Arcana Heart 3/AH3LM/Catherine Kyohbashi: Difference between revisions
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width=" | | width="300" | [[image:Cathy2E.png|link=http://wiki.mizuumi.net/images/a/a6/Cathy2EFrames.png|center|300x225px]] | ||
| '''2E''' | | '''2E''' | ||
2E reaches surprisingly high up, but it's slow and it raises Cathy's hurtbox which makes for disappointing anti-air. Good for combos, though! | 2E reaches surprisingly high up, but it's slow and it raises Cathy's hurtbox which makes for disappointing anti-air. It knocks up projectiles, too, which is also useless. Good for combos, though! | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width=" | | width="300" | [[image:CathyJA.png|link=http://wiki.mizuumi.net/images/f/fa/Cathy2AFrames.png|center|300x225px]] | ||
| width= style="background:#f0f0f0;"| '''JA''' | | width= style="background:#f0f0f0;"| '''JA''' | ||
Cathy's best air-to-air option. Hits in front of her on the top part of Yodogawa. Raises the opponent on hit, which is important for combos. | Cathy's best air-to-air option. Hits in front of her on the top part of Yodogawa. Raises the opponent on hit, which is important for combos. | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width=" | | width="300" | [[image:CathyJB.png|link=http://wiki.mizuumi.net/images/e/e9/CathyJBFrames.png|center|300x225px]] | ||
| '''JB''' | | '''JB''' | ||
A good move for hitting the opponent if they're below you. Good to home in with. | A good move for hitting the opponent if they're below you. Good to home or jump in with. | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width=" | | width="300" | [[image:CathyJC.png|link=http://wiki.mizuumi.net/images/b/ba/CathyJCFrames.png|center|300x225px]] | ||
| '''JC''' | | '''JC''' | ||
It's huge! However, it only hits below her and barely in front. It's Cathy's best option for crossups. It's also her best clashing move in the air. On hit, jC spikes the opponent downwards. | It's huge! However, it only hits below her and barely in front. It's Cathy's best option for crossups. It's also her best clashing move in the air. On hit, jC spikes the opponent downwards. | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width=" | | width="300" | [[image:HeartJE.png|link=http://wiki.mizuumi.net/images/3/38/HeartJEFrames.png|center|300x225px]] | ||
| width= style="background:#f0f0f0;"| '''JE''' | | width= style="background:#f0f0f0;"| '''JE''' | ||
Cathy flares Yodogawa's thrusters. Pushes Cathy backward and the opponent down. Even though it doesn't hit overhead, it's a good move to instant air. It can be canceled into hover, although I don't know why... | Cathy flares Yodogawa's thrusters. Pushes Cathy backward and the opponent down. Even though it doesn't hit overhead, it's a good move to instant air. It can be canceled into hover, although I don't know why... | ||
*The flare from the thrusters is considered a projectile. It has its own sprite, I'll try to combine them later. | |||
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Revision as of 01:39, 22 March 2014
Introduction
I'm gonna fix this :<
Strategy
Cathy has been well-described as a rock-paper-scissors character- she has the tools to deal with everything in the game, but her tools are only designed to beat one option, and are not usually useful upon reaction. Cathy's pressure is scary, but she relies almost entirely on blind guesses while on defense.
Arcana Selection
Wind, Love, Ice
Base Combos
Any Arcana
5A 2B 623C jA jB 2A(1 hit) jA jB dj jB jC jE
5A 2B 236AB jA jB 2A(1 hit) jA jB dj jB jC jE
Wind
5A 2B EFC 2A(1 hit) jA jB 2A(1 hit) jA jC jB 5A 5B 1C 214ABC
The Arcana Eclipse forces the opponent to block.
Ice
5A 2B EFC 2A(2 hits) jA jC jB 5A 5B 4[C] 214E
Use the snowflake to route your opponent.
Move List
Note: Click on the images of the moves to see the full frames.
Normal Moves
5A
A slow (8 frames!) standing stomp that hits low. The hitbox extends far past Terry's foot, but only on the ground. |
2A
3 frames! Cathy's fastest move and best anti-air. Self-chainable and jump cancelable! However, it doesn't even hit most opponents standing. |
5B
Slow, but has 8 frames of clash from frame 1! It's Cathy's best clashing tool on the ground. |
2B
Standard combo tool to launch opponents. Special cancelable, but only normal cancelable into 2E. |
5C
It has huge reach and is air unblockable, but it's very slow! The further it extends, the more recovery it has. Good to use if your opponent is approaching you predictably, or trying to jump out of the corner. |
6C
Fire cannonball! A projectile normal. It has a lot of recovery, so be careful using it. Every character except Cathy can crouch to avoid the projectile. |
4C
Yodogawa's legendary drill! It stays out for a long time if you hold it down. It has a lot of recovery and every character can crouch under it except Cathy, but it's great in specialized combos. |
2C
It's the same as 5C, but lower to the ground. Good to use during pressure to remind your opponent not to jump. |
3C
It's the same as 6C, but lower to the ground. No one will crouch under this one! | |
1C
It's the same as 4C, but lower to the ground. Even though it has a lot of recovery, it does a lot of chip damage, so it's used in pressure occasionally. |
5E
A huge blast with a hidden cannon! It's too slow to use regularly, but the range can surprise opponents on occasion. |
2E
2E reaches surprisingly high up, but it's slow and it raises Cathy's hurtbox which makes for disappointing anti-air. It knocks up projectiles, too, which is also useless. Good for combos, though! |
JA
Cathy's best air-to-air option. Hits in front of her on the top part of Yodogawa. Raises the opponent on hit, which is important for combos. |
JB
A good move for hitting the opponent if they're below you. Good to home or jump in with. |
JC
It's huge! However, it only hits below her and barely in front. It's Cathy's best option for crossups. It's also her best clashing move in the air. On hit, jC spikes the opponent downwards. |
JE
Cathy flares Yodogawa's thrusters. Pushes Cathy backward and the opponent down. Even though it doesn't hit overhead, it's a good move to instant air. It can be canceled into hover, although I don't know why...
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Special Moves
Heartful Punch 「はーとふるぱんち」 - 623ABC
Heart's DP, it's pretty heartful. All three versions are invincible for their startup, and can be made safe or converted off of with the use of EFC or Homing. The Heart explosion has a delayed hitbox that is pretty big, so the reach of these are pretty good. They all also start on the ground for the grounded versions, so they can be used to blow up low staggers.
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Iron Fist Punch 「鉄拳ぱんち」 - 236ABC
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Iron Fist Punch (Tumble) 「ドジっ娘ぱんち」 - 41236C
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Ribbon Beam 「りぼんびーむ」 - 421ABC
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Special Kick 「必殺きっく」 - 214ABC (Air Only)
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Super Moves
Amazing Heartful Punch 「すっごいはーとふるぱんち」 - 623A+B
It's a super dp. | |
Iron Fist Punch of Love 「愛の鉄拳ぱんち」 - 236A+B
It's a super move | |
Special Kick of Love 「すっごい必殺きっく」 - 214A+B (Air Only)
It's a super. |
Critical Heart
Super Duper Amazing Iron Fist Punch of Love「とにかくすっごい愛の鉄拳ぱんち」 - 641236A+B
It's a super. |