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Amaterasu Ultimate Marvel vs. Capcom 3 Moves, Combos, Strategy Guide

Guide last updated on
November 20, 2011 at 2:22 p.m. PST


Amaterasu Marvel vs. Capcom 3 Moves, Combos, Strategy Guide


Character Overview
Amaterasu is one of the most unique characters in Ultimate Marvel vs. Capcom 3. Equipped with three weapons (and different special moves for each) she has a complex but powerful offense and defense against the rest of the cast. She fits in any position on a team since her assists are strong as well.

Amaterasu has very low health though. It's not unusual for her to get killed in a single combo, so her defense has to be on point. The fact that you have to switch weapons back and forth quickly also means you need high execution to bring out Amaterasu's full damage.

Strengths
+ Can attack from anywhere on screen.
+ Great throw game.
+ Airdash covers tremendous space in multiple directions.
+ A counter that can be held indefinitely.
+ Good projectiles and a projectile reflector.
+ Has a running ground dash.
+ Very low profile that allows her to duck under fireballs and beams.

Weaknesses
- Poor health rating.
- Unusual profile doesn't prevent her from being comboed normally.
- Each weapon has unique disadvantages including range, damage or lack of utility.

Notable Normal Moves and Unique Attacks

Standing Medium Attack
Amaterasu's best attack to advance on the opponent. Good range and safe on block.
  or     or  
Standing, Crouching, or Jumping Hard Attack [All Stances]
Amaterasu's Hard Attack changes depending on which stance she is in.

In Reflector Mode, standing and crouching Hard Attack have standard range, but the crouching version can be jump-canceled to add more hits to a combo. Jumping Hard Attack can cross up into a full combo, which is very important. Jumping Hard Attack in Reflector Mode can also be chained into itself, one of the very few that can.

In Glaive Mode, standing and crouching Hard Attack have way more range. Jumping Hard Attack can cross up but it's harder to land a full combo. You can hold the Hard Attack button down in the air to charge the sword, and if you land a full charge you get a free ground bounce.

In Rosary Mode, standing and crouching Hard Attack have a lot of range, but slow startup and recovery. The attacks aren't necessarily bad, but they're not that great either. Jumping Hard Attack is great at stopping approaches from players, but it doesn't have many active frames along with slow startup.

(Hold Right)
Reflector, Glaive or Rosary Chain
In all three stances, Amaterasu can chain together her Forward + Hard Attack move. Some of the chains are better than others though.

The Reflector Chain is the best one by far. It's very difficult to punish on block (since most people pushblock on reaction, it's even harder than before) and it chains into Amaterasu's launcher. This is a great move for confirms and for tacking on damage, and is absolutely vital to Amaterasu's offense.

The Glaive Chain is largely avoided because Amaterasu has better damage options from her Sweep -> Light Thunder Edge options. It also pushes the opponent out of range, making it hard to combo from.

The Rosary Chain does decent damage and is a great long-range punish, but that's about all that it's good for.

(Hold)
Glaive Stab
Properties

A very important combo-move for Amaterasu. Hits off the ground and allows a rejuggle as a combo-ender.

Special Moves

Head Charge
Damage
Light
70,000
Medium
70,000
Hard
70,000

Properties

The Head Charges have several uses. The first is to use the Light or Medium Head Charge to stall for time in the air to avoid chip from Supers or an X-Factored character. Since these versions of the Charges don't do much hitstun, you can use them for throw resets in the middle of combos.

The second use is to apply the Hard version in combos to do a ground bounce. While this works in all three Weapon modes it's much easier to do in Reflector mode combos so stick with it in that situation.


Power Slash
Damage
Light
80,000
Medium
80,000
Hard
80,000

One of Ammy's best defensive options. Many players throw this out against incoming characters after a KO to force them to block.

Even just using this move in blockstrings is a smart idea, as it's safe on block. You can also cover airdash angles and other approaches easily. A really good move.


Weapon Change
Properties

Each button pressed determines which Ammy weapon equips, with Light being Reflector (Solar Flare), Medium being Glaive (Thunder Edge) and Hard being Rosary (Devout Beads).

Most Amaterasu players stick with the first two weapons and fight with those, since they offer the most freedom and utility in attacking and movement.

It's generally agreed that it's good to stick with Reflector by default and only switch to Glaive if you're having trouble getting in.

When Amaterasu has a certain weapon equipped, she can access one of the specific special moves below. It's important to memorize this so you don't accidentally try to perform a special move with the wrong weapon.


Solar Flare [Reflector]
Damage
Light
150,000
Medium
150,000

Doing this motion has Amaterasu summon a shield in front of her. The Light version will perform a counter against high and mid physical attacks, and the Medium will counter low attacks.

If you find that people are mashing recklessly or jumping on you with a lot of attacks, then the Light Solar Flare is a great counter choice.

Once the counter lands and the cinematic is complete, you can perform a followup with Okami Shuffle (while they are spinning) or go for a very difficult OTG followup after a weapon switch for more damage.

The Hard Solar Flare is actually an extremely effective projectile reflecting attack. You can use this to turn projectile wars in Amaterasu's favor. It will also absorb beams.

You can hold the button down on Solar Flare to keep the counter active for as long as you'd like. This means you don't have to time the counter, which is great.


Thunder Edge [Glaive]
Damage

150,000

This move can be charged up by holding down the attack button. Unless you're doing complicated Vale of Mist combos, you'll want to rely on the Light Thunder Edge only.

The longer you charge the move, the higher the blockstun inflicted on the opponent. Also, the Light Thunder Edge is always safe on block, making it a key offensive maneuver.


Glaive Chop [Glaive]
Damage

88,600

Properties

Since this move is terribly unsafe on block, it's only useful for following up after a Glaive Stab ground bounce to ensure that you have time to land a Super.


Cold Star [Rosary]
Damage
Light
20,000 per hit
Medium
20,000 per hit
Hard
20,000 per hit

Properties

You can rapid fire this attack by mashing the attack button used to initiate Cold Star. This move has a higher than average amount of durability, making it great in projectile wars. The ice shards also travel extremely quickly after the startup is over.

If you find that opponents are trying to zone you out with beams and projectiles, duck under them with Ammy's short crouching profile and respond with the Cold Star.

Be wary of Cold Star's long startup, as it leaves you vulnerable to jumping attacks at mid range or teleports.

Hyper (Super) Moves

Okami Shuffle
Damage
Hyper
228,300 - 272,300

Properties (Ice)

A very strong Hyper Combo and Amaterasu's signature attack. This Hyper consists of three stages, and it's important to know how they function.

The Fire portion of the move hits only in the visible screen area, even if Amaterasu is not in it. If the opponent is not visible on screen, they won't be hit.

The Ice portion of the move hits OTG, but this tends to only apply in DHC combos. This part hits everywhere in front of Amaterasu.

The Lightning also hits everywhere in front of Amaterasu, and the final Lightning strike will auto-track the opponent as long as they are still in front of her. The bolt will also perform a hard knockdown.

Due to the fast startup, block safety and wide coverage of this move, it's great to use against aggressive assist calls, as a combo ender or for chip damage against opponents.


Vale of Mist
Properties

This is a slowdown mode that affects all of the opponent's characters. Due to the slowing of everything from attacks to hitstun, certain combos that Amaterasu couldn't do before are now possible.

This Hyper is great for forcing opponents to stay still and stop running away. It's also great to use against X-Factored opponents to negate some of their speed boost and give you time to flee.


Divine Instruments
Damage
Hyper
400,000

Properties

A Level 3 with almost no horizontal range but a decent amount of vertical range. Make sure you're pretty close to the opponent before you try this.

It has a nice amount of invincibility making it good for a close-range counter.

Assists
Type Move Class Angle
A Solar Flare Extra Instant
B Cold Star Shot
Y Bloom Extra Instant

Assist Alpha: Ammy's reflector is not good as an assist. It comes out too far behind and doesn't stay active for long.

Assist Beta: Amaterasu's best assist. Good for lockdown and she hops off the ground to attack, making it more difficult to hit her. Has slow startup so it should be used preemptively in rushdown.

Assist Gamma: One of the very rare meter building assists in the game that builds roughly 30% Hyper meter. However, the startup is really slow and vulnerable, meaning that it takes a long time between assist calls to build meter.

Move Legend
— Press any Attack Button (Light, Medium or Hard)

— Light Attack

— Medium Attack

— Hard/Heavy Attack

— The Exchange/Air Combo button

— Press two of the Attack Buttons at the same time.

Costume Colors
Amaterasu's main costume colors in Marvel vs. Capcom 3
Credit
Contributions to this guide by SFilp, Ragionus, NekoStar, Raijin, Cyclone_Arkana, Janomy, Kanta Kun, Bad_Ken, TomatoHat, Poll Dog, FeelmissUU, Trintin and Akasha.


Comments

Mr_Clack said on February 1, 2011 at 4:39 p.m.

FIRST!!
...2 Say I am Maining her! :P
Suk it!! lol

#1
Kid_Kuma said on February 4, 2011 at 2:24 a.m.

She's definitely on my team I love the Okami series so even if she is garbage she's still gonna be on my team haha.

#2
Thunderthighs said on February 4, 2011 at 3:18 a.m.

I doubt she'll be garbage. Shes a freaking god lol. But I'm maining her too! Ammy FTW!!

#3
zarakisan said on February 4, 2011 at 4:24 a.m.

I really want her to be my main but I have a feeling changing weapon mid match is gonna be annoying

#4
J said on February 4, 2011 at 6:21 a.m.

I hope the pros will use Ammy alot, haha. I love Okami.

#5
jinrou626 said on February 4, 2011 at 8:41 a.m.

I loved okami on the ps2. I frickin' cried during the ending.

#6
owned2dabone said on February 4, 2011 at 9:10 p.m.

Is bloom the assist that builds meter like Morrigan's assist?

#7
YoshinatorZ said on February 5, 2011 at 12:07 a.m.

Ice assist looks annoying, but glad to see Ammy. Still find it hard to believe it was easier to program a dog godess but harder to get Frank West into it. I fail to see how that works. Here goes paying 8 bucks for 100 mb to unlock Frank.

#8
Kuya117 said on February 7, 2011 at 1:23 p.m.

woot woot glad there aren't of players interested in Ammy the Dante main list is getting ridiculous. Ammy ftw!

#9
MadnessFamilyguile said on February 19, 2011 at 2:07 p.m.

Ammy modok trish....the team of the future:P

Ammy is the new strider imo. And yea, bloom is the assist that builds meter

#10
Sakanade said on February 20, 2011 at 12:54 p.m.

insane pressure game when she goes into her Thunder edge stance

#11
trajhver said on July 20, 2011 at 3:46 p.m.

forward+H .. works as dial combos.

With the devout beads (down,down+H) the hard attack has a very long reach. low damage and health but seems to have nice versatility and speed.

#12
r3tt8r3ht said on November 21, 2011 at 9:45 p.m.

Amy's grab can be launch in the corner by dashing.
Am's light Astral paper creates back hit baits if your opponent doesn't advance guard you or you closed into them just enough to grab. Meduim is a nice way to get in close because it equivalent to a small dash and after being advance guarding you could grab after the meduim whiffs.

#13
LeeSazure said on April 3, 2013 at 6:51 a.m.

Oddly enough I've always heard about Okami and wanted to get it, but I didn't have a PS2 and my PS3 isn't compatible. This is also my first time playing any of the Marvel vs Capcom series. I borrowed it from my boyfriend. Anyway, I always have Amaterasu in my party. Not only because she's awesome, but because for some reason I fight with her best. My first battles I fought I won because of her. If my other characters are down, I call Amaterasu out. Or I start the battle with her. But I've always been good with her. Does that just mean I'm a fast learner and strategic, because I can't fight nearly as well even with Trish, Dante, Morrigan, X-23(though she's 2nd in my list), or Phoenix. ANd I use them QUITE A BIT, too. So obviously she's my main. :)

#14


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