Arcana Heart 3/AH3LM/Dorothy Albright: Difference between revisions

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[[image:dorolink.gif‎ |<center><font size="3"><b>Dorothy Albright</b></font><br><br><table width="100%" style="background-color:white" border="1" cellpadding="2" cellspacing="0">
[[image:dorolink.gif‎ |<center><font size="3"><b>Dorothy Albright</b></font><br><br><table width="100%" style="background-color:white" border="1" cellpadding="2" cellspacing="0">
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=Arcana Selection=
=Arcana Selection=
The best arcanas for Dorothy help her lacking neutral game.  However, she is not reliant on an arcana for anything else, it's all supplemental.  An arcana such as love, plant, flower, or sin is recommended for beginners.  Once you get more familiar with the character, any arcana that you can think of that would be good for her is worth trying out.
The best arcanas for Dorothy help her lacking neutral game and give her good meter generation and regeneration.  However, she is not reliant on an arcana for anything else, it's all supplemental.  An arcana such as love, flower, or sin is recommended for beginners.  Once you get more familiar with the character, any arcana that you can think of that would be good for her is worth trying out.


Some known arcana that have good or decent synergy with Dorothy are: Evil, Flower, Ice, Love, Mirror, Plant, Sin, Time, Tyr, and Water.
Some known arcana that have good or decent synergy with Dorothy are: Evil, Flower, Ice, Love, Mirror, Plant, Sin, Time, Tyr, and Water.


Arcana like Evil, Ice, Tyr, Time, Sin, and Water are able to take advantage of Dorothy's ability to do a raw EF mid-combo to make the most use their unique EF traits.  The only thing you should be cautious of is an arcana like Time, which while it gives her a lot of unique setups for poker hands and high damage from certain combo starters, lacks the high meter generation that is very important to Dorothy's basic game.
The only thing you should be cautious of is an arcana like Time, which while it gives her a lot of unique setups for poker hands and high damage from certain combo starters, lacks the high meter generation that is very important to Dorothy's more basic game. You can view the passive stats of the different arcanas [[Arcana Heart 3/Arcana Data|'''here''']].
 




= Strategy =
= Strategy =
===Zoning===
===Movement===
Dorothy has poor range on her normals, to sorta make up for it they are either very fast (A attacks) or have lots of active frames (B attacks).  However her mobility is average at best so you need good spacing to be able to use those normals at the right time.  She also has some good projectiles and traps that she can use for zoning that can help make up for her otherwise lack of neutral game.  Even with the help of projectiles, normally she is still at the disadvantage until she can get in.
 
Her neutral homing is alright so get as much out of it as you can and never go through with the approach if it doesn't look like you'll be able to get close enough in time.  If you can actually manage to get above the other player, Dorothy is at a huge advantage because her j.B is good for approaching people below her as are her j.236 face card series.  j.236S~S~214+AB is one of the best sequences she has, when the face cards are blocked Dorothy recovers so quickly she can almost be guaranteed to get in, meaning getting above your opponent one time can mean it's all it takes to eventually win.
 
Vs people who are above you, if they are over exerting you can jump forward or up and tag them with j.A (amazing 4F startup move that can CH).  If the situation is more dire or you have cover from various traps maybe a shuffle (623+A/B/C) would be a better option, use the A one so that it's hard to see coming unless you need the extra inv frames.
 
Most of the time Dorothy is doing actual significant movement, it should be with homing, normal jump, super jump, (air dash and double jump are still useful for stalling in the air).  Grounded she is normally attacking or setting stuff, since her ground movement is poor.  In some situations it's alright to 6D under your opponent with Dorothy's small hitbox, but it normally doesn't get you far because she doesn't move fast enough to effectively get away... better to be getting jumped in on midscreen than in the corner, though.
 
===Setups===
Dorothy, the master of setups.  I hope you all come to see my latest trick!
 
 
''Ten of Clubs setups - From a 4/6AD or 6B (air hit) knockdown''
 
(the main setup for 6B knockdown is double jump air combo > j.236+AB > falling j.C > land 6B)
 
*214A > 5C > 214AB > 214A > 214B > 66 > 5C
This blockstring deals a good amount of chip damage(usually 25%). If the 2nd 5C is done too early the opponent will be able to jump. If the opponent tries to 6GC the immediately after getting up be sure to have 623X or 623AB ready to take the hits. It's more than enough hits to handle the clashes and eventually hurt the opponent. If opponent 4GC immediately on wakeup, they will be caught in both the 214A and 214AB. Any kind of guard cancel after the 1st 214A/5C the opponent will be to far to do any real damage. Though make sure to watch out for DPs and Lock In supers or else you'll be sad.
 
Note that in this setup if you end with 6B knockdown and they back tech depending on character and spacing they may be able to get out of it.
 
 
*Alt High Mixup: 214A > 66 > 6B > 214AB > 2C > 6B (knocks down into same setup)
*Alt Alt High Mixup: 214A > 66 > 6B > 2C (knocks down but doesn't give the setup)
*Alt Low Mixup: 214A > dash 2C > dash 6B (knocks down into same setup)
*Alt Tick Throw: 214A > Dash 4/6 grab > (ten wiffs) > 214A (same setup)
 
After the 6B, you could either keep the mixup going with another 214A (chance to escape), or go for an overhead(6B) in the corner, IAD into pogo bounce(j.2B) or empty jump with j.C. Always keep the opponent guessing.
 
 
''Ace of Spades setups - From a corner knockdown''
 
*Air combo > j.236S~(S) > low to ground 214+AB > ...
 
...falling j.C into 2A low
 
...falling j.A or j.2B cancel into j.C (doesn't come out)
 
...nothing into throw
 
...airdash or homing into any of the above options
 
...falling j.B bounce into any of the above options
 
...land j9.C crossup / uncrossup (spacing and timing dependant)
 
 
Normally if they don't tech you do j.2B or j.A OTG then continue as usual.  A common combination is to j.2B bounce, then j.A crossup which is char specific depending on timing.  You can force a crossup with airdash or homing if it doesn't work normally, and naturally you can uncrossup the same way.
 




===Pressure and Mixup===
''Two Pair setups - Situational midscreen combos''


If you already have face cards of spades out you can just end the combo normally, this setup is even easier if you have no cards out already.  Here's a standard combo.
*...3C hjc 66 > j.C land > j9.C > land j9.B A > dj9.B A 236+AB > falling j.C > land > 236+A~A...
This puts them right in the middle of a 2 pair hand, which gives you quite a bit of freedom to do whatever you want.  A mixup fairly unique to this setup that you can do is iad j.C or dash j9.C for a crossup / uncrossup situation where the j.C hits between the 2 hits of the 2 pair.  If your timing is good, it's possible to have the first set of the two pair hit uncrossup, then a gap, then j.C hit crossup.  But if they get hit by the uncrossup then it combos into j.C (at least in theory).  Keep and open mind and remember you can do any array of dirty tricks while cards are spinning in your opponents face.
These are basic setups that any Dorothy player should know of.  More advanced setups require advanced hand knowledge or are arcana specific.


===Defense===
===Defense===
The basics.  Dorothy's DP is not bad when you're using the appropriate version, however it is very unsafe so use with caution.  4B and 6A anti-airs are decent under pressure.  She's small, so High Jump Guarding is usually a good idea when you can do it.


===Hands===
===Hands===
'''Notes'''


===Setups===
Besides Shuffle, Riffle・Shuffle and Misdirection, Dorothy's special and supers deal with setting different cards. The cards determine what hands you can get and will disappear after a set period of time. If you set up more that 6 cards at a time, the old ones will vanish and the newer ones will be used. If you end up sending a card outside the stage, it will be treated as it was never set at all. Also, be sure that you are always aware of what cards you have already set out, because you cannot set the same card out more than once. The cards have suits just like regular playing cards. You can change what suit you get from your specials with each button. A will give you Clubs, B - Diamonds, and C - Hearts. You will always get spades from supers, and you can get Jokers from the super Misdirection. The aim of these moves is to develop a poker hand. After making a hand, the cards will become projectiles and attack the opponent based on what hand you made. The major poker hands you can make are: Two Pair, Three-of-a-Kind, Full House, Straight, Four-of-a-Kind, Five-of-a-Kind, and Royal Straight Flush. Each of these become a different projectile based attack, the can be difficult to get depending on what you are going for. Below is the properties of each hand, remember, you make them just like you would normal poker hands.
 
'''Hands'''
* '''(One Pair, Two Pair, or Three-of-a-Kind)''' - The paired cards will spin and bounce up for a delayed 2 hit attack, launches on hit.  Only the cards that make up the actual scoring hand will attack.  Not a particularly strong hand and this is normally what you get when completing a hand without specifically going for something.  The fact that it's so easy to get makes it useful for extending pressure.
 
:'''Examples''': The actual hand compositions are self explanatory.
:One pair - 214A > 214B > 236A A A
:Two pair - 236A A A > 236B B
:Three of a Kind - j.214A > j.214B > j.214C > j.236A A
 
 
* '''(Full House)''' - The cards bounces up and rotate to attack the opponent up to 12 times. Even though the cards mostly stay in place while attacking, they hit multiple times for quite a bit of damage making this a strong hand for okizeme or pressuring.
 
:'''Examples''': A full house is just a three-of-a-kind combined with a pair.
:236A A > 236B B > 236C
:214A > 214B > j.214A > j.214B > j.214C
 
 
* '''(Straight)''' - All cards leap forward in a large arc.  This attack doesn't last very long, but at the same time it's also very fast and covers a very large portion of the screen.  They bounce upwards and fly away, so if someone is sitting on the ground crouching they may all go flying over depending on positioning.
 
:'''Examples''': The only way to build this hand in AH3 is to have 10, Jack, Queen, King, Ace, and have at least 2 different suits.
:214A > j.214B > j.236C C C
 
 
* '''(Four-of-a-Kind)''' - With Aces, the cards move straight forward and attack the opponent multiple times, this is a strong attack however it's very obvious which is the main weakness. With 10s, the cards on the ground release projectiles straight up, due to the nature of the setup it's hard to make someone block this so it doesn't seem very useful. With Jacks (Joker needed) a stronger version of full house, this hand also seems to be difficult to set up but rewarding as it has properties similar to full house, each card hits 13 times instead of 12.
 
:'''Examples''': Hand construction is self explanatory, the other card can be anything but the same face.
:Aces - 214A > j.214A > j.214B > j.214C > j.214+AB
:Tens - j.214A > 214A > 214B > 214C > 214+AB
:Jacks - 236A > 236B > 236CC > 641236+AB
 
 
* '''(Five-of-a-Kind)''' - A super version of Four-of-a-Kind with 10s, or Aces.  The Aces version makes every card single hit, guard break, and travel much faster, meaning it's essentially unblockable.  You can also combo off the Aces version easily.  The 10's version just like 4-of-a-Kind 10's except for stronger.  The Jack version is a much more powerful variant on the 4-OaK Jacks hand, doing a whopping 24 hits per card.
 
:'''Examples''': Setting up 5-OaK Jacks hand can be tricky but since it's all face cards it can be done on the fly.
:Aces: j.214A > j.214B > j.214C > j.214+AB > land 641236+AB
:Tens: 214A > 214B > 214C > 214+AB > 641236+AB
:Jacks: near corner 236AB (so that the Queen and King go off-screen) > 236A > 236B > 236C > 641236+AB
 
 
* '''(Royal Straight Flush)''' - All cards spring up and face the opponent to attack.  All the cards will transform into balls and bounce forward across the screen until they leave it.  The ace will bounce higher the higher it's placed.  The damage on each individual projectile is pretty high, and this can also be hard to avoid, meaning it's good for approaching the opponent.  Also if set up right midscreen, this can create a lot of blockstun for the opponent.
 
:'''Examples''': A royal straight flush is having a 10, Jack, Queen, King, and Ace all of the same suit.  This only works with Clubs, Diamonds, and Hearts in this game.
:214A > j.214A > j.236A A A
 
 
* '''(Super Royal Straight Flush)''' - A RSF with spades... meaning you need to spend 3 bars to make this. All cards spring up and face the opponent to attack multiple times. The actual damage on the projectiles is lower than the regular version, however they are much larger, travel slower, and are multihit.  If it was difficult to avoid the regular RSF this one is nearly unavoidable.
 
:'''Examples''': 10, Jack, Queen, King, and Ace all of Spades.
:j.236+AB > 214+AB > j.214+AB


= Combos =
= Combos =
'''Basic Air Combos'''
j.B A dj.B A 236X~X
(corner) j.B A dj.A E 236X~X
(corner) j.B A dj.A E 236AB > falling j.2B OTG
'''Enders'''
SJIAD j.B(1) dj9.B(1-2) j.A 236X~X
(corner) SJIAD j.B(1) dj9.A E 236X~X
236AB > 3C > one of the above enders
'''Grounded Confirms'''
**Low proration starters: 2/5A 2/5B(2) 3C, 5AA 3C, 5B/2B(2) 3C, 2A 3C, j.A 2A 3C, 6B HC6 3C
(Low proration starter) > SJIAD j.C > land j9.2B...C > land 5A IAD j.2B C > land 5A 3C > Ender
**Mid proration starters: j.B A land 2A 3C, j.C dash 2A 3C, (A) 5/2B(4+) 3C, 6B HC6/EFC66 2A 3C, and most other reasonable starters
(Mid proration starter) > SJIAD j.2B C > land 5A IAD j.2B C > land 5A 3C > Ender
**High proration starters: 214X 3C
(High proration starter) > SJIAD j.C > land (66) 6A > Basic Air Combo
**Very high proration starters: j.214AB 3C
(Very high proration starter) > Ender
''It's recommended to start out with the Mid or High proration starter combos on all grounded confirms if you are having trouble with the more difficult ones.''
'''Airborne Confirms'''
j.B A dj9.B A 236X~X
(low to mid number of air hits) > 236AB > falling j.C > land IAD j.2B C > land 5A 3C > ender
(a lot of air hits) > 236AB > falling j.C > land 66 6A > Basic Air Combo
(a lot of air hits) > 236AB > falling j.C > land 6B 214X
''These can be confirmed off of things like ATA crossup j.C, and falling j.A, so there's a lot of room to learn with Dorothy's air confirms.''


'''Videos'''
'''Videos'''
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=Move List=
=Move List=
==Normal Moves==
==Normal Moves==
{| border="0" cellspacing="5" width="100%"
{| border="1" cellpadding="5" width="100%"
| width="180" | [[image:img|link=media:img|center]]
 
| width= style="background:#f0f0f0;"| '''5A'''
| width="200" style="text-align:center;" |
Just a jab, jump cancelable, chainable, basically no range.
'''5A'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''6A'''
'''2A'''
Not really an anti-air, but it is Dorothy's go-to air unblockable normal.  Too slow and small to be used against an approaching opponent but be sure to use this move versus opponents who are trying to block in the air.
[[image:img|link=media:img|center|200x150px]]
||
fluff
 
|-
|-
| [[image:img|link=img|center]]
{| border="1" cellpadding="5" width="100%"
| style="background:#f0f0f0;"| '''5B'''
 
Multi-hit, Jump cancelable, deflects.  Unsafe to 4D and 4GC because it lasts longer than most B moves, but still pretty solid when you aren't predictable with it.  This move is your optimal combo starter for when you cannot get a counterhit.
| width="200" style="text-align:center;" |
'''6A'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''5C'''
'''5A'''
Dorothy's longest ranged normal.  -4 on block and cannot be canceled.  Good for situations where you are at range to do it, but use with caution because it is a projectile, which means you can do nothing if it is clashed.  You can link into 5A on hit, but only in the corner.
[[image:img|link=media:img|center|200x150px]]
||
fluff
 
|-
|-
| [[image:img|link=media:img|center]]
{| border="1" cellpadding="5" width="100%"
| style="background:#f0f0f0;"| '''5E'''
 
Bad move, gets bigger when charged.  Way smaller and slower than most E moves, Examu didn't want Dorothy having unblockable mixups during her projectiles it seems.
| width="200" style="text-align:center;" |
'''2A'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''2A'''
'''6B'''
Hits low and is jump cancelable.  You will probably hit with this move quite a bit as it's a fast low which you can combo from.  Make sure you delay the cancel from it often on block though to bait guard cancels.
[[image:img|link=media:img|center|200x150px]]
||
fluff
 
|-
|-
| [[image:img|link=media:img|center]]
{| border="1" cellpadding="5" width="100%"
| style="background:#f0f0f0;"| '''2B'''
 
Multi-hit, Jump cancelable, deflects.  Moves forward more than 5B and is lower profile.  Pretty good move to use delayed in blockstrings, and also as a poke at the range it hits.  Not really a good combo starter like 5B is as its starting proration is considerably higher.
| width="200" style="text-align:center;" |
'''4B'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff


|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''2C'''
'''5C'''
Like 5C but better.  Doesn't go as far, but it's faster, and neutral on block.  Causes a small bounce on knockdown.  If you land this randomly you can confirm it into a 623A.  Has a delayed special cancel point.
[[image:img|link=media:img|center|200x150px]]
||
fluff
 
|-
|-
| [[image:img|link=media:img|center]]
{| border="1" cellpadding="5" width="100%"
| style="background:#f0f0f0;"| '''2E'''
 
Interesting anti-air that covers the area directly above Nazuna's head, but also in front of her.  However be careful with this move, as the attack box in front of her is pretty weak, so you can easily be counterhit.
| width="200" style="text-align:center;" |
'''2C'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''j.A'''
'''3C'''
Basically 5A in the air, but a little faster.  Good move for jumping up and winning in air-to-air situations where you need to be a little more aggressive than just sitting on the ground.  Also Nazuna's fastest normal.
[[image:img|link=media:img|center|200x150px]]
||
fluff
 
|-
|-
| [[image:img|link=media:img|center]]
{| border="1" cellpadding="5" width="100%"
| style="background:#f0f0f0;"| '''j.B'''
 
Big sweeping air normal that hits crossup first, then progressively sweeps around to one-o-clock.  Obviously great for crossups, but if you want to use this move as a jumpin or air-to-air, you need to take into consideration the sweeping startup.
| width="200" style="text-align:center;" |
'''5E'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
| style="text-align:center;" |
'''2E'''
[[image:img|link=media:img|center|200x150px]]
||
fluff
 
|-
{| border="1" cellpadding="5" width="100%"
 
| width="200" style="text-align:center;" |
'''j.A'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''j.6B'''
'''j.B'''
Good air-to-air, and can also function as a jump-in near the max range.  Probably Nazuna's most reliable air-to-air because of it's speed, but it can be difficult to combo from properly.
[[image:img|link=media:img|center|200x150px]]
||
fluff


Another interesting property to this move is that it recovers very fast.  After wiffing or connecting this move, you can follow up given you have the space to.  For example, you can set up a lazy meterless air tech punish after this move without having to land first.
|-
|-
| [[image:img|link=media:img|center]]
{| border="1" cellpadding="5" width="100%"
| style="background:#f0f0f0;"| '''j.C'''
 
Huge normal that knocks down.  You can jump in and air-to-air with this, but air-to-airs need to be done early and jump-ins need to be done from far.
| width="200" style="text-align:center;" |
'''j.2B'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''j.E'''
'''j.C'''
Pretty much useless outside of combos, but you can wiff chain j.C into it for some extra meter building.  Be careful of auto-piloting that cancel outside of combos though, as it can lose you clash battles.
[[image:img|link=media:img|center|200x150px]]
||
fluff


Like j.6B, this move also has little recovery, but it's not nearly as useful.  This move also knocks down standing opponents, making it even worse.
|-
|-
| [[image:img|link=media:img|center]]
{| border="1" cellpadding="5" width="100%"
| style="background:#f0f0f0;"| '''BC'''
Press any left or right direction and BC at the same time to execute this move.  So anything other than 2, 5 and 8 will work.  Fusumi does a charging attack in the selected direction from wherever he happens to be at the time.  This move can deflect projectiles, and has reduced recovery while in standby mode.  Cancels into Choujutsu Nuedori or Haitake on both hit and wiff.  This move can be clashed, but cannot be absorbed by Love's projectile shield.


Good move for controlling low airspace in neutral, pretty low commitment as long as your opponent isn't too close.
| width="200" style="text-align:center;" |
'''j.E'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
fluff
 
|-
|}
|}


==Special Moves==
==Special Moves==
NOTE: None of Nazuna's projectiles can be deflected, however, they can all be clashedAll projectiles also persist when Nazuna is hit, unless otherwise noted.
{| border="1" cellpadding="5" width="100%"
 
| width="200" style="text-align:center;" |
'''Jack・Rabbit<br>「ジャック・ラビット」<br>Queen・Bee<br>「クイーン・ビー」<br>King・Bird<br>「キング・バード」<br>236X'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
Dorothy jumps up and fires a card diagonally downward at the opponent. You'll be using this move A LOT. As you can guess by the name, you will fire off a suit depending on the move, Jack・Rabbit will shoot a J, Queen・Bee a Q and King・Bird a K. You can use the follow ups to Jack・Rabbit just by pressing another attack button after the move. Keep in mind that the button that you use will determine what suit that you will fire off. For example, you could do: 236A→B→C and you would get JACK of Clubs → QUEEN of Diamonds → KING of Hearts. The cards from this move hang around the ground for quite a while and they are easy to make simple hands off of. The recovery off the ground version of King・Bird is short, the air version however is long. You can super cancel Queen・Bee to Speculation to help erase that opening thoughHowever if you don't have meter, it's not recommended to throw that K often unless it'ss to finish a hand.
 
The cards come out pretty fast and you'll find plenty of uses for it.


{| border="0" cellspacing="5" width="100%"
| width="180" | [[image:img|link=image:img|center]]
| style="background:#f0f0f0;"| '''Joujutsu・Makana 「杖術・真鉋」 - 236A/B/C [Tap]'''
Consumes a chunk of Rei-Ryoku meter.  Staff toss, the staff rotates a bit during the toss giving it a larger effective hit area.  If you mash the button a couple times past the first input, you will spend additional Rei-Ryoku meter for a followup that does more damage and is safe on block at all ranges.
* '''A Version'''
* '''A Version'''
:Mid range forward toss.  Frame advantage near the max range.
:CLUBS
 
* '''B Version'''
* '''B Version'''
:Long range forward toss.
:DIAMONDS
 
* '''C Version'''
* '''C Version'''
:Upwards toss, the followup to this one hits more times.
:HEARTS


|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''Joujutsu・Tamakiwa 「杖術・魂極」 - 63214A/B/C'''
'''Ground・Ten<br>「グラウンド・テン」<br>214X'''
Consumes a sliver of Rei-Ryoku meter. Cane scoop that hits low and is even on blockOn hit, this move will lock the opponent and max Nazuna's Rei-Ryoku meterAfter getting hit, your opponent can choose to either air tech, or ground tech.
[[image:img|link=media:img|center|200x150px]]
||
Dorothy sets a card, a 10 on the ground. It will automatically attack the opponent if they step on it. Not only does the button change the suit that is used, but also how far from you the card is set and recovery timeThe card will be set off as soon as the opponent touches it even a little bit, so its rather hard to use it to as a trap. The card doesn't last too long and the recovery of the move is on the long side for a ground move (susceptible to jumpins), so you might eat a combo for your trouble of even trying to set it out during neutral spacingThis is mostly used for okizeme, but depending on your arcana of choice, and the matchup being played, this can be a very useful zoning tool.
 
As of LOVEMAX!!!!, this move will now not activate on downed or ground teching opponents, making it much more useful on soft knockdowns.


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| [[image:img|link=img|center]]
| style="background:#f0f0f0;"| '''Juujutsu・Kagiroi 「獣術・陽炎」 - 623A/B/C (Air OK)'''
Consumes a chunk of Rei-Ryoku meter.  A series of charge attacks that moves Nazuna forward very fast with Hayata's headbutt.  Can be used outside of combos as a very aggressive poke if you have meter to cancel it.  However, this move is best in combos and sometimes pressure.
* '''A Version'''
* '''A Version'''
:Short charge, wallslams only on air hit, frame advantage on block, especially when done from near the max range.
:CLUBS, slides a short distance, long recovery.
 
* '''B Version'''
* '''B Version'''
:Long charge, always wallslams, unsafe on block outside of near max range.
:DIAMONDS, slides a medium distance, medium recovery.
 
* '''C Version'''
* '''C Version'''
:Fullscreen charge, spinning startup is invulnerable, but it does not last even close to long enough to be used as a reversal.  Extremely unsafe, also has extra recovery if you hit the wall with it.
:HEARTS, slides a long distance, long recovery.


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|-
| [[image:img|link=img|center]]
{| border="1" cellpadding="5" width="100%"
| '''Choujutsu・Nuedori & Choujutsu・Haitake 「鳥術・鵺鳥 & 鳥術・鷂」 - 22A/B/C'''
Bird technique: bird calls. This will switch Fusumi in and out of Standby mode. In standby mode, Fusumi waits for the next commands in the location that you preformed the move. While in stand by, you recovery spirit meter much slower than usual.


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| width="200" style="text-align:center;" |
| [[image:img|link=image:img|center]]
'''Flying・Ace<br>「フライング・エース」<br>j.214X'''
| style="background:#f0f0f0;"| '''Choujutsu・Azusayumi 「鳥術・梓弓」 - 421A/B/C'''
[[image:img|link=media:img|center|200x150px]]
Consumes a chunk of Rei-Ryoku meter, dissipates when hit..  Nazuna sends a blue orb that can hit to Fusumi, wherever he may be. If he is in the process of returning to Nazuna, he will stop for this move. Once the orb reaches Fusumi, he will fire a stream of blue arrows aimed at the opponent.  You can hold down the button for as long as you would like by spending more Rei-Ryoku until Nazuna runs out of meter to make Fusumi keep shooting. He only aims at the very beginning, so sometimes holding this projectile is a necessary tactic vs opponents using homing.
| style="background:#f0f0f0;" |
Sets an ACE in the air. It will automatically activate and attack the opponent up to 11 times after a set amount of time. However that amount of time is somewhat long so you can't use this move to directly attack your opponent. This is mostly used to complete a poker hand. The different versions not only change the suit of the card, but also how long it takes for the ACE to start its attack. Aces also deflect projectiles for the entire period before activation.


* '''A Version'''
* '''A Version'''
:Fires and consumes meter slowly.
:CLUBS, 357F before activation
 
* '''B Version'''
* '''B Version'''
:Fires and consumes meter at a medium speed.
:DIAMONDS, 327F before activation
 
* '''C Version'''
* '''C Version'''
:Fires and consumes meter quickly.  First arrow fires the quickest because of the faster rate.
:HEARTS, 297F before activation


|-
|-
| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''Choujutsu・Shirayumi 「鳥術・白真弓」 - 214A/B/C'''
'''Shuffle<br>「シャッフル」<br>623X'''
This move is a modified version of Azusayumi, also dissipates if hit. Instead of aiming at the opponent, Fusumi will only shoot directly to the left or right depending on positioning. As long as you hold this move, you can control the firing direction with the stick, hold up to move it up slowly, and down to move it down.  These shots do more damage than the shots from Azusayumi.
[[image:img|link=media:img|center|200x150px]]
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Dorothy spins and summons cards to spin around her for a multi-hit DP-like move. The different version change the "DP-ness" of the move quite a bit. This move leaves no cards. You can EFC or HC on hit for a combo on hit, or pressure on block.


Being forced to start shooting horizontally makes this move more situational than Azusayumi, however the ability to aim it is pretty useful vs opponents smart enough to make Azusayumi wiff.  This move is pretty slow in AH3 making it even more limited use, but it has been made faster in AH3LM.
* '''A Version'''
:No invincibility, but very fast start up


* '''A Version'''
:Slow.
* '''B Version'''
* '''B Version'''
:Medium
:Invincibility to non-grab moves, moderate start up
 
* '''C Version'''
* '''C Version'''
:Fast.
:Long invincibility, long start up
 
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| [[image:img|link=image:img|center]]
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| style="background:#f0f0f0;"| '''Shoukan・Tenrou 「召喚・天狼」 - 641236A'''
Summon: Wolf.  Consumes a chunk of Rei-Ryoku meter.  Nazuna's spirit wolves run all the way across the screen, and cannot be destroyed if clashed.  Continues to hit periodically as it travels across the screen, so clashing this is actually a death wish.  Great for basic okizeme and zoning when you have room to get it out.


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==Super Moves==
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{| border="1" cellpadding="5" width="100%"
| '''Shoukan・Gyokudo 「召喚・玉兎」 - 641236B'''
 
Summon: Rabbit.  Consumes a chunk of Rei-Ryoku meter. Nazuna summons a spirit rabbit on the ground directly in front of her. Once summoned, bunnies will slowly hop backwards across the floor, up the side of the screen, then across the side of the screen until they reach the next wall, then they will dissipate.  Unlike wolves, bunnies will go away when they are clashed, there is also a glitch that happens rarely where they can hit twice.  You cannot use this move if there is already a rabbit on the screen (does not count enemy Nazuna rabbits).
| width="200" style="text-align:center;" |
'''Triple・Face<br>「トリプル・フェイス」<br>236A+B'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
This is the super version of Jack・Rabbit. Dorothy sends a spade of all 3 face cards diagonally downwards at once. On hit, this will ground bounce the opponent. The properties of this move are roughly like Jack・Rabbit and this is mostly used for combos. If you are pushed out too much in the corner, or the combo proration is very high this may not combo properly, but you will still be extending a lot of combos with this move.


|-
There is a gimmick where this move will cross up when done very closeSometimes bursts will wiff the jumping portion in the airOnce it connects, you can do falling j.C > 623AB as an unburstable combo to end rounds as well.
| [[image:img|link=image:img|center]]
| style="background:#f0f0f0;"| '''Shoukan・Suzubachi 「召喚・鈴蜂」 - 641236C'''
Summon: Bee.  Consumes a small amount of Rei-Ryoku meterNazuna summons a spirit bee above her head that will sit stationary for a moment, then quickly charge all the way across the screenThis move will not hit most characters on the ground, however it can cause major problems for Cathy even on the ground. Due to the speed of this move being the same as Tenrou and Gyokudo, it is not really all that great other than the low meter cost.  However, in AH3LM this move has been made a bit faster.  Bees are unclashable.


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| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''Reijutsu・Asatsuyu 「霊術・朝露」 - 28A/B/C'''
'''Riffle・Shuffle<br>「リフル・シャッフル」<br>623A+B'''
Consumes a sliver of Rei-Ryoku meterNazuna sacrifices about 10% of her life to max the Rei-Ryoku meter instantly10% is a good chunk of life, so only use it when you really need it.  Also be careful that you don't get this by accident while super jumping.
[[image:img|link=media:img|center|200x150px]]
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A super Shuffle, this version is larger than your regular Shuffle. Riffle・Shuffle is also fully invincible, making it more dependable than Shuffle in terms of being a reversalIt has even more active frames, which makes this move basically impossible to make wiff with 4DSo up close, this is a good move to force pressure reversal or deny defense options with by EFC or homing canceling after it is blocked or it hitsIf you EFC and immediately 6B, most of the startup is actually hidden by the remaining pink cards.


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|-{| border="1" cellpadding="5" width="100%"
 
==Super Moves==
{| border="0" cellspacing="5" width="100%"
| width="180" | [[image:img|link=image:img|center]]
| style="background:#f0f0f0;"| '''Seijou・Masokagami 「聖杖・真十鏡」 - 236AB (Air OK)'''
Consumes a large amount of Rei-Ryoku meter.  Super version of Joujustsu: Makana.  Range hits somewhere between the A and B versions of Makana, the followup is also more powerful, always comes out, and is unsafe on block.  What makes this super really good though, is that is has 0 frames of startup, meaining the first active frame is on frame 1.  Great punishing move from anti-air clashes and 4GC's.  Be careful in other situations though, as it can be clashed and wiff low profile moves, in addition to being unsafe on block.


Air version causes a groundbounce, while the ground version launches the opponent.
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'''Ten・of・Spades<br>「テン・オブ・スペード」<br>214A+B'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
Super Ground・Ten, sets a 10 of spades. this works much like the normal version and you can choose how far this goes out by holding the buttons down, but of course, you are open during that period of time.  Like the non-super version, usage is pretty situational.  However, the recovery on the super version is much faster, making it more usable.  It is fast enough to do in a blockstring if your opponent is blocking another projectile already, as well as get out relatively safely in tough matchups where you need breathing room.


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| [[image:img|link=img|center]]
| style="text-align:center;" |
| '''Choujuu・Ioenami 「鳥獣・五百重波」 - 214AB'''
'''Speculation<br>「スペキュレイション」<br>J214A+B'''
Consumes a large amount of Rei-Ryoku meter. Nazuna calls Fusumi back from wherever he is (which takes him out of standby mode, if he happens to be in it), then sends him flying forward.  If Fusumi connects, you enter a locked animation that does a good chunk of damage, and launches the opponent very high.  The animation lasts long enough for the Rei-Ryoku meter to fully recover unless it was emptied by using the super.  Because of the launch time, locking, meter recovery, and damage, this is a really good combo super for NazunaIt's harder to combo into, but there's a number of situations where this is a great hitconfirm or punish.
[[image:img|link=media:img|center|200x150px]]
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A super Flying・Ace. The activation until the ACE actually attacks the opponent is MUCH shorter than the normal version and the recovery of the move is much betterMore useful in spacing than Ten of Spades because it's even faster and occurs in the air, an easy deterrent for opponents flying directly at you.


Nazuna takes a small bit of self damage from the staff hitting her head.
You will be using this move a lot to cancel Queen Bee as well as for okizeme in the corner.


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|-{| border="1" cellpadding="5" width="100%"
| [[image:img|link=image:img|center]]
 
| style="background:#f0f0f0;"| '''Kaihou・Nubatama 「解放・射干玉」 - 641236AB [tap]'''
| width="200" style="text-align:center;" |
Consumes a large amount of Rei-Ryoku meter, and goes away when hit. Summons a big butterfly which slowly floats and splits into small butterflies.  Which then transform into multiple spirit animals just like Nazuna's Shoukan moves. To get the different versions of this move, you will have to tap A, B or C during the beginning, which can easily be done during the superflashBy default, you will always get the C version.  If you accidentally press a different button during the summon selection, it takes the last input, so just press the correct button quickly.
'''Misdirection<br>「ミスディレクション」<br>412364A+B or 463214A+B'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
A fake out. After this move you get a JOKER to use for your poker hand. You usually use this when you have one more card left to complete a hand. It must be used to make Five-of-a-Kind hands, but can also be used to complete any hand on the flyThere is almost no recovery after this move.


Any summoned animals from Kaihou Nubatama will count as supers, so hitstun caused by them cannot be bursted.
These feints are scary so it's easy to go for a throw or a low after these to catch your opponent doing (or not doing) something if you choose to use it that way instead of for hand completion.


* '''A Version'''
* '''412364A+B Version'''
:Summons 4 Wolves.  Once the butterflies begin their landing animation, they will no longer dissipate when Nazuna is hit.  The wolves come out in the same pattern every time, 1-delay-2-delay-1.
:Looks like a super and has 4 frames of recovery
* '''B Version'''
:Summons 4 Rabbits.  Just like the A version, the butterflies will stay once they start landing, and they come out in the 1-2-1 pattern.  You cannot do this super if there is already 2 or more rabbits on the screen.
* '''C Version'''
:Summons 8 Bees.  Unlike the other 2 versions, the bees come out pretty quickly.  Good for a surprise in neutral, however you should avoid using this move in your Kaihou Nubatama okizeme setups except for versus Cathy.


* '''463214A+B Version'''
:Looks like an Arcana Super and has 5 frames of recovery
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==Critical Heart==
==Critical Heart==
{| border="0" cellspacing="5" width="100%"
{| border="1" cellpadding="5" width="100%"
| width="180" | [[image:img|link=image:img|center]]
 
| style="background:#f0f0f0;"| '''Fuujyu・Narukami 「封呪・鳴神」 - 632146AB [4 ・ 2 ・ 4 ・ 2 ・ 4 ・ 2 ・ 4 ・ 2 ・ 4 ・ AB]'''
| width="200" style="text-align:center;" |
Seal curse: Thunder God.  Consumes all of Nazuna's Rei-Ryoku meter unless it is in the yellow, in which case it will consume nearly all of it.  Locking super, hits overhead and is invincible.  After hitting with the intial super, you must then complete the rest of the input properly to get the powerful followup. If you have a hard time remembering the directions required, it's simply 4, 2 repeated, starting and ending at 4, for a total of 9 directional inputs, followed by a second A+B.  You do not need to return to neutral between inputs, but you cannot do it too fast or slow.  Returning to neutral may make the timing more natural for you.
'''Magician's・Choice<br>「マジシャンズ・チョイス」<br>222A+B'''
[[image:img|link=media:img|center|200x150px]]
| style="background:#f0f0f0;" |
First, Dorothy sends a card out on the ground that will home on to the opponent for a low attack. This move has no invincibility so you will mostly hit with it by means of combo, or by wiff punishing your opponent in a sort of anti-zoning style at full-screen.


When this super wiffs entirely, or you fail to complete the entire input, Nazuna's incantation will backfire, causing both players to get hit by a debuff that slows movement and seals all specials for the duration. On the failure version, Nazuna will not regenerate any of her Rei-Ryoku meter, and her debuff will last much longer than your opponents. This is game changing, so never fail this input.
On hit the opponent will be forced to choose from 4 different cards; only one card will spare them from damage. If they guess right, you and your opponent will recover some meter and health. If they miss though, they will take damage. During EF, there are 8 cards; one "safe" card, and one "die" card. The other cards are regular "miss" cards. The die card will do even more damage with some extra hits.


On success, only your opponent will get hit by the debuff and it will last much longer.  Nazuna's Rei-Ryoku meter will also begin regenerating as soon as you complete the input, giving you your specials and chains backThe normal version does not do that much damage, but this is still one of the best Critial Hearts in the game because of the debuff.
You can change where the safe card goes during this; A B C D (respectively, from left to right) with the normal version, add 2 to the input for the bottom cards on the EFC versionYou can constantly move the life card around until the last second while watching your opponents cursor, so if they aren't fast they will never get it.  


In the Extend Force version of Fuujyu Narukami, Nazuna will create a giant wind scythe on her staff and slash for a huge amount of damage.  Causes the same status effect, but unlike the normal version, this one can be air teched. If your combo into her EFXH is shorter, than you can get a quick hit in to extend your combo slightly in the corner.
By the way, the round timer STILL runs during this. So the opponent can choose to ''not'' pick a card if they have the life and time is short...
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= Colors =
== Colors ==
{{AH3Colors
{{ColorGallery | filePrefix=AH3LM_Dorothy_ | colors=
| Character = Nazuna
{{ColorGallery/Color|1|  text= }}
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{{AH3}}
{{Navbox-AH3LM}}
 
[[Category:Arcana Heart 3 Love Max!!!!!]]
[[Category:Dorothy Albright]]

Latest revision as of 06:02, 21 June 2020

Dorothy Albright

Health Modifier
-3%
Guts Threshold
~40%
Maximum Guts
~30%
Guts Factor
~4.5%
Base EHP
~24377

Introduction

Dorothy is a setup character. Her normals all have very short range which makes her neutral game sub-par. However she is still a small character that is not easy to hit, and her wide variety of projectiles, while not made for zoning, still get the job done.

Once Dorothy lands a hit, her projectile based okizeme setups are second to none. She has excellent crossups, high-low game, throw tricks, and chip damage. Not only is she capable of all this, but there is depth to the way she sets things up - she has Poker Hands. All of her specials that set a card on the screen will count as a part of a hand, and when you complete different hands, you can get a variety of powerful attacks from them. If you're the type of person who likes to blow your opponents mind with crazy setups then Dorothy is for you, just remember that you also have to learn to deal with her weakness.

Dorothy's Story

Dorothy's Frame Data

Dorothy's Movelist Card

Arcana Selection

The best arcanas for Dorothy help her lacking neutral game and give her good meter generation and regeneration. However, she is not reliant on an arcana for anything else, it's all supplemental. An arcana such as love, flower, or sin is recommended for beginners. Once you get more familiar with the character, any arcana that you can think of that would be good for her is worth trying out.

Some known arcana that have good or decent synergy with Dorothy are: Evil, Flower, Ice, Love, Mirror, Plant, Sin, Time, Tyr, and Water.

The only thing you should be cautious of is an arcana like Time, which while it gives her a lot of unique setups for poker hands and high damage from certain combo starters, lacks the high meter generation that is very important to Dorothy's more basic game. You can view the passive stats of the different arcanas here.


Strategy

Movement

Dorothy has poor range on her normals, to sorta make up for it they are either very fast (A attacks) or have lots of active frames (B attacks). However her mobility is average at best so you need good spacing to be able to use those normals at the right time. She also has some good projectiles and traps that she can use for zoning that can help make up for her otherwise lack of neutral game. Even with the help of projectiles, normally she is still at the disadvantage until she can get in.

Her neutral homing is alright so get as much out of it as you can and never go through with the approach if it doesn't look like you'll be able to get close enough in time. If you can actually manage to get above the other player, Dorothy is at a huge advantage because her j.B is good for approaching people below her as are her j.236 face card series. j.236S~S~214+AB is one of the best sequences she has, when the face cards are blocked Dorothy recovers so quickly she can almost be guaranteed to get in, meaning getting above your opponent one time can mean it's all it takes to eventually win.

Vs people who are above you, if they are over exerting you can jump forward or up and tag them with j.A (amazing 4F startup move that can CH). If the situation is more dire or you have cover from various traps maybe a shuffle (623+A/B/C) would be a better option, use the A one so that it's hard to see coming unless you need the extra inv frames.

Most of the time Dorothy is doing actual significant movement, it should be with homing, normal jump, super jump, (air dash and double jump are still useful for stalling in the air). Grounded she is normally attacking or setting stuff, since her ground movement is poor. In some situations it's alright to 6D under your opponent with Dorothy's small hitbox, but it normally doesn't get you far because she doesn't move fast enough to effectively get away... better to be getting jumped in on midscreen than in the corner, though.

Setups

Dorothy, the master of setups. I hope you all come to see my latest trick!


Ten of Clubs setups - From a 4/6AD or 6B (air hit) knockdown

(the main setup for 6B knockdown is double jump air combo > j.236+AB > falling j.C > land 6B)

  • 214A > 5C > 214AB > 214A > 214B > 66 > 5C

This blockstring deals a good amount of chip damage(usually 25%). If the 2nd 5C is done too early the opponent will be able to jump. If the opponent tries to 6GC the immediately after getting up be sure to have 623X or 623AB ready to take the hits. It's more than enough hits to handle the clashes and eventually hurt the opponent. If opponent 4GC immediately on wakeup, they will be caught in both the 214A and 214AB. Any kind of guard cancel after the 1st 214A/5C the opponent will be to far to do any real damage. Though make sure to watch out for DPs and Lock In supers or else you'll be sad.

Note that in this setup if you end with 6B knockdown and they back tech depending on character and spacing they may be able to get out of it.


  • Alt High Mixup: 214A > 66 > 6B > 214AB > 2C > 6B (knocks down into same setup)
  • Alt Alt High Mixup: 214A > 66 > 6B > 2C (knocks down but doesn't give the setup)
  • Alt Low Mixup: 214A > dash 2C > dash 6B (knocks down into same setup)
  • Alt Tick Throw: 214A > Dash 4/6 grab > (ten wiffs) > 214A (same setup)

After the 6B, you could either keep the mixup going with another 214A (chance to escape), or go for an overhead(6B) in the corner, IAD into pogo bounce(j.2B) or empty jump with j.C. Always keep the opponent guessing.


Ace of Spades setups - From a corner knockdown

  • Air combo > j.236S~(S) > low to ground 214+AB > ...

...falling j.C into 2A low

...falling j.A or j.2B cancel into j.C (doesn't come out)

...nothing into throw

...airdash or homing into any of the above options

...falling j.B bounce into any of the above options

...land j9.C crossup / uncrossup (spacing and timing dependant)


Normally if they don't tech you do j.2B or j.A OTG then continue as usual. A common combination is to j.2B bounce, then j.A crossup which is char specific depending on timing. You can force a crossup with airdash or homing if it doesn't work normally, and naturally you can uncrossup the same way.


Two Pair setups - Situational midscreen combos

If you already have face cards of spades out you can just end the combo normally, this setup is even easier if you have no cards out already. Here's a standard combo.

  • ...3C hjc 66 > j.C land > j9.C > land j9.B A > dj9.B A 236+AB > falling j.C > land > 236+A~A...

This puts them right in the middle of a 2 pair hand, which gives you quite a bit of freedom to do whatever you want. A mixup fairly unique to this setup that you can do is iad j.C or dash j9.C for a crossup / uncrossup situation where the j.C hits between the 2 hits of the 2 pair. If your timing is good, it's possible to have the first set of the two pair hit uncrossup, then a gap, then j.C hit crossup. But if they get hit by the uncrossup then it combos into j.C (at least in theory). Keep and open mind and remember you can do any array of dirty tricks while cards are spinning in your opponents face.


These are basic setups that any Dorothy player should know of. More advanced setups require advanced hand knowledge or are arcana specific.

Defense

The basics. Dorothy's DP is not bad when you're using the appropriate version, however it is very unsafe so use with caution. 4B and 6A anti-airs are decent under pressure. She's small, so High Jump Guarding is usually a good idea when you can do it.

Hands

Notes

Besides Shuffle, Riffle・Shuffle and Misdirection, Dorothy's special and supers deal with setting different cards. The cards determine what hands you can get and will disappear after a set period of time. If you set up more that 6 cards at a time, the old ones will vanish and the newer ones will be used. If you end up sending a card outside the stage, it will be treated as it was never set at all. Also, be sure that you are always aware of what cards you have already set out, because you cannot set the same card out more than once. The cards have suits just like regular playing cards. You can change what suit you get from your specials with each button. A will give you Clubs, B - Diamonds, and C - Hearts. You will always get spades from supers, and you can get Jokers from the super Misdirection. The aim of these moves is to develop a poker hand. After making a hand, the cards will become projectiles and attack the opponent based on what hand you made. The major poker hands you can make are: Two Pair, Three-of-a-Kind, Full House, Straight, Four-of-a-Kind, Five-of-a-Kind, and Royal Straight Flush. Each of these become a different projectile based attack, the can be difficult to get depending on what you are going for. Below is the properties of each hand, remember, you make them just like you would normal poker hands.

Hands

  • (One Pair, Two Pair, or Three-of-a-Kind) - The paired cards will spin and bounce up for a delayed 2 hit attack, launches on hit. Only the cards that make up the actual scoring hand will attack. Not a particularly strong hand and this is normally what you get when completing a hand without specifically going for something. The fact that it's so easy to get makes it useful for extending pressure.
Examples: The actual hand compositions are self explanatory.
One pair - 214A > 214B > 236A A A
Two pair - 236A A A > 236B B
Three of a Kind - j.214A > j.214B > j.214C > j.236A A


  • (Full House) - The cards bounces up and rotate to attack the opponent up to 12 times. Even though the cards mostly stay in place while attacking, they hit multiple times for quite a bit of damage making this a strong hand for okizeme or pressuring.
Examples: A full house is just a three-of-a-kind combined with a pair.
236A A > 236B B > 236C
214A > 214B > j.214A > j.214B > j.214C


  • (Straight) - All cards leap forward in a large arc. This attack doesn't last very long, but at the same time it's also very fast and covers a very large portion of the screen. They bounce upwards and fly away, so if someone is sitting on the ground crouching they may all go flying over depending on positioning.
Examples: The only way to build this hand in AH3 is to have 10, Jack, Queen, King, Ace, and have at least 2 different suits.
214A > j.214B > j.236C C C


  • (Four-of-a-Kind) - With Aces, the cards move straight forward and attack the opponent multiple times, this is a strong attack however it's very obvious which is the main weakness. With 10s, the cards on the ground release projectiles straight up, due to the nature of the setup it's hard to make someone block this so it doesn't seem very useful. With Jacks (Joker needed) a stronger version of full house, this hand also seems to be difficult to set up but rewarding as it has properties similar to full house, each card hits 13 times instead of 12.
Examples: Hand construction is self explanatory, the other card can be anything but the same face.
Aces - 214A > j.214A > j.214B > j.214C > j.214+AB
Tens - j.214A > 214A > 214B > 214C > 214+AB
Jacks - 236A > 236B > 236CC > 641236+AB


  • (Five-of-a-Kind) - A super version of Four-of-a-Kind with 10s, or Aces. The Aces version makes every card single hit, guard break, and travel much faster, meaning it's essentially unblockable. You can also combo off the Aces version easily. The 10's version just like 4-of-a-Kind 10's except for stronger. The Jack version is a much more powerful variant on the 4-OaK Jacks hand, doing a whopping 24 hits per card.
Examples: Setting up 5-OaK Jacks hand can be tricky but since it's all face cards it can be done on the fly.
Aces: j.214A > j.214B > j.214C > j.214+AB > land 641236+AB
Tens: 214A > 214B > 214C > 214+AB > 641236+AB
Jacks: near corner 236AB (so that the Queen and King go off-screen) > 236A > 236B > 236C > 641236+AB


  • (Royal Straight Flush) - All cards spring up and face the opponent to attack. All the cards will transform into balls and bounce forward across the screen until they leave it. The ace will bounce higher the higher it's placed. The damage on each individual projectile is pretty high, and this can also be hard to avoid, meaning it's good for approaching the opponent. Also if set up right midscreen, this can create a lot of blockstun for the opponent.
Examples: A royal straight flush is having a 10, Jack, Queen, King, and Ace all of the same suit. This only works with Clubs, Diamonds, and Hearts in this game.
214A > j.214A > j.236A A A


  • (Super Royal Straight Flush) - A RSF with spades... meaning you need to spend 3 bars to make this. All cards spring up and face the opponent to attack multiple times. The actual damage on the projectiles is lower than the regular version, however they are much larger, travel slower, and are multihit. If it was difficult to avoid the regular RSF this one is nearly unavoidable.
Examples: 10, Jack, Queen, King, and Ace all of Spades.
j.236+AB > 214+AB > j.214+AB

Combos

Basic Air Combos

j.B A dj.B A 236X~X

(corner) j.B A dj.A E 236X~X

(corner) j.B A dj.A E 236AB > falling j.2B OTG


Enders

SJIAD j.B(1) dj9.B(1-2) j.A 236X~X

(corner) SJIAD j.B(1) dj9.A E 236X~X

236AB > 3C > one of the above enders


Grounded Confirms

    • Low proration starters: 2/5A 2/5B(2) 3C, 5AA 3C, 5B/2B(2) 3C, 2A 3C, j.A 2A 3C, 6B HC6 3C

(Low proration starter) > SJIAD j.C > land j9.2B...C > land 5A IAD j.2B C > land 5A 3C > Ender


    • Mid proration starters: j.B A land 2A 3C, j.C dash 2A 3C, (A) 5/2B(4+) 3C, 6B HC6/EFC66 2A 3C, and most other reasonable starters

(Mid proration starter) > SJIAD j.2B C > land 5A IAD j.2B C > land 5A 3C > Ender


    • High proration starters: 214X 3C

(High proration starter) > SJIAD j.C > land (66) 6A > Basic Air Combo


    • Very high proration starters: j.214AB 3C

(Very high proration starter) > Ender


It's recommended to start out with the Mid or High proration starter combos on all grounded confirms if you are having trouble with the more difficult ones.


Airborne Confirms

j.B A dj9.B A 236X~X

(low to mid number of air hits) > 236AB > falling j.C > land IAD j.2B C > land 5A 3C > ender

(a lot of air hits) > 236AB > falling j.C > land 66 6A > Basic Air Combo

(a lot of air hits) > 236AB > falling j.C > land 6B 214X

These can be confirmed off of things like ATA crossup j.C, and falling j.A, so there's a lot of room to learn with Dorothy's air confirms.

Videos

Move List

Normal Moves

5A

fluff

2A

fluff

6A

fluff

5A

fluff

2A

fluff

6B

fluff

4B

fluff

5C

fluff

2C

fluff

3C

fluff

5E

fluff

2E

fluff

j.A

fluff

j.B

fluff

j.2B

fluff

j.C

fluff

j.E

fluff

Special Moves

Jack・Rabbit
「ジャック・ラビット」
Queen・Bee
「クイーン・ビー」
King・Bird
「キング・バード」
236X

Dorothy jumps up and fires a card diagonally downward at the opponent. You'll be using this move A LOT. As you can guess by the name, you will fire off a suit depending on the move, Jack・Rabbit will shoot a J, Queen・Bee a Q and King・Bird a K. You can use the follow ups to Jack・Rabbit just by pressing another attack button after the move. Keep in mind that the button that you use will determine what suit that you will fire off. For example, you could do: 236A→B→C and you would get JACK of Clubs → QUEEN of Diamonds → KING of Hearts. The cards from this move hang around the ground for quite a while and they are easy to make simple hands off of. The recovery off the ground version of King・Bird is short, the air version however is long. You can super cancel Queen・Bee to Speculation to help erase that opening though. However if you don't have meter, it's not recommended to throw that K often unless it'ss to finish a hand.

The cards come out pretty fast and you'll find plenty of uses for it.

  • A Version
CLUBS
  • B Version
DIAMONDS
  • C Version
HEARTS

Ground・Ten
「グラウンド・テン」
214X

Dorothy sets a card, a 10 on the ground. It will automatically attack the opponent if they step on it. Not only does the button change the suit that is used, but also how far from you the card is set and recovery time. The card will be set off as soon as the opponent touches it even a little bit, so its rather hard to use it to as a trap. The card doesn't last too long and the recovery of the move is on the long side for a ground move (susceptible to jumpins), so you might eat a combo for your trouble of even trying to set it out during neutral spacing. This is mostly used for okizeme, but depending on your arcana of choice, and the matchup being played, this can be a very useful zoning tool.

As of LOVEMAX!!!!, this move will now not activate on downed or ground teching opponents, making it much more useful on soft knockdowns.

  • A Version
CLUBS, slides a short distance, long recovery.
  • B Version
DIAMONDS, slides a medium distance, medium recovery.
  • C Version
HEARTS, slides a long distance, long recovery.

Flying・Ace
「フライング・エース」
j.214X

Sets an ACE in the air. It will automatically activate and attack the opponent up to 11 times after a set amount of time. However that amount of time is somewhat long so you can't use this move to directly attack your opponent. This is mostly used to complete a poker hand. The different versions not only change the suit of the card, but also how long it takes for the ACE to start its attack. Aces also deflect projectiles for the entire period before activation.

  • A Version
CLUBS, 357F before activation
  • B Version
DIAMONDS, 327F before activation
  • C Version
HEARTS, 297F before activation

Shuffle
「シャッフル」
623X

Dorothy spins and summons cards to spin around her for a multi-hit DP-like move. The different version change the "DP-ness" of the move quite a bit. This move leaves no cards. You can EFC or HC on hit for a combo on hit, or pressure on block.

  • A Version
No invincibility, but very fast start up
  • B Version
Invincibility to non-grab moves, moderate start up
  • C Version
Long invincibility, long start up

Super Moves

Triple・Face
「トリプル・フェイス」
236A+B

This is the super version of Jack・Rabbit. Dorothy sends a spade of all 3 face cards diagonally downwards at once. On hit, this will ground bounce the opponent. The properties of this move are roughly like Jack・Rabbit and this is mostly used for combos. If you are pushed out too much in the corner, or the combo proration is very high this may not combo properly, but you will still be extending a lot of combos with this move.

There is a gimmick where this move will cross up when done very close. Sometimes bursts will wiff the jumping portion in the air. Once it connects, you can do falling j.C > 623AB as an unburstable combo to end rounds as well.

Riffle・Shuffle
「リフル・シャッフル」
623A+B

A super Shuffle, this version is larger than your regular Shuffle. Riffle・Shuffle is also fully invincible, making it more dependable than Shuffle in terms of being a reversal. It has even more active frames, which makes this move basically impossible to make wiff with 4D. So up close, this is a good move to force pressure reversal or deny defense options with by EFC or homing canceling after it is blocked or it hits. If you EFC and immediately 6B, most of the startup is actually hidden by the remaining pink cards.

Ten・of・Spades
「テン・オブ・スペード」
214A+B

Super Ground・Ten, sets a 10 of spades. this works much like the normal version and you can choose how far this goes out by holding the buttons down, but of course, you are open during that period of time. Like the non-super version, usage is pretty situational. However, the recovery on the super version is much faster, making it more usable. It is fast enough to do in a blockstring if your opponent is blocking another projectile already, as well as get out relatively safely in tough matchups where you need breathing room.

Speculation
「スペキュレイション」
J214A+B

A super Flying・Ace. The activation until the ACE actually attacks the opponent is MUCH shorter than the normal version and the recovery of the move is much better. More useful in spacing than Ten of Spades because it's even faster and occurs in the air, an easy deterrent for opponents flying directly at you.

You will be using this move a lot to cancel Queen Bee as well as for okizeme in the corner.

Misdirection
「ミスディレクション」
412364A+B or 463214A+B

A fake out. After this move you get a JOKER to use for your poker hand. You usually use this when you have one more card left to complete a hand. It must be used to make Five-of-a-Kind hands, but can also be used to complete any hand on the fly. There is almost no recovery after this move.

These feints are scary so it's easy to go for a throw or a low after these to catch your opponent doing (or not doing) something if you choose to use it that way instead of for hand completion.

  • 412364A+B Version
Looks like a super and has 4 frames of recovery
  • 463214A+B Version
Looks like an Arcana Super and has 5 frames of recovery

Critical Heart

Magician's・Choice
「マジシャンズ・チョイス」
222A+B

First, Dorothy sends a card out on the ground that will home on to the opponent for a low attack. This move has no invincibility so you will mostly hit with it by means of combo, or by wiff punishing your opponent in a sort of anti-zoning style at full-screen.

On hit the opponent will be forced to choose from 4 different cards; only one card will spare them from damage. If they guess right, you and your opponent will recover some meter and health. If they miss though, they will take damage. During EF, there are 8 cards; one "safe" card, and one "die" card. The other cards are regular "miss" cards. The die card will do even more damage with some extra hits.

You can change where the safe card goes during this; A B C D (respectively, from left to right) with the normal version, add 2 to the input for the bottom cards on the EFC version. You can constantly move the life card around until the last second while watching your opponents cursor, so if they aren't fast they will never get it.

By the way, the round timer STILL runs during this. So the opponent can choose to not pick a card if they have the life and time is short...

Colors

Arcana Heart 3 Love Max!!!!!
General

ControlsFAQGame ModesGlossaryHUDLinksStorySystemTutorial

Characters

AkaneAngeliaCatherineClariceDorothyEkoElsaFionaHeartKamuiKiraKonohaLieselotteLilicaMaoriMei-FangNazunaPetraSakiScharlachrotWeißYorikoZenia

Arcana

DarkEarthEvilFenrirFireFlowerHaloIceLoveLuckMagnetismMetalMirrorPlantPunishmentSacredSinThunderTimeToneTyrWaterWind

Specific Mechanics

Arcana DataClashExtendFramesHealthHoming CancelProrationTeching