Mizuumi Wiki is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
![]() |
Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. |
Arcana Heart 3/AH3/Fiona Mayfield
![]() |
Outdated Version
|
Introduction
The giant sword and boots aren't for nothing. Fiona may be on the slower side, but she hits like a tank. Players that are interesting in Fiona like spacing dependent characters with big normals and damage.
Starting Out
1 - Homing Approach
JC is great for homing towards a grounded opponent. It's huge and you can make it cross up at will. Try to have it come out over your opponents head for ambiguous left/right mix ups on almost every homing approach. It is also easy to combo off of. However because of its speed you need to throw it out somewhat early. In exchange, it has a great hitbox and clash frames to help get in on your opponent. When your opponent is trying to home towards you, JB is good when the are a bit further out. It comes out much faster than JC and has great horizontal range. Any Fiona worth his salt will use all of these moves and mix it up with JE on occasionally.
2 - Neutral Spacing
Not only are most of Fiona's moves slow, they also put her at a disadvantage on block. You need to be careful when spacing with Fiona. Luckily she has 5B and 2B. 5B is good for your ground spacing and pressure and 2B's hitbox makes for a decent anti air. The best part is that both of these are jump cancellable on hit or block. You can use this to erase your frame disadvantage and stay on your man. These two moves are important towards Fiona's spacing, but make sure you do not whiff. They still have a large amount of recovery if you only hit air.
3 - Hit Confirms
It's very easy to confirm from from a homing JC. JC floats grounded opponents and can be picked up without meter with a rejump JB (then the rest of your combo). On the ground, confirm B and C hits to Ronco Miniato or Gae Bulg if you have the meter.
4 - Defense
2B will be your main tool for poking out. It has clash in its start up and good range. Unfortunately its weak against lows and moves coming from straight above. Fiona has no true reversals, but she has moves with armor properties. Excalibur and 5[C] could help you against unsuspecting opponents. Kolb Land could also help you; it works well against opponents above you and it is unclashable. It is important to take a well assessed gamble when using these. They have huge amounts of recovery and could put you in more trouble than it's worth. 4GC into Heavens fall is good when trying to escape air unblockables. 6GCs on the ground into 5A or throw is the best she has. A saver tactic would be to try to HJGuard after 6GCs and try to reestablish neutral.
Arcana Selection
To be honest, picking an arcana for Fiona is hard. You don't get many chances to incorporate Arcana's into combos and shes rather slow to bring zoning tools alive. Many choices in arcana for Fiona prioritize increasing meter quickly, fast force gauge recovery and an overall buff of her defense. In other words, maintaining the status quo.
Love
Love has decent health and good force gauge recovery. Unfortunately, Love's specials don't come too much in handy for Fiona. Choose this when you are unfamiliar with the other arcanas.
Thunder
Thunder step and charge E attacks can help you to play more aggressively and negate attacks from Fiona bad angles. If you have the meter you could use clash to confirm into Wineb.
Time
Time does not do good things with Fiona's health. Also, do not burst with this arcana unless you absolutely must. Nevertheless she does get a couple of set ups with Time and you can use the increased time to cheese out Fiona's overhead 6B. Time's backdash can also help Fiona deal with pressure.
Fire
Gouten Shou can be a good reversal for Fiona and will help you tag extra damage on your opponents. Unfortunately, the explosion from the EF effects make fire hard to use for EF combos.
Wind
The wind arcana greatly helps Fiona with her spacing. It gives her extra movement options to really put the hurt on with JC. 6GC will also help you get out of bad situations so you don't have to depend on Fiona risky "reversals." You'll end up loosing some health, but you can focus your force gauge on bursts and gain more options to help keep you out of trouble.
Sacred
You use a lot of life but JB to Holy Voice is a super easy confirm for Sacred Fiona. You can also use Phanlax as okizeme after a Heaven's fall.
Ice
Like the fire arcana, you get a great reversal move, Sprengi for tough situations. Ice step can also help move you around the stage quickly like the Wind. With that you can take advantage of 2B to space your opponent. After a JE or Heaven's fall ender, you can use Kurdi for okizeme.
Sin
Sin's defense is good and you get meter for the self damage moves. This works out rather well for Fiona as she already has high defense. Super sin-balls after Heaven's fall is also great for okizeme and low-maintenance zoning against your opponent
Halo
It's hard to quickly increase your arcana gauge with Halo since you'll be using Celestial Gate for everything (reversals, combo enders, etc). Photon and Imperial Division are great moves for pressure during EF... so do not burst with this arcana either.
Tone
Ef combos with Tone can lead to huge damage for Fiona. Just like with Fire and Ice, Tone's Vivo can be used for reversals, but it and Accentus are only really good with extra canon's around.
Flower
Remember how you're not supposed to burst with most of the other arcana's above? Forget that for Flower. Make sure to take advantage of Flowers super quick burst recharge speed to get you out of a Jam. The fact that Flower also nullifies counter hits for you takes a huge amount of risk out of Fiona's neutral spacing. Multilayered Crimson Nirvana is also great for post knockdown mixup or forcing your onto your opponent. Flower definitely helps Fiona maintain her status quo and is a great choice of arcana for her.
Strategy
...
Combos
Target Combos
- 2A 5B 2C 6D 2B JB JB JC J214X
- Simple homing cancel combo.
- 2A 5B 2C [EFC] [step] 5B 2B JB JB JC J214X
- You can use JE instead of Heaven's Fall at the end of the combo. In fact, you should on some characters.
- 2A 5B 2C [EFC] 5B 2B 623A 236AB
- Good combo for taking okizeme after. You cannot do this with the earth arcana. For okizeme, cross up JC or meaty 2X is good.
- 2A 5B 2C 421A [EFC] [5D] JA JB JB JE
- 2A 5B 2C 421A [EFC] [5D] JB JC J214X
- 5B 2C 421A [EFC] [5D] JB JB JC J214X
- Kolb Land combos. If you don't have your Force gauge, you could homing cancel instead.
- 6B [6HC] 2A~
- Overhead into a combo. Best to go into 2C after the 2A.
- 6B 63214A 214AB
- Another overhead combo. You can use specific Arcana supers instead of Gae Bulg.
- 2A 5B 5C [EFC] ([step] 5C) 236A 236B 236C X
- Sacred Bringer combo. You can use Sacred Punish instead of it Bringer. The [step] 5C is for father confirms.
- 2A 5B 5C [EFC] 236A 5B 2B (JA) JB [jc] JB JC 214C
- Link Grand Divide into 5B. Cut out the JA depending on your distance from the opponent.
- ~236A 6236B~A
- Misty chain kara canceled into Excalibur. A good safe way to add damage off random Karetovs.
- ~236A 6236 421C
- Misty chain linked into Kolb Land C. You can only do this with your back right up against the wall
- ~2C 63214A [EFC] 2C 623B 236AB
- Good for far confirms.
Arcana combos
Love
- ~2C [EFC] [step] 2B 623A 236E JA JB [jc] JA JB
- Joke combo for the most part, a combo into and out of love ball. You can use Ronco instead of Karetov for long confirms.
Time
- ~2C [EFC] 5B 2B JC JB [jc]JB JC J214X
Wind
- ~2E [jc] [5D] JA JB [jc] JB [jc] JB JE
- ~2C 421A [EFC] [5D] JB JA JB [jc] JB JA JB [jc] JA JB 236236E
Move list
Normal Moves
2A
A little kick with her unusually huge boots, hits low. You get some decent frames off of it, but its on the slow side from an A move. Not fitting at all to mash out of blockstrings etc. |
5A
Fiona uses the butt of her unusually huge sword to poke the opponent, hits mid. Cancels into itself and doesn't put you in a Counter Hittable state. Due to Fiona's height and the speed of this move, if you are going to try to interrupt what your opponent is doing with a normal, this is much better than 2A. If you hit, then combo into 2A. If you see that you've clash, there are several moves that you could cancel into to respond for a favorable outcome. It takes a while to get used to, so you probably shouldn't try mashing anything out with it until you get the hang of it. |
2B
Fiona jabs her sword diagonally upward a little bit. This won't happen much, but if you are a bit off then you might not hit some characters crouch animations. So to be safe, use 5B for combos instead. However, on hit this floats the opponent up quite high, this is important because JB got a bit weaker. Comparatively, if you have played AH2, the release of the offensive and clash hitboxes are faster and the recovery is shorter. |
5B
Fiona slashes horizontally as if to bisect the opponent. This move has decent reach and some start up clash frames, making it good for spacing on the ground, but do not overestimate this move too much. |
6B
Fiona jumps forward a little bit, and smacks the opponent's head with both hands for a quick overhead. If you hit an airborne opponent with this, it will groundslam them. It's not instant but she is airborne for a brief moment for the attack, so you potentially use this as an anti-throw move. You cannot cancel this move until you land though so its also possible to find yourself on the bad end of a good sweep from your opponent. This move is already a good overhead, but becomes ridiculous during EF, so go ahead and abuse it to your hearts content. |
2C
A low slash, barely touching the ground at the opponents feet, of course, it hits low and forces down on the opponent. This move has some start up clash, but the time between the clash and the actual attack is really big, so it's usually better if you don't make it clash in the first place. Many combos have you using this move into a EF or homing cancel. |
5C
A really wide slash from over Fiona's head to the ground, hits mid. You can follow this up with an immediate cancel to 2C. Because of this one move, you can turn a bunch of random hits in to high damage combos without even trying. This move's hitbox is quite big, and there is clash on the start up, so you could you this as an anti air quite effectively. Two rules though: DO NOT whiff this move and if the opponent blocks it, special or homing cancel it to keep yourself safe. You can charge the move to make it an overhead, however this is really slow. On hit 5[C] will ground bounce the opponent and you can special cancel immediately, so you can follow that up with almost any special move or a 6D. |
2E
Fiona does a broad out-and-upward slash to about the same height as her head, hits mid and is air unblockable. Its hitbox is wide out in front but the recovery is bad and it doesn't extend to far up to be a very effective anti-air. |
5E
Hip-bomber, hits mid. Interestingly enough her head has a hitbox too, so you could use this as an anti cross up for sorts... rather, you don't have other move to use in response to people coming down right over you. In the end, this is mostly used to punish highjump-chicken blocks and raw 4Ds. |
JA
A little poke in the air, just like an airborne 5A, no CHable frames on this move. This move has a decent start up but you can't really mash it, and the hitbox is pretty narrow, so you don't you this much outside of combos. If you do manage to land a JA close to the opponent, you can easily follow it up with a JB for random confirms; this move is still vital for controlling your height for combos. |
JB
Like a 5B in the air, a wide horizontal slash. The hitbox is a bit thinner than it looks, but it is still pretty strong. The start up is good and has clash frames attached to it. This makes a much better air-to-air move than JA. |
JC
Fiona turns in air and does a very wide crescent clash from behind her, forward and up. Floats the opponent upward and does more damage than JE for some reason. The hitbox on this is huge, it extends from below and behind her, then up in in front. Its a little slow but its so huge that it almost doesn't matter. The move also has clash frames in its start up. They are much to early to be effective, so most of the time it's better if you don't clash. |
JE
A broad slash from top down, groundslams on hit. You will probably end up using JC more instead of this for spacing and anti-ground attempts, but this move has the most reach out of all of Fiona's moves. Unfortunately, the hitbox of this move does not extend directly below Fiona so be careful. |
Special Moves
Caletvwlch 「カレトヴルッフ」 - 623ABC
|
Ronco Miniato 「ロンゴミニアト」 - 63214ABC
|
Collbrand 「コルブランド」 - 421ABC
|
Heaven's Fall 「ヘブンズフォール」 - J214ABC
|
Grand Divide 「グランディバイド」 - 236A
|
Misty Chain 「ミスティチェイン」 - 236B [After Grand Divide]
Notes |
Angel Wing 「エンジェルウィング」 - 236C [After Misty Chain]
|
Sacred Bringer 「セイクリッドブリンガー」 [Any button after Angel Wing]
|
Super Moves
Excalibur 「エクスカリバー」 - 623A+B
|
Gae Bulg 「ゲイボルグ」 - 214A+B
|
Sacred Punish 「セイクリッドパニッシュ」 - 360A+B
|
Critical Heart
Wineb・Grusveil 「ウィネブ・グルスヴッヘル」 - 632146A+B → Angel Arrow 「エンジェルアロー」 236X → Sacred Slayer 「セイクリッドスレイヤー」 360A+B
|
Palettes
7. Alice (Touhou Mystic Square PC98)
8. May (Guilty Gear)