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

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

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