Attack guide

tresto

[09] Warrior
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.
 
There is so much wrong with this guide, I don't have time right at this moment to correct it all, but when I get back this guide and I will have a talk.
 
great, i'm ready for any input. i just wanted to throw in some ideas so that people make it better.

squallz : safe vs most characters. amy can punish it for sure with 6BB
(maybe setsuka/taki/xianghua can AA punish it but i'm not sure gotta test)

EDIT : tested.
Xianghua can't punish it (he AA is too short)
Yoshi single A (second A whiffs because of pushback) : 10dmg
Amy 6BB (15dmg)
Setsuka AA (20dmg)
Taki AB PO (20dmg)

and that's it.
 
ABOUT THE CHARACTER

- She has the upper hand in most of her matchups (Ivy being a hard one though). I'd say she's somewhere between mid-tier and top-tier
Arguable and needless really. You will only get a thread full of hate with statements like that. I wont comment even though I disagree.

Strenghs :
- Three safe launchers (6:6B, 33B, WR A+B) that can deal OK damage (54 to 64)
Theres no real meaning to this, neither its a strength. Strength is having good damage. or range. or safety.
- Small hitbox, can make some stuff whiff
hm?

- lots of tech traps. Eg all her launchers hit grounded AND relaunch on if opponent techs
not true, she has few usable tech catches, that most would forego anyway for the sake of guaranteed damage and wakeup.

You also forgot her strong wake up game, her good ring outs this is really her strengths.

Weaknesses :
The real amy weak points are short range on mixups, weak FC (shes very vulnerable to throws) and rather large blockstun on moves. I mean at -10 you hardly can space or TC/TJ at all.
The comment on safe lows is something I dont really get...

AMY GAMEPLAN

She doesn't deal a lot of damage but she's mostly safe.
She can punish lots of stuff.
doesnt really sound like a game plan to me. what you mean?

- spam your safe launchers to get your opponents scared to duck
main amy problem is getting opponent to duck

- get lots of chip damage from her invisible lows (1A,1B) and throws
1B ftw! her throws have no range and the true reason to use it b/c you need to fight step somehow and most of the time ppl can step~G about everything. her best low is 2B+K not even mentioned. 1A is okay but... -1 on hit, and once people get used to it it ends up bad for Amy even on hit. not many people/character can punish it most effective (-21) but even so its not good on hit and very bad on block. But you have to use it b/c it tracks SS&8wr right.
- punish all you can with 6BB
6BB is uncool punisher. sometimes you will even want to skip it in favor of a mix up. 6:6B on the other hand can punish some stuff, but might be difficult to buffer.
- interrupt with 2A (TC stuff) or 6BB (standing) and force a mixup
you dont really get much mixup here. you'd rather try to deal maximum damage by guessing correctly and step or aGI etc. Interrupting with 6BB might be okay in some cases (6BBB on CH) but 2A is a nono imo you have better TC.


Advanced stuff :
- get some CH 66A+B
- use stance mixups to get people crazy
- bait for mid/high and use auto-gi accordingly for 55 to 65 dmg
- mixup with 236 stance (mostly unsafe)
too advanced for me ^_^ Didnt really understood much
actually I hardly understood much from this point of guide so I only will cover what I understood.

3BA, 1B (or 6:6B). i18, tracks a bit, TC, -11 on block
the "A" (low) can be jumped on reaction by good players (for immediable 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.
I dont think (3B)A can be jumped on reaction. I can GI it on reaction if I anticipate it real hard. In the end I've given up training this, b/c it only leads to more damage on failed Gi than actual effect. Jump start up is even slower than Gi, so probably not doable. Sometimes I jump after 3B just to make them think I'm goint to jump everytime, then punish them for baiting my 9B. It is also possible to progressive defend against it (duck as if low were coming, than at the moment of impact do a mix up) that is the best solution to 3BA.

Well, I hope Rigel will write something up.
 
Hi Belial,

First of all thanks for your comments.
I really mean no offense, but I get the feeling you don't understand english that well (considering some things you wrote).

I will give you an example of bait for auto-gi usage.
Try and do 8WR A+B. See if your opponent attacks right away, and what he does (mid?high?)
Next time you get your 8WR A+B blocked, just throw out A+B,B or B+K,K and hopefully you'll get free dmg.
(B+K,K, 6:6BA, or A+B,B 3BA,1B). It's risk/reward. You'll eat a poke or whatever if it doesn't work. Don't always do it. Just try and figure out your opponent's timing and habits.


about 3BA : in my community (FR), lots of players consistenly punish it with 9B (or worse, a Yoshi did B+K,K,A+B for 65dmg!!)

they can also block 2B+K on reaction at least 2 times out of 3. so I have to use it rarely.

My Amy gameplan can't be "get the opponent to duck" since none of my usable lows deal anything over 20dmg : 2K, 1A, 1B. A+B,K is slow and even a bad player can block it on reaction but since it's -1 I can use it to tire his concentration. If i do it often they'll even duck on A+B and I can get A+B,B combo in (64dmg)

Usually what does happen is that I get :
- some launchers on CH or as Whiff punish
- a bit of punishment
- lots of chip damage

And my opponent's gameplan will usually be :
- be on the safe side, eat none of these launchers
- just cope with the chip damage and try to deal more himself. If he has better range get out of the way and try to whiff bait/punish/step
- don't do slow attacks too often because otherwise that stupid CH 6BB will hit me again

If my opponent ducks other than on reaction any more than once or twice a round, he'll just die from it.

About 1A being -1 on hit : yeah well I can just do 2A or 6BB after it (beats most things), except if it's an iMCF happy Yoshimitsu the opponent will not risk CH. But hey if he likes to hit hit hit i can just do :
1A, 2A, FC A+B,A, tech trap 33B -> relaunch. Will teach them to respect priorities ^^

So, nobody ducking, I have to get my launchers on CH or whiff punish (which has to be baited, they won't whiff on their own). Very mean way to do CH : when you have priority, just wait a little bit before throwing out your launcher, and your opponent will attack again when he sees you're doing nothing. With good timing, you're in ! (need to have a feel for his habits first).
 
I understand english completely, just dont understand things like "get some CH 8wr A+B", you cant CH fish with such a slow move.

We have some different views on fundamentals like 2B+K and (3B)A so I dont see point arguing over it.

I'll adress just the last part of your post.
On CH fishing - will happen if opp interrupt or advance on you. Amy is fast, so not many players try interrupt her. Also Amy have no way to control range - no CH on advancing opp. the trick with delaying your atacks will not work a lot and is not a reliable strategy to begin with.

On wiff punishing - since amy has so little range and no pokes, opp will unlikely wiff alot, unless you step something.

Anyway you cant really build your stategy around wiff punishing and CH fishing. And this guide is very incomplete at the very least.
 
amy 2b+k is not seeable on reaction. If theyre blocking it, your using it too predictably or theyre just guessing correctly. Its easy to get the opponent to duck with amy because of this move alone.

Belial, that amy that was in your video doesn't apply pressure very well and I'm assuming he doesnt know when hes at advantage or not since he was eating a lot of your stuff when he tried to attack or move at the wrong time.

About her 1a, its a mixup for both players after, amy can either 6bb, a+k, b+k, or step. Theres not many moves which will beat all these options.

Just my 2 cents ;)
 
Don't be so hard on him guys, it is only a start. He's asking advices and comments not beat down because he forgot some things which are obvious to you.
The initiative is welcomed actually. Especially if he translates it (finished ver.) to the french forum so we get more Amy player in France :P

Tresto : 8WR A+B = 66A+B I presume? Well 66A+B is punishable so... no B+K or A+K or A+B stuff afterwards. Clever opponent (with a fast character) will always AA you.

2B+K on reaction is hard as hell. Can be done with anticipation/reaction but most of the time, you are most likely to step it instead of blocking it.

I competely agree with you about 3B,A it is a good move but ONLY used OTG. Very dangerous to use against clever opponents who are most likely to punish you hard out of it (blocking like three 3B,A then GI the A into hard damage... or dangerous jumps attack like Amy's with A+K or Yoshi's with B+K B/ or even Hilde's with her 7K in order to C2 BB tech trap).

In your guide you should add two/three parts which are very important IMO :
- Amys' wake up game which is deadly
- Amy at a (safe) disadvantage (she's very strong at low disadvantage)
- Amy at a low advantage.

Belial :

It would be interesting to share your point of view about the character since when I see stuff like that : "6BB is uncool punisher. sometimes you will even want to skip it in favor of a mix up. 6:6B on the other hand can punish some stuff, but might be difficult to buffer." I can't help but wonder how you think Amy is played since it seems so different than my conception of the character.

I think it mostly depends on the Amy player, of his style of playing.
I actually like punishing with low damages moves that lead me to advantage. 6BB is perfect for this, being only +2 on hit will make your opponent want to take some risks (GI, interrupt) and that is where I'll take my damage IMO along with my wake up game.

1A is for me a staple move too. Being only at -1 is IMO very good with all the defense option Amy has (4A, B+K, fast interrupt moves, 66B+K, GI, 44B,jump move,...).

Low adv/low disadv. is where you'll get your CH moves to hit IMO.

My whole Amy game is based on wake up game, low disadvantage/low advantage moves, and defensive game out of those moves (along with of course throws/whiff punishing).

So... I am with treasto on that one.
 
1A is for me a staple move too. Being only at -1 is IMO very good with all the defense option Amy has (4A, B+K, fast interrupt moves, 66B+K, GI, 44B,jump move,...).
Can't agree more, 1A open tons of options. It's a damn good braineater.
 
Tresto : 8WR A+B = 66A+B I presume? Well 66A+B is punishable so... no B+K or A+K or A+B stuff afterwards. Clever opponent (with a fast character) will always AA you.

Well, not everyone plays Setsuka like you. I believe only four characters can punish it for small damage : Amy herself, Setsuka, Yoshimitsu, Taki. That's 25 who can't.

2B+K on reaction is hard as hell. Can be done with anticipation/reaction but most of the time, you are most likely to step it instead of blocking it.

Only some players will block it on reaction. Not even always the best. Just the fastest. It still works, it's just not abusable like 1A.

I competely agree with you about 3B,A it is a good move but ONLY used OTG. Very dangerous to use against clever opponents who are most likely to punish you hard out of it (blocking like three 3B,A then GI the A into hard damage... or dangerous jumps attack like Amy's with A+K or Yoshi's with B+K B/ or even Hilde's with her 7K in order to C2 BB tech trap).


Yes!

In your guide you should add two/three parts which are very important IMO :
- Amys' wake up game which is deadly
- Amy at a (safe) disadvantage (she's very strong at low disadvantage)
- Amy at a low advantage.

True, I only wrote one sentence about it yet (using 6BB when at low disadvantage).
This section is very important and definitely deserves more space.


I think it mostly depends on the Amy player, of his style of playing.
I actually like punishing with low damages moves that lead me to advantage. 6BB is perfect for this, being only +2 on hit will make your opponent want to take some risks (GI, interrupt) and that is where I'll take my damage IMO along with my wake up game.

Actually I get lots of damage out of that too. I get next to NO opponent GIs to land in my game because of my voluntaraly unconsistent attack timing. I love to do a frame trap move and then wait a bit after throwing out 6:6B, it can often get a whiffed GI. Although I feel that's more player speciffic, having a predictable timing is bad anyway. So I'll include it too.


1A is for me a staple move too. Being only at -1 is IMO very good with all the defense option Amy has (4A, B+K, fast interrupt moves, 66B+K, GI, 44B,jump move,...).

Low adv/low disadv. is where you'll get your CH moves to hit IMO.

My whole Amy game is based on wake up game, low disadvantage/low advantage moves, and defensive game out of those moves (along with of course throws/whiff punishing).

So... I am with treasto on that one.

Well, I agree too. Thanks for your comments, I'll be adding more stuff in.
 
Thugish: why did you even point that at me I'm not sure. I dont want to speak for Edge, but if you want to say something as vague pls provide an example. He could be a little more patiend against stance of course but that isnt too easy. and he shouldt have 2A+B after MST KB hit him, but thats something can happen to anybody under pressure.

1A for ex mitsu can FC 1B that hits 6BB and A+K for 81 dmg. 6K cuts step (not step G though) and A+K, B+K for 40dmg. delayed FC 1B hits all of that. thats the most used options if amy is trying to use 1A to set up a reverse mixup. Add a throw vs B+K and step~G. I agree its a mix up for both players and a staple amy move. but still amy is at a disadvantage and have to use a defencive mix up instead of offencive one. the rest is up to players. I think any guide should have that covered.

Maxou:

6BB~236 is interruptible on reaction even on hit, unless you do 236BBBB. and 6BB deals little damage. some might want to forego that in sake of having a massive adv where 2B+K 3B would not be steppable.

All her game post 6B_BB_BBB is destroyed by step~G right it covers all options including 6B, 3A, 33B, 3B, 2B+K, 4B, 4K. the only thing left for amy is 1A and throw. A+B is really strong vs interrupts and GI, but theres no real mix up to it, so unless opp is reckless it will do nothing and get punished.

Well, personally I too use amy just like you said, but that doesnt work at all vs some of our top players. And Im not saying its all wrong just that this guide doesnt cover way too much stuff. for ex he speaks of tech traps but doesnt provide any examples like
2A+B WS K tech side
WS K 1A stay otg
66A 66A stay otg
236BBBB 33B left tech
3B (3B)A stay otg
3BA 8A+B tech right
3BA 2A+B stay otg
66B+K air 66A+B tech right
4B+K 1A stay otg
etc etc

that would be nice instead of random vague guide of how amy should be played with no examples and set ups
for ex
Basic set-ups and strategies
Set up/ Into/ Counter 1/Counter 2
1A hit/ 6BB/ any TC move/ rcc step
6:6B block/ B+K aGi/ Throw/ delay CH
33B block/ B+K aGi/ Throw/ 8wr
6B_BB_BBB hit/ mix up/ stepG right/ interrupt with < i13
3B/ (3B)A or mix/ pr.def WS/throw/ Gi A on reaction


Amy is one of the most known chars. so I think some deeper stuff is a must.
 
I understand english completely, just dont understand things like "get some CH 8wr A+B", you cant CH fish with such a slow move.

Sorry about this. OK here is how I use it :
- the move is TC and some opponents like to use highs : use it from slight distance and get 64dmg
- if I delay it, if my opponent throws out a i18 mid (for example), all I have to do is do it 5 frames before that. Risky but rewarding setup ...

We have some different views on fundamentals like 2B+K and (3B)A so I dont see point arguing over it.
2B+K even very good opponents won't always block it. Depends on the person. About 3BA, well... Anybody with some anti-Amy training can do it.

I'll adress just the last part of your post.
On CH fishing - will happen if opp interrupt or advance on you. Amy is fast, so not many players try interrupt her. Also Amy have no way to control range - no CH on advancing opp. the trick with delaying your atacks will not work a lot and is not a reliable strategy to begin with.
precisely, it isn't reliable. it's risk/reward. 33B, 8WR A+B do have good range. Even 2B+K is gold, and I'll always eat a mitsu using 4B with 6BB. Amy has a deceptive range. What she mostly lack is a step killer move that would be mid range + fast. Such as instant B+K,A. (66A is good on wakeup, but so slow)

On wiff punishing - since amy has so little range and no pokes, opp will unlikely wiff alot, unless you step something

Anyway you cant really build your stategy around wiff punishing and CH fishing. And this guide is very incomplete at the very least.

A good opponent will NEVER whiff unless baited for it. Step and more rarely backdash - such as 44B - will do the trick. I'm not building my strategy arround that, but it's definitely a part of it. And it won some matches against very good players.

Yes this guide *is* incomplete, the first line of it was something along "this is work in progress please comment so i can add stuff".

Anyway thanks for the comments. I'll be waiting for more as I update this
_________________________________________
====== DOUBLE POST AUTO-MERGE ======
OK I added and changed some stuff. Please comment again ^^
 
Tresto :

Well, not everyone plays Setsuka like you. I believe only four characters can punish it for small damage : Amy herself, Setsuka, Yoshimitsu, Taki. That's 25 who can't.

ooh there is much more characters who will punish 66A+B than you can think : YunSung, Tira, Sophitia. All character that have i12 moves are likely to punish, especially against wall (no push back).
I always disliked the move, appart in combos, tech trap and whiff punish, even against a character who can't punish it, you'll end up up close at heavy disadvantage if it's blocked (which is BAD, you're limiting your set of defensive options there, you can only B+K / A+K / A+B and hope, and you risk heavy damage), and it's a linear move.

Belial :

1A for ex mitsu can FC 1B that hits 6BB and A+K for 81 dmg. 6K cuts step (not step G though) and A+K, B+K for 40dmg. delayed FC 1B hits all of that. thats the most used options if amy is trying to use 1A to set up a reverse mixup. Add a throw vs B+K and step~G. I agree its a mix up for both players and a staple amy move. but still amy is at a disadvantage and have to use a defencive mix up instead of offencive one. the rest is up to players. I think any guide should have that covered.

There's no offense intented but your exemple shows nothing. Amy being at -1 against Mitsu = amy's at +0/+1 against most character. Mitsu is a slow character. Of course he has the tools to deal with amy's game like every other characters. And Amy has the tool to deal with the answers any character are coming up against her moves/game. Even guarding can be a very good solution > 1A (hit) you come with an answer, amy guards, you're at disadv. and the pressing game continues.
The most important thing in all you said is "I agree its a mix up for both players and a staple amy move".

6BB~236 is interruptible on reaction even on hit, unless you do 236BBBB. and 6BB deals little damage. some might want to forego that in sake of having a massive adv where 2B+K 3B would not be steppable.

All her game post 6B_BB_BBB is destroyed by step~G right it covers all options including 6B, 3A, 33B, 3B, 2B+K, 4B, 4K. the only thing left for amy is 1A and throw. A+B is really strong vs interrupts and GI, but theres no real mix up to it, so unless opp is reckless it will do nothing and get punished.

6BB~236 is indeed interruptible but who cares. If I see someone who likes to interrupts/attack after 6BB~236, 6BB~236 guard works (you end up at disadv, the pressing continues), 6BB~236BB*X works too.

All her game post 6BB isn't destroyed by step~G to the right, it's a decision that will limits a lot of Amy's option but don't forget about a simple 2A (will hit out of step~G), A+B K (will get blocked), and delay moves (which are pretty much the best solution with characters that aren't antistep happy).
Having "only" 1A and throw + 2A, delay moves, A+B K + regular moves is IMO strong.

Don't misunderstand me, I am not saying you're wrong, you are right but Amy's a character that is all about mind games, decisions, and she has solutions to counter your owns solutions against her. Against top players or good adaptive players, the best solution is not always the solution that'll limit most of her stuff because they will expect it and answer to it.

-----------------------------------

The guide's much better now. Will comment later. Keep it up !
 
ooh there is much more characters who will punish 66A+B than you can think : YunSung, Tira, Sophitia. All character that have i12 moves are likely to punish, especially against wall (no push back).
I always disliked the move, appart in combos, tech trap and whiff punish, even against a character who can't punish it, you'll end up up close at heavy disadvantage if it's blocked (which is BAD, you're limiting your set of defensive options there, you can only B+K / A+K / A+B and hope, and you risk heavy damage), and it's a linear move.

You could always just block after 66A+B... and i think it's is only -11? Forgot
 
About 8WR A+B

- it's -12.
- I'll be testing all i12 moves, didn't pick up the fact that soph/yun/tira had i12 moves too. Isn't asta's 6A i12 too ?
- I'll try against wall, maybe yoshi can do full AA and X not whiff

Indeed 8WR A+B isn't always the best move. But it's useful nonetheless with its massive range.

Please make more comments I need feedback ^^
 
Maxou:
There's no offense intented but your exemple shows nothing.
I simply provided an example of fc move that deals 81 dmg on CH and is wrecking to Amy reverse mixups. I never told you cannot adapt to it and punish. It was an answer to Thugish saying theres little moves that can beat all options he mentioned. Its just I'm tired of every other guy here telling me how bad Amy player in my vid were (when he wasnt) and how he probably would beat me in his place.

Amy being at -1 against Mitsu = amy's at +0/+1 against most character.
Amy being at -1 is Amy being at -1. her 2A loses to other guy 2A etc. theres nothing else to it.

Having "only" 1A and throw + 2A, delay moves, A+B K + regular moves is IMO strong.
2A is perfectly step~G'able after 6B_6BB_6BBB hit.
Having to stop your offence or cut it down to a i21 move with -1 on hit may look strong for you. but if you spend some time doing your math on this you will see how drastically your risk reward goes down once interrupt becomes a possibility. especially if a character has strong and safe CH options. I perfectly realize though that advantage is still with amy, even if she has to take a few risks along the way. What I was saying that you might want to forego this risks and miss the astounishing extra 10 damage from 6BB punishment and just mix up regulary instead.

Every character is about mindgame, but initial ability to deal damage is what gives you wins.
 
" Every character is about mindgame, but initial ability to deal damage is what gives you wins. "

What does that mean ? What's "initial ability to deal damage" ? Please translate. I though what made you win was to deal 240dmg to your opponent before he does it to you. (making defense just as important as offense)
 
tresto: If everytime you guess correctly you deal 40 dmg and every time opp guesses correctly he deals 60 dmg, the outcome is obvious. Your goal in a fighting game is to have as much situations, where your average damage is better than opponent's, as possible.
 
except you don't only deal 40 dmg, you also get your 15dmg punishment, and your 15dmg interrupt, and an extra mixup from that interrupt, more damage from your auto-gi moves, some from your tech traps, your ground game, and so on. Amy deals less damage on each hit but has more chances to hit. If it was only about how much damage each hit is, astaroth would be god tier. But everybody will agree that he's mid-tier. Because being slow and all, he gets less chances to connect his stuff.
 
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