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Amane Nishiki/Move List

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Health Double Jumps/Airdashes Dash Type
10,000 1 Run
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 210 240 270 300 420 480 540 600 720

On first glance, Amane looks like a rather elegant character. Said elegance revolves round zoning his opponents and keeping the pressure on them, as Amane's drive, Spiral, is a great way to force the foe on the defensive and his C and D normals give him great range. His C normals also can pull his opponents in, making his combos have a variety of gimmicks. Not only that, Amane via his drive at high levels can easily deal a lot of chip damage to his opponent on block, and said chip damage potential can render barrier blocking nearly-useless as it can drain barrier quickly. Imagine if BlazBlue: Chronophantasma had Guard Primers or the Guard Libra like the previous game, where Amane can dominate easily if so. His normals also give great poking range, like his 6A being one of the series' best anti-airs, and his Zettō is a very strong mobility tool.

On the flipside, Amane is rather poor on the health total, and his combo damage overall is very low, making him work hard to deal damage on his foes. He also lacks meterless defensive options, and lacks good mixup options. His walking and running speed are also rather subpar, often relying on his range and Zettō for approach. Most of all, his zoning tools like his C attacks, 6D and Hariken are rather space dependent. What's more, his drive can overheat, which not only drops his levels back to 1, but renders most of his moveset (especially Spiral-based moves) unusable, so managing his drive levels are a bit of a necessity.

Amane's Overdrive, Cyclone, causes his Spiral gauge to gain levels at a quicker rate and goes up automatically for the duration, as well as increasing the damage of his Drive moves.

As of the recent Ver. 2.0, Amane's Spiral gauge now drains less at Lv. 1 and 2, while draining faster at Lv. 3. Of course, overall, the gauge also increases higher in level past Lv. 1 when filling it up, which cause Drive-based moves to be less abusive at higher levels as they overheat faster.

Move List

Normals

Input Damage Heat gain
A 300*2
BBCP (Amane 5A) A standard jab where Amane slaps forward twice. Hits twice for a good hit confirm and can be chained into itself. Whiffs on crouching characters due to Amane's stature during the attack.
Can only be chained into itself twice counting both hits.
Input Damage Heat gain
B 200*3
BBCP (Amane 5B) Amane slaps his sash down on the foe.
Most versatile ground normal. Can create distance, covers a lot of space, chain into all C moves. It also does a notable amount of hits on its own, so it can work as its own hit-confirm into other attacks.
Input Damage Heat gain
C 585, 315
BBCP (Amane 5C) Flings a large charm attached to cloth via a spin to smack the foe from a distance and pull them in on the second hit. Cannot hit crouching opponents.
Useful to hit people jumping or airborne, but otherwise needs solid distance spacing in order for it to connect.
Input Damage Heat gain
2A 300*2
BBCP (Amane 2A) Same as the standing version, only crouching. Has the same uses and still hits mid.
Now only hits once as of the 1.10 Patch, where the second slap now needs an extra input.
Input Damage Heat gain
2B 450
BBCP (Amane 2B) Turns and swings his sash downward to sweep the ground. Low attack somewhat comparable to 5B in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings.
Input Damage Heat gain
2C 520, 280
BBCP (Amane 2C) Similar to the standing version. Use it for ground control from a distance. Hits low, and must be landed from a certain distance or it will whiff.
Input Damage Heat gain
6A 500
BBCP (Amane 6A) Turns and swings his sash backward into the air. Dedicated anti-air. You can chain it into 5B as a hit-confirm into 5C. Launches on counter hit, but be wary of its poor horizontal range.
Input Damage Heat gain
6B 500
BBCP (Amane 6B) Leaps and turns in the air for a sash strike. Goes over low attacks but does not hit overhead.
Can blow up certain mashing attempts and be safe if fails or blocked, since Amane actually flies backward just after the sash strike. Can Fatal Counter and during/after the recovery, air options are available.
Input Damage Heat gain
6C 845, 455
BBCP (Amane 6C) Flings a piece of cloth with a tied ribbon attached to it diagonally up into the air. Pulls opponent in on second hit and can land a Fatal Counter.
Cannot hit grounded opponents, or opponents too close to Amane.
Input Damage Heat gain
3C 720
BBCP (Amane 3C) Poke-slides forward with his leg to the ground wrapped in a sash. Standard sweep for knockdown confirm. Excellent in pressure due to higher blockstun, and its range.
Be sure to hit with the tip or to use in combos, since like with all slides it is punishable unless hit with the ending-late-tipped-hit.
Input Damage Heat gain
A (in the air) 300*2
BBCP (Amane jA) Same as standing and crouching versions. Helpful to adjust yourself during airborne combos and has the same amount of hit confirm prowess as the other versions, but its horizontal nature makes it difficult to use during most jump-ins.
Input Damage Heat gain
B (in the air) 200*3
BBCP (Amane jB) Swings his sash diagonally downward in midair. Very good air-to-ground. Offers the best balance of covering space versus ease of use, and does enough hits for a hit-confirm. However, some larger-hitbox normals may be able to out-prioritize it occasionally, since the sash is connected to Amane's hurtbox.
Input Damage Heat gain
2B (in the air) 700
BBCP (Amane j2B) Causes two sashes to form a drill around his legs and dives straight down with them. Can be used to beat rolls on knockdowns in corner; will cause ground bounce on hit. Also good for air-trajectory baiting.
Input Damage Heat gain
C 520, 280
BBCP (Amane jC) Shoots a large charm attached to long cloth like with his other C normals a distance forward, and pulls it back the use of a small fishing rod. Pulls opponent in.
With the use of Zettō, this move does a good job at extending or starting pressure. Good harass with a few options and rewards afterwards, and requires solid spacing.
Input Damage Heat gain
6C (in the air) 650, 350
BBCP (Amane j6C) Uses the ribbon in the shape of a flower attached to the long cloth like with his other C moves, only he throws it forward and pulls it back with his leg a turning body motion. Used mostly in combos as the rewards for using this at neutral are pretty low since you can hardly hit Confirm into anything but Gosei.
Input Damage Heat gain
4C (in the air)
or 2C (in the air)
520, 280
BBCP (Amane j4C) Similar to his j.6C, but aims downward and pulls upward instead, and has the charm shaped like a shellfish. Mainly used for jump-ins.
Input Damage Heat gain
6AB 0 0
BBCP (Amane 5B) Uses his 5B animation.
Input Damage Heat gain
AB 1000
BBCP (Amane CT) Kicks upward high while accompanied by a sash pull. Launches on midair hit. Mostly used in combos since you don't get a big combo reward for hitting a guard crushed standing opponent. Furthermore, it doesn't look like it has horizontal reach when all your other normals generate a lot of pushblock.

Drive

Input English name Japanese name Literal translation Damage Heat gain
(D) (Hold) Spiral 珠波衣羅盧(スパイラル) Supairaru Sphere Wave Gown Gauze Hut 180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3) --
BBCP (Amane 5D) A forward leaning drill thrust attack from his arm. Can hold for more hits and does more hits the higher the level.
All D moves are special cancelable on block as well as on hit.
Input Damage Heat gain
2(D) (Hold) 180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3) ??
BBCP (Amane 2D) An upward drill thrust attack from a crouching position. Can hold for more hits.
In Ver 2.0, all D moves are special cancelable on block as well as on hit as previously.
Input Damage Heat gain
6(D) (Hold) 300*N (Lv 1-3) ??
BBCP (Amane 6D) Amane tosses a cloth-line upward diagonally to make a spinning top of cloth drop down to drill his target. Can hold for more hits. Requires very good spacing to make sure the foe is pinned down.
Input Damage Heat gain
(D) (in the air) (Hold) 130*4~16 (Lv 1), 169*4~16 (Lv 2), 234*4~16 (Lv 3)
BBCP (Amane jD) A downward drill move where Amane sticks his leg out. Not very rewarding in combos in comparison to his other D moves, but gives god-like pressure capabilities due to its reach and duration, making it great for an instant overhead especially on block and is great for building meter.
Input Damage Heat gain
6(D) (in the air) (Hold) 220*4~16 (Lv 1), 286*4~16 (Lv 2), 396*4~16 (Lv 3)
BBCP (Amane j6D) Forward drill lunge punch in midair. Much like 2D, this move has no uses in neutral game and is really a combo tool. This the most damaging drive normal he has. Will cause a wallbounce that you can combo afterwards on level 3. Same attack property will make opponents tech out immediately if triggered. Note that if this happens, the damage of the second j.6D will also be really low.

Input English name Japanese name Literal translation Damage Heat gain
(D) (Hold) Spiral 珠波衣羅盧(スパイラル) Supairaru Sphere Wave Gown Gauze Hut 180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3) --
BBCP (Amane 5D) A forward leaning drill thrust attack from his arm. Can hold for more hits and does more hits the higher the level.
Input Damage Heat gain
2(D) (Hold) 180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3) ??
BBCP (Amane 2D) An upward drill thrust attack from a crouching position. Can hold for more hits.
Input Damage Heat gain
6(D) (Hold) 300*N (Lv 1-3) ??
BBCP (Amane 6D) Amane tosses a cloth-line upward diagonally to make a spinning top of cloth drop down to drill his target. Can hold for more hits. Requires very good spacing to make sure the foe is pinned down.
Input Damage Heat gain
(D) (in the air) (Hold) 130*4~16 (Lv 1), 169*4~16 (Lv 2), 234*4~16 (Lv 3)
BBCP (Amane jD) A downward drill move where Amane sticks his leg out. Not very rewarding in combos in comparison to his other D moves, but gives god-like pressure capabilities due to its reach and duration, making it great for an instant overhead especially on block and is great for building meter.
Input Damage Heat gain
6(D) (in the air) (Hold) 220*4~16 (Lv 1), 286*4~16 (Lv 2), 396*4~16 (Lv 3)
BBCP (Amane j6D) Forward drill lunge punch in midair. Much like 2D, this move has no uses in neutral game and is really a combo tool. This the most damaging drive normal he has. Will cause a wallbounce that you can combo afterwards on level 3. Same attack property will make opponents tech out immediately if triggered. Note that if this happens, the damage of the second j.6D will also be really low.

Throws

Input Damage Heat gain
BC 0, 700*2 ??
BBCP (Amane FThrow) Amane grabs the opponent, and then thrusts them away using cloth that spins like a propeller. Fairly versatile as it can lead to either big damage or a reset into ground Hariken.
Input Damage Heat gain
4BC 0, 1400
BBCP (Amane BThrow) Same as the forward throw.
Input Damage Heat gain
BC (in the air) 0, 1400
BBCP (Amane AThrow) Forms an archery bow with cloth and shoots himself downward while the opponent is driven to the ground via Amane's feet.

Overdrive

Input English name Japanese name Literal translation Damage Heat gain
AB
CD
Cyclone 砕躯龍(サイクロン) Saikuron Smashing Body Dragon -- --
BBCP(Amane Overdrive) Powers up Amane's Spiral up to Level 3 permanently for set amount of time. Has some startup invulnerability.


Exceed Accel

Input English name Japanese name Literal translation Damage Heat gain
AB
CD
(during Overdrive)
Hazen Gekisou "Jakua Dengekitai" (覇嶄撃奏「慈躍亜電撃帯」 Hazan Gekisō: Jiyaku Adengeki Tai) 2000
4000 (Active Flow)
BBCF Amane Hazen Gekisou Jakua Dengekitai New move in Centralfiction. Amane grabs the opponent, hits them upwards and grabs them with a ribbon then proceeds to slam the opponenet into the ground.


Special Attacks

Input English name Japanese name Literal translation Damage Heat gain
236D Ninpu Sengeki: "Hariken" 忍布穿撃: 刃離剣 Ninpu Sengeki: Hariken Strudy Cloth Drill Attack: Blade Detached Sword ??
BBCP (Amane 236D) Spirals the sash around him in a flashing manner as he cowers away from his opponent, where he'll charge up the Spiral Gauge for a bit without any offensive maneuver.
Inflicts no damage and also paves way for the followup.
Now has armor against projectiles starting from the 5th frame.
Input English name Japanese name Literal translation Damage Heat gain
A/B/C (during Ninpu Sengeki: Hariken) Follow-up 追加攻撃 Tsuika Kōgeki Additional Attack 200*15 (Lv. 1-3) ??
Attacking portion of Hariken. Drives a sash into the ground with an axe kick stomp to summon a drill of cloth from the ground. Button determines the location it appears and has no effect on his Drive meter.
Cannot set another one while one is already out or if the Spiral gauge overheats (stance will end if overheat is reached during stance, or while overheated, Amane cannot use this move until the state ends).
The portion where Amane drives the cloth into the ground how has an attack hitbox, which downs on hit. The drills also now launch on OTG hit as well.
Input English name Japanese name Literal translation Damage Heat gain
D (during Ninpu Sengeki: Hariken) Stance Release 構え解除 Kamae Kaijo Stance Cancellation
Cancels the Hariken stance. Has some recovery.
Input English name Japanese name Literal translation Damage Heat gain
623C Jūken Dageki: "Gekiren" 縦拳墮撃: 激恋 Jūken Dageki: Gekiren Vertical Fist Lapsing Attack: Raging Passion 0, 2300 ??
BBCP (Amane 623C) Command grab. Summons a hand formed of cloth from the ground, and if he catches the foe in it, Amane will cause the hand to slam the foe down to the ground. Uses the same animation as his Crush Trigger.
Appears where the opponent usually stands. Can only hit opponents that happen to be airborne, and not on the ground in anyway possible.
The hand now disappears if Amane is hit.
Input English name Japanese name Literal translation Damage Heat gain
236C Chōjū Rengeki: "Raibu" 超重連撃: 雷舞 Chōjū Rengeki: Raibu Super Heavy Chain Attack: Thunder Dance 180*6, 600 ??
BBCP (Amane 236C) Spins around forward with a big piece of cloth around one arm and a conical straw hat in the other hand, dealing multiple hits and plowing the foe away on hit via ground slide on the final blow.
Standard combo finisher and risky on block.
Input English name Japanese name Literal translation Damage Heat gain
236C (in the air) Tensō Rakugeki: "Gosei" 天葬落撃: 篭勢 Tensō Rakugeki: Gosei Heaven Burial Falling Attack: Basket Force 150*N, 800 ??
BBCP (Amane j236C) Dives down while riding on a huge cloth (in the shape of a chrysanthemum flower) doing multiple hits, and upon landing swings the cloth in front of him (via a forward punch with the following arm) in a crouching position to whip-smack foes away.
Main air combo ender and not much else, but can bait and beat out certain low-priority anti-airs.
Input English name Japanese name Literal translation Damage Heat gain
236A/B
or 214A/B
(Ok in midair)
Chōjin Kaihi: "Zettō" 跳陣回避: 絶逃 Chōjin Kaihi: Zettō Leaping Array Evasion: Severing Flee -- --
BBCP (Amane 236A) Command dash. Leaps in a sparkling, angelic floating manner either backward or forward. Can followup with midair attacks, as well as cancel and chain off of it alike.
Can only do two Zettō in a row per air time. One of Amane's main pressure tools with usage of the mobility it provides.

Input English name Japanese name Literal translation Damage Heat gain
236D Ninpu Sengeki: "Hariken" 忍布穿撃: 刃離剣 Ninpu Sengeki: Hariken Strudy Cloth Drill Attack: Blade Detached Sword ??
BBCP (Amane 236D) Spirals the sash around him in a flashing manner as he cowers away from his opponent, where he'll charge up the Spiral Gauge for a bit without any offensive maneuver.
Inflicts no damage and also paves way for the followup.
Now has armor against projectiles starting from the 5th frame, as of patch 1.10.
Input English name Japanese name Literal translation Damage Heat gain
A/B/C (during Ninpu Sengeki: Hariken) Follow-up 追加攻撃 Tsuika Kōgeki Additional Attack 200*15 (Lv. 1-3) ??
Attacking portion of Hariken. Drives a sash into the ground with an axe kick stomp to summon a drill of cloth from the ground. Button determines the location it appears and has no effect on his Drive meter.
Cannot set another one while one is already out or if the Spiral gauge overheats (stance will end if overheat is reached during stance, or while overheated, Amane cannot use this move until the state ends).
Input English name Japanese name Literal translation Damage Heat gain
D (during Ninpu Sengeki: Hariken) Stance Release 構え解除 Kamae Kaijo Stance Cancellation
Cancels the Hariken stance. Has some recovery.
Input English name Japanese name Literal translation Damage Heat gain
623C Jūken Dageki: "Gekiren" 縦拳墮撃: 激恋 Jūken Dageki: Gekiren Vertical Fist Lapsing Attack: Raging Passion 0, 2300 ??
BBCP (Amane 623C) Command grab. Summons a hand formed of cloth from the ground, and if he catches the foe in it, Amane will cause the hand to slam the foe down to the ground. Uses the same animation as his Crush Trigger.
Appears where the opponent usually stands. Can only hit opponents that happen to be airborne, and not on the ground in anyway possible.
As of Patch 1.10, the hand now disappears if Amane is hit.
Input English name Japanese name Literal translation Damage Heat gain
236C Chōjū Rengeki: "Raibu" 超重連撃: 雷舞 Chōjū Rengeki: Raibu Super Heavy Chain Attack: Thunder Dance 180*6, 600 ??
BBCP (Amane 236C) Spins around forward with a big piece of cloth around one arm and a conical straw hat in the other hand, dealing multiple hits and plowing the foe away on hit via ground slide on the final blow.
Standard combo finisher and risky on block.
Input English name Japanese name Literal translation Damage Heat gain
236C (in the air) Tensō Rakugeki: "Gosei" 天葬落撃: 篭勢 Tensō Rakugeki: Gosei Heaven Burial Falling Attack: Basket Force 150*N, 800 ??
BBCP (Amane j236C) Dives down while riding on a huge cloth (in the shape of a chrysanthemum flower) doing multiple hits, and upon landing swings the cloth in front of him (via a forward punch with the following arm) in a crouching position to whip-smack foes away.
Main air combo ender and not much else, but can bait and beat out certain low-priority anti-airs.
Input English name Japanese name Literal translation Damage Heat gain
236A/B
or 214A/B
(Ok in midair)
Chōjin Kaihi: "Zettō" 跳陣回避: 絶逃 Chōjin Kaihi: Zettō Leaping Array Evasion: Severing Flee -- --
BBCP (Amane 236A) Command dash. Leaps in a sparkling, angelic floating manner either backward or forward. Can followup with midair attacks, as well as cancel and chain off of it alike.
Can only do two Zettō in a row per air time. One of Amane's main pressure tools with usage of the mobility it provides.

Distortion Drives

Input English name Japanese name Literal translation Damage Heat gain
236236D Kyōryū Tokkō: "Seijū Rensō Kyaku" 凶龍特攻: 聖獣煉槍脚 Kyōryū Tokkō: Seijū Rensōkyaku Wicked Dragon Special Offense: Holy Beast Kneading Spear Leg 800, 950 (OD: 800, 400*2, 950) (Lv 1), 800, 1600 (OD: 800, 400*3, 1600) (Lv 2), 800, 2350 (OD: 800, 400*6, 2350) (Lv 3) 0
BBCP (Amane 632146C) Amane's cloth will form the shape of what appears to be a fanged mouth, and Amane will charge forward with the attack. After connecting with it, he will perform a motion with his fan, causing the opponent to fly up from a burst of petals. The Level determines how much damage it will do.
In Overdrive, more petal explosions occur to launch the opponent higher as it does more hits.
Cannot use if Spiral gauge is overheated.
Amane's only invincible reversal to be used with caution, as it can be easily blocked.
Input English name Japanese name Literal translation Damage Heat gain
632146D Kaizoku Senkō: "Gōkai Rasen Renpa" 界続穿孔: 豪快螺旋連破 Kaizoku Senkō: Gōkai Rasen Renpa World Series Drilling Pit: Splendid Spiral Chain Victories 200*N (Lv 1-3) 0
BBCP (Amane 632146D) Amane floats into the air and forms several Hariken drills with his cloth, all bursting out of the ground in a forward wave.
The Level determines how much damage it will do and in Overdrive, the drills will be much taller.
Cannot use if Spiral gauge is overheated.
Easy for damage and makes for a lot of burst-safe situations due to how far this move pushes the foe back.

Input English name Japanese name Literal translation Damage Heat gain
632146C Kyōryū Tokkō: "Seijū Rensō Kyaku" 凶龍特攻: 聖獣煉槍脚 Kyōryū Tokkō: Seijū Rensōkyaku Wicked Dragon Special Offense: Holy Beast Kneading Spear Leg 800, 950 (OD: 800, 400*2, 950) (Lv 1), 800, 1600 (OD: 800, 400*3, 1600) (Lv 2), 800, 2350 (OD: 800, 400*6, 2350) (Lv 3) 0
BBCP (Amane 632146C) Amane's cloth will form the shape of what appears to be a fanged mouth, and Amane will charge forward with the attack. After connecting with it, he will perform a motion with his fan, causing the opponent to fly up from a burst of petals. The Level determines how much damage it will do.
In Overdrive, more petal explosions occur to launch the opponent higher as it does more hits.
Cannot use if Spiral gauge is overheated.
Amane's only invincible reversal to be used with caution, as it can be easily blocked.
Input English name Japanese name Literal translation Damage Heat gain
632146D Kaizoku Senkō: "Gōkai Rasen Renpa" 界続穿孔: 豪快螺旋連破 Kaizoku Senkō: Gōkai Rasen Renpa World Series Drilling Pit: Splendid Spiral Chain Victories 200*N (Lv 1-3) 0
BBCP (Amane 632146D) Amane floats into the air and forms several Hariken drills with his cloth, all bursting out of the ground in a forward wave.
The Level determines how much damage it will do and in Overdrive, the drills will be much taller.
Cannot use if Spiral gauge is overheated.
Easy for damage and makes for a lot of burst-safe situations due to how far this move pushes the foe back.

Astral Heat

Input English name Japanese name Literal translation Damage Heat gain
222D Jakutoku Meika: Gōhahōyō 若得命華: 業破抱擁 Jakutoku Meika: Gōhahōyō Youth Giving Life Luster: Karma Crushing Embrace Death
BBCP (Amane Astral) Amane traps the opponent in a flower bud, and the background changes. He then poses with an umbrella as the opponent character bursts from the bud, in a much younger state (in most cases, characters like Hakumen and Tager are presented in parodied forms). The Astral closes with a red, green, and black curtain closing on the opponent from the side.
Has a larger hitbox as of the 1.10 Patch.

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