Arcana Heart 3/AH3/Eko
Outdated Version
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Introduction
Fitted with moves that hit multiple times and stop or change momentum, Eko is definitely one of the more unorthodox yet simple characters in Arcana Heart 3. Players that might like Eko want a character that can rushdown and stack up huge damage upon getting a hit.
Starting Out
1 - Homing Approach
As you may have heard, JE is very good for this. Approaching from the front, JE. Coming from above, JE. When passing overhead, JE for that crossup hit. Air-to air, JE will help you get in. It's active for ever, hits 6 times and all hits are overhead.
2 - Neutral Spacing
Due to the nature of Eko's moves, what you do at neutral depends more on how your opponent is trying to approach you. In response to a whiffed move on the ground, you could use 2C to slide in and punish. Against incoming opponents, threatening with a J8 JE isn't a bad idea. JC out extra early isn't too bad either. When you have a free moment use "I'm drawing" to help zone, the sun is particularly useful when playing defensively or stripping options from your opponent.
3 - Hit Confirms
On the ground, a 2B hit can easily be confirmed into an EF combo. When out the force gauge isn't full, confirm straight "It's a carriage" or, "W're going to the castle." In the air JE will combo into JE after a jump or homing cancel. End the combo with It's a Prince for the knock down. If you tag your opponent with JE while moving towards the ground, you can jump back up to complete your combo with JA JE then It's a Prince for the knock down.
4 - Defense
Cinderella has a lot on invincibility and is hard to punish. It hits behind her, starts up fast and it does a good amount of damage as well. It is quite good as a reversal. It's a Prince also works for opponents mindlessly hovering in front of you.
Arcana Selection
Most choices in arcana for Eko are to help her generate more damage off her rush down and random hits.
Fire
The Fire Arcana can help turn random hits into really big damage. Fireballs are also good for zoning, as it covers a vector that Eko is not natively strong with and they cannot reflect it.
Time
Time EF combos on the ground give Eko a good bit of time to land extra hits and take okizeme. The damage and mixups themselves are not particularly strong, but your opponent will be forced to block for long periods time. So the time arcana is great for post combo rushdown.
Earth
Earth punch can increase Eko's damage by a lot. Short hit confirms quickly turn into huge damage with earth punch or super earth punch. EFC cancels extend your blockstrings and make them much harder to escape, due to Earth's guard points combined with Eko's great normals.
Tone
Eko can very easily take advantage of Tone's canons in EF mode with all of her multihitting normals, giving her very damaging EF combos.
Strategy
Combos
Target Combos
- (JE) (2A) 5C[hjc]JA JE[jc](JA) JE JB/623X
- 2A 2B [4]6A 236A+B
- 2A 2B [4]6A(2)[6HC] 5C [hjc] air
- 2A 2B 623A(1)[6HC] JE [land] 5C [hjc] air
- JE (2A) 5C(2) 624C[EFC] 6D 5A 2C
- 2A 2B [4]6A(2) [EFC] (6D)[[2A 2B(1) 624A]x2] 2A 5A 2B 2C
- This EFC combo works only with long EFC durations (Metal Mirror Halo Luck Fenrir etc)
j.B>j.C>6HC>j.E>land>5C>214AB (corner only)
Arcana Combos
Tyr
- 2A 2B [4]6A(2) [EFC] (6D) 5C(2) [hjc] JA JE JC 623E
Love
- 2A 2B [4]6A 236A+B 236236E
- Triple ballz scoops them up after the wallslam
- 2A 2B [4]6A(2) [EFc] (6D) 5C(2) [hjc] JA JE JC 6426E
Time
- 2A 2B [4]6A(2) [EFc] (6D) 2A 5A 2B(1) 624A 2A 5A 2B 2C 236236E JB/623A
Plant
- 236E 5B 5C(1) 624C 2A 5C(2) [hjc] Air
- 2A 2B [4]6A(2) [EFc] (6D) 5C(2) [hjc] JA JE JC 236E JA [jc] JA JE
Tone
- 2A>2B>[4]6A(3)>EFC>2C>641236E
- 2A>2B>EFC>5C(1)>623E>j.A>j.E>641236E
- 2C(at least 4 hits)>EFC>5C(1 hit)>623E>j.A>j.E>641236E
Move List
Normal moves
2A
A low punch that hits mid. Out of all of Eko's moves this is one of the fastest... but its still 6 frames of start up. Cancels into itself. |
5A
An angled punch that actually hits low. You'll be pretty sad if you have a habit of doing anti air clash to 5A, because this won't work for that at all. This is on the slow side for a 5A, and the reach is "OK." However, there is clash on its start up. Cannot cancel into itself. |
2B
A flower pops out in front of you and attacks the opponent. This move can do up to 6 hits and is air unblockable. Hits mid. |
5B
Kazu throws a flower out. Should you get the move out, it the flower won't disappear even if you get hit as it becomes a projectile. 【4B】 and 【6B】 are the same move, it just changes the trajectory of the flower. |
2C
A sliding drill that hits low. Your hitbox becomes about as low as it looks. Slow start up but it moves forward quite a bit and is multiple hit (up to 7 hits). This has clash frames in its start up. |
5C
A headbutt into an upward tongue drill for a two hit move. The first hit have a pretty fast start up and the second hit is HJ cancellable and air unblockable. |
2E
Looks like a 2C pointed upwards. The reach and start up of this 2E are not too special. |
5E
Thrusts both arms forward for an attack. This has plenty of reach, but the start up is on the slow side. |
JA
Kazu's ears(?) come up in an angle like a stag beetle for a two hit attack. Jump cancellable. |
JB
Kazu bloats up and pincushions the opponent. This move completely stops your momentum in air, has clash frames in its start up, and groundslams the opponent. The start up is on the slow side, and the recovery is long, but it is good as an air combo ender. You could also use this as an anti ground move or overhead. |
JC
Air drills that travels horizontally and attacks the opponent for up to 3 hits. This move also stops your momentum before attacking. Also like JB it has clash in its start up. |
JE
Spinning rims. Kazu spins round and round for a full body attack that hits up the 6 times. You can use your inertia from homing to this move to spin around the screen pretty much. Also, rare for a JE, you can jump cancel this move. It also cancels into JB. |
Special Moves
It's a Carriage 「ばしゃなの」 - [4]6ABC
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Mr. Prince~ 「おうじさまー」 - 623ABC
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I'm Drawing 「おえかきするの」 - 22ABC
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It's a Present 「ぷれぜんとなの」 - 63214ABC
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Super Moves
We're Going to the Castle! 「おしろにいくの!」 - 236A+B
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Cinderella! 「しんでれらー!」 - 214A+B
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We're Spinning! 「ちょーまわるの!」 - J63214A+B
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Critical Heart
Gentlemen!! 「じぇんとるめん!!」 - 222A+B
The EF version of this move can attack the opponent during the mega growth. He becomes bigger, stronger, and can move a bit faster. Interestingly enough, if you are using the Earth Arcana and use this XH, you'll continue to have Earth's EF effect of hyper armor during Kazu's mega growth. |
Palettes
6. Nanoha (Lyrical Nanoha)
9. Kyon's sister (Haruhi Suzumiya)
13. Roll