Arcana Heart 3/AH3/Lilica Felchenerow
Outdated Version
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Introduction
Although a bit cliche, "demon on wheels" can easily be the best description for Lilica. Her speed and variety of moves can easily out perform many characters. Knowing when to back up or rush in with mixup is the key to winning with her.
Starting Out
1 - Homing Approach
There are a variety of great moves Lilica can use for homing. JB had great startup and reach, JC has amazing cross-up ability even on deep dashes/homing, and JE has good reach and a pop the opponent up for a combo.
2 - Neutral Spacing
6B slides Lilica a little bit for reach. The move has great reach and comes out pretty quickly. Another good move is 2B. This moves hits low and can be confirmed into 5C. It has good reach without the recovery like 2C.
3 - Hit Confirms
Lilica has many hit confirms. 2A has the fastest startup though. Ease your way close and use this move to connect with.
4 - Defense
Without the help of an Arcana, Lilica doesn't really have many defensive options. She can run away very fast though. 44/66 can moves her out of the way quick.
Arcana Selection
Lilica already has great speed and good damage. You can use an Arcana to either strengthen her skills or give her different skills like passive attributes.
Wind
Wind is definitely a good choice for Lilica as it substantially ups her mobility and combo potential. After Lilica's 236A+B super you can cancel into 236236E super for added damage. During air combos or loops with JE, use 2D to get to the ground faster than the opponent's fall momentum and either keep up the combo or go for okizeme. The Arcana Blaze can often be good to use during EF ground combos for that needed extra damage.
Punishment
Using Punishment's charged 2E reset in EF, Lilica can do upward of 90% of a full life bar off any ground hit and if done properly doesn't require any meter (she builds it as she goes), which means you could potentially leave the opponent near death off a 2A at the very start of the match. 236236E can tack on a bit of extra damage after Hurricane Spiral and 214214E can get you out of pressure in a pinch. She also gets another AUB move (albeit a not-very-useful one) with 214E and the long EF duration coupled with damage boost gives her a decent high-risk, high-reward mixup game. On the down side, Punishment gets no meter at all for receiving damage, which means if you're put on the defensive early on you may never get more than the initial one bar of meter, and at any rate its defense is so low that you'll die pretty much instantly if you make even one mistake. Punishment is a risky but rewarding Arcana choice if that's your thing.
Luck
Lilica can carry clear from one corner of the stage to the other using her Axel Slide followups, which means she gets a guaranteed setup into 236236E dice super for a free unblockable or mixup. Lilica also has fairly high damage off random air hits as well so if the counterhit passive effect triggers you can take random pokes into huge damage. Unfortunately dice aren't very useful for mixup and Lilica lacks tools to keep the opponent from just flying in if she tries to boost her luck. Like Punishment, Luck can be a strong offensive Arcana at the cost of lackluster defensive options.
Time
Time is good for everyone and Lilica is no exception. She can take just about anything into Infinite Light and her mobility gives her an extremely strong mixup game using Time clones and orbs. Her backdash normally lacks invulnerability but moves you out of the way fast, so the Time clone can be a good defensive tool that sets you up to cash in on some big damage. As an extra bonus, Lilica's standard mixup game becomes all the more difficult to react to when you throw Time EF's extra speed boost into the mix. The only real downside is the slow, slow meter recovery and the inability to do your normal BnBs with 6D, so you'll probably have to spend a bit of time adjusting if you're coming off a more standard Arcana.
Flower
My burst button is three times the size of all my other buttons
Love
All the basic Love benefits apply here: good multipliers, top tier zoning with loveball and laser, etc. Additionally, Lilica has easy setups for Love blaze AUB tech punish and Hurricane Spiral combos easily into super laser. She also gets a few ambiguous crossup mixups using loveball super and the projectile-absorbing barrier gives her a respectable counter to projectile spam attempts, especially useful since Lilica has no other reflecting moves other than 2E. As a general rule, Love, like Flower, is a good "safe" pick.
Strategy
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Combos
Target Combos
- 2A> 2A> 2B> 2C
- 2A> 2B> 5C (1 hit)> 6C> 236A
- 2A> 2B> 5C (2 hits)> j.236A> j.236B> j.236B> j.236A+B
- 2A> 2B> 5C (1 hit)> (236A)x2> j.236C.
- 44 or 66> 236B> 236C> 236A> 641236A+B
- 2B> 2C> 6HC> 5A> 5B> 236B> 236B> 236C> 236A> 214A> air
- Generic Combos, Ground Staples and Target Starters
- j.A> dj.A> dj.E> dj.236A> dj.236B> dj.236B
- j.A> j.B> j.C> j.E> land> j.A> j.B> dj.A> dj.B> dj.236A> dj.236B> dj.236C
- Meterless Air Combos
Arcana Combos
Love
- ~2C> EFC> 5A> 5B> 236A> 5B> 236A> 236C> delay 236A> j.214C> j.236A+B> j.641236E
- Your go-to combo if you have the meter for it. Ground portion pushes far enough that laser super is guaranteed regardless of where you start the combo.
- j.A> j.B> dj.A> dj.B> dj.236A> dj.236B> dj.236C> dj.236A+B (3 hits)> dj.641236E
- j.A> j.B> dj.A> dj.B> dj.236A> dj.236B> [dj.236C> dj.236A+B or dj.236B]> dj.641236E
- Requires you to have about 3/4 of the screen between you and the wall you kicked them towards for the laser super to be guaranteed
Time
- 2A> 2B> 2C> EFC> 66> 5A> 5B> 5C (1 Hit)> 236A> 236C> 5A> 5C> 236A> 236C> 236236E> 66> 5B> 5C> 6C> 5A> 5B> 2C> 236E [7249 dmg]
- Standard BnB ground combo in Time. Gives decent damage, oki, and carries fullscreen. Doesn't work on Heart, Saki, Weiss, or Cathy.
- 2A> 2B> 2E> EFC> 5D> j.E> j.B> j.E> j.C> j.B> dj.B> dj.E> dj.C> dj.B> dj.236A> dj.236B> dj.236A> dj.236A+B [10872 dmg]
- 2B> 2C> EFC> 66> 5A> 5B> 236B> 236B> 236C> 236A> 214A> 5D> air ender
- 2A> 2B> 2E> EFC> 5D> j.E> j.B> j.E> j.B> j.E> j.C> j.B> dj.E> dj.C> dj.E> 236236E
Punishment
- 2A> 2B> 5C (1 hit)> 236A> EFC> 66> 2A> 5C> 2E (Full Charge)> 236A> 2A> 5C (1 hit)> 236E> 6D> 5C> 2E (Full Charge)> 236A> 2A> 5C> 236E> 6D> 5C> 2E (Full Charge)> Ender
- Does not work midscreen on Eko or Nazuna for more than one rep. Works fine in corner on everybody.
Enders * 236A> 236B> 236A> 214C> 236A+B * 236A> 236B> 236A> 214C> j.236A+B> j.236236E * 236A> 5A> 5C (1 hit)> 236A> 236A> 214C> 7D> 7D> j.B> dj.A> dj.B> dj.C> dj.E> j.236A> j.236A+B
Wind
- 2A, 5C, (236E), EFC, dash, 5C, 2E (Charged), JC, 5D, j.B, j.E, j.A, dj.A, dj.B, dj.A, dj.B, JC, dj.A, dj.B, j.A, j.B, j.236A, j.236C, j.236C, j.236A+B.
Halo
- 2A, 5C, EFC, dash, 5C, 2E (Charged), 5D, j.B, j.E, j.A, dj.A, dj.B, dj.C, j.623E.
Mirror
- 5A > 5B > 5C > 5E > 236236E > [delay]9DD > j.A > j.B > dj.A > dj.B > dj.E > j.236AB > j.236236E > 8DD > j.A > j.B > dj.A > dj.B > dj.C
- vs. Nazuna. Does not work starting in the corner. Time each 236236E to get the max hits from them.
Plant
- 5B, 5C, 5E, 236E, EFC, 5B, 236A, 236C, 214C
- 5B, 5C, 5E, 236E, EFC, 5B, 236B, 5A, 5B, 236A, 236C, 236A, j.214C, aerial ender.
- (5A), 5B, 5C, 5E, 236E, EFC, 5B, 5C, 236A, 236C, 236A, j.214C, HC, j.A, j.B, dj.A, dj.B, j.236A, j.236AB, (236236E)
- (5A), 5B, 5C, 5E, 236E, EFC, 5B, 5C, 236A, 236C, 236A, j.214C, HC, j.A, j.B, dj.A, dj.B, dj.C
- (5A), 5B, 5C, 5E, 236E, EFC, 5A, 5A, j.A, j.B, (j.C, j.E,) j.236B, j.236B, j.236B, j.236AB, (236236E)
- (5A), 5B, 5C, 5E, 236E, 5C(1), EFC, 5C(1), 236A, 236B, 236C, 236A, j.214C, 236AB, 236236E
- (5A), 5B, 5C, 5E, 236E, 5C(1), EFC, 5C(1), 236A, 236B, 236C, 236A, j.214C, HC, j.A, j.B, dj.A, dj.B, j.236A, j.236AB, (236236E)
- (5A), 5B, 5C, 5E, 236E, 5C, 2E, EFC, D, Air ender
Extend Force Combos
- 2A> 2B> EFC> 66> 5A> 5B> 5C (1 hit)> 236A> 236B> 236C> 236A> 641236A+B
- 2A> 2B> 2C> EFC> 66> 5A> 5C (1 Hit)> 236A> 236B> 236C> 236A> 641236A+B
- 2B> 2C> EFC> 66> 5A> 5A> j.A> j.B> j.C> j.E> land> j.A> j.B> dj.B> dj.C
- 2B> 2C> EFC> 66> 5A> 5A> j.A> j.B> j.C> j.E> land> j.E> j.C> j.B> dj.B> dj. A> dj.B> dj.C
Move List
Normal Moves
2A
Crouching backfist, hits mid. Good start up and cancels into itself, but on top of not being a low the hitbox for it is rather high and the range is deceptively short. This gives her some problems poking at characters with exceptionally low/long reaching 2C and etc. Still a good combo starter that you'll end up using a lot. |
5A
Lilica leans forward a bit and does a back fist, hits mid. Great start up (3f!) and cancels into itself. Use it for combos and hit confirms but of course as you'd expect from the appearance it whiffs on pretty much everyone crouching. |
2B
Lilica gets extremely low for a slide kick, his low. Its decent start and low profile make it good for beating out or punishing moves with higher hitboxes; it can even evade jump ins from certain characters and punish them at the same time. To give you an idea of how low this gets, you can: Go under your own 2A, Konoha's Shurikens, short character's max charged Naru (Ice 236E). |
5B
Lilica turns back and donkey kicks the opponent ala 3S Ryu. Good reach, decent start up with clash frames in it, but its move hits really high. There are a lot of characters that can just crouch under this. |
4or6B
This is the same as the above 5B, but you can can make it drift forward or backwards by holding [4] or [6], think of it like Guile's rolling sobat (4/6MK) Delays the start up a little bit. |
2C
Lilica plants one hand down and sweeps the opponent with both feet, hits low and downs the opponent. If you somehow manage to scoop CH off this you can dash in for a 5A into air combo without need for homing or EFC. |
5C
A three hit flip kick, hits mid. All three hits usually don't land though. You can all-cancel the first two hits. Shortly after the second hit, Lilica is airborne (from frame 17). This has clash throughout the move and can easily stuff IADs. This move is extremely unsafe on whiff or block so make sure you cancel it into something. If you hit with this during EF, you can chain straight to 2E to create an inescapable guard crush reset which the opponent is unable to do anything about. |
6C
A three hit, tall, axe kick; hits mid and ground slams airborne opponents. You normally only get 2 hits out of this move. Mostly used to chain from 5C for combos. It does combo from B moves but you have to make sure you're close or the first hit will whiff (and the combo will break). Like with 5C, chaining the third hit straight to 2E will create an inescapable guard crush reset. |
2E
Showgirl leg lift, hits mid, air unblockable, reflects projectiles and cancels straight into arcana moves. Not much of hit hit box in front of her, but it has excellent start up, fast enough to combo from 2A. Great start up, low profile, and relatively strong vertical hitbox make this move a fairly good anti air. As previously noted, hitting with 5C or 6C and going straight to a fully charged 2E is virtually inescapable even though the combo counter resets. This lets you go for some pretty stupid damage off certain setups. |
5E
EX donkey kick, hits mid. This also cancel right into arcana moves, is air unblockable and wall slams on hit. Good reach on this move but it is somewhat slow. |
JA
Mid air punch, slightly angled downwards. Just as quick as her 2A making it a good air to air. Used to for many of her combos. |
JB
A forward kick in air, great reach and start up. Faster than her B moves on the ground, making it great for air to air attacks and jump ins. |
JC
A downward angled party kick, ground slams the opponent on hit. A rare jump cancellable JC, but it groundslams on hit so you don't use it in normal combos/random that much. It IS a very strong cross up move though. |
JE
An upward angled party kick, floats the opponent on hit. Special, but not jump cancellable. This move has the hitbox of the gods; thanks to the sheer reach above you it's pretty much guaranteed to crush anyone above you, and it hits in front of you quite easily as well. On top of that it has a ton of clash in the startup and is capable of winning most clash battles on its own; you can just throw out a single j.E, let them clash it, and watch as it beats whatever they try to cancel into. All in all there are very few air moves that actually beat this move clean. You'll find yourself using this a lot against airborne opponents, and you can even use it from beneath the opponent for an aerial crossup (crossdown?). |
Special Moves
Tornado Edge 「トルネードエッジ」 - J236ABC
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Flip Through 「フリップスルー」 - J214ABC
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Drive Edge 「ドライブエッジ」 - 236ABC
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Wall Step 「ウォールステップ」 - 214ABC
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Step or Back-step 「ステップ or バックステッフ」 - 66 or 44
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Screw Edge 「スクリューエッジ」 - 236A
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Speed Blade 「スピードブレード」 - 236B
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Heel Cutter 「ヒールカッター」 - 236C
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Quick Air 「クイックエア」 - 214A
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Wall Step 「ウォールステップ」 - 214B
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Rapid Turn 「ラピッドターン」 - 214C
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Boomerang Ride 「ブーメラングライド」 - 236B
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Follow Chart
Special | Command | Follow |
Tornado Edge | J236X | - |
Step | 66 44 | ◇ |
Wall Step | 214X | ◇◆ |
Drive Edge | 236X | ◇ |
Screw Edge | 236A | ◆ |
Quick Air | 214A | ◆ |
Rapid Turn | 214C | ◆ |
Speed Blade | 236B | ◆ |
Heel Cutter | 236C | ◆ |
Boomerang Ride | 236B | ◆ |
Flip Through | J214X | ◆ |
◇: Follow Up Starter ◆: Follow Up Move
Super Moves
Hurricane Spiral 「ハリケーンスパイラル」 - 236A+B
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Cyclone Storm 「サイクロンストーム」 - 214A+B
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Night Stream 「ナイトストリーム」 - 421A+B
When the bats are glitched doing any attacking special not done as a follow up to Lillica's dash will also release them as if you'd just let go of E earlier. Critical Heart
Advanced InfoHere's a handy linkshowing part of the animation, as well as damage values for Lilica's moves. Palettes4. Etna (Disgaea) |