>>96554344
Long story short but yes, though my conclusion was towards diceless in general.
The resolution mechanic for Amber/Everway is that the character with the biggest number will always win in a straight contest, rank 5 strength guy isn't going to lose a fistfight against your PC with rank 3.
The idea when you are in a disadvantegous situation like that is to either shift the conflict to another stat or add things to stack your deck. So you may shift into defense so the conflict becomes an endurance one instead of strength; or you will plan to ambush him so you can get the first hit and the momentum; or get another PC to help him jump the guy.
In addition Amber's deal is that you don't know the abilities of other people, not even your fellow party members. So you have to thread carefully to determine what are their weakpoints without exposing yours. Which I feel goes well if you want to recreate things like Jojo or JJK where characters tend to keep certain details about their abilities hidden.
Diceless in general relies more on GM arbitration, which I feel is a good fit for Battle Manga is you really want to get a 1 to 1 feel. Everway also tarot cards that can be used to sway a result when the GM is unsure of the arbitration. For example a card is "Striking the Dragon's Tail", which can mean 'Underestimating the Challenge', or if its' pulled in it's reverse form 'Recognizing the Larger Problem'.
That said even I aren't super fond of having the GM be the super abritator, so point based diceless systems can help bridge the gap. Maybe a system where your attributes are your baseline efforts but you can spend resources to temporarily increase them (representing flashbacks, or powering up). Dunno, the only diceless with points system I've read was the Marvel Universe RPG and that was sort of broken