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| <!--*'''Arcana #1''' - Why Arcana #1 is a good pick.--> | | <!--*'''Arcana #1''' - Why Arcana #1 is a good pick.--> |
| <!--*'''Arcana #2''' - Why Arcana #2 is a good pick.--> | | <!--*'''Arcana #2''' - Why Arcana #2 is a good pick.--> |
| | | <section begin=Movelist/> |
| ==Normal Moves== | | ==Normal Moves== |
| ====== <font style="visibility:hidden" size="0">5A</font> ====== | | ====== <font style="visibility:hidden" size="0">5A</font> ====== |
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| }} | | }} |
| }} | | }} |
| | | <section end=Movelist/> |
| ==Combos== | | ==Combos== |
| ===Solo Combos=== | | ===Solo Combos=== |
Latest revision as of 17:28, 23 May 2021
|
Outdated Version
- This page is for an outdated version of the game (AH3LMSS). To see Eko's character page for the latest version (AH3X), click here.
|
Profile
A young girl with incredible celestial powers who was kidnapped by the Drexler Institute, Eko has the miraculous ability to bring her various doodles and drawings to life. Although she is an orphan, Eko never feels lonely as not only does she have Kazu, her favorite doodle with her, but also Weiss and Scharlachrot, who dote on her and treat her like a little sister.
Being too young to understand what is going on around her, she was taken into Petra's care after the downfall of the Drexler Institute. Although Eko is much happier now that she's able to go outside and play, she occasionally gets pouty that she's not allowed to draw Kazu in public.
Eko tries to help her “sisters” whenever they get too busy to play with her, so that they can spend more time with her. And despite her age, she is helping Rosenberg to eradicate the Drexler Institute once and for all.
Overview
Recommended Arcana
Normal Moves
5A
5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1000
|
Low
|
-
|
7
|
3
|
11
|
+2
|
A
|
An angled punch that actually hits low. You'll be pretty sad if you have a habit of doing anti air clash to 5A, because this won't work for that at all. This is on the slow side for a 5A, and the reach is "OK." However, there is clash on its start up. Cannot cancel into itself.
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1200
|
Mid
|
-
|
13
|
Varies
|
36F Total
|
+5
|
-
|
Kazu throws a flower out. Should you get the move out, it the flower won't disappear even if you get hit as it becomes a projectile. 4B and 6B are the same move, it just changes the trajectory of the flower.
|
|
5C
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1000, 2000 [1600]
|
Mid
|
-
|
6
|
3, 4
|
26
|
-9
|
-
|
Kazu sticks out his tongue and then flicks it upwards. Damage in bracket is if the second hit connects after the first. This move clashes on frame 4, and is air unblockable on the second hit, making it a pretty strong anti air move all around, but the second hit takes too long to come out to make it quite as good for air blockstrings as 2B is. Still worth using if they are too high for 2B to hit
|
|
5E
5E
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
2800
|
Mid
|
-
|
17
|
5
|
23
|
-1
|
-
|
Charged
|
3200
|
-
|
-
|
42
|
3
|
34
|
-
|
-
|
Thrusts both arms forward for an attack. This has plenty of reach, but the start up is on the slow side.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
500
|
Mid
|
-
|
6
|
2
|
11
|
-1
|
-
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2330
|
Mid
|
-
|
10
|
5*6
|
11
|
±0
|
-
|
Kazu slides forward while admiring a Spinning Flower with Eko. Flower deals damage over the course of 6 hits.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
3101
|
Low
|
-
|
18
|
4*7
|
18
|
-1
|
-
|
Kazu slides forward, twisting his lower body into a drill of sorts. Damage dealt over the course of 7 hits.
|
|
2E
2E
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
2400
|
Mid
|
-
|
18
|
4
|
18
|
+1
|
-
|
Charged
|
2800
|
-
|
-
|
32
|
2
|
23
|
-
|
-
|
|
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
700, 700 [560]
|
High
|
-
|
6
|
3(7)3
|
20
|
-
|
-
|
Kazu uses his wings to chop opponents. Damage in bracket is if the second hit connects after the first.
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|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2200
|
High
|
-
|
7
|
2*4
|
28
|
-
|
-
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
3036
|
Mid
|
-
|
17
|
3*3
|
27
|
-
|
-
|
Kazu winds back and then launches a drill forward. Damage done over the course of 3 hits.
|
|
j.E
j.E
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
3200
|
High
|
-
|
7
|
2*4
|
28
|
-
|
-
|
Kazu spins his whole entire body. Damage done over the course of 4 hits.
|
|
Throws
Neutral Throw
Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
500, 1500
|
Throw
|
-
|
5
|
1
|
24
|
-
|
-
|
Leaves opponent airborne.
|
|
Lever Throw
Lever Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2500
|
Throw
|
-
|
3
|
1
|
23
|
-
|
-
|
|
Air Throw
Air Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
200*4, 1200
|
Throw
|
-
|
3
|
1
|
23
|
-
|
-
|
|
Special Moves
It's a Carriage~
It's a Carriage~ [4]6X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A
|
1200
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
1200
|
-
|
-
|
16
|
-
|
-
|
-
|
-
|
C
|
1200
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Transform into a horse and carriage for a ramming attack. The C version can guard crash. Damage may not be accurate.
|
|
My Princey~
My Princey~ 623X (air OK)
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A
|
1200, 2200 [1760]
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
1200, 2200 [1760]
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
C
|
3752
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Transform into a sword wielding prince to perform a rising slash attack. Basically what Eko uses for a DP. The difference between the A and B versions are the height that Kazu jumps to swing his sword (for instance, the B version misses the regular height opponents entirely if done on the ground). The C version is a multi-hit move, being able to start from the ground and end just a bit higher than the B version.
|
|
I'll Draw~
I'll Draw~ 22X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Draw a random sketch that has a random ability.
|
|
It's a Present~
It's a Present~ 63214X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A
|
2500
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
2500
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
C
|
2500
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Attack with a jack-in-the-box. The button pressed determines the angle of the attack. Attack has a pull in effect, even if blocked.
|
|
Super Moves
Let's Go to the Castle!
Let's Go to the Castle! 236AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
6610 [Depends]
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Transform into a horse and carriage and perform a powerful ramming attack. It's essentially a Super version of "It's a Carriage~". Damage is dependent on how long the move runs on. So if you hit in this the corner, more damage will be dealt as Kazu has to travel farther.
|
|
Cinderella!
Cinderella! 214AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
6670
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Transform into a castle and attack with fireworks. The fireworks are more powerful when the time remaining contains repeating digits.
|
|
Super Spinny!
Super Spinny! j.63214AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
6360
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Transform into a thorny contraption and perform a high speed spinning attack. Can be utilized as an air combo finisher. Damage done over the course of 14 hits.
|
|
Let's Draw!
Let's Draw! 22AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Several drawings come to life causing various effects. Essentially a super version of "I'll Draw~", where the A, B, and C versions all come out at once.
|
|
Critical Heart
Gentlemen |
[2]8AB (long charge)Caption for image #1 Caption for image #1 Caption for image #2 Caption for image #2
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Extend Force
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Transform into a giant monster. Greatly increases attack and defense and prevents you from being stunned.
|
|
Special Attack A A while Gentlemen |
is active
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Perform a powerful upward swipe. Can cause a guard crash.
|
|
Special Attack B B while Gentlemen |
is active
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Perform a powerful downward swipe. Can cause a guard crash.
|
|
Special Attack C C while Gentlemen |
is active
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Perform a powerful, guard crashing stomp followed by an unblockable earthquake.
|
|
Special Attack D D while Gentlemen |
is active
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Taunt an opponent with your gentlemanly charm.
|
|
Special Attack E E while Gentlemen |
is active
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Taunt an opponent with your gentlemanly smile.
|
|
Combos
Solo Combos
Arcana Combos
Generic Arcana
Videos