Amy guide
Hi people.
This is my Amy guide. I tried to write down, in a single document, many things that I learned while playing myself, while watching others, and that I read elsewhere. It helped me a lot because writing is a way of ordering information, thinking about what is essential, what is useless, what to focus on during training sessions, what really leads to winning a match.
I will give you some general advice just as well as Amy-only advice. It can also help you to counter Amy by understanding of her strategies and moves.
The way this guide works is to throw in ideas, get some feedback and update it accordingly. There are some mistakes or non-optimal things in it. This is normal. It's often hard to write the way you play, you'll often forget some stuff, and so on. Please realize this and just say what you think should be added, or changed.
I will be assuming you know about all the technical notations : TJ, TC, step, frame data, moves with numbers in it... Go through the newbie silencer if you don't.
GENERAL STUFF
I see many people who are supposed to be 'good' not respect priorities and getting beat up by that. If I play these people, I can sometimes win a match with BB only : I guard at disadvantage, hit at advantage, and more often that not get CH. This is freaking crazy. So before anything even remotely advanced, please reread the SC4 game engine basics.
BASE
- you hit your opponent your are at advantage
- your opponent hits you, you are at disadvantage
- your opponent hits your guard, you are at advantage
- you hit your opponent's guard, you are at disadvantage
if you are at disadvantage : you do a defensive action : block, gi, step, or (varies depend on the character) a TC/TJ/evade move that will eat up your opponent's attack
if you are at advantage : you do an offensive action : attack, throw
obviously exceptions exist : frame traps, very fast moves that you can sometimes use even at disadvantage, and so on.
but unless you know why/when to do so, just following these basic rules will get you easy wins vs. anyone who doesn't follow them. (and vice versa : you don't respect them, your opponent does, you die. end of story).
Other general rule : after a low move connects, unless it knocks down your opponent, you are usually at slight disadvantage, so act accordingly.
MOVE SAFETY
This is VERY important too. You hit your opponent's guard. You are usually at a disadvantage and can't do anything for a number of frames (lookup frame data to know about it). Sometimes, you are at such a disadvantage that your opponent can hit you back without you being able to do anything except eat his attack. That called an unsafe move, and what your opponent is doing, punishment. Usually the faster a move is, the less damage it does. And the slower it is, the more damage it does. So if you are at a big disadvantage aka got a very unsafe move blocked, expect a big punishment.
Punishment varies depending on what character you are facing. If it's Sophitia be very careful with anything that's -14 or worse on block, if it's Mitsu he can't do much under -18.
So you have to choose between safe and unsafe moves, balance them properly, because if you get an unsafe move blocked, a good player will consistently punish it. But hey an unsafe move usually does more damage. Risk/reward ...
Low moves often do low damage, and are nearly always unsafe. But if they're fast, they hit most of the time (opponent is too afraid to duck because of all the mids that do big time damage). So use them. Just don't get too predictable about it.
Amy is usually very safe, so you're taking less risk than with other characters. It's one of her main strengths.
Some moves are more than safe : they give you advantage or very slight disadvantage on block (-2 is usually considered super safe). These are called frame traps, meaning you can continue attacking. If the move has a blue lightning effect arround it, it's most likely a frame trap.
DEFENSE
What makes the difference between a top player and an average one is more about his defense (and punishment abilities) than his attack IMHO. If your attack is good and your defense is bad, an average player that is balanced (ok defense ok attack) will most likely completely destroy you easily.
For each character you need to learn to recognize :
- low/mid and usual setups or gimmicks. that takes study and lots of playing vs lots of players and characters. also go into training and lookup what you get hit by too often. and learn to counter it
- what side to step !
- mid/high strings to duck & punish them (eg Raph does VE A ? duck the second and launch them)
- every frame trap of every character. seriously. you don't want to get CH because you didn't know about it.
- what are your opponents unsafe moves ? BLOCK THEM AND PUNISH THEM!!!
- what moves are high, steppable and so on, and act accordingly.
Thanks for your attention. To the advanced players who are reading this, sorry about it, but I really felt it was important.
ABOUT THE CHARACTER
Why use Amy ?
The first reason to use a character is because you like him/her. NEVER forget about it. You must like their design and/or their fighting style. And have LOTS OF FUN while playing your character. That's what is going to drive you to study moves, setups, improve. If you play Hilde or Algol just because they're top tier but don't actually like them, you will probably never be better than average with them, using only gimmicks and getting trashed by anyone who's done their homework.
Now if you are fond of Rock, Zasalamel or Mina this is not cool for competition, because they are super weak. Amy doesn't have this problem, she's strong. Most people think she's somewhere arround mid-tier / mid+.
Amy is French, just like me, she has a fast paced fencing style. She's a small teenage gothic lolita. Her attitude is outrageous "i don't give a shit about you pathetic asshole". A big part of her game is based on pissing off your opponent by doing evil stuff with stupid setups.
Ironically, while the name 'Raphael' does exist in France - and has been popular for centuries - , nobody is called Amy. This name only exists in English-speaking countries. Charles Dickens made it popular with his 'Little Dorrit' novel. There is a French version of that name though : 'Aimée'. Not very popular, kind of old fashioned.
Anyway, I love playing Amy, she's very cool, fun, fast and strong. Try her and if you like her, become good and help me improve this guide !!
Now lets get a bit more technical :
- handling : easy (only two JFs, that aren't even hard to do anyway)
- speed : high (i11 6BB, i15 BB)
- range : short with a few mid-range moves
- tier ranking : most people will say she's mid-tier/mid+
- average damage : medium
Strengths :
- Three safe launchers (6:6B, 33B, WR A+B) that can deal OK damage (54 to 64)
- Fast (i11 6BB, i15 BB, i17 1A)
- Amazing step. She's not Hilde but still pretty impressive
- Several 'invisible' lows including one that does 34dmg up close (2B+K)
- strong Auto-GI game
- Small hitbox, makes a few moves whiff
- lots of tech traps. Eg all her launchers hit grounded AND relaunch on if opponent techs
Weaknesses :
- VERY steppable, lack of fast/ranged step killer moves
- average damage is kind of weak - but still OK
- her mid-range move is slow and easy to step (8WR A+B i22), 33B is mid/short and faster, tracks
- no mid-range lows (1A has a bit of reach but nothing fantastic)
- since she's mostly short ranged, has a hard time vs. Ivy/Kilik or even a good Mitsu that keeps away
- low throw damage (45 front, 50 side, 58 back)
- only one safe low (A+B,K, -1 on block)
- just like taki who overuses AA, her 6BB is high, so TC moves (eg. Asta's bullrush) will be a problem for her.
AMY GAMEPLAN
Considering the character's properties, your gameplan will be to deal small to medium damage very often, at small risk. Well actually if you want to compete at high level you will have to take risks (step, GI, interrupt) but at least your blocked launchers won't get punished which is cool.
You will have to :
- get close to your opponent
- attack a lot, mixing up mid/low/throw
- punish everything you can with 6BB or 6:6B
- defend well, but also attack at disadvantage sometimes (or use autostep moves such as 4A)
- step and launch (whiff punish) or CH launch
- pitbull your opponent when on the ground (wake up and ground game)
SPACING
You should stay within short / upclose range. That's where Amy is most efficient. step~G ~6BB/33B will often bring you back in, you can also try step~G~forward dash~G. Just do it until your close enough to hit. Don't be reckless against long range characters, particularly if they step well (eg. Ivy), just step dash and don't get hit !
Long range : You can't do anything. Get closer.
Mid range : only two moves can hit : 33B and 8WR A+B. Be extra careful, these two are easy to step and you don't want to whiff
Short range : most of her moves can hit
Upclose : throw and 2B+K will connect
As a general rule your moves shouldn't whiff. With Amy since she has so short range and steppable moves, it's more likely to happen than with other characters, and nobody wants to get whiff punished. So be extra careful ...
LOW/MID/THROW MIXING
Amy's basic mixup is 2B+K/33B/throw upclose
As soon as your opponent starts stepping 2B+K/33B, abuse 1A, 3A, AA, AB, throws
This is pretty similar to Mitsu's 2KB/3B mixup.
Except that 2B+K is "only" -19, easier to step, harder to punish, and 33B is safe
The "low vs throw" case is pretty special since 2B+K (+followup) is not blockable on reaction and can deal quite a bit of damage considering its properties : between 40 and 50 depending on which character you are facing, + wakeup pressure.
While upclose, be careful about how you use 2B+K/throws : these are her most damaging moves that can hit standing guard, and they can only be performed right in your opponent's face. So you must also throw in 6:6B/BB/3A/33B at bit more often in their face not to get predictable.
STEP AND 33B
This is another thing what will give you decent damage.
Amy has an amazing step. Use it. It can also ring out pretty well. (33B 66B+K 236K:A). Here is the most basic setup : hit your opponent's guard, and if you feel he'll reply with a vertical move, just tap 2 (or 8) and then 33B.
PRESSURE AND INTERRUPT
- Pressure your opponent with 6BB~236 mixups (see section about this). Be careful about not doing it too often (unsafe/interruptable)
- Interrupt : with 6BB, 2A, 3A. You can do it at slight disadvantage and get nice damage. CH 6:6B 6:6B 6:6BA is i16 (so be careful) but the damage is worth it (70)
- Sometimes 1A (TC) can also interrupt some stuff. This is evil.
Very simple things can also work. Try them :
- BB(block), 6BB(CH), 1A
- 6BB(hit), 1A
- 6BB(block), 2A(CH), WS K / FC 1B / FC B (NOT WS B/A : highs!!)
- 3K, 2K, WS K
- BB(block), 44B (CH) if you feel your opponent will hit back right away
...
This kind of stuff should be used about twice a round. In random order. It can get your opponent pissed off and that's good. Gives you the edge. Amy's real mixup is not mid/low it's when will she do that silly CH thing or step. It will force your opponent to do fast moves instead of his
WAKEUP
- Just as your opponent is getting up, you can use the A+K stance
- 6:6B is godly ; fast, hits grounded, relaunches as tech trap, launches at neutral. 33B is slower and does the same thing
- 2B+K : same too except it's low. relaunch/tech trap : 34dmg with 6:6B
- A+B,K : catches rolling opponents, hits grounded, safe, relaunches as tech trap/neutral for a 54dmg combo : A+B,K, 6BB 236A.
be careful not to ring yourself out with 236A !!
GET SOME MORE DAMAGE IN
This is advanced and will give you some edge against top players
- Step better ! If you don't connect step~33B at least once or twice in a round you're not doing the right thing. (and you musn't get punished for stepping at the wrong moment)
- Pressure your opponent with thousands of tech traps, he/she will eventually make some mistakes. If you don't feel inspired just do 33B,6:6B and 2B+K randomly
- Auto-GI baiting (see auto-gi section)
- CH launching. This is risk/reward. But 6:6B is fast and safe on block. You have to risk and guess better than your opponent if you want to win at top level. There isn't such a thing as a free victory when your opponent is good.
Ultimately, once you get your execution right and your bases covered (combos,defense,punishment), it's all about mind game : hit timing, step timing, interrupt, mid/low. I can't teach you that. Only give you some setups. You'll have to choose when you use them. Good luck at becomming a successful Amy player !
MOVESET ANALYSIS
STAPLE MOVES
- BB, 2A, 2K, 3K, 9K
- 3A (i15 circular mid) is often better than AA. usually AA's (high) advantage is speed but Amy's AA isn't faster (i15)
- 6BB : i11, high
- 6:6B : i16, mid, launcher, punisher
- 33B : i19 good range slighly tracking launcher
- 1A : invisible low that catches step
- 1B : invisible low that hits grounded
- 2B+K : low, close to impossible to block on reaction (followed with FC 1B if you're lazy, or 6:6B for 1 extra dmg)
- 236KK/K:A ground roll catcher
USEFUL
- AA (as step killer)
- Stances : B+K, A+K, A+B (see stance study that will come)
- 8WR A+B : good range, biggest dmg combo launcher, AA punishable by a few characters, easily steppable at a distance
- 236 moves
- 6K~236
- 22_88B
- 6B+K : slow, TC, good range, shakeable stun, steppable
- 4B+K : slow, TC, good range, good damage, steppable. Hit confirm with B. Throw it in when you feel
- 4A : unsafe, high, but built-in step, anti step. somewhat similar to Ivy's CL 214B or mitsu's RLC B (same use). sometimes it can get extra useful, for example 4A will break every prep option Raphael has.
DANGEROUS MOVES
- 1KA : second one is high. Good player will consistently duck & punish
- 3BA : second hit (low) is jumpable on reaction (65dmg vs Yoshi with B+K,K,A+B)
- 4ABA : last is high and often whiffs, 4AB alone is unsafe
- 8A+B when opponent is not grounded : TJ but unsafe !
BASIC GUARANTEED COMBO LIST
When there are multiple options, i'll put the most damaging one I know first
- 33B, 66B+K
236KK
236K:A
- 8WR A+B, BT B+K
8A+B
66A+B
236KK
- 6:6B
6:6BA
6:6B, 6:6B
33B
- 2B+K
6A+B,A (delayed, doesn't work on every character)
66A+B
6:6B
33B
FC 1B
WS K
- B+K,K
6:6BA
6AB,A (can be air controlled)
3BA (can be air controlled)
- A+B,B
66A+B, B+K, 8A+B
3BA, 33B (only 1dmg less and you have 4 more frames to confirm = my BnB)
33B, 66B+K, 236KK
- A+B,A, 33B
- A+B, K (low!), 6BB~236A
- 66A
1KA, 33B
33B
- 3BA
6:6B
33B
- 44K
66B+K, 236KK
6B+K
6:6BA (slightly delayed)
- 1KA, 6BB (shakeable stun but i11 nobody can shake)
- A+K,K
6:6B
33B
1B
NON GUARANTEED COMBO EXAMPLES
can be air controlled or stun shaken or whatever
after a stun, i16 moves will connect most of the time, even against VERY good players
hard to break
- WS B, 66B, 66B+K, 236KK (or 6:6B 6:6BA)
- 1KA, 6:6B, 6:6BA
- 33B, 6:6BA (needs close distance, does more damage than 66B+K stuff)
- 6B+K, 6:6B, 6:6BA
easy to break ; only use them if your opponent can't break stuns/doesn't know amy/whatever
- 1KA, 3BA, 33B
- 6B+K, 4B+K, B
- 1KA, 33B, 66B+K, 236KK
- 6B+K, 33B, 6B+K, 236KK
- 6B+K, 66A+B, B+K, 8A+B
- 3BA, 8A+B (roll to avoid)
ANTI-SCRUB
Some people will continuously attack at disadvantage. They will have repetitive habits.
They are mostly bad players. But guess what, if you only play with "good" players who respect priorities, do unpredictable things, and so on, sometimes you opponent being bad and doing illogical/repetitive things can catch you off guard and you may even loose because you're not prepared for it.
So I'll include a couple anti-scrub techniques. Practise them just like all the rest. I can save you from lots of bad things and hard feelings (eg. if you're an intermediate player and loose to a scrub in a tournament because you weren't prepared to counter BAD playing .. this sucks !! Happened to me, won't happen again !!)
If I don't know my opponent I like to try out silly stuff and see if :
- he shakes stuns
- he knows about my frame traps
- he ducks 1KA or jumps 3BA
Basic anti annoying scrub stun combo :
- 1KA on block (+4), 1KA (CH), 6B+K, 66A+B, BT B+K, 8A+B
- 1KA, 6:6BA
Scrubs always get up in the same way. Use instant tech traps if they get up right away, otherwise train them to get up right away by using 236KK/236K:A/6:6B hits.
LAUNCHERS
Two very safe launchers :
6:6B : i16, tracks, short range, combo with 6:6B, 6:6BA
33B : i19, tracks, mid range, combo 33B, 66B+K, 236KK (or K:A)
One mostly safe launcher (-12)
8WR A+B :
i22, TC, doesn't track, mid range, combo 8WR A+B, BT B+K, 8A+B
can do reverse RO if close enough to the edge
can be punished by several characters for 10 to 20 dmg, including : Setsuka AA (20dmg), Sophitia AA (20dmg), Amy 6BB (15dmg), Taki AB PO (20dmg), Yoshi A (10dmg, second A whiffs). Xianghua's AA is too short to punish except if against a wall. Still need to test other i12 moves (Yun, Asta, Tira)
Not so safe "NC"
3BA, (followed by 1B or 6:6B). i18, tracks a bit, TC, -11 on block
the "A" (low) can be jumped on reaction by good players (for immediate punishment with 9B or worse sometimes). So try it out and forget it if the player jumps it or punishes it. Except on wakeup / as a tech trap.
AMY AT SLIGHT DISADVANTAGE OR ADVANTAGE
She's VERY strong. Several moves can be just throw in.
Here are some (and stuff you can get on hit)
6BB (i11, high) :
- leads to 6BB~236 mixups (see 236 mixup section)
- you are at +4 so you can also force a mid/low mixup
3A (i15, mid, short range step killer)
- beats TJ moves
- continue attacking
AA (i15, high, short range step killer)
This is a slow AA ...
BB (i15, mid)
2A (i14, s-low, TC in the end short range step killer too)
- careful of TJ moves. Loose a frame and use 3A if they do 9B too often.
- very good advantage on CH as any 2A
6:6B (i16, mid, launcher)
- plain evil. Scores against slow characters
(and often fast characters if you're at +2 or better)
anti-scrub v1 :
(rarely works, but can definitely be a scrub killer)
CAREFUL this move is high, so if TC moves come it you'll be in a bad position
CH 6BB~236BBBBBBBB (60dmg?)
CH 6BB, CH 6BB, CH 6BB (....)
CH 6BB, CH 2A, -> setup v2
anti-scrub v2 : calm them down with this (thanks to Asenka) :
CH 2A ~ FC, CH FC A+B,A, wait a bit, tech trap 33B -> relaunch.
Rinse and repeat until the scrub calms down. 3-4 times = wins round.
TECH TRAPS
pressures good players into making mistakes
eats up your usual scrubs
will add stuff
basic 33B is very good because it relaunches (6:6B less often because ... it's faster)
WAKE UP GAME (OKIZEME or OKI)
Amy is lucky she has several moves that at the same time :
- hit grounded
- act as a tech trap
- can provide a good wake up
6:6B
33B
2B+K
236KK (or safer version 236K:A)
A+K stance is also good on wakeup since the option covering overlap somewhat
- A hits grounded and low, +4 on hit, -14 on block which isn't that bad for a low
- B hits people trying to block A or K
- K hits people trying to step B or block A. for over 40dmg ^^ (and -1 on block)
AUTO GI SETUPS
to be added
236 MIXUPS
all unsafe except K:A
to be added
6BB~236BBBBBBB : unsafe but big dmg and uninterruptible (steppable though)
you have to get your opponent afraid of this move. That way he wont try to hit you when you do the other things :
- 6BB~236~2B+K
- 6BB~236~3BA,33B
- 6BB~236~6:6B
- 6BB~236~throw
STANCE MIXUPS
Well actually there aren't any real mixups from auto-gi stances (B+K / A+B) : everything is visible. A+K can be interesting.
B+K : no lows
A+B : one slow low (but -1) ; (low useful on wakeup)
A+K : TJ, one low, one long range mid, one unblockable
A+K is kind of nice because you get :
- K tracks, 42dmg, kick, -1 on block)
- B unblockable, 40dmg, mid, fast, steppable
- A low, hits grounded, hard to see (invisible?), tracks a bit, +4 on hit !!
RING OUT GAME
Amy can ring out every side, but mainly to the front ; with a couple interesting reverse ring out setups. She also has two moves that slightly hit on the side.
This is what I found are the most interesting setups :
front/right :
- 2B+K, 236K:A
- 33B, 66B+K, 236K:A ; and anything that can lead to 33B
front only :
- CH 4KK (avoids auto-gi)
front/left :
- 6:6B, 6:6BA
- B+K,K, 6:6BA
reverse :
- 44K, (turn) 6:6BA
- 44K, (turn) 66B+K, 236K:A
- 8WR A+B (and if it doesn't RO you can always do the combo)
- B+G throw (very close)
- A+B,B, 8WR A+B
This shows that throwing out Auto-GIs (mainly B+K) close to the ring can be pretty rewarding...
MISC EVIL SETUPS
Use them rarely (once in 3 matches?), keeps your opponent on the edge.
Amy is evil !
B+K, A+K, B !
opponent doesn't move because he can only get mid from B+K, and B+K,A would catch him stepping, then gets the unblockable. HA HA HA.
236~236~3BA (for some reason the opponent will try to hit or duck after the first 236, so you get NH or CH)
B~G~BB : basic, yet effective (messes with timing, BB can get CH sometimes)
3B,AB (people freeze waiting for A, get hit by A if they anticipate a low, and finally get hit by low B)
train your opponent to block A+B,K then do A+B,B,3BA,33B
for some reason people (even some good players) duck on A+B. This is so weird. I can't explain it but I often get B to hit when I do A+B right in front of them... And if it doesn't, I'm at neutral frames ... Doesn't work against high level players more than once in several matches (or none, depends), but try it. It's free 65dmg.
Hi people.
This is my Amy guide. I tried to write down, in a single document, many things that I learned while playing myself, while watching others, and that I read elsewhere. It helped me a lot because writing is a way of ordering information, thinking about what is essential, what is useless, what to focus on during training sessions, what really leads to winning a match.
I will give you some general advice just as well as Amy-only advice. It can also help you to counter Amy by understanding of her strategies and moves.
The way this guide works is to throw in ideas, get some feedback and update it accordingly. There are some mistakes or non-optimal things in it. This is normal. It's often hard to write the way you play, you'll often forget some stuff, and so on. Please realize this and just say what you think should be added, or changed.
I will be assuming you know about all the technical notations : TJ, TC, step, frame data, moves with numbers in it... Go through the newbie silencer if you don't.
GENERAL STUFF
I see many people who are supposed to be 'good' not respect priorities and getting beat up by that. If I play these people, I can sometimes win a match with BB only : I guard at disadvantage, hit at advantage, and more often that not get CH. This is freaking crazy. So before anything even remotely advanced, please reread the SC4 game engine basics.
BASE
- you hit your opponent your are at advantage
- your opponent hits you, you are at disadvantage
- your opponent hits your guard, you are at advantage
- you hit your opponent's guard, you are at disadvantage
if you are at disadvantage : you do a defensive action : block, gi, step, or (varies depend on the character) a TC/TJ/evade move that will eat up your opponent's attack
if you are at advantage : you do an offensive action : attack, throw
obviously exceptions exist : frame traps, very fast moves that you can sometimes use even at disadvantage, and so on.
but unless you know why/when to do so, just following these basic rules will get you easy wins vs. anyone who doesn't follow them. (and vice versa : you don't respect them, your opponent does, you die. end of story).
Other general rule : after a low move connects, unless it knocks down your opponent, you are usually at slight disadvantage, so act accordingly.
MOVE SAFETY
This is VERY important too. You hit your opponent's guard. You are usually at a disadvantage and can't do anything for a number of frames (lookup frame data to know about it). Sometimes, you are at such a disadvantage that your opponent can hit you back without you being able to do anything except eat his attack. That called an unsafe move, and what your opponent is doing, punishment. Usually the faster a move is, the less damage it does. And the slower it is, the more damage it does. So if you are at a big disadvantage aka got a very unsafe move blocked, expect a big punishment.
Punishment varies depending on what character you are facing. If it's Sophitia be very careful with anything that's -14 or worse on block, if it's Mitsu he can't do much under -18.
So you have to choose between safe and unsafe moves, balance them properly, because if you get an unsafe move blocked, a good player will consistently punish it. But hey an unsafe move usually does more damage. Risk/reward ...
Low moves often do low damage, and are nearly always unsafe. But if they're fast, they hit most of the time (opponent is too afraid to duck because of all the mids that do big time damage). So use them. Just don't get too predictable about it.
Amy is usually very safe, so you're taking less risk than with other characters. It's one of her main strengths.
Some moves are more than safe : they give you advantage or very slight disadvantage on block (-2 is usually considered super safe). These are called frame traps, meaning you can continue attacking. If the move has a blue lightning effect arround it, it's most likely a frame trap.
DEFENSE
What makes the difference between a top player and an average one is more about his defense (and punishment abilities) than his attack IMHO. If your attack is good and your defense is bad, an average player that is balanced (ok defense ok attack) will most likely completely destroy you easily.
For each character you need to learn to recognize :
- low/mid and usual setups or gimmicks. that takes study and lots of playing vs lots of players and characters. also go into training and lookup what you get hit by too often. and learn to counter it
- what side to step !
- mid/high strings to duck & punish them (eg Raph does VE A ? duck the second and launch them)
- every frame trap of every character. seriously. you don't want to get CH because you didn't know about it.
- what are your opponents unsafe moves ? BLOCK THEM AND PUNISH THEM!!!
- what moves are high, steppable and so on, and act accordingly.
Thanks for your attention. To the advanced players who are reading this, sorry about it, but I really felt it was important.
ABOUT THE CHARACTER
Why use Amy ?
The first reason to use a character is because you like him/her. NEVER forget about it. You must like their design and/or their fighting style. And have LOTS OF FUN while playing your character. That's what is going to drive you to study moves, setups, improve. If you play Hilde or Algol just because they're top tier but don't actually like them, you will probably never be better than average with them, using only gimmicks and getting trashed by anyone who's done their homework.
Now if you are fond of Rock, Zasalamel or Mina this is not cool for competition, because they are super weak. Amy doesn't have this problem, she's strong. Most people think she's somewhere arround mid-tier / mid+.
Amy is French, just like me, she has a fast paced fencing style. She's a small teenage gothic lolita. Her attitude is outrageous "i don't give a shit about you pathetic asshole". A big part of her game is based on pissing off your opponent by doing evil stuff with stupid setups.
Ironically, while the name 'Raphael' does exist in France - and has been popular for centuries - , nobody is called Amy. This name only exists in English-speaking countries. Charles Dickens made it popular with his 'Little Dorrit' novel. There is a French version of that name though : 'Aimée'. Not very popular, kind of old fashioned.
Anyway, I love playing Amy, she's very cool, fun, fast and strong. Try her and if you like her, become good and help me improve this guide !!
Now lets get a bit more technical :
- handling : easy (only two JFs, that aren't even hard to do anyway)
- speed : high (i11 6BB, i15 BB)
- range : short with a few mid-range moves
- tier ranking : most people will say she's mid-tier/mid+
- average damage : medium
Strengths :
- Three safe launchers (6:6B, 33B, WR A+B) that can deal OK damage (54 to 64)
- Fast (i11 6BB, i15 BB, i17 1A)
- Amazing step. She's not Hilde but still pretty impressive
- Several 'invisible' lows including one that does 34dmg up close (2B+K)
- strong Auto-GI game
- Small hitbox, makes a few moves whiff
- lots of tech traps. Eg all her launchers hit grounded AND relaunch on if opponent techs
Weaknesses :
- VERY steppable, lack of fast/ranged step killer moves
- average damage is kind of weak - but still OK
- her mid-range move is slow and easy to step (8WR A+B i22), 33B is mid/short and faster, tracks
- no mid-range lows (1A has a bit of reach but nothing fantastic)
- since she's mostly short ranged, has a hard time vs. Ivy/Kilik or even a good Mitsu that keeps away
- low throw damage (45 front, 50 side, 58 back)
- only one safe low (A+B,K, -1 on block)
- just like taki who overuses AA, her 6BB is high, so TC moves (eg. Asta's bullrush) will be a problem for her.
AMY GAMEPLAN
Considering the character's properties, your gameplan will be to deal small to medium damage very often, at small risk. Well actually if you want to compete at high level you will have to take risks (step, GI, interrupt) but at least your blocked launchers won't get punished which is cool.
You will have to :
- get close to your opponent
- attack a lot, mixing up mid/low/throw
- punish everything you can with 6BB or 6:6B
- defend well, but also attack at disadvantage sometimes (or use autostep moves such as 4A)
- step and launch (whiff punish) or CH launch
- pitbull your opponent when on the ground (wake up and ground game)
SPACING
You should stay within short / upclose range. That's where Amy is most efficient. step~G ~6BB/33B will often bring you back in, you can also try step~G~forward dash~G. Just do it until your close enough to hit. Don't be reckless against long range characters, particularly if they step well (eg. Ivy), just step dash and don't get hit !
Long range : You can't do anything. Get closer.
Mid range : only two moves can hit : 33B and 8WR A+B. Be extra careful, these two are easy to step and you don't want to whiff
Short range : most of her moves can hit
Upclose : throw and 2B+K will connect
As a general rule your moves shouldn't whiff. With Amy since she has so short range and steppable moves, it's more likely to happen than with other characters, and nobody wants to get whiff punished. So be extra careful ...
LOW/MID/THROW MIXING
Amy's basic mixup is 2B+K/33B/throw upclose
As soon as your opponent starts stepping 2B+K/33B, abuse 1A, 3A, AA, AB, throws
This is pretty similar to Mitsu's 2KB/3B mixup.
Except that 2B+K is "only" -19, easier to step, harder to punish, and 33B is safe
The "low vs throw" case is pretty special since 2B+K (+followup) is not blockable on reaction and can deal quite a bit of damage considering its properties : between 40 and 50 depending on which character you are facing, + wakeup pressure.
While upclose, be careful about how you use 2B+K/throws : these are her most damaging moves that can hit standing guard, and they can only be performed right in your opponent's face. So you must also throw in 6:6B/BB/3A/33B at bit more often in their face not to get predictable.
STEP AND 33B
This is another thing what will give you decent damage.
Amy has an amazing step. Use it. It can also ring out pretty well. (33B 66B+K 236K:A). Here is the most basic setup : hit your opponent's guard, and if you feel he'll reply with a vertical move, just tap 2 (or 8) and then 33B.
PRESSURE AND INTERRUPT
- Pressure your opponent with 6BB~236 mixups (see section about this). Be careful about not doing it too often (unsafe/interruptable)
- Interrupt : with 6BB, 2A, 3A. You can do it at slight disadvantage and get nice damage. CH 6:6B 6:6B 6:6BA is i16 (so be careful) but the damage is worth it (70)
- Sometimes 1A (TC) can also interrupt some stuff. This is evil.
Very simple things can also work. Try them :
- BB(block), 6BB(CH), 1A
- 6BB(hit), 1A
- 6BB(block), 2A(CH), WS K / FC 1B / FC B (NOT WS B/A : highs!!)
- 3K, 2K, WS K
- BB(block), 44B (CH) if you feel your opponent will hit back right away
...
This kind of stuff should be used about twice a round. In random order. It can get your opponent pissed off and that's good. Gives you the edge. Amy's real mixup is not mid/low it's when will she do that silly CH thing or step. It will force your opponent to do fast moves instead of his
WAKEUP
- Just as your opponent is getting up, you can use the A+K stance
- 6:6B is godly ; fast, hits grounded, relaunches as tech trap, launches at neutral. 33B is slower and does the same thing
- 2B+K : same too except it's low. relaunch/tech trap : 34dmg with 6:6B
- A+B,K : catches rolling opponents, hits grounded, safe, relaunches as tech trap/neutral for a 54dmg combo : A+B,K, 6BB 236A.
be careful not to ring yourself out with 236A !!
GET SOME MORE DAMAGE IN
This is advanced and will give you some edge against top players
- Step better ! If you don't connect step~33B at least once or twice in a round you're not doing the right thing. (and you musn't get punished for stepping at the wrong moment)
- Pressure your opponent with thousands of tech traps, he/she will eventually make some mistakes. If you don't feel inspired just do 33B,6:6B and 2B+K randomly
- Auto-GI baiting (see auto-gi section)
- CH launching. This is risk/reward. But 6:6B is fast and safe on block. You have to risk and guess better than your opponent if you want to win at top level. There isn't such a thing as a free victory when your opponent is good.
Ultimately, once you get your execution right and your bases covered (combos,defense,punishment), it's all about mind game : hit timing, step timing, interrupt, mid/low. I can't teach you that. Only give you some setups. You'll have to choose when you use them. Good luck at becomming a successful Amy player !
MOVESET ANALYSIS
STAPLE MOVES
- BB, 2A, 2K, 3K, 9K
- 3A (i15 circular mid) is often better than AA. usually AA's (high) advantage is speed but Amy's AA isn't faster (i15)
- 6BB : i11, high
- 6:6B : i16, mid, launcher, punisher
- 33B : i19 good range slighly tracking launcher
- 1A : invisible low that catches step
- 1B : invisible low that hits grounded
- 2B+K : low, close to impossible to block on reaction (followed with FC 1B if you're lazy, or 6:6B for 1 extra dmg)
- 236KK/K:A ground roll catcher
USEFUL
- AA (as step killer)
- Stances : B+K, A+K, A+B (see stance study that will come)
- 8WR A+B : good range, biggest dmg combo launcher, AA punishable by a few characters, easily steppable at a distance
- 236 moves
- 6K~236
- 22_88B
- 6B+K : slow, TC, good range, shakeable stun, steppable
- 4B+K : slow, TC, good range, good damage, steppable. Hit confirm with B. Throw it in when you feel
- 4A : unsafe, high, but built-in step, anti step. somewhat similar to Ivy's CL 214B or mitsu's RLC B (same use). sometimes it can get extra useful, for example 4A will break every prep option Raphael has.
DANGEROUS MOVES
- 1KA : second one is high. Good player will consistently duck & punish
- 3BA : second hit (low) is jumpable on reaction (65dmg vs Yoshi with B+K,K,A+B)
- 4ABA : last is high and often whiffs, 4AB alone is unsafe
- 8A+B when opponent is not grounded : TJ but unsafe !
BASIC GUARANTEED COMBO LIST
When there are multiple options, i'll put the most damaging one I know first
- 33B, 66B+K
236KK
236K:A
- 8WR A+B, BT B+K
8A+B
66A+B
236KK
- 6:6B
6:6BA
6:6B, 6:6B
33B
- 2B+K
6A+B,A (delayed, doesn't work on every character)
66A+B
6:6B
33B
FC 1B
WS K
- B+K,K
6:6BA
6AB,A (can be air controlled)
3BA (can be air controlled)
- A+B,B
66A+B, B+K, 8A+B
3BA, 33B (only 1dmg less and you have 4 more frames to confirm = my BnB)
33B, 66B+K, 236KK
- A+B,A, 33B
- A+B, K (low!), 6BB~236A
- 66A
1KA, 33B
33B
- 3BA
6:6B
33B
- 44K
66B+K, 236KK
6B+K
6:6BA (slightly delayed)
- 1KA, 6BB (shakeable stun but i11 nobody can shake)
- A+K,K
6:6B
33B
1B
NON GUARANTEED COMBO EXAMPLES
can be air controlled or stun shaken or whatever
after a stun, i16 moves will connect most of the time, even against VERY good players
hard to break
- WS B, 66B, 66B+K, 236KK (or 6:6B 6:6BA)
- 1KA, 6:6B, 6:6BA
- 33B, 6:6BA (needs close distance, does more damage than 66B+K stuff)
- 6B+K, 6:6B, 6:6BA
easy to break ; only use them if your opponent can't break stuns/doesn't know amy/whatever
- 1KA, 3BA, 33B
- 6B+K, 4B+K, B
- 1KA, 33B, 66B+K, 236KK
- 6B+K, 33B, 6B+K, 236KK
- 6B+K, 66A+B, B+K, 8A+B
- 3BA, 8A+B (roll to avoid)
ANTI-SCRUB
Some people will continuously attack at disadvantage. They will have repetitive habits.
They are mostly bad players. But guess what, if you only play with "good" players who respect priorities, do unpredictable things, and so on, sometimes you opponent being bad and doing illogical/repetitive things can catch you off guard and you may even loose because you're not prepared for it.
So I'll include a couple anti-scrub techniques. Practise them just like all the rest. I can save you from lots of bad things and hard feelings (eg. if you're an intermediate player and loose to a scrub in a tournament because you weren't prepared to counter BAD playing .. this sucks !! Happened to me, won't happen again !!)
If I don't know my opponent I like to try out silly stuff and see if :
- he shakes stuns
- he knows about my frame traps
- he ducks 1KA or jumps 3BA
Basic anti annoying scrub stun combo :
- 1KA on block (+4), 1KA (CH), 6B+K, 66A+B, BT B+K, 8A+B
- 1KA, 6:6BA
Scrubs always get up in the same way. Use instant tech traps if they get up right away, otherwise train them to get up right away by using 236KK/236K:A/6:6B hits.
LAUNCHERS
Two very safe launchers :
6:6B : i16, tracks, short range, combo with 6:6B, 6:6BA
33B : i19, tracks, mid range, combo 33B, 66B+K, 236KK (or K:A)
One mostly safe launcher (-12)
8WR A+B :
i22, TC, doesn't track, mid range, combo 8WR A+B, BT B+K, 8A+B
can do reverse RO if close enough to the edge
can be punished by several characters for 10 to 20 dmg, including : Setsuka AA (20dmg), Sophitia AA (20dmg), Amy 6BB (15dmg), Taki AB PO (20dmg), Yoshi A (10dmg, second A whiffs). Xianghua's AA is too short to punish except if against a wall. Still need to test other i12 moves (Yun, Asta, Tira)
Not so safe "NC"
3BA, (followed by 1B or 6:6B). i18, tracks a bit, TC, -11 on block
the "A" (low) can be jumped on reaction by good players (for immediate punishment with 9B or worse sometimes). So try it out and forget it if the player jumps it or punishes it. Except on wakeup / as a tech trap.
AMY AT SLIGHT DISADVANTAGE OR ADVANTAGE
She's VERY strong. Several moves can be just throw in.
Here are some (and stuff you can get on hit)
6BB (i11, high) :
- leads to 6BB~236 mixups (see 236 mixup section)
- you are at +4 so you can also force a mid/low mixup
3A (i15, mid, short range step killer)
- beats TJ moves
- continue attacking
AA (i15, high, short range step killer)
This is a slow AA ...
BB (i15, mid)
2A (i14, s-low, TC in the end short range step killer too)
- careful of TJ moves. Loose a frame and use 3A if they do 9B too often.
- very good advantage on CH as any 2A
6:6B (i16, mid, launcher)
- plain evil. Scores against slow characters
(and often fast characters if you're at +2 or better)
anti-scrub v1 :
(rarely works, but can definitely be a scrub killer)
CAREFUL this move is high, so if TC moves come it you'll be in a bad position
CH 6BB~236BBBBBBBB (60dmg?)
CH 6BB, CH 6BB, CH 6BB (....)
CH 6BB, CH 2A, -> setup v2
anti-scrub v2 : calm them down with this (thanks to Asenka) :
CH 2A ~ FC, CH FC A+B,A, wait a bit, tech trap 33B -> relaunch.
Rinse and repeat until the scrub calms down. 3-4 times = wins round.
TECH TRAPS
pressures good players into making mistakes
eats up your usual scrubs
will add stuff
basic 33B is very good because it relaunches (6:6B less often because ... it's faster)
WAKE UP GAME (OKIZEME or OKI)
Amy is lucky she has several moves that at the same time :
- hit grounded
- act as a tech trap
- can provide a good wake up
6:6B
33B
2B+K
236KK (or safer version 236K:A)
A+K stance is also good on wakeup since the option covering overlap somewhat
- A hits grounded and low, +4 on hit, -14 on block which isn't that bad for a low
- B hits people trying to block A or K
- K hits people trying to step B or block A. for over 40dmg ^^ (and -1 on block)
AUTO GI SETUPS
to be added
236 MIXUPS
all unsafe except K:A
to be added
6BB~236BBBBBBB : unsafe but big dmg and uninterruptible (steppable though)
you have to get your opponent afraid of this move. That way he wont try to hit you when you do the other things :
- 6BB~236~2B+K
- 6BB~236~3BA,33B
- 6BB~236~6:6B
- 6BB~236~throw
STANCE MIXUPS
Well actually there aren't any real mixups from auto-gi stances (B+K / A+B) : everything is visible. A+K can be interesting.
B+K : no lows
A+B : one slow low (but -1) ; (low useful on wakeup)
A+K : TJ, one low, one long range mid, one unblockable
A+K is kind of nice because you get :
- K tracks, 42dmg, kick, -1 on block)
- B unblockable, 40dmg, mid, fast, steppable
- A low, hits grounded, hard to see (invisible?), tracks a bit, +4 on hit !!
RING OUT GAME
Amy can ring out every side, but mainly to the front ; with a couple interesting reverse ring out setups. She also has two moves that slightly hit on the side.
This is what I found are the most interesting setups :
front/right :
- 2B+K, 236K:A
- 33B, 66B+K, 236K:A ; and anything that can lead to 33B
front only :
- CH 4KK (avoids auto-gi)
front/left :
- 6:6B, 6:6BA
- B+K,K, 6:6BA
reverse :
- 44K, (turn) 6:6BA
- 44K, (turn) 66B+K, 236K:A
- 8WR A+B (and if it doesn't RO you can always do the combo)
- B+G throw (very close)
- A+B,B, 8WR A+B
This shows that throwing out Auto-GIs (mainly B+K) close to the ring can be pretty rewarding...
MISC EVIL SETUPS
Use them rarely (once in 3 matches?), keeps your opponent on the edge.
Amy is evil !
B+K, A+K, B !
opponent doesn't move because he can only get mid from B+K, and B+K,A would catch him stepping, then gets the unblockable. HA HA HA.
236~236~3BA (for some reason the opponent will try to hit or duck after the first 236, so you get NH or CH)
B~G~BB : basic, yet effective (messes with timing, BB can get CH sometimes)
3B,AB (people freeze waiting for A, get hit by A if they anticipate a low, and finally get hit by low B)
train your opponent to block A+B,K then do A+B,B,3BA,33B
for some reason people (even some good players) duck on A+B. This is so weird. I can't explain it but I often get B to hit when I do A+B right in front of them... And if it doesn't, I'm at neutral frames ... Doesn't work against high level players more than once in several matches (or none, depends), but try it. It's free 65dmg.