Arcana Heart 3/AH3LM/Akane Inuwaka: Difference between revisions
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Revision as of 11:38, 29 January 2014
Introduction
I know nothing of this character's story and stuff
Strategy
Akane's a rushdown character with good range on a majority of her normals ground and air normals. Use the range on your normals to outpoke your opponents. Akane also has good non-homing air movement. Combine that with her air normals and she has the means to control the air game.
Arcana Selection
Arcana selection is more so based on how you want to play or supplement Akane. Some of the more common choices are Dark, Lighting, and Love.
Base Combos
2abc 236a 6d 5a 5c 6c j.A j.B jump cancel j.B j.C 214A 2ab5C 5d j.A j.B jump cancel j.B j.C 214A
Move List
Note: Click on the images of the moves to see the full frames.
Normal Moves
5A
Akane knees the opponent. While the move is fast, it can't be cancel into its self on whiff and it also has some recovery on whiff so use the move wisely. |
2A
A low kick that has very good range. It cancels into itself on whiff. One of her best ground moves as and is used to either start a combo or pressure. |
5B
A kick towards the air that hits both in front of Akane and behind her. The move is air unblockable and can be used to hit opponents under the air. The move doesn't recover fast on whiff so be cautious about throwing it out freely. |
6B
Heart's new move for Arcana Heart 3, and a good one. Heart's standing overhead. Unsafe on block without cancelling it with Extend Force or Homing, but has decent damage if it connects. It also has faster start up while in Extend Force. |
2B
Another good low! Pretty good range and is high jump cancelable which you can use to extend pressure with homing, or mixup with any of her fantastic air normals. |
5C
Another amazing normal. A punch that has great range. Early clash frames jump cancelable, and is a hitconfirm for some Arcanas like Plant. Also has the added bonus of forcing restanding for some good post knockdown mixup |
6C
You really can't go wrong with the C button. Same startup as 5C, similar early clash frames, and still jump cancelable. It has longer recovery but it has a pretty good tradeoff. This move is air unblockable and has a really nice hitbox. This makes it a very good, fairly safe anti-air with some pretty good damage conversion possibilities. |
2C
Heart's sweep. On hit you have some of your best options to convert damage from this move, and even good meterless damage in the corner. This move is throw invulnerable after some of it's startup. |
5E
A shoulder charge with pretty good recovery for what it is. Carries whatever passive attributes your Arcana gives you from frames 1-7, and some pretty good clash after that. On charge this move is unblockable. |
2E
Heart swings for the fences with this normal. The most notable thing about this normal is that it has projectile reflect on frames 10-22, making this Heart's only option to reflect on the ground. Can be used as a late anti-air because of how low it hits to the ground, comboable with homing. Carries passive properties from your Arcana on frames 1-5, some mid frame clash and is also unblockable on charge. |
JA
Another good normal on the A button. Really good hitboxes in front of her, and above her (it can even hit behind her!). Hits high so you can use this move for an instant overhead. Also a really good homing normal. |
JB
This move is an amazing move to use with speed homing. It also plays an important part in combos because of it's low hitbox, which helps to float the opponent after a move like JC or JE which sends them to the ground. |
J4B
Heart sticks her arm out and clashes everything. This move has a lot of clash frames, and is generally a pretty good move to throw out in clash because of that. Offers pretty good horizontal range for an air normal. |
JC
JC has a nice, big hitbox to it and some really convenient early clash frames. Both of those things make it an incredibly strong button to press on homing. |
JE
A very important air normal. Heart takes both hands and smashes them downward. This move is your only air normal that has projectile reflect, and a very convenient hitbox that makes it a good normal to use as a cross up. This is also your go-to normal for ending combos because it groundslams, which helps to set up whatever knockdown options you have. |
Special Moves
Heartful Punch 「はーとふるぱんち」 - 623ABC
Heart's DP, it's pretty heartful. All three versions are invincible for their startup, and can be made safe or converted off of with the use of EFC or Homing. The Heart explosion has a delayed hitbox that is pretty big, so the reach of these are pretty good. They all also start on the ground for the grounded versions, so they can be used to blow up low staggers.
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Iron Fist Punch 「鉄拳ぱんち」 - 236ABC
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Iron Fist Punch (Tumble) 「ドジっ娘ぱんち」 - 41236C
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Ribbon Beam 「りぼんびーむ」 - 421ABC
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Special Kick 「必殺きっく」 - 214ABC (Air Only)
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Super Moves
Amazing Heartful Punch 「すっごいはーとふるぱんち」 - 623A+B
It's a super dp. | |
Iron Fist Punch of Love 「愛の鉄拳ぱんち」 - 236A+B
It's a super move | |
Special Kick of Love 「すっごい必殺きっく」 - 214A+B (Air Only)
It's a super. |
Critical Heart
Super Duper Amazing Iron Fist Punch of Love「とにかくすっごい愛の鉄拳ぱんち」 - 641236A+B
It's a super. |