about the :4h::K:~etc. combo, is that even if you whiff with the kick, it leaves your back turned, so the :B::+::K: does her flip attack, should land you behind the opponent (if you were close enough) and the Amaryllis :K::K: should still catch them on stun. In other words, if you missed with the kick, continue the exact same combo anyway. Should net you a safe 34-37 damage still. Neato, right?

Oh, before I forget (and forgive me if it was mentioned), from :6::B::+::K:, you can connect with a FC:A::+::B:~:A::+::B: then a rising :K:. I think it does about 61 damage. Equal in damage (though not as pretty) is the FC :3::B: after the :6::B::+::K:. Both of these do more damage in combo than the often used :4::B::+::K::B:.
 
Ah, I wasn't sure if it was guarantied combos only or not, I just posted it because of the stun. Well, in either case, the :K: combo should still be good to go.
 
Does Amy say anything on 4B+K,B? (need to know if I'm doing it right). How exactly should I press the buttons on 236KK (or any other move that listed more than one direction first)? Thanks in advance.
 
Does Amy say anything on 4B+K,B? (need to know if I'm doing it right). How exactly should I press the buttons on 236KK (or any other move that listed more than one direction first)? Thanks in advance.



4B+K,B is bunch of little stabs then a big one that knocks down, check out the example of it in the tutorial where they show you what the move looks like.

236KK is the old fashioned "ha-doo-ken" move from street fighter. Some people also notate it as QCF (quarter circle forward). It's acheived by starting on down and rolling the thumb over down forward and ending on forward.

Hope I helped.



A few questions of my own.

1. Could B+K, K, 3BA be added to the combo list? I see so many combos that start out of the high parry but none out of the mid parry. B+K, K seems like a quasi viable launch to me, but then I've only picked up Amy in the past 72 hours.

2. Most combo's in this thread use 236K, K as kind of the final attack in the string. I can perform 236K, K no problem, but I have some problems tacking it on to combo's. Should I just keep practicing? Perhaps there's another finishing move I could work on as well that I've overlooked?

3. What move do Amy users tend to use as the punisher?

4. How come there are no combo video's out for Amy?


Thanks in advance.
Your Innate
 
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