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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

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Drive

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Throws

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Overdrive

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Special Attacks

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Distortion Drives

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Astral Heat

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