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

Jack・Rabbit
「ジャック・ラビット」
Queen・Bee
「クイーン・ビー」
King・Bird
「キング・バード」
236X

fluff

  • A Version
fluff
  • B Version
fluff
  • C Version
fluff

Ground・Ten
「グラウンド・テン」
214X

fluff

  • A Version
fluff
  • B Version
fluff
  • C Version
fluff

Flying・Ace
「フライング・エース」
j.214X

fluff

  • A Version
fluff
  • B Version
fluff
  • C Version
fluff

Shuffle
「シャッフル」
623X

fluff

  • A Version
fluff
  • B Version
fluff
  • C Version
fluff

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