Arcana Heart 3/AH3LM/Catherine Kyohbashi: Difference between revisions

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[http://wiki.mizuumi.net/w/File:Cathyset.png '''Cathy's Movelist Card''']
[http://wiki.mizuumi.net/w/File:Cathyset.png '''Cathy's Movelist Card''']
==Strategy==
==Strategy==
Get in- stay in. Once Heart starts pressuring you don't want to let up. You can convert most random hits into 8k+ damage, so most people will (and should) be scared. Heart's jump cancelable normals, paired with the short startup on homing help to make sure that you can continue to pressure until you can convert. Add onto this her incredibly good ground and air normals, a robust set of specials, good meterless and metered damage and you've got one of the most dangerous characters in the game.
Cathy has been well-described as a rock-paper-scissors character- she has the tools to deal with everything in the game, but her tools are only designed to beat one option, and are not usually useful upon reaction. Cathy's pressure is scary, but she relies almost entirely on blind guesses while on defense.  


==Arcana Selection==
==Arcana Selection==
Heart is a very well rounded character, which leaves you with quite a bit of freedom to select Arcana based upon your playstyle!
Wind, Love, Ice
Common Arcana include Love, Thunder and Flower.


==Base Combos==
==Base Combos==
2abc 236a 6d 5a 6c j.A j.B j.4B jump cancel j.A j.C j.E 623c 214c 214AB ~ party time
<b>5A 2B 623C jA jB 2A(1 hit) jA jB dj jB jC jE</b>
 
<i>Wind</i>
<b>5A 2B EFC 2A(1 hit) jA jB 2A(1 hit) jA jC jB 5A 5B 1C 214ABC<b>
The Arcana Eclipse forces the opponent to block.
<i>Ice</i>
<b>5A 2B EFC 2A(2 hits) jA jC jB 5A 5B 4[C] 214E</b>
Use the snowflake to route your opponent.
=Move List=
=Move List=
'''Note: Click on the images of the moves to see the full frames.'''
'''Note: Click on the images of the moves to see the full frames.'''
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| width="200" | [[image:Heart5A.png|link=http://wiki.mizuumi.net/images/5/5f/Heart5AFrames.png|center|200x150px]]
| width="200" | [[image:Heart5A.png|link=http://wiki.mizuumi.net/images/5/5f/Heart5AFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''5A'''
| width= style="background:#f0f0f0;"| '''5A'''
A fast (3 frames!) standing jab that can cancel into itself, which makes it a great pressure tool. Will not connect on characters with shorter crouching hitboxes.
A slow (8 frames!) standing stomp that hits low. The hitbox extends far past Terry's foot, but only on the ground.
|-
|-
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart2A.png|link=http://wiki.mizuumi.net/images/f/fa/Heart2AFrames.png|center|200x150px]]
| width="200" | [[image:Heart2A.png|link=http://wiki.mizuumi.net/images/f/fa/Heart2AFrames.png|center|200x150px]]
| '''2A'''
| '''2A'''
One frame slower than her 5A, but still nothing to scoff at. It has a bit less range than the standing equivalent but can still cancel into itself, confirm into most ground combos, and is as good for pressure as 5A.  
3 frames! Cathy's fastest move and best anti-air. Self-chainable and jump cancelable! However, it doesn't even hit most opponents standing.
|-
|-
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart5B.png|link=http://wiki.mizuumi.net/images/a/ae/Heart5BFrames.png|center|200x150px]]
| width="200" | [[image:Heart5B.png|link=http://wiki.mizuumi.net/images/a/ae/Heart5BFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''5B'''
| width= style="background:#f0f0f0;"| '''5B'''
Gives you a bit longer range than 5A along with a few extra benefits. With the extra range and (late) clash frames this turns into a tool to control space as well as continue pressure from the air with it's jump cancel.
Slow, but has 8 frames of clash from frame 1! It's Cathy's best clashing tool on the ground.
|-
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart6B.png|link=http://wiki.mizuumi.net/images/3/3a/Heart6BFrames.png|center|200x150px]]
| '''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.
|-
|-
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart2B.png|link=http://wiki.mizuumi.net/images/0/0c/Heart2BFrames.png|center|200x150px]]
| width="200" | [[image:Heart2B.png|link=http://wiki.mizuumi.net/images/0/0c/Heart2BFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''2B'''
| width= style="background:#f0f0f0;"| '''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.
Standard combo tool to launch opponents. Special cancelable, but only normal cancelable into 2E.  
|-
|-
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart5C.png|link=http://wiki.mizuumi.net/images/6/62/Heart5CFrames.png|center|200x150px]]
| width="200" | [[image:Heart5C.png|link=http://wiki.mizuumi.net/images/6/62/Heart5CFrames.png|center|200x150px]]
| '''5C'''
| '''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
It has huge reach and is air unblockable, but it's very slow! The further it extends, the more recovery it has. Good to use if your opponent is approaching you predictably.
|-  
|-  
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart6C.png|link=http://wiki.mizuumi.net/images/e/e0/Heart6CFrames.png|center|200x150px]]
| width="200" | [[image:Heart6C.png|link=http://wiki.mizuumi.net/images/e/e0/Heart6CFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''6C'''
| width= style="background:#f0f0f0;"| '''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.
Fire cannonball! A projectile normal. It has a lot of recovery, so be careful using it. Every character except Cathy can crouch to avoid the projectile.
|-
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart4C.png|link=http://wiki.mizuumi.net/images/e/e0/Heart6CFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''4C'''
Yodogawa's legendary drill! It stays out for a long time if you hold it down. It has a lot of recovery and every character can crouch under it except Cathy, but it's great in specialized combos.
|-  
|-  
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart2C.png|link=http://wiki.mizuumi.net/images/6/69/Heart2CFrames.png|center|200x150px]]
| width="200" | [[image:Heart2C.png|link=http://wiki.mizuumi.net/images/6/69/Heart2CFrames.png|center|200x150px]]
| '''2C'''
| '''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.
It's the same as 5C, but lower to the ground. Good to use during pressure to remind your opponent not to jump.
|-  
|-  
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart3C.png|link=http://wiki.mizuumi.net/images/6/69/Heart2CFrames.png|center|200x150px]]
| '''3C'''
It's the same as 6C, but lower to the ground. No one will crouch under this one!
|-
| width="200" | [[image:Heart1C.png|link=http://wiki.mizuumi.net/images/e/e0/Heart6CFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''1C'''
It's the same as 4C, but lower to the ground. Even though it has a lot of recovery, it does a lot of chip damage, so it's used in pressure occasionally.
|-
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart5E.png|link=http://wiki.mizuumi.net/images/a/ad/Heart5EFrames.png|center|200x150px]]
| width="200" | [[image:Heart5E.png|link=http://wiki.mizuumi.net/images/a/ad/Heart5EFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''5E'''
| width= style="background:#f0f0f0;"| '''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.  
A huge blast with a hidden cannon! It's too slow to use regularly, but the range can surprise opponents on occasion.  
|-  
|-  
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:Heart2E.png|link=http://wiki.mizuumi.net/images/a/a6/Heart2EFrames.png|center|200x150px]]
| width="200" | [[image:Heart2E.png|link=http://wiki.mizuumi.net/images/a/a6/Heart2EFrames.png|center|200x150px]]
| '''2E'''
| '''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.
2E reaches surprisingly high up, but it's slow and it raises Cathy's hurtbox which makes for disappointing anti-air. Good for combos, though!
|-  
|-  
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:HeartJA.png|link=http://wiki.mizuumi.net/images/f/fa/Heart2AFrames.png|center|200x150px]]
| width="200" | [[image:HeartJA.png|link=http://wiki.mizuumi.net/images/f/fa/Heart2AFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''JA'''
| width= style="background:#f0f0f0;"| '''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.
Cathy's best air-to-air option. Hits in front of her on the top part of Yodogawa. Raises the opponent on hit, which is important for combos.
|-  
|-  
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:HeartJB.png|link=http://wiki.mizuumi.net/images/e/e9/HeartJBFrames.png|center|200x150px]]
| width="200" | [[image:HeartJB.png|link=http://wiki.mizuumi.net/images/e/e9/HeartJBFrames.png|center|200x150px]]
| '''JB'''
| '''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.
A good move for hitting the opponent if they're below you. Good to home in with.
|-
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:HeartJ4B.png|link=http://wiki.mizuumi.net/images/d/df/HeartJ4BFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''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.
|-  
|-  
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:HeartJC.png|link=http://wiki.mizuumi.net/images/b/ba/HeartJCFrames.png|center|200x150px]]
| width="200" | [[image:HeartJC.png|link=http://wiki.mizuumi.net/images/b/ba/HeartJCFrames.png|center|200x150px]]
| '''JC'''
| '''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.  
It's huge! However, it only hits below her and barely in front. It's Cathy's best option for crossups. It's also her best clashing move in the air. On hit, jC spikes the opponent downwards.
|-  
|-  
{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="200" | [[image:HeartJE.png|link=http://wiki.mizuumi.net/images/3/38/HeartJEFrames.png|center|200x150px]]
| width="200" | [[image:HeartJE.png|link=http://wiki.mizuumi.net/images/3/38/HeartJEFrames.png|center|200x150px]]
| width= style="background:#f0f0f0;"| '''JE'''
| width= style="background:#f0f0f0;"| '''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.
Cathy flares Yodogawa's thrusters. Pushes Cathy backward and the opponent down. Even though it doesn't hit overhead, it's a good move to instant air. It can be canceled into hover, although I don't know why...
|-  
|-  
|}
|}

Revision as of 23:16, 5 March 2014

Catherine Kyoubashi

キャサリン京橋


Health Modifier
+8%
Guts Threshold
~50%
Maximum Guts
~25%
Guts Factor
~5%
Base EHP
~27284

Introduction

I'm gonna fix this :<

Cathy's Story

Cathy's Frame Data

Cathy's Movelist Card

Strategy

Cathy has been well-described as a rock-paper-scissors character- she has the tools to deal with everything in the game, but her tools are only designed to beat one option, and are not usually useful upon reaction. Cathy's pressure is scary, but she relies almost entirely on blind guesses while on defense.

Arcana Selection

Wind, Love, Ice

Base Combos

5A 2B 623C jA jB 2A(1 hit) jA jB dj jB jC jE Wind 5A 2B EFC 2A(1 hit) jA jB 2A(1 hit) jA jC jB 5A 5B 1C 214ABC The Arcana Eclipse forces the opponent to block. Ice 5A 2B EFC 2A(2 hits) jA jC jB 5A 5B 4[C] 214E Use the snowflake to route your opponent.

Move List

Note: Click on the images of the moves to see the full frames.

Normal Moves

5A

A slow (8 frames!) standing stomp that hits low. The hitbox extends far past Terry's foot, but only on the ground.

2A

3 frames! Cathy's fastest move and best anti-air. Self-chainable and jump cancelable! However, it doesn't even hit most opponents standing.

5B

Slow, but has 8 frames of clash from frame 1! It's Cathy's best clashing tool on the ground.

2B

Standard combo tool to launch opponents. Special cancelable, but only normal cancelable into 2E.

5C

It has huge reach and is air unblockable, but it's very slow! The further it extends, the more recovery it has. Good to use if your opponent is approaching you predictably.

6C

Fire cannonball! A projectile normal. It has a lot of recovery, so be careful using it. Every character except Cathy can crouch to avoid the projectile.

4C

Yodogawa's legendary drill! It stays out for a long time if you hold it down. It has a lot of recovery and every character can crouch under it except Cathy, but it's great in specialized combos.

2C

It's the same as 5C, but lower to the ground. Good to use during pressure to remind your opponent not to jump.

3C

It's the same as 6C, but lower to the ground. No one will crouch under this one!

1C

It's the same as 4C, but lower to the ground. Even though it has a lot of recovery, it does a lot of chip damage, so it's used in pressure occasionally.

5E

A huge blast with a hidden cannon! It's too slow to use regularly, but the range can surprise opponents on occasion.

2E

2E reaches surprisingly high up, but it's slow and it raises Cathy's hurtbox which makes for disappointing anti-air. Good for combos, though!

JA

Cathy's best air-to-air option. Hits in front of her on the top part of Yodogawa. Raises the opponent on hit, which is important for combos.

JB

A good move for hitting the opponent if they're below you. Good to home in with.

JC

It's huge! However, it only hits below her and barely in front. It's Cathy's best option for crossups. It's also her best clashing move in the air. On hit, jC spikes the opponent downwards.

JE

Cathy flares Yodogawa's thrusters. Pushes Cathy backward and the opponent down. Even though it doesn't hit overhead, it's a good move to instant air. It can be canceled into hover, although I don't know why...

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.

  • A Version
Heart's A DP. Her fastest special reversal (3 frames!) but also the shortest distance.
  • B Version
Still fast, bit better travel, and a bit of extra damage.
  • C Version
Longest startup, best damage and travels a very long distance. You probably want to use this one in combos if possible.
  • Additional Attack - 214ABC - After the punch, you can input this for a follow up that looks like Ribbon Beam. This will groundslam the opponent for a forced knockdown. If you connect a DP you always want to try to follow up with this for the knockdown.
Iron Fist Punch 「鉄拳ぱんち」 - 236ABC
  • A Version
It's the A Version
  • B Version
It's the B Version
  • C Version
It's the C Version
Iron Fist Punch (Tumble) 「ドジっ娘ぱんち」 - 41236C
lol overhead
Ribbon Beam 「りぼんびーむ」 - 421ABC
  • A Version
It's the A Version
  • B Version
It's the B Version
  • C Version
It's the C Version
Special Kick 「必殺きっく」 - 214ABC (Air Only)
  • A Version
It's the A Version
  • B Version
It's the B Version
  • C Version
It's the C Version

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.

Colors

Template:AH3Colors

Arcana Heart 3
General

ControlsFAQGame ModesGlossaryHUDLinksStorySystemTutorial

Characters

Akane[*]Angelia[*]Catherine[*]Clarice[*]Dorothy[*]Eko[*]Elsa[*]Fiona[*]Heart[*]Kamui[*]Kira[*]Konoha[*]Lieselotte[*]Lilica[*]Maori[*]Mei-Fang[*]Nazuna[*]Petra[*]Saki[*]Scharlachrot[*]Weiß[*]Yoriko[*]Zenia[*]

Arcana

Dark[*]Earth[*]Evil[*]Fenrir[*]Fire[*]Flower[*]Halo[*]Ice[*]Love[*]Luck[*]Magnetism[*]Metal[*]Mirror[*]Plant[*]Punishment[*]Sacred[*]Sin[*]Thunder[*]Time[*]Tone[*]Tyr[*]Water[*]Wind[*]

Specific Mechanics

MultiplierClashExtendFramesHealthHoming CancelProrationTeching