Arcana Heart 3/Eko: Difference between revisions
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Eko's drawings provide her with a lot of utility. She gained a lot of control over them in this version of the game. | Eko's drawings provide her with a lot of space control and utility. She gained a lot of control over them in this version of the game. | ||
* '''A Version''' | * '''A Version''' | ||
:Ground drawing. It's always Tulip or Structure. They both inhibit your opponent's ground movement, as long as your opponent is on the ground, they can not move past ground drawings. Tulip has one hit of durability, Structure has three. Neither damages the opponent. | :Ground drawing. It's always Tulip or Structure. They both inhibit your opponent's ground movement, as long as your opponent is on the ground, they can not move past ground drawings. Tulip has one hit of durability, Structure has three. Neither damages the opponent. | ||
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A move that pulls the opponent in. It's slow to start up, and basically only used in Eko's more advanced combos. | |||
* '''A Version''' | * '''A Version''' | ||
: | :Horizontal. | ||
* '''B Version''' | * '''B Version''' | ||
: | :65 degree angle up. | ||
* '''C Version''' | * '''C Version''' | ||
: | :80 degree angle up. | ||
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A super version of "It's a Carriage!". Causes wall stick on the final hit, and positions Eko to take advantage of the corner situation. | |||
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An air-unblockable, invincible super. If the round timer is two of the same digit when it is activated, it does bonus damage. | |||
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A diving super that does lots of overhead hits. It has a high potential to cross up. | |||
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''' | '''Lots of Drawing!<br>「いっぱいかくの!」<br>22A+B''' | ||
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Eko creates three drawings, a ground drawing, and animal drawing, and a sky drawing, all at once. Very good for oki. | |||
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Revision as of 14:16, 4 August 2014
(Click here for the Arcana Heart 3 version of the Eko page)
Introduction
I know nothing of this character's story and stuff
Strategy
fluff
Arcana Selection
Wind, Earth
Base Combos
Any Arcana
5A 5C sj.A j.E dj j.A j.E j.623C
2A 2B [4]6A(3 hits) 236A+B
Earth
j.B j.C j.236E 6HC j.E j.623C
Move List
Note: Click on the images of the moves to see the full frames.
Normal Moves
5A |
Eko's 5A hits low, but isn't self-chainable. It's a bit on the slow side. |
2A |
2A doesn't hit low, but's it is self-chainable. |
5B |
Kaz throws his flower. It's active until it touches the ground, but it's very slow and only special cancelable. A very odd move. |
2B |
A huge flower spins around, doing loads of air unblockable hits and sliding Eko and Kaz forward. Important in pressure, but don't get too reliant on this move. |
6B |
The same as 5B, but Kaz throws the flower further. |
4B |
The same as 5B, but Kaz doesn't throw the flower as far. |
5C |
Kaz attacks with his tongue! Two hits, the second is air unblockable and super jump cancelable. The move has clash frames, but it's important to connect with the second hit. |
2C |
Sliding drill attack. Has loads of clash frames and hits, but it's easily punished if it whiffs. |
5E |
A suprisingly large attack. Catch opponents off-guard with its range. |
2E |
A somewhat small and disappointing 2E. You're better off using 5C as antiair. |
j.A |
Two upward hits with Kaz's ears. A very good air-to-air that covers unique space. |
j.B |
Stops all air momentum. Eko's best move to use as an instant overhead, although it's still slow. |
j.C |
Stops all air momentum. It has clash frames as Kaz winds up. A defensive move to use in the air. |
j.E |
Eko's most notorious move. This move hits all over Kaz's body four times, reflects projectiles, and wins clashes. |
Special Moves
It's a Carriage |
A forward-moving charge move that hits multiple times.
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Mr. Prince~ |
Eko's Dragon Punch. It spikes the opponent downward on the last hit.
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I'm Drawing |
Eko's drawings provide her with a lot of space control and utility. She gained a lot of control over them in this version of the game.
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It's a Present |
A move that pulls the opponent in. It's slow to start up, and basically only used in Eko's more advanced combos.
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Super Moves
We're Going to the Castle! |
A super version of "It's a Carriage!". Causes wall stick on the final hit, and positions Eko to take advantage of the corner situation. |
Cinderella! |
An air-unblockable, invincible super. If the round timer is two of the same digit when it is activated, it does bonus damage. |
We're Spinning! |
A diving super that does lots of overhead hits. It has a high potential to cross up. |
Lots of Drawing! |
Eko creates three drawings, a ground drawing, and animal drawing, and a sky drawing, all at once. Very good for oki. |
Critical Heart
Gentlemen!! |
Eko's Critical Heart is an install super that has Kaz become huge! He's slow, although his normals take up lots of space. You must hold straight down (2, not 1 or 3) for more than two seconds to activate Gentlemen!. It no longer has a hit as he enlarges. During Gentlemen! Kaz has armor and takes reduced damage. As the install ends, it has loads of recovery. Probably the weakest Critical Heart in the game.
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