Amane Nishiki, on first glance, looks like a rather elegant character. Said elegance revolves round zoning his opponents and keeping the pressure on them, as Amane’s Drive, Spiral (珠波衣羅盧,Supairaru, Thin Silk Cloth Hut of Wave Sphere), 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. His normals also give great poking range, like his 6A being one of the series’ best anti-airs, and his Severing Flee (絶逃,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 Severing Flee for approach. Most of all, his zoning tools, like his C attacks, 6D and Blade Detached Sword (刃離剣,Hariken), are rather space dependent. What’s more, his Drive can overheat, which not only drops its level 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 (砕躯龍,Saikuron, Smashing Dragon Body), 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 version 2.0, Amane’s Spiral gauge now drains less at Level 1 and 2, while draining faster at Level 3. Of course, overall, the gauge also increases higher in level past Level 1 when filling it up, which cause Drive-based moves to be less abusive at higher levels as they overheat faster.
In BlazBlue: Centralfiction, Amane’s health was increased from 10,000 to 10,500 (making him one of the few characters to receive an HP amount change), along with receiving a new special move called Silver Grace (銀雅,Ginga), which is a projectile that allows him to have better zoning up-close.
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
280*3
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
780*2
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
300
Similar to the standing version, but crouching, and hits only once, while the second and third slaps need an extra input. Has the same uses and still hits mid.
Input
Damage
Heat gain
540
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
720*2
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
600
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
800
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 or after the recovery, air options are available.
Input
Damage
Heat gain
980
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
700
Shorter but faster version of 5C. Not good for neutral or pressure but extremely good for combo routes.
Input
Damage
Heat gain
650
Shorter but faster version of 2C. Only one low hit and does not force stand, but still pulls the opponent closer. 5B > 1C is a true combo and is also great for block strings.
Input
Damage
Heat gain
800
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
(in the air)
300*2
Same as standing version. Helpful to adjust yourself during airborne combos and has the same amount of hit confirm prowess as the other version, but its horizontal nature makes it difficult to use during most jump-ins.
Input
Damage
Heat gain
(in the air)
280*3
Swing-kicks inward with his sash wrapped around it to whip it 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
(in the air)
700
Causes two sashes to form a drill around his legs and dives straight down with them (and oddly uses the same non-mirrored sprite regardless of which direction Amane was facing before performing the attack). 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
(in the air)
700*2
Shoots a large charm attached to long cloth, like with his other C normals, a distance forward, and pulls it back with the use of a small fishing rod. Pulls opponent in. With the use of Severing Flee, 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
(in the air)
680*2
Uses the ribbon in the shape of a flower-shaped swan attached to the long cloth, like with his other C moves, only he throws it forward and pulls it back with his leg via a tumbling through the air. Used mostly in combos as the rewards for using this at neutral are pretty low since you can hardly hit-confirm into anything but Cage Force.
Input
Damage
Heat gain
or (in the air)
700
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
300*2
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
200*3
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
585, 315
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
300
Same as the standing version, only crouching. Has the same uses and still hits mid. Starting from version 1.10, hits only once, and the second slap needs an extra input.
Input
Damage
Heat gain
450
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
520, 280
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
500
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
500
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 or after the recovery, air options are available.
Input
Damage
Heat gain
845, 455
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
720
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
(in the air)
300*2
Same as standing version. Helpful to adjust yourself during airborne combos and has the same amount of hit confirm prowess as the other version, but its horizontal nature makes it difficult to use during most jump-ins.
Input
Damage
Heat gain
(in the air)
200*3
Swing-kicks inward with his sash wrapped around it to whip it 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
(in the air)
700
Causes two sashes to form a drill around his legs and dives straight down with them (and oddly uses the same non-mirrored sprite regardless of which direction Amane was facing before performing the attack). 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
(in the air)
520, 280
Shoots a large charm attached to long cloth, like with his other C normals, a distance forward, and pulls it back with the use of a small fishing rod. Pulls opponent in. With the use of Severing Flee, 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
(in the air)
650, 350
Uses the ribbon in the shape of a flower-shaped swan attached to the long cloth, like with his other C moves, only he throws it forward and pulls it back with his leg via a tumbling through the air. Used mostly in combos as the rewards for using this at neutral are pretty low since you can hardly hit-confirm into anything but Cage Force.
Input
Damage
Heat gain
or (in the air)
520, 280
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.
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 Blade Detached Sword.
Input
Damage
Heat gain
0, 1500
Same as the forward throw.
Input
Damage
Heat gain
(in the air)
0, 750*2
Forms an archery bow with cloth and shoots himself downward while the opponent is driven to the ground via Amane’s feet.
Input
Damage
Heat gain
0, 700*2
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 Blade Detached Sword.
Input
Damage
Heat gain
0, 1400
Same as the forward throw.
Input
Damage
Heat gain
(in the air)
0, 1400
Forms an archery bow with cloth and shoots himself downward while the opponent is driven to the ground via Amane’s feet.
Counter Assault[]
Input
Damage
Heat gain
0
0
Uses his 5B animation.
Crush Trigger[]
Input
Damage
Heat gain
1000
Kicks upward high while accompanied by a sash pull. Launches on midair hit. Mostly used in combos since you do not get a big combo reward for hitting a guard crushed standing opponent. Furthermore, it does not look like it has horizontal reach when all your other normals generate a lot of pushblock.
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
() (Hold)
140*3 (Lv 1), 140*4 (Lv 2), 140*7 (Lv 3)
??
An upward drill thrust attack from a crouching position. Can hold for more hits. All D moves are special cancelable on block as well as on hit.
Input
Damage
Heat gain
() (Hold)
250*N (Lv 1-3)
??
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, and is the only D move that can be held indefinitely until the Spiral gauge overheats. Requires very good spacing to make sure the foe is pinned down.
Input
Damage
Heat gain
() (in the air) (Hold)
100*3 (Lv 1), 100*4 (Lv 2), 100*7 (Lv 3)
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
() (in the air) (Hold)
150*3 (Lv 1), 150*4 (Lv 2), 150*7 (Lv 3)
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
Japanese name
English name
English localization
Damage
Heat gain
() (Hold)
珠波衣羅盧Supairaru
Spiral (Thin Silk Cloth Hut of Wave Sphere)
Spiral
180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3)
--
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
() (Hold)
180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3)
??
An upward drill thrust attack from a crouching position. Can hold for more hits. All D moves are special cancelable on block as well as on hit.
Input
Damage
Heat gain
() (Hold)
300*N (Lv 1-3)
??
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, and is the only D move that can be held indefinitely until the Spiral gauge overheats. Requires very good spacing to make sure the foe is pinned down.
Input
Damage
Heat gain
() (in the air) (Hold)
130*4~16 (Lv 1), 169*4~16 (Lv 2), 234*4~16 (Lv 3)
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
() (in the air) (Hold)
220*4~16 (Lv 1), 286*4~16 (Lv 2), 396*4~16 (Lv 3)
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
Japanese name
English name
English localization
Damage
Heat gain
() (Hold)
珠波衣羅盧Supairaru
Spiral (Thin Silk Cloth Hut of Wave Sphere)
Spiral
180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3)
--
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
() (Hold)
180*4~16 (Lv 1), 234*4~16 (Lv 2), 324*4~16 (Lv 3)
??
An upward drill thrust attack from a crouching position. Can hold for more hits.
Input
Damage
Heat gain
() (Hold)
300*N (Lv 1-3)
??
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, and is the only D move that can be held indefinitely until the Spiral gauge overheats. Requires very good spacing to make sure the foe is pinned down.
Input
Damage
Heat gain
() (in the air) (Hold)
130*4~16 (Lv 1), 169*4~16 (Lv 2), 234*4~16 (Lv 3)
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
() (in the air) (Hold)
220*4~16 (Lv 1), 286*4~16 (Lv 2), 396*4~16 (Lv 3)
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.
Overdrive[]
Input
Japanese name
English name
English localization
Damage
Heat gain
砕躯龍Saikuron
Cyclone (Smashing Dragon Body)
Cyclone
--
--
Powers up Amane’s Spiral up to Level 3 permanently for set amount of time. Has some startup invulnerability.
Amane grabs the opponent via thrusting his arm forward with two sashes forming a vortex. Upon connecting, he then hits them upwards with his 6A, grabs them with a ribbon (via 6C). The ribbon then forms into a kite, which he uses to swat the opponent into the ground via side-swap. The Active Flow version instead makes use of a much-larger kite shaped in five-directions, and also causes a flower-flash of energy to emit on the final blow.
Spirals the sash around him in a flashing manner as he cowers away from his opponent, where he will charge up the Spiral Gauge for a bit without any offensive maneuver. Inflicts no damage and also paves way for the followup. Has armor against projectiles starting from the 5th frame.
Input
Japanese name
English name
English localization
Damage
Heat gain
// (during Hariken)
追加攻撃 Tsuika Kōgeki
Additional Attack
Follow-up
200*15 (Lv. 1-3)
??
Attacking portion of Blade Detached Sword. 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 has an attack hitbox, which downs on hit. The drills also launch on OTG hit as well.
Input
Japanese name
English name
English localization
Damage
Heat gain
(during Hariken)
構え解除 Kamae Kaijo
Stance Cancellation
Stance Release
0
0
Cancels the Hariken stance. Has some recovery.
Input
Japanese name
English name
English localization
Damage
Heat gain
縦拳堕撃『激恋』 Jūken Dageki “Gekiren”
Vertical Fist Lapsing Strike: “Violent Passion”
Jūken Dageki: “Gekiren”
0, 2700
??
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 any way possible. The hand disappears if Amane is hit.
Input
Japanese name
English name
English localization
Damage
Heat gain
超重連撃『雷舞』 Chōjū Rengeki “Raibu”
Super Heavy Chain Strike: “Thunder Dance”
Chōjū Rengeki: “Raibu”
200*5, 750
??
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
Japanese name
English name
English localization
Damage
Heat gain
岩貫扇布『銀雅』 Gangan Senpu “Ginga”
Rock Bracing Fan Cloth “Silver Grace”
Gangan Senbu “Ginga”
800
??
New move in Centralfiction, where Amane rears back to form a gunbai fan out of his cloth, which he then two-hand-swats along the ground to fire a small whirlwind forward. The whirlwind acts as a short-ranged projectile that launches opponents on hit and hits OTG. While it works for combos, the main usage is mainly to cover dead-zones where Amane’s prior zoning tools (such as Hariken and his C normals) cannot cover, and also allows him to play a better disjointed game at those specific ranges. However, the startup can easily cause Amane to be punished up-close if used recklessly.
Input
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
天葬落撃『篭勢』 Tensō Rakugeki “Gosei”
Heaven Burial Falling Strike: “Cage Force”
Tensō Rakugeki: “Gosei”
200*N, 900
??
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
Japanese name
English name
English localization
Damage
Heat gain
/ or / (air also)
跳陣回避『絶逃』 Chōjin Kaihi “Zettō”
Leaping Array Evasion: “Severing Flee”
Chōjin Kaihi: “Zettō”
--
--
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 Severing Flees in a row per air time. One of Amane’s main pressure tools with usage of the mobility it provides.
Input
Japanese name
English name
English localization
Damage
Heat gain
忍布穿撃『刃離剣』 Ninpu Sengeki “Hariken”
Sturdy Linen Drill Strike: “Blade Detached Sword”
Ninpu Sengeki: “Hariken”
0
0
Spirals the sash around him in a flashing manner as he cowers away from his opponent, where he will charge up the Spiral Gauge for a bit without any offensive maneuver. Inflicts no damage and also paves way for the followup. Has armor against projectiles starting from the 5th frame.
Input
Japanese name
English name
English localization
Damage
Heat gain
// (during Hariken)
追加攻撃 Tsuika Kōgeki
Additional Attack
Follow-up
200*15 (Lv. 1-3)
??
Attacking portion of Blade Detached Sword. 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 has an attack hitbox, which downs on hit. The drills also launch on OTG hit as well.
Input
Japanese name
English name
English localization
Damage
Heat gain
(during Hariken)
構え解除 Kamae Kaijo
Stance Cancellation
Stance Release
0
0
Cancels the Hariken stance. Has some recovery.
Input
Japanese name
English name
English localization
Damage
Heat gain
縦拳堕撃『激恋』 Jūken Dageki “Gekiren”
Vertical Fist Lapsing Strike: “Violent Passion”
Jūken Dageki: “Gekiren”
0, 2300
??
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 any way possible. The hand disappears if Amane is hit.
Input
Japanese name
English name
English localization
Damage
Heat gain
超重連撃『雷舞』 Chōjū Rengeki “Raibu”
Super Heavy Chain Strike: “Thunder Dance”
Chōjū Rengeki: “Raibu”
180*6, 600
??
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
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
天葬落撃『篭勢』 Tensō Rakugeki “Gosei”
Heaven Burial Falling Strike: “Cage Force”
Tensō Rakugeki: “Gosei”
150*N, 800
??
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
Japanese name
English name
English localization
Damage
Heat gain
/ or / (air also)
跳陣回避『絶逃』 Chōjin Kaihi “Zettō”
Leaping Array Evasion: “Severing Flee”
Chōjin Kaihi: “Zettō”
--
--
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
Japanese name
English name
English localization
Damage
Heat gain
忍布穿撃『刃離剣』 Ninpu Sengeki “Hariken”
Sturdy Linen Drill Strike: “Blade Detached Sword”
Ninpu Sengeki: “Hariken”
0
0
Spirals the sash around him in a flashing manner as he cowers away from his opponent, where he will charge up the Spiral Gauge for a bit without any offensive maneuver. Inflicts no damage and also paves way for the followup. As of patch 1.10, has armor against projectiles starting from the 5th frame.
Input
Japanese name
English name
English localization
Damage
Heat gain
// (during Hariken)
追加攻撃 Tsuika Kōgeki
Additional Attack
Follow-up
200*15 (Lv. 1-3)
??
Attacking portion of Blade Detached Sword. 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
Japanese name
English name
English localization
Damage
Heat gain
(during Hariken)
構え解除 Kamae Kaijo
Stance Cancellation
Stance Release
0
0
Cancels the Blade Detached Sword stance. Has some recovery.
Input
Japanese name
English name
English localization
Damage
Heat gain
縦拳堕撃『激恋』 Jūken Dageki “Gekiren”
Vertical Fist Lapsing Strike: “Violent Passion”
Jūken Dageki: “Gekiren”
0, 2300
??
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 any way possible. As of patch 1.10, the hand disappears if Amane is hit.
Input
Japanese name
English name
English localization
Damage
Heat gain
超重連撃『雷舞』 Chōjū Rengeki “Raibu”
Super Heavy Chain Strike: “Thunder Dance”
Chōjū Rengeki: “Raibu”
180*6, 600
??
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
Japanese name
English name
English localization
Damage
Heat gain
(in the air)
天葬落撃『篭勢』 Tensō Rakugeki “Gosei”
Heaven Burial Falling Strike: “Cage Force”
Tensō Rakugeki: “Gosei”
150*N, 800
??
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
Japanese name
English name
English localization
Damage
Heat gain
/ or / (air also)
跳陣回避『絶逃』 Chōjin Kaihi “Zettō”
Leaping Array Evasion: “Severing Flee”
Chōjin Kaihi: “Zettō”
--
--
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 Severing Flees in a row per air time. One of Amane’s main pressure tools with usage of the mobility it provides.
Amane’s cloth will form the shape of what appears to be a fanged mouth (with his leg wrapped in a sash drill sticking out of it), 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. Outside of the corner, it will normally switch sides.
Input
Japanese name
English name
English localization
Damage
Heat gain
界続穿孔『豪快螺旋連破』 Kaizoku Senkō “Gōkai Rasen Renpa”
World Series Rupture: “Splendid Spiral Victory”
Kaizoku Senkō: “Gōkai Rasen Renpa”
220*N (Lv 1), 260*N (Lv 2), 300*N (Lv 3)
0
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
Japanese name
English name
English localization
Damage
Heat gain
凶龍特攻『聖獣煉槍脚』 Kyōryū Tokkō “Seijū Rensōkyaku”
Bane Dragon Special Attack: “Sacred Beast Refining Spear Legs”
Amane’s cloth will form the shape of what appears to be a fanged mouth (with his leg wrapped in a sash drill sticking out of it), 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. Outside of the corner, it will normally switch sides.
Input
Japanese name
English name
English localization
Damage
Heat gain
界続穿孔『豪快螺旋連破』 Kaizoku Senkō “Gōkai Rasen Renpa”
World Series Rupture: “Splendid Spiral Victory”
Kaizoku Senkō: “Gōkai Rasen Renpa”
200*N (Lv 1-3)
0
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
Japanese name
English name
English localization
Damage
Heat gain
凶龍特攻『聖獣煉槍脚』 Kyōryū Tokkō “Seijū Rensōkyaku”
Bane Dragon Special Attack: “Sacred Beast Refining Spear Legs”
Amane’s cloth will form the shape of what appears to be a fanged mouth (with his leg wrapped in a sash drill sticking out of it), 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. Outside of the corner, it will normally switch sides.
Input
Japanese name
English name
English localization
Damage
Heat gain
界続穿孔『豪快螺旋連破』 Kaizoku Senkō “Gōkai Rasen Renpa”
World Series Rupture: “Splendid Spiral Victory”
Kaizoku Senkō: “Gōkai Rasen Renpa”
200*N (Lv 1-3)
0
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.
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.
Input
Japanese name
English name
English localization
Damage
Heat gain
若得命華『業破抱擁』 Jakutoku Meika “Gōha Hōyō”
Youth Giving Life Flower: “Karma Tearing Embrace”
Jakutoku Meika: Gōhahōyō
21000
0
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.