Arcana Heart 3/AH3X/Lieselotte Achenbach: Difference between revisions
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[[File:Lieselotte_banner.png|350px|right|thumb|<center><font size="4"><b>Lieselotte Achenbach</b></font></center>]] | [[File:Lieselotte_banner.png|350px|right|thumb|<center><font size="4"><b>Lieselotte Achenbach</b></font></center>]] | ||
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Fire adds to Liese's midscreen damage and her zoning tools by preventing the opponent from approaching from the air. Good for pressure and corner loops, as well. | Fire adds to Liese's midscreen damage and her zoning tools by preventing the opponent from approaching from the air. Good for pressure and corner loops, as well. | ||
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| | | type = Under Construction | ||
| | | info= | ||
| | *The movelist below is pulled from the old LMSS page. | ||
| | *Please replace with the new [[Arcana Heart 3/AH3X/Character Template|character template]] once there's reliable frame data for Xtend available. | ||
*DO NOT CLICK ON "EDIT" FOR INDIVIDUAL MOVES! Otherwise, the changes would appear on the old LMSS pages. To update, delete the #lst call below and then edit page contents.}} | |||
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{{#lst:Arcana Heart 3/AH3LMSS/{{SUBPAGENAME}}|Movelist}} | |||
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====== | ===Combos=== | ||
Notes | |||
'''This character is not beginner friendly''' | |||
'''(D)B/C are Doll/Elfriede's attacks''' | |||
= | '''Mash X=A/B/C for her 100-Hands/Hyakuretsukyaku attack''' | ||
= | '''(Marking) = refers to Liese's markers (Ground/Air~214+X/421+X/623+X/22+X) that set-up the Doll's/Elfriede's Special Attacks''' | ||
=== | ===Doll (in-case) Combos=== | ||
*(Anti-Air) 6B, JB, JC(2), (djc) JA, JB, JE | |||
*(Air to Air) JA(2), JB, (djc) JA(1), JB, JE | |||
*(Air to Air) JA(1), JB, J236+C, (IAD) JB, (djc) JA, JB, JE, (D)5B, (land-66) 5A(2), JA(1), JB, JE* | |||
^At Midscreen it'll carry them to the corner where you can further bully them, you'll see later | |||
*2A(2), 2B, 5C, (mash) X, 236+AB | |||
*2A(2), 2B, 5C, (mash) X, 236+X | |||
*2A(2), 2B, 236+B, (6D) 2C, (D)5B, 5A, JA(2), JB, (djc) JA, JB, JE | |||
*2A(2), 2B, 236+C*, (6D) 2C, (D)5B, 5A, JA(2), JB, (djc) JA, JB, JE | |||
^Same as above, sacrifice a bit of DMG for more corner carry | |||
*(Near Corner) 2A(2), 2B, 236+B, (6D) 2C, (D)5B, 5A, JA, JB, JE, (D)5B, (land) 5B, JA, JC, JE | |||
*(Near Corner) 2A(2), 2B, 236+C, (6D) 2C, (D)5B, 5A, JA, JB, JE, (D)5B, (land) 5B, JA, JC, JE | |||
*2A(2), 2B, 236+C, (6D) 2C, (D)5B, 5B, JA, JB, JE, (D)2C, JA, JC, JE | |||
*(Near Corner) 2A(2), 2B, 236+B, (6D) 2C, (D)5B, 5B, JA, JB, (delayed) JE, (D)5C, (land) 5C(2) | |||
*(High Altitude) J236+C, (5D) JC, (land) 2C, (D)5B, (66) 5A(2), JA(2), JB, JE | |||
*(Near Corner) 6C(2), 236+A, JA(2), JE, (D)5B, JA(2), (delay) JB, JE, (D)5C, 6B, JC, (Marking) | |||
*(High Altitude-Air to Air Near Corner) J236+C, (5D~2*) JB, (djc) JA(2), JE, (D)5B, JA(2), (Delay) JB, JE, (D)5C, (land) 6B, JC, (Marking) | |||
^For the homing you have to get below them so hold 2 before the JB | |||
*(Corner) 2A(1), 2B, 3B, 236+C, (66) 5B, 2C, (D)5B, (66) 5A(2), JA(2), JB, (djc) JB, JE, (D)5C, (Marking) | |||
*2A(1), 2B, 2C, (6HC) 5A(2) JA(2), JB, J236+B, (IAD) JB, (djc) JA, JB, JE, (D)2C, (land) JC, JE, (djc) (Marking) | |||
*(Near Corner) 5/N Throw, (5HC~8) JA(1), JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, (D)5C*, (falling) JE | |||
^Do as late as you can because they can recover quickly before the JE | |||
*(Corner-Anti Air) 6B, (sjc) JA(2), JB, J236+C, (IAD) JB, (djc) JA(1), JB, JE, (D)5B, (land) 5B, JA, JB, JE, (D)5C, 5B, 6B | |||
*2A(1), 2B, 2E, (5HC) JB, JC(2), (djc) JB, JC(2), J236+C, (IAD) JE, (D)5C | |||
*(Midscreen-Anti Air) 6C(2), (5HC~8) JA, JB, J236+B, (IAD) JA(2), (djc) JA(1), JB, JE, (D)5B, (land) 5A(2), JA, JB, JE, (D)5C, (land) 5A(2)* | |||
^Feel free to slap a (Marking) at the end there | |||
*(Markers placed) 2A(2), 2B, 5C, (mash) X, (63214)x2+AB* | |||
^If you're familiar with Schar's LVL3 it works the same way, you can put up to 5 Markings out at a time so feel free to improvise | |||
=== | ===Active Doll Combos=== | ||
*(Midscreen) 2A(1), 2B, 2C, 5E, (D)5C, 236+AB | |||
*2A(2), 2B, 2C, (6HC) 5A(2), JA(2), JB, (djc) (delayed) JB, JC, JE | |||
*(IAD) JC/(D)5C*, (land-66) 5A(2), JA(2), JB, (djc) JB, JC, JE | |||
^A devious mix-up where you force the opponent to guess, you'll see more later | |||
*6B, JE (whiff), (land) 641236+X* | |||
^Overhead into Ratsel mix-up | |||
*6B, JC, (land) 2B, 2C, (6HC) 5B, JA(2), JB, JE, (djc) (Marking)\ | |||
*(Air to Air) JA(2), JE, (D)5B, 5A, JA(2), JB, (djc) JB, JC, JE | |||
*(Near Corner A2A) JA(2), JE, (D)5B, JA, JB, JE, (D)5B, JA, JB, JE, (djc) (Marking) | |||
*421+X, JA(1), JB, JE, (djc) (Marking) | |||
*2A(2), 2B, 2C, 2E, (5HC) JA(2), JB, (djc) JA(1), JB, JE | |||
*2A, 2B, 2C, (D)5B, 5B, JA(2), JB, (djc) JB, JC, JE | |||
*(Far from Doll*) 2A(2), 2B, 2C, 5E, (D)5C*, (6HC) 5A(2), JA, JB, JE, (D)5C | |||
^Positioning is important for a few reasons here, if the Doll is too close they'll fly past it, if they're too far they'll recover before you land the (6HC)~5A pickup, and you can't be too close to the wall because of possible wall ukemi, still worth learning because of the Sneak 100 though | |||
*(Marking J623+A~J421+X*) JC, 2C, 5E, (Bellen Hit) JA(2), JB, (djc) JB, JC, JE | |||
^Set the markings before you deploy Elfriede because it's quicker, much like X5 above you get to Sneak up on them with this combo, learning the Bellen timing is important because you want 5E to Bellen Hit kinda close if you want land the Jump attacks | |||
*(Marking J623+A) (5D) JC, 2B, 2C, 5E, (D)5C, (5HC*) JB, (djc) JA, JB, JE, (D)5C, 6B, JC | |||
^Crazy DMG but odd execution? Elfriede can't be too far off-screen but at the same time the homing gets weird near the corner, either way the damage makes it worth learning, try it out sometime | |||
*(Corner-Anti Air) 2E, (5HC) JA(2), JB, (djc) JA, JB, JE, (D)5C, (land) 641236+X* | |||
^Optional Ratsel if you have them sandwiched between you the Doll or corner | |||
*(Corner-IAD) JC/(D)5C, 5A(2), 2E, (5HC~4*) JA(2), (djc) JA(2), JE, (D)5C, (falling) JE, (land) 641236+X* | |||
^An interesting mix-up combo you can use after landing a knockdown, works anywhere, corner version shown here, Ratsel optional | |||
*(Near Corner-IAD) JC/(D)5C,(J)623+AB*, J421+C*, (reposition), (Bellen hit) JA(2), (djc) JA(2), JE, (D)5B, (land) JA(2), JB, JE, (D)5C, (land) 6B | |||
^Another cool mix-up combo, after the Doll hit you can do Gebell in the air or ground, during Gebell you want to put the J421+C Marking in the 9 Direction of the opponent, then (if you're 1P) you have to reposition yourself to the 1P side, after that you do the usual combo ender with Doll | |||
*(Corner:Liese/Midscreen:Doll*) 2A(2), 2C, (6HC) 5B, 623+C, 5A(1), JA(2), JB, (djc) JA, JB, JE, (D)5C, (land) JA(1), JB, JE | |||
^A couple things, it's best used after Leere Shackles so you can have the Doll behind you to prevent messing up the tempo, and do the (D)5C early so you can connect the air combo smoothly | |||
====== | ===EFc Combos=== | ||
===(EFc) Active Doll Combos=== | |||
*2A(2), 2B, 2C, 2E, (EFc) (5D) JB, JC, JE, JB, (djc) JB, JC, JE, (Marking) | |||
*2A(2), 2B, 2C, 2E, (EFc) (Marking*) (5D) JB, JC, JE, JB, (djc) JB, JC, JE | |||
^Same as above but early Marking to reposition the Doll or attack mid combo | |||
*2A(1), 2B, 2C, (EFc 66) 6B, JC, (land) JA(1), JB, JE, JC, (land) JA(1), JB, JE, (Marking) | |||
*5/N Throw, (EFc) 5A(2), JA(1), JB, JE, JC, (land) JA(2) JB, (djc) JA(1), JB, JE, JC, (Marking) | |||
*2A(2), 2B, 2C, (EFc 66) 6B, JC, (land) JB, JE, JB, (land) 5B, JA(1), JB, JE, (land) (D)5C, 5C | |||
*2A(2), 2C, 2E, (EFc) (5D~8) JB, JA(1), JB, JE, JB, (djc) JB, JC, JE | |||
*(Corner) 2A(1), 2B, 2C, (EFc) (5B, JA(1), JB, JE, JC)x2, (Marking)* | |||
^Corner loop, works with the Doll sorta | |||
*(Corner) 2A(1), 2B, 2C, (EFc) 5B, JA(1), JB, JE, JC, (D)2C, (land) JA(1), JB, JE, (D)5C, (land) 5C* | |||
^Corner loop but tweaked to use the Doll, janky but useful | |||
*2A(2), 2B*, 2C, 5E, (EFc) (D)5B, (5D) JB, (land) 5A(1), JA(1), JB, JA(1), (djc) JB, JC, JE | |||
^Keep a distance between the doll, Elf's (D)5B will come out when you EF so that's cool, just make sure you go fast | |||
*(Mid-screen) 236+AB (1~7), (EFc 66) 5B, JA(1), JB, J236+C, (IAD) JB, (djc) JA(1), JB, JE, (D)5B, (land) 6B, JC | |||
*(Corner) 2A(1), 2B, 2C, (D)5B, (66) 5A(2), JA(1) JB, (djc) JA(1), JB, JE, (delayed (D)5B, (land) 236+AB (7), (EFc) 236+C, 2C, 5E | |||
*(Near Corner) 236+AB (14), (EFc) 236+B/C, (66) 5A(2), JA(2), JB, (djc) JA, JB, JE, (delayed) JC, (D)5C | |||
*2A, 2B, 2C, (EFc-66) 5B, JA(1), JB, JE, JC, (D)5C, (land) 5B, 236+AB | |||
*(Corner-IAD) JC/(D)5C, 5A(2), 2E, (EFc) (5D~4) JB, JC, JE, JB, (djc) JB, JC, JE, (Marking) | |||
*6B, JC, (land) 2B, 2C, (EFc 66) 5A(2), JA(2), JB, (djc) JA(1), JB, JE, JC, (land) 236+AB* | |||
^Works anywhere, they can recover before the last hit though, might need to adjust it for safety | |||
=== | ===(EFc) Doll (in-case) Combos=== | ||
*(Near Corner) 2A(2), 2B, 2C, (EFc-66) 5B, JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, JC, (D)5C, (Marking) | |||
*2A(2), 2B, 5C, (mash) X, (EFc-66) 5A(2), JA(1) JB, J236+B/C, (IAD) JB, (djc) JA(1), JB, JE, JC, (D)5C | |||
*2A(2), 2B, 2C, (EFc-66) 5C(1), Mash X, 623+AB, (8~J623+B), JA(2), JB, (djc) JA(1), JB, JE | |||
*5/N Throw, (EFc) (5DD) JB, JC(2), JE, JC, J236+C, (IAD) JE, (D)5C, (Marking) | |||
*5/N Throw, (EFc) 5A(2), JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, JC, (Marking) | |||
*(Anti Air) 6C(2), (EFc-sj) JB, JE, JB, J236+C, (IAD) JB, (djc) JA(1), JB, JE, JC, (D)5C | |||
*2A(1), 2B, 2E, (EFc) (5D) JB, JC(2), JE, JB, (djc) JB, JC(1), JE | |||
*2A(1), 2B, 2E, (EFc) (5D) JB, JC(1), JE, (delayed) JC(2) J623+AB, (Marking)*n, JA(1), JB, (djc) JA(1), JB, JE | |||
^A nice Gebell set-up that allows you to place multiple Markings, even if you mess up the timing with the Jump attacks afterwards you and the doll can still pressure them | |||
*(Corner) 2A(1), 2B, 2C, (EFc) 236+C, 5B, JA(1), JB, JE, JC, (D)5C, (land) 236+AB | |||
*(Markers placed) 2A(2), 2B, 2C, (EFc) 5E, (63214)x2+AB | |||
===Arcana Combos=== | |||
C=Case/D=Deployed | |||
'''Wind''' | |||
*C1. (Anti Air) 6C(2), (sjc) JA(1), JC(2), (djc) JA(1), JC(2), (tjc) JA(1), JC(2), J236236+E (mash) | |||
*C1B (Anti Air) 6C(2), (sjc) JA(1), JC(2), (djc) JA(1), JC(2), (tjc) JB, JE | |||
*D2. (Mid-screen) 2A(2), 2B, 2C, 5E, (EFc*) (D)5B, 214+BC, (6D) 2E, (Marking) | |||
^If you have the Doll behind them, EFc (BC) will make the Doll do the (D)5B just make sure you do it early so they fly into the hitbox after the 5E | |||
*C3. (IAD) JC(2), (land) 5B, JA(1), JB, JC(2), (djc) JB, JC(2), (tjc) JC(1), J236236+E (mash) | |||
*C4. 2A(1), 2B, 2E, (EFc) JB, JC(1), JE, JB, (djc) JB, JC(1), J236+C, (JAD) JB, (tjc) JA(1) JB, JE*, JB, J236236+E (mash) | |||
^You can JE to the Doll's 5C to the Falx super sorta, the timing is really weird though | |||
*C5. 2A(1), 2B, 2E, 236+E, (5HC) JA(1), JB, (djc) JA(1), JB, JE, J214+E, (5D~8) JB, JC(2), J236236+E (mash) | |||
*C6. (IAD) JC(2), (land) 5C(2), (EFc) 5C(1), (delayed) 236+ABC | |||
'''Time''' | |||
*C1. (Far from Corner) (IAD) JC, (land) 2B, 5E, (6HC) 5A(2), JA(2), JB, (djc) JA(1), JB, JE | |||
*C2. 2A(1), 2B, 2C, (EFc 66) 5B, 6C(2), JA(1), JB, JE, JC(1), J236+C, (IAD) JC, J236236+E, (land) (JA(2), JB, JE)x2 | |||
*D3. (Marking J623+A) (5D) JC, 2B, 2C, 5E, (D)5C, (5HC*) JB, (djc) JA, JB, JE, (D)5C, (land) 236236+E, 6B, JC, 6C*2* | |||
^Everything after Muryokou is filler, replace with whatever you like | |||
*C4. 2A(2), 2B, 2C, (EFc 66) 5B, 623+AB*, 236+ABC, (Marking)*n, (JA(2), JB, JE)x4 | |||
^If you use Gebell really early after you EFc you're damn near guaranteed a Time Stop, use it and abuse it | |||
*C5. (IAD) JC(2), (land) 5B, 623+AB, (66) (MAX-install) 2E, (Marking)*n, 2E (release) | |||
'''Fire''' | |||
*C1. 6B*, (sjc) JB, JC(2), (djc) JB, JC(2), J214214+E | |||
^6B isn't air unblockable, still a good move though, 6C variant in the corner screen | |||
*C1B. 6C(2), (sjc) JB, JC(2), (djc) JB, JC(2), J214214+E | |||
*D2. 2A(1), 2B, 2C, (EFc) 6B, JC, (land) 214+BC, JE | |||
*D3. 2A(1), 2B, 2C, 2E (EFc) (5D) JB, JC, JE, (djc) JA(1), JB, JE, J236236+E | |||
*C4. (Air to Air) JA(2), JB, J623+AB, (delayed EF) 236+ABC, JE (Cha Chi Da Sheng hit)* | |||
^Gebell combo with a dunk into the Fire Dog, cool if you know the timing | |||
'''Steel''' | |||
*D1. 2A(1), 2B, 2C, 2E, (delayed) 236+E~9, (sjc) JA(2), JB, (djc) JA(1), JB, JE | |||
*C2. (Corner) 2A(1), 2B, 2C, (EFc) 236+C, 5B, JA(1), JB, JE, JC, (D)5C, (land) 214+BC, (D)5C*N | |||
^Spam (D)5C during Kryupton to stack more DMG | |||
*D3. (IAD) JC/(D)5C, J623+AB*, (land) (delayed EFc) 236+ABC | |||
^Another Gebell set-up, requires learning Gebell/Eskaton length, might not be worth it honestly | |||
'''Sound''' | |||
*D1. 2A(2), 2B, 2C, 2E, (EFc) (5D) JB, JC, JE, JB, (djc) JB, JC, JE, J641236+E | |||
*D2. (Doll behind opponent) 2A(2), 2B, 6B, JC, J623+AB, (land-66) (236+E*4), 641236+E | |||
*D2B. (Doll behind opponent) 2A(2), 2B, 6B, JC, J623+AB, (land-66) (236+E*4), 623+E | |||
*C3. (Corner) 2A(2), 2B, 2C, (EFc-66) 5B, JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, JB, J641236+E | |||
==Videos== | ===Videos=== | ||
*https://youtu.be/M-xyl64uwHo - Combos above in video | |||
* | |||
{{Navbox-AH3X}} | {{Navbox-AH3X}} |
Latest revision as of 06:41, 17 May 2024
Profile
A young girl who has sealed away all of her memories and emotions deep within her psyche due to a horrific event in her past, Lieselotte is a sad, lonely little girl. When she was little, she had a loving family and an older sister she worshipped, but they have long since gone missing. In the suitcase she carries with her everywhere is the top half of a doll Lieselotte has named Elfriede, which she can control by telekinesis. As the nefarious “Red-eyed Puppeteer” Lieselotte travels the world doing various shady tasks while hoping to one day find her family.
She eventually came to trust others after Heart Aino saved her from danger, and now works for the Japanese branch of the Celestial Union, helping them to close the planar rifts that open up. She has a great interest in Zenia Valov, who performs many of the same tasks as her for a different organization.
Overview
Even dolls have feelings. Lieselotte and Elfride together make a powerful combination. Liese can freely use Elfride to to trap and out-zone any character. Lieselotte is a great character for experienced players that want a challenge.
Recommended Arcana
Arcana's that go well with Liese help her trap and mixup game.
Halo
Halo has a lot of tools that compliment your coordination with the doll and make corner pressure even more powerful. Also, with celestial gate you gain a much more reliable move for getting out of pressure.
Time
Time adds a mean set of mixups ups to Liese's post combo okizeme with Infinite Light.
Evil
Evil increases the damage of EFC combos and adds to Lieselotte's mixup game with teleports. It also adds the ability to use EX teleport to place the opponent in the corner along with the doll.
Luck
Luck adds to Lieselotte's corner oki and mixup game tremendously, allowing her to loop the mixup into itself. The Luck passive abilities are also fairly useful.
Fire
Fire adds to Liese's midscreen damage and her zoning tools by preventing the opponent from approaching from the air. Good for pressure and corner loops, as well.
Under Construction
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Lieselotte Normal Moves
5A
5A
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5B
5B
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5C Stored
5C (Doll Stored)
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5C Deployed
5C (Doll Deployed)
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5E
5E
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2A
2A
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2B
2B
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2C Stored
2C (Stored)
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2C Deployed
2C (Deployed)
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2E
2E
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3B Stored
3B (Doll Stored)
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3B Deployed
3B (Doll Deployed)
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6B Stored
6B (Doll Stored)
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6B Deployed
6B (Doll Deployed)
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6C Stored
6C (Doll Stored)
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6C Deployed
6C (Doll Deployed)
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j.A
j.A
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j.B
j.B
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j.C Stored
j.C (Doll Stored)
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j.C Deployed
j.C (Doll Deployed)
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j.E
j.E
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Elfriede Normal Moves
e.5B
5B
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e.5C
5C
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e.2B
2B
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e.2C
2C
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e.j.B
j.B
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e.j.C
j.C
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Throws
Neutral Throw
Throw
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Lever Throw
Lever Throw
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Air Throw
Air Throw
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Special Moves
Scarlet Eyed Ratsel
Scarlet Eyed Ratsel
632146X |
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Severed Seele
Severed Seele
236X (Doll Stored) (Air OK) |
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Trifling Bahre
Trifling Bahre
236X (Doll Deployed) |
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Cruel Geissel
Cruel Geissel
X Rapidly (Doll Sealed) |
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Unending Trene
Unending Trene
236X after Cruel Geissel |
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Leere Shackles
Leere Shackles
6AC (Doll Deployed) |
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Marking
Marking
214X, 421X, 623X, or 22X |
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Resistible Beugen
Resistible Beugen
214X (air OK) |
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Maddening Bellen
Maddening Bellen
412X (air OK) |
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Time for Anfall
Time for Anfall
623X (air OK) |
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Pure Laden
Pure Laden
22A (air OK) |
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Smile of the Wätcher
Smile of the Wätcher
22B (air OK) |
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Cruel is the Welt
Cruel is the Welt
22C (air OK) |
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Super Moves
Red Tears of Betrug
Red Tears of Betrug
236AB |
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Death Invitation Gebell
Death Invitation Gebell
623AB (air OK) |
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Geschick the Blood Lynchpin
Geschick the Blood Lynchpin
214AB (Doll Deployed) |
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Critical Heart
Crimson Metzeln Stained Night
6321463214AB while at least one Marking is placed and (Doll Sealed) |
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Combos
Notes
This character is not beginner friendly
(D)B/C are Doll/Elfriede's attacks
Mash X=A/B/C for her 100-Hands/Hyakuretsukyaku attack
(Marking) = refers to Liese's markers (Ground/Air~214+X/421+X/623+X/22+X) that set-up the Doll's/Elfriede's Special Attacks
Doll (in-case) Combos
- (Anti-Air) 6B, JB, JC(2), (djc) JA, JB, JE
- (Air to Air) JA(2), JB, (djc) JA(1), JB, JE
- (Air to Air) JA(1), JB, J236+C, (IAD) JB, (djc) JA, JB, JE, (D)5B, (land-66) 5A(2), JA(1), JB, JE*
^At Midscreen it'll carry them to the corner where you can further bully them, you'll see later
- 2A(2), 2B, 5C, (mash) X, 236+AB
- 2A(2), 2B, 5C, (mash) X, 236+X
- 2A(2), 2B, 236+B, (6D) 2C, (D)5B, 5A, JA(2), JB, (djc) JA, JB, JE
- 2A(2), 2B, 236+C*, (6D) 2C, (D)5B, 5A, JA(2), JB, (djc) JA, JB, JE
^Same as above, sacrifice a bit of DMG for more corner carry
- (Near Corner) 2A(2), 2B, 236+B, (6D) 2C, (D)5B, 5A, JA, JB, JE, (D)5B, (land) 5B, JA, JC, JE
- (Near Corner) 2A(2), 2B, 236+C, (6D) 2C, (D)5B, 5A, JA, JB, JE, (D)5B, (land) 5B, JA, JC, JE
- 2A(2), 2B, 236+C, (6D) 2C, (D)5B, 5B, JA, JB, JE, (D)2C, JA, JC, JE
- (Near Corner) 2A(2), 2B, 236+B, (6D) 2C, (D)5B, 5B, JA, JB, (delayed) JE, (D)5C, (land) 5C(2)
- (High Altitude) J236+C, (5D) JC, (land) 2C, (D)5B, (66) 5A(2), JA(2), JB, JE
- (Near Corner) 6C(2), 236+A, JA(2), JE, (D)5B, JA(2), (delay) JB, JE, (D)5C, 6B, JC, (Marking)
- (High Altitude-Air to Air Near Corner) J236+C, (5D~2*) JB, (djc) JA(2), JE, (D)5B, JA(2), (Delay) JB, JE, (D)5C, (land) 6B, JC, (Marking)
^For the homing you have to get below them so hold 2 before the JB
- (Corner) 2A(1), 2B, 3B, 236+C, (66) 5B, 2C, (D)5B, (66) 5A(2), JA(2), JB, (djc) JB, JE, (D)5C, (Marking)
- 2A(1), 2B, 2C, (6HC) 5A(2) JA(2), JB, J236+B, (IAD) JB, (djc) JA, JB, JE, (D)2C, (land) JC, JE, (djc) (Marking)
- (Near Corner) 5/N Throw, (5HC~8) JA(1), JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, (D)5C*, (falling) JE
^Do as late as you can because they can recover quickly before the JE
- (Corner-Anti Air) 6B, (sjc) JA(2), JB, J236+C, (IAD) JB, (djc) JA(1), JB, JE, (D)5B, (land) 5B, JA, JB, JE, (D)5C, 5B, 6B
- 2A(1), 2B, 2E, (5HC) JB, JC(2), (djc) JB, JC(2), J236+C, (IAD) JE, (D)5C
- (Midscreen-Anti Air) 6C(2), (5HC~8) JA, JB, J236+B, (IAD) JA(2), (djc) JA(1), JB, JE, (D)5B, (land) 5A(2), JA, JB, JE, (D)5C, (land) 5A(2)*
^Feel free to slap a (Marking) at the end there
- (Markers placed) 2A(2), 2B, 5C, (mash) X, (63214)x2+AB*
^If you're familiar with Schar's LVL3 it works the same way, you can put up to 5 Markings out at a time so feel free to improvise
Active Doll Combos
- (Midscreen) 2A(1), 2B, 2C, 5E, (D)5C, 236+AB
- 2A(2), 2B, 2C, (6HC) 5A(2), JA(2), JB, (djc) (delayed) JB, JC, JE
- (IAD) JC/(D)5C*, (land-66) 5A(2), JA(2), JB, (djc) JB, JC, JE
^A devious mix-up where you force the opponent to guess, you'll see more later
- 6B, JE (whiff), (land) 641236+X*
^Overhead into Ratsel mix-up
- 6B, JC, (land) 2B, 2C, (6HC) 5B, JA(2), JB, JE, (djc) (Marking)\
- (Air to Air) JA(2), JE, (D)5B, 5A, JA(2), JB, (djc) JB, JC, JE
- (Near Corner A2A) JA(2), JE, (D)5B, JA, JB, JE, (D)5B, JA, JB, JE, (djc) (Marking)
- 421+X, JA(1), JB, JE, (djc) (Marking)
- 2A(2), 2B, 2C, 2E, (5HC) JA(2), JB, (djc) JA(1), JB, JE
- 2A, 2B, 2C, (D)5B, 5B, JA(2), JB, (djc) JB, JC, JE
- (Far from Doll*) 2A(2), 2B, 2C, 5E, (D)5C*, (6HC) 5A(2), JA, JB, JE, (D)5C
^Positioning is important for a few reasons here, if the Doll is too close they'll fly past it, if they're too far they'll recover before you land the (6HC)~5A pickup, and you can't be too close to the wall because of possible wall ukemi, still worth learning because of the Sneak 100 though
- (Marking J623+A~J421+X*) JC, 2C, 5E, (Bellen Hit) JA(2), JB, (djc) JB, JC, JE
^Set the markings before you deploy Elfriede because it's quicker, much like X5 above you get to Sneak up on them with this combo, learning the Bellen timing is important because you want 5E to Bellen Hit kinda close if you want land the Jump attacks
- (Marking J623+A) (5D) JC, 2B, 2C, 5E, (D)5C, (5HC*) JB, (djc) JA, JB, JE, (D)5C, 6B, JC
^Crazy DMG but odd execution? Elfriede can't be too far off-screen but at the same time the homing gets weird near the corner, either way the damage makes it worth learning, try it out sometime
- (Corner-Anti Air) 2E, (5HC) JA(2), JB, (djc) JA, JB, JE, (D)5C, (land) 641236+X*
^Optional Ratsel if you have them sandwiched between you the Doll or corner
- (Corner-IAD) JC/(D)5C, 5A(2), 2E, (5HC~4*) JA(2), (djc) JA(2), JE, (D)5C, (falling) JE, (land) 641236+X*
^An interesting mix-up combo you can use after landing a knockdown, works anywhere, corner version shown here, Ratsel optional
- (Near Corner-IAD) JC/(D)5C,(J)623+AB*, J421+C*, (reposition), (Bellen hit) JA(2), (djc) JA(2), JE, (D)5B, (land) JA(2), JB, JE, (D)5C, (land) 6B
^Another cool mix-up combo, after the Doll hit you can do Gebell in the air or ground, during Gebell you want to put the J421+C Marking in the 9 Direction of the opponent, then (if you're 1P) you have to reposition yourself to the 1P side, after that you do the usual combo ender with Doll
- (Corner:Liese/Midscreen:Doll*) 2A(2), 2C, (6HC) 5B, 623+C, 5A(1), JA(2), JB, (djc) JA, JB, JE, (D)5C, (land) JA(1), JB, JE
^A couple things, it's best used after Leere Shackles so you can have the Doll behind you to prevent messing up the tempo, and do the (D)5C early so you can connect the air combo smoothly
EFc Combos
(EFc) Active Doll Combos
- 2A(2), 2B, 2C, 2E, (EFc) (5D) JB, JC, JE, JB, (djc) JB, JC, JE, (Marking)
- 2A(2), 2B, 2C, 2E, (EFc) (Marking*) (5D) JB, JC, JE, JB, (djc) JB, JC, JE
^Same as above but early Marking to reposition the Doll or attack mid combo
- 2A(1), 2B, 2C, (EFc 66) 6B, JC, (land) JA(1), JB, JE, JC, (land) JA(1), JB, JE, (Marking)
- 5/N Throw, (EFc) 5A(2), JA(1), JB, JE, JC, (land) JA(2) JB, (djc) JA(1), JB, JE, JC, (Marking)
- 2A(2), 2B, 2C, (EFc 66) 6B, JC, (land) JB, JE, JB, (land) 5B, JA(1), JB, JE, (land) (D)5C, 5C
- 2A(2), 2C, 2E, (EFc) (5D~8) JB, JA(1), JB, JE, JB, (djc) JB, JC, JE
- (Corner) 2A(1), 2B, 2C, (EFc) (5B, JA(1), JB, JE, JC)x2, (Marking)*
^Corner loop, works with the Doll sorta
- (Corner) 2A(1), 2B, 2C, (EFc) 5B, JA(1), JB, JE, JC, (D)2C, (land) JA(1), JB, JE, (D)5C, (land) 5C*
^Corner loop but tweaked to use the Doll, janky but useful
- 2A(2), 2B*, 2C, 5E, (EFc) (D)5B, (5D) JB, (land) 5A(1), JA(1), JB, JA(1), (djc) JB, JC, JE
^Keep a distance between the doll, Elf's (D)5B will come out when you EF so that's cool, just make sure you go fast
- (Mid-screen) 236+AB (1~7), (EFc 66) 5B, JA(1), JB, J236+C, (IAD) JB, (djc) JA(1), JB, JE, (D)5B, (land) 6B, JC
- (Corner) 2A(1), 2B, 2C, (D)5B, (66) 5A(2), JA(1) JB, (djc) JA(1), JB, JE, (delayed (D)5B, (land) 236+AB (7), (EFc) 236+C, 2C, 5E
- (Near Corner) 236+AB (14), (EFc) 236+B/C, (66) 5A(2), JA(2), JB, (djc) JA, JB, JE, (delayed) JC, (D)5C
- 2A, 2B, 2C, (EFc-66) 5B, JA(1), JB, JE, JC, (D)5C, (land) 5B, 236+AB
- (Corner-IAD) JC/(D)5C, 5A(2), 2E, (EFc) (5D~4) JB, JC, JE, JB, (djc) JB, JC, JE, (Marking)
- 6B, JC, (land) 2B, 2C, (EFc 66) 5A(2), JA(2), JB, (djc) JA(1), JB, JE, JC, (land) 236+AB*
^Works anywhere, they can recover before the last hit though, might need to adjust it for safety
(EFc) Doll (in-case) Combos
- (Near Corner) 2A(2), 2B, 2C, (EFc-66) 5B, JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, JC, (D)5C, (Marking)
- 2A(2), 2B, 5C, (mash) X, (EFc-66) 5A(2), JA(1) JB, J236+B/C, (IAD) JB, (djc) JA(1), JB, JE, JC, (D)5C
- 2A(2), 2B, 2C, (EFc-66) 5C(1), Mash X, 623+AB, (8~J623+B), JA(2), JB, (djc) JA(1), JB, JE
- 5/N Throw, (EFc) (5DD) JB, JC(2), JE, JC, J236+C, (IAD) JE, (D)5C, (Marking)
- 5/N Throw, (EFc) 5A(2), JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, JC, (Marking)
- (Anti Air) 6C(2), (EFc-sj) JB, JE, JB, J236+C, (IAD) JB, (djc) JA(1), JB, JE, JC, (D)5C
- 2A(1), 2B, 2E, (EFc) (5D) JB, JC(2), JE, JB, (djc) JB, JC(1), JE
- 2A(1), 2B, 2E, (EFc) (5D) JB, JC(1), JE, (delayed) JC(2) J623+AB, (Marking)*n, JA(1), JB, (djc) JA(1), JB, JE
^A nice Gebell set-up that allows you to place multiple Markings, even if you mess up the timing with the Jump attacks afterwards you and the doll can still pressure them
- (Corner) 2A(1), 2B, 2C, (EFc) 236+C, 5B, JA(1), JB, JE, JC, (D)5C, (land) 236+AB
- (Markers placed) 2A(2), 2B, 2C, (EFc) 5E, (63214)x2+AB
Arcana Combos
C=Case/D=Deployed
Wind
- C1. (Anti Air) 6C(2), (sjc) JA(1), JC(2), (djc) JA(1), JC(2), (tjc) JA(1), JC(2), J236236+E (mash)
- C1B (Anti Air) 6C(2), (sjc) JA(1), JC(2), (djc) JA(1), JC(2), (tjc) JB, JE
- D2. (Mid-screen) 2A(2), 2B, 2C, 5E, (EFc*) (D)5B, 214+BC, (6D) 2E, (Marking)
^If you have the Doll behind them, EFc (BC) will make the Doll do the (D)5B just make sure you do it early so they fly into the hitbox after the 5E
- C3. (IAD) JC(2), (land) 5B, JA(1), JB, JC(2), (djc) JB, JC(2), (tjc) JC(1), J236236+E (mash)
- C4. 2A(1), 2B, 2E, (EFc) JB, JC(1), JE, JB, (djc) JB, JC(1), J236+C, (JAD) JB, (tjc) JA(1) JB, JE*, JB, J236236+E (mash)
^You can JE to the Doll's 5C to the Falx super sorta, the timing is really weird though
- C5. 2A(1), 2B, 2E, 236+E, (5HC) JA(1), JB, (djc) JA(1), JB, JE, J214+E, (5D~8) JB, JC(2), J236236+E (mash)
- C6. (IAD) JC(2), (land) 5C(2), (EFc) 5C(1), (delayed) 236+ABC
Time
- C1. (Far from Corner) (IAD) JC, (land) 2B, 5E, (6HC) 5A(2), JA(2), JB, (djc) JA(1), JB, JE
- C2. 2A(1), 2B, 2C, (EFc 66) 5B, 6C(2), JA(1), JB, JE, JC(1), J236+C, (IAD) JC, J236236+E, (land) (JA(2), JB, JE)x2
- D3. (Marking J623+A) (5D) JC, 2B, 2C, 5E, (D)5C, (5HC*) JB, (djc) JA, JB, JE, (D)5C, (land) 236236+E, 6B, JC, 6C*2*
^Everything after Muryokou is filler, replace with whatever you like
- C4. 2A(2), 2B, 2C, (EFc 66) 5B, 623+AB*, 236+ABC, (Marking)*n, (JA(2), JB, JE)x4
^If you use Gebell really early after you EFc you're damn near guaranteed a Time Stop, use it and abuse it
- C5. (IAD) JC(2), (land) 5B, 623+AB, (66) (MAX-install) 2E, (Marking)*n, 2E (release)
Fire
- C1. 6B*, (sjc) JB, JC(2), (djc) JB, JC(2), J214214+E
^6B isn't air unblockable, still a good move though, 6C variant in the corner screen
- C1B. 6C(2), (sjc) JB, JC(2), (djc) JB, JC(2), J214214+E
- D2. 2A(1), 2B, 2C, (EFc) 6B, JC, (land) 214+BC, JE
- D3. 2A(1), 2B, 2C, 2E (EFc) (5D) JB, JC, JE, (djc) JA(1), JB, JE, J236236+E
- C4. (Air to Air) JA(2), JB, J623+AB, (delayed EF) 236+ABC, JE (Cha Chi Da Sheng hit)*
^Gebell combo with a dunk into the Fire Dog, cool if you know the timing
Steel
- D1. 2A(1), 2B, 2C, 2E, (delayed) 236+E~9, (sjc) JA(2), JB, (djc) JA(1), JB, JE
- C2. (Corner) 2A(1), 2B, 2C, (EFc) 236+C, 5B, JA(1), JB, JE, JC, (D)5C, (land) 214+BC, (D)5C*N
^Spam (D)5C during Kryupton to stack more DMG
- D3. (IAD) JC/(D)5C, J623+AB*, (land) (delayed EFc) 236+ABC
^Another Gebell set-up, requires learning Gebell/Eskaton length, might not be worth it honestly
Sound
- D1. 2A(2), 2B, 2C, 2E, (EFc) (5D) JB, JC, JE, JB, (djc) JB, JC, JE, J641236+E
- D2. (Doll behind opponent) 2A(2), 2B, 6B, JC, J623+AB, (land-66) (236+E*4), 641236+E
- D2B. (Doll behind opponent) 2A(2), 2B, 6B, JC, J623+AB, (land-66) (236+E*4), 623+E
- C3. (Corner) 2A(2), 2B, 2C, (EFc-66) 5B, JB, JC(2), J236+C, (IAD) JB, (djc) JA(1), JB, JE, JB, J641236+E
Videos
- https://youtu.be/M-xyl64uwHo - Combos above in video