So I know I’m new to posting on SRK and I literally signed up just to figure this out/ allow the FGC to enjoy this under appreciated character to its fullest. I have searched the Ammy forums for anything like this but I have found none so I apologize if this is a repost from some obscure topic from ultimate’s early release days. I will upload videos but at current they would be jankey phone videos and if necessary to explain the timing better I will do that, but I would rather have hd streams from my tv.
So more or less I am under the impression that Capcom has decided to let this game marinate and stop the constant updates forever. That being said I have known of these few glitches since the conception of ultimate (one snuck through from vanilla, also undiscovered to my knowledge)
I will state now that none of these are hand-outs. The wild amounts of added damage opportunities and combo steeziness are met with the downside of being both blockable and tac stuffable. However once both these tools are mastered and combined with all her other post bnb options (mainly her 236h air throw reset as well as switching up at what point in the combo you go for the tac) the ambiguity of what comes next will almost guarantee a hit-confirm every time as long as you mix it up a bit.
Glitch #1 "The V(anilla survivor)-loop"
More or less this first glitch (snuck through vanilla changes) is an evolved version of the glive “to the ground” tac glitch. When you run your normal launch bnb after your third disc hit, heavy sword swipe, or air rosary whip if you time it properly you can do an exchange without changing characters like the vanilla glive glitch. All it takes is a small pause of time between the h and the tac. What works best for me is using the disc, s.b.b.c.c.c.a.s, hitting the light and not connecting normally gives enough time to distance yourself far enough to get the tac bonus bounce without changing characters. Left/right give an untechable wall bounce, down gives an untechable double jump height ground bounce, and up gives a teachable airial launch (only real good purpose ive found so far for it is an unscaled okami shuffle follow up). As stated in the title once you achieve this unchanging tac it resets the combo counter, damage scaling and it leaves the opponent in an untechable fall state, open to whatever new combo you have dreamed up.
- ToD combo around 1.05mil (best I have recieved ending with okami, with the lvl 3 it undoubtily bodies non-kfc thor) with some fancy stance changes and optimized damage. Example the disc bnb ends and as opposed to light head charge throw reset you do this glitch and your back at combo 0 with the opponent untechable therefor two bnbs stacked ending in okami will whoop to around 950kish.
- a viable way to bring veil of mist into a combo solo with no assist of dhc needed. If you use the ground bounce then instant air vail you have enough time to stance change into glive, launch, 2x charged h, launch 2x charged h, launch then if your a g you can just tac no change them again and bam the third combo reset in one chain!
- with this trick you can solo initiate the vail of maya multi-hardtag combo ( something I have been feverishly trying to figure out how to do since the day I watched the video). I run Ama-shukuma, that being said there were never assists possible to get me to connect a vail mid-chain into that combo so I’m beyond happy I can just run it on people all the time because tho the damage isnt great it’s just too mahvel for its own good.
Curious how this glitch is able to happen? Well if your an og dog whisper such as myself you noticed right away that they fixed the overshooting of the disc bnb on smaller characters. To do this they extended the hitboxes (therefor the hurtboxes as well) around amaterasu when using an aerial attacks to keep you from blindly rocketing over the other character. This glitch was able to be done in vanilla however it only worked on ummm Magnus Haggar and Dorm if I remember correctly and at that the timing was ridiculous, so the larger aerial hitboxes give alot more room for match viability this time around. You are now given more time to wiff an attack then still be in range for the tac, glitches ensue! BOOM
Glitch #2 "Power-tagging"
This works 100% of the time and is hella reliable, but it does share the former’s downsides. I am surprised that nobody has figured this out because it’s so basic that it’s almost unreal that they would let this slide. Theoretically this is the same type of glitch as the V-loop but it is achieved through a different course of action and the end result is instead of a combo-counter resetting no-chance tac, it gives you the tac and starts your incoming character with the reset combo-counter. Guess what you have to do, guess, guess… figure it out yet? Aerial stance change before the tac!!! Disc example, s.b.b.c.c.c.22b.s, that’s it! The stance change gives the combo enough time to wiff without allowing an air tech to occur. Food for thought I have also archived this type of trick with firebrand’s h air fireball when he was my bridge (preshuma) at the end of an aerial chain however the timing is way way more strict, too strict to be reliable but just let it be known that this can be emulated by other characters.
- Everything possible. You can ToD any character with any setup. You are given any two bnbs to stack and earlier when explaining the v-loop Ammy+Ammy does moderate damage with two stacked, but Ammy+spencer, Ammy+doom, etc etc… plus the meter gained usually is 2-3.5 by the end of the chain so you have so much extra to piss away you’ll be dropping hammers like a d2 paladin all day errday.
A good example of an easy tod with my current loadout “Ms Ammy Shu-kuma” is as follows b.c.c.c.c.c.s.b.b.c.c.c.236c.b.c.c.s.b.b.c.c.c.22b.2s(in comes the infinite chaos) 236c.b.s.b.b.c.s.(2)8h.236pp.s.b.s.(2)8.c
I’m writing this at work, but if my memory serves me right I think it does 1.25 weak mashed hyper. Honestly ATM all I remember is it took out thor with one hit confirm and that’s all you will really need. It isn’t exactly meter positive but by the end of the chain you will always have at least 3meter to drop the hammer, with a different character and a more extended 2nd stack bnb you will most def gain enough to be positive by the end.
So to any of you old school iggy lovers out there who aren’t scared to get your paws a lil bloody, I hope this has been as informative as it is useful to your current Amaterasu game because I really feel like they both are beyond abusable. With proper resonance between other like minded scrappy scrappers it could give this goddess a little love since her tier decline after ultimate.
Tell me what you think, this is my first contribution to the FGC and if it is well received I will start giving up other little tricks and glitches here and there that I’ve keep under my hat for all this time. I wasn’t being selfish haha I just didn’t want it to get patched so I waited until the patching was done (duh)
XBLA: “ForcedIntimacy”. I run Ammy/Shuma/akuma, Ammy/firebrand/viper, and Ammy/Hesin-ko/zero. If anybody wants to spar or get an ingame tut just send me a pm. I play… a lot… hahahaha
Have a good one folks!