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Arcana Heart 3/AH3/Clarice Di Lanza
Players that choose Clarice are looking for a mobile character that possesses good reach and quick normals. In exchange for these Clarice has very poor stamina, but she can easily steal momentum and her opponent's health away very quickly.
1 - Homing Approach
JE is an excellent move when homing towards your opponent midscreen. The speed and range of this move is great and the recoil is more helpful than you would think. J1C is a great move when approaching a cornered opponent. It has huge potential as a cross up move and decent start up, when moving towards your opponent at high speeds it becomes very difficult for your opponent to tell what side they need to block on.
2 - Neutral Spacing
As you may suspect, the La・Granfia series is extremely important to Clarice's neutral game, but they can also be her greatest enemy. She can be very scary to approach due to the range of these attacks, or she can whiff them all day and eat a 12k combo. Learning the range of these specials and when to throw them out safely is required knowledge to play this character. At certain ranges it is far too risky to rely on them, which is when Clarice takes to the air and zones her opponent out using her strong air movement and attacks.
3 - Hit Confirms
JA is used for many air to air confirms, it's quick speed lets your position yourself correctly before having to chain into the rest of your combo. Long range hits off La・Granfia are easily combo-able off a homing cancel.
4 - Defense
Clarice does not have a DP, dodge, or flash kick, but she does have 4C. 4C comes out in 1F, making it the fastest command normal in the game. You can use it to win clash battles and force your way out blockstrings. Combined with EFCs for easy combos, this becomes a deadly tool that your opponents will have to adjust to. Learning how to use this is "mission no. 1" of any Clarice player. All of your A moves can reflect projectiles, so Clarice generally has no problem against them.
Your selection in arcana will more or less determine your play style with Clarice.
Wind is a very popular choice for Clarice. The wind arcana can support your hit confirms and increase your damage. It makes Clarice even more agile than she already is, but you risk dying in only two or 3 combos. Wind's advancing guard is also nice for players that aren't used to using 4C. Skris is also useful as a zoning tool as you space with La・Granfia, throw one out whenever you have a free moment. Wind is a good selection for players that love to stay on the offensive.
The Earth arcana is great for people that want to use Clarice and improve her defense and health. The knock down off Earth's Kaichimon Mekkijin (Foot), all helps Clarice gain safe access to Il・Chroma. Earth is a good selection for players that want to play more defensively.
Love is a strong arcana choice for most characters, and Clarice is no exception. Love balls do a good job of making her unsafe moves safer, the ability to float adds another dimension to her already strong air movement options, and the lockdown that love beam provides sets her up to use her 421 series for fullscreen zoning. Also, the above average meter gain that love provides particularly helps a character like Clarice who heavily relies on homing cancels to convert her random hits to damage.
- ～ 236C > 236B [EFC]>[9H]> JB > JC > JA >[jc]> JB > J1C > JE > 236C
- ～ 236C > 236B >[9HC]> JB > JC >[jc]> JB > JC > JE > 236C
- In the corner, you can connect JB without a homing cancel if you hit 236C raw
- ～ 236C > 236B >[EFC]>[9H]> JC > JA >[jc]> JB > JC > 214A >[HC]> JB > JC > JE > 236c
- ～ 236C > 236B > 623AB
- ～ 2A > 2B > 236C > 236B > 6321478AB > 236A >[EFC]>[NH]> JB > JC >[jc]> JB > J1C > JE > J236C
- ～ 236C > 236B > EFC > 9H > j.B > j.E > j.B > 236B > NHC > j.C > land > 5B > j.A > j.B > j.C > j.E > 236C
- ~ > 236C > 236B > EFC > 66 > 2[E] > 8 > NH > j.A > j.B > j.C > [jc] > j.B > j.C > j.E > 236C
- Corner proximity
- ~ > 236C > 236B > EFC > 9HC > j.B > j.1C > j.A > [jc] > j.B > j.1C > j.E > 236C
- ~ > j.B > land > 66 > 5A > 5C > 236B > EFC > 66 > 2[E] > 8 > NH > j.A > j.B > j.C > [jc] > j.B > j.C > j.E > 236
- ~ > j.B > land > 66 > 5A > 5C > 236B > EFC > 66 > 2[E] > 6321478A+B > 8 > NH > j.A > j.B > j.C > [jc] > j.B > j.C > j.E > 236C
- Same combo as above, but with Il・Rapimento activation
- 4C > 2E > 236236/214214E >[NH]> JB > JC > JE > 236C
- Your current position changes what version of Fearg Lorg you use.
- 4C > 236236E > 5C > 4C > 6321478AB >[EF]>(4C>TardaC)×4～5 > 4C > 236E
- ～ JC > J236B>[2D]>[land]>[step]> JA > JB > JC >[jc]> JB > JC > JE >236C
- Low confirm around the corner only
- ～ JE > J236C >[2D]> JE > 236C
- Only high in the air, like after a neutral grab
- 2[E] > 28C > [EFC] > [NH] > JB > JC > JE > 623E > 236B > HC > JC > [jc] > JB > JE > 236236E
- ~ > 236C > 236B > EFC > 9H > j.C > 236E > 9H > j.B > j.C > [jc] > j.B > j.C > j.E > 236C
- EF > 623E > 8 > NH > j.B > j.C > j.E > 623E > 236B > NHC > j.C > [jc] > j.B > j.E > 236C > 236236E
While crouching, Clarice flicks her finger to attack the opponent, hits mid and reflects projectiles. Decent start up, good for your combo starters, but its hard to hit confirm with because it does not cancel into itself.
A slight flick of her finger to attack the opponent, hits mid. Fairly quick and can reflect projectiles. This will not combo into 2A though, so this is also hard to confirm off of.
A two hit, low hitting slash. Used in plenty of combos.
Another two hit slash with her claws. You often hit confirm off this move into 4C since it will combo from 2B easily. The hit box rises about as high as it looks and can be used off a 5A clash.
A three hit, arcing slash while Clarice stays low to the ground, hits mid and reflects projectiles. Multi-hit, all purpose anti-air move. This works great on jump ins and IADs, after getting a hit off it, confirm it into La・Falla to keep your combo going. Remember that you cannot cancel the first or second hit of this move.
Clarice swipes at the opponents feet, hits low and downs. This is Clarice's signature move. The fastest normal in the game (1F!), has good reach and is generally used to force your way out of pressure as well as winning clash battles on the ground. Not the best move to use at the end of a ground string as the untechable time will plummet, making it impossible to do the most optimal air combo. It's still worthwhile to stagger during pressure but be sure to cancel it into a slash or E attack to make it safe on block. The recovery is almost incalculably long on whiff, but you can kara into EF activation to make it far safer.
A three hit forward slash with her claws, hits mid. Quite easy to clash with this because it has clash frames throughout the move from the second frame of its start up. Just like 2C, you cannot cancel the first or second hit of this move.
Clarice thrusts a wing straight up into the air, air unblockable. Pretty big range on this move and it hits slightly behind her. The recovery is rather fast, but it's not a move you really want to be whiffing without some backup
Clarice thrusts her wing straight forward, air unblockable. This move is really big, big enough to be used as an anti air. You often see this used in tandem with the Thunder Arcana to steal hits. Also with the Wind arcana to give you jump cancels to go with that range. Even without these arcana specific abilities, take advantage of it's +2 block by throwing it out during a blockstring. Be careful though because if you're too far away it will whiff on some crouching profiles.
Another finger flick. Nothing too impressive about the range, but the start up is the same as her ground A moves and it reflects projectiles as well.
A slash diagonally downward, hits two times. This is your primary air to air tool, so get used to confirming it into a combo. In case of a clash on the first hit you'll generally want to leave it alone and let the second hit come out to win the clash war.
A downward crescent slash in air, another rare jump cancellable JC move. This move has excellent cross up potential and has the most active frames of any of clarice's air moves. It also has the slowest startup, so it's risky to throw out when the opponent is in your face. It does, however, have full body clash on frame 1-4 which can make it a valid tool even for these close range situations. It's not the best idea to rely on the clash though, JB is a better option for reactionary close ranges.
Clarice's turns in air and does a JC-like move behind her. Hits two times and has pretty good cross up potential. Not as stable as JC but it's faster and multi-hit, you literally drag this move behind your opponent. Remember that this will not combo from JC. Also reflects projectiles.
Clarice thrusts her wing out diagonally downward, the recoil from this move pops her up and back. This move has great range, and is actually faster than her JC. Excellent air-to-air spacing move, even though it groundslams, The C version of La・Granfia will combo from it.
|La・Granfia 「ラ・グランフィア」 - 236ABC
|La・Falla 「ラ・ファーラ」 - 28ABC
|Tarda 「タルダ」 - ABC [Hold the button after inputting La・Falla or La・Granfia]
|Due 「ドゥーエ」 - [Input La・Falla or La・Granfia again during either move]
|La・Balestra 「ラ・バレストラ」 - 421ABC
|La・Brezza 「ラ・ブレッザ」 - J214ABC
|La・Catena 「ラ・カテーナ」 - 63214ABC
|Il・Flaco 「イル・フラコ」 - 236A+B
|Il・Chroma 「イル・クローマ」 - 641236A+B
|Il・Telone 「イル・ティローネ」 - 623A+B
|Il・Rapimento 「イル・ラピメント」 - 6321478A+B
|La・Vicenda 「ラ・ヴィチェンダ」 - 22A+B [During Il・Rapimento]
|Il・Risveglio 「イル・リズヴェッリオ」 - 63214A+B [During Il・Rapimento]
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4. CC (Code Geass)
5. Chizuru (Ika Musume)
6. Rosette (Chrono Crusade)
8. Bridget (GG)
11. L.A. Lakers (basketball team)
13. Phryne (Fractale)