Amane Nishiki/Move List

CF= 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 Ginga, which is a projectile that allows him to have better zoning up-close. CP= 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. 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 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, 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.

Basic moves
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Throws
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Drive
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Special moves
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Distortion Drives
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Astral Heat
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