Arcana Heart 3/AH3LM/Dorothy Albright

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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. 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.

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.


Strategy

Zoning

Pressure and Mixup

Defense

Hands

Setups

Combos

Videos

Move List

Normal Moves

5A

Just a jab, jump cancelable, chainable, basically no range.

6A

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.

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.

5C

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.

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.

2A

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.

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.

2C

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.

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.

j.A

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.

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.

j.6B

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.

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.

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.

j.E

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.

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.

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.

Special Moves

NOTE: None of Nazuna's projectiles can be deflected, however, they can all be clashed. All projectiles also persist when Nazuna is hit, unless otherwise noted.

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
Mid range forward toss. Frame advantage near the max range.
  • B Version
Long range forward toss.
  • C Version
Upwards toss, the followup to this one hits more times.
Joujutsu・Tamakiwa 「杖術・魂極」 - 63214A/B/C

Consumes a sliver of Rei-Ryoku meter. Cane scoop that hits low and is even on block. On hit, this move will lock the opponent and max Nazuna's Rei-Ryoku meter. After getting hit, your opponent can choose to either air tech, or ground tech.

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
Short charge, wallslams only on air hit, frame advantage on block, especially when done from near the max range.
  • B Version
Long charge, always wallslams, unsafe on block outside of near max range.
  • 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.
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.

Choujutsu・Azusayumi 「鳥術・梓弓」 - 421A/B/C

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.

  • A Version
Fires and consumes meter slowly.
  • B Version
Fires and consumes meter at a medium speed.
  • C Version
Fires and consumes meter quickly. First arrow fires the quickest because of the faster rate.
Choujutsu・Shirayumi 「鳥術・白真弓」 - 214A/B/C

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.

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
Slow.
  • B Version
Medium
  • C Version
Fast.
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.

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).

Shoukan・Suzubachi 「召喚・鈴蜂」 - 641236C

Summon: Bee. Consumes a small amount of Rei-Ryoku meter. Nazuna summons a spirit bee above her head that will sit stationary for a moment, then quickly charge all the way across the screen. This 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.

Reijutsu・Asatsuyu 「霊術・朝露」 - 28A/B/C

Consumes a sliver of Rei-Ryoku meter. Nazuna sacrifices about 10% of her life to max the Rei-Ryoku meter instantly. 10% 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.

Super Moves

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.

Choujuu・Ioenami 「鳥獣・五百重波」 - 214AB

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 Nazuna. It's harder to combo into, but there's a number of situations where this is a great hitconfirm or punish.

Nazuna takes a small bit of self damage from the staff hitting her head.

Kaihou・Nubatama 「解放・射干玉」 - 641236AB [tap]

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 superflash. By 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.

Any summoned animals from Kaihou Nubatama will count as supers, so hitstun caused by them cannot be bursted.

  • A 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.
  • 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.

Critical Heart

Fuujyu・Narukami 「封呪・鳴神」 - 632146AB [4 ・ 2 ・ 4 ・ 2 ・ 4 ・ 2 ・ 4 ・ 2 ・ 4 ・ AB]

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.

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 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 back. The 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.

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.

Colors

Template:AH3Colors

Arcana Heart 3
General

ControlsFAQGame ModesGlossaryHUDLinksStorySystemTutorial

Characters

Akane[*]Angelia[*]Catherine[*]Clarice[*]Dorothy[*]Eko[*]Elsa[*]Fiona[*]Heart[*]Kamui[*]Kira[*]Konoha[*]Lieselotte[*]Lilica[*]Maori[*]Mei-Fang[*]Nazuna[*]Petra[*]Saki[*]Scharlachrot[*]Weiß[*]Yoriko[*]Zenia[*]

Arcana

Dark[*]Earth[*]Evil[*]Fenrir[*]Fire[*]Flower[*]Halo[*]Ice[*]Love[*]Luck[*]Magnetism[*]Metal[*]Mirror[*]Plant[*]Punishment[*]Sacred[*]Sin[*]Thunder[*]Time[*]Tone[*]Tyr[*]Water[*]Wind[*]

Specific Mechanics

MultiplierClashExtendFramesHealthHoming CancelProrationTeching