Arcana Heart 3/Eko: Difference between revisions
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==Arcana Selection== | ==Arcana Selection== | ||
Wind, Earth | |||
==Base Combos== | ==Base Combos== | ||
'''Any Arcana''' | |||
5A 5C sj.A j.E dj j.A j.E j.623C | |||
2A 2B [4]6A(3 hits) 236A+B | |||
'''Earth''' | |||
j.B j.C j.236E 6HC j.E j.623C | |||
=Move List= | =Move List= | ||
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Eko's 5A hits low, but isn't self-chainable. It's a bit on the slow side. | |||
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2A doesn't hit low, but's it is self-chainable. | |||
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Kaz throws his flower. It's active until it touches the ground, but it's very slow and only special cancelable. A very odd move. | |||
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A huge flower spins around, doing loads of air unblockable hits and sliding Eko and Kaz forward. Important in pressure, but don't get too reliant on this move. | |||
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The same as 5B, but Kaz throws the flower further. | |||
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The same as 5B, but Kaz doesn't throw the flower as far. | |||
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Kaz attacks with his tongue! Two hits, the second is air unblockable and super jump cancelable. The move has clash frames, but it's important to connect with the second hit. | |||
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Sliding drill attack. Has loads of clash frames and hits, but it's easily punished if it whiffs. | |||
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A suprisingly large attack. Catch opponents off-guard with its range. | |||
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A somewhat small and disappointing 2E. You're better off using 5C as antiair. | |||
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Two upward hits with Kaz's ears. A very good air-to-air that covers unique space. | |||
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Stops all air momentum. Eko's best move to use as an instant overhead, although it's still slow. | |||
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Stops all air momentum. It has clash frames as Kaz winds up. A defensive move to use in the air. | |||
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Eko's most notorious move. This move hits all over Kaz's body four times, reflects projectiles, and wins clashes. | |||
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| style="background:#f0f0f0;" | | | style="background:#f0f0f0;" | | ||
A forward-moving charge move that hits multiple times. | |||
* '''A Version''' | * '''A Version''' | ||
: | :Used in combos. the third hit launches. | ||
* '''B Version''' | * '''B Version''' | ||
: | :Launches on the first hit, but is slow to start up. | ||
* '''C Version''' | * '''C Version''' | ||
: | :Very telegraphed and slow, but crushes guard. Sends opponent skyward. | ||
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Eko's Dragon Punch. It spikes the opponent downward on the last hit. | |||
* '''A Version''' | * '''A Version''' | ||
: | :Not invincible, but it's very fast. | ||
* '''B Version''' | * '''B Version''' | ||
: | :Upper-body invincible. It won't hit grounded opponents! Anti-air only! | ||
* '''C Version''' | * '''C Version''' | ||
: | :Fully invinicible, but it's the slowest. It does the most damage, so you can use it to end air combos. | ||
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Eko's drawings provide her with a lot of utility. She gained a lot of control over them in this version of the game. | |||
* '''A Version''' | |||
:Ground drawing. It's always Tulip or Structure. They both inhibit your opponent's ground movement, as long as your opponent is on the ground, they can not move past ground drawings. Tulip has one hit of durability, Structure has three. Neither damages the opponent. | |||
* ''' | |||
: | |||
* ''' | *'''B Version''' | ||
: | :Animal drawing. It's always Cat or Bird. They both move forward and hit the opponent. The cat runs along the ground and hits once, causing a soft knockdown. The bird flies through the air in a rising parabola, hitting loads of times. | ||
* ''' | *'''C Version''' | ||
: | :Sky drawing. It's always Sun or Cloud. They both occupy air space and act as shields for Eko. The cloud acts as a clash box that moves forward slowly for its duration. The sun acts as a hit box that moves upward slowly for its duration. | ||
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Revision as of 03:33, 4 August 2014
(Click here for the Arcana Heart 3 version of the Eko page)
Introduction
I know nothing of this character's story and stuff
Strategy
fluff
Arcana Selection
Wind, Earth
Base Combos
Any Arcana
5A 5C sj.A j.E dj j.A j.E j.623C
2A 2B [4]6A(3 hits) 236A+B
Earth
j.B j.C j.236E 6HC j.E j.623C
Move List
Note: Click on the images of the moves to see the full frames.
Normal Moves
5A |
Eko's 5A hits low, but isn't self-chainable. It's a bit on the slow side. |
2A |
2A doesn't hit low, but's it is self-chainable. |
5B |
Kaz throws his flower. It's active until it touches the ground, but it's very slow and only special cancelable. A very odd move. |
2B |
A huge flower spins around, doing loads of air unblockable hits and sliding Eko and Kaz forward. Important in pressure, but don't get too reliant on this move. |
6B |
The same as 5B, but Kaz throws the flower further. |
4B |
The same as 5B, but Kaz doesn't throw the flower as far. |
5C |
Kaz attacks with his tongue! Two hits, the second is air unblockable and super jump cancelable. The move has clash frames, but it's important to connect with the second hit. |
2C |
Sliding drill attack. Has loads of clash frames and hits, but it's easily punished if it whiffs. |
5E |
A suprisingly large attack. Catch opponents off-guard with its range. |
2E |
A somewhat small and disappointing 2E. You're better off using 5C as antiair. |
j.A |
Two upward hits with Kaz's ears. A very good air-to-air that covers unique space. |
j.B |
Stops all air momentum. Eko's best move to use as an instant overhead, although it's still slow. |
j.C |
Stops all air momentum. It has clash frames as Kaz winds up. A defensive move to use in the air. |
j.E |
Eko's most notorious move. This move hits all over Kaz's body four times, reflects projectiles, and wins clashes. |
Special Moves
It's a Carriage |
A forward-moving charge move that hits multiple times.
|
Mr. Prince~ |
Eko's Dragon Punch. It spikes the opponent downward on the last hit.
|
I'm Drawing |
Eko's drawings provide her with a lot of utility. She gained a lot of control over them in this version of the game.
|
It's a Present |
fluff
|
Super Moves
We're Going to the Castle! |
fluff |
Cinderella! |
fluff |
We're Spinning! |
fluff |
Placeholder for drawing super |
fluff |
Critical Heart
Gentlemen!! |
fluff |