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Arcana Heart 3/AH3/Lieselotte Achenbach
Even dolls have feelings. Lieselotte and Elfride together make a powerful combination. Liese can freely use Elfride to to trap and out-zone any character. Lieselotte is a great character for experienced players that want a challenge.
1 - Homing Approach
JA has a relatively good hitbox and hits twice. It's best to be more aggressive with that when you have the doll to cover you. For all else JE is your friend. It hits a wide range if front of Liese and hits cross up at a lot of angles. Since it ground slams, there is always the change to steal the momentum or combo with Elfride around.
2 - Neutral Spacing
Most of the time you want Elfride out of the case so she can help you zone. But since you start out each round with the doll in its case. You can use this to out-space aggressive opponents at the opening of before you start the lame-game with Liese. 6B and 6C are good anti-airs with a lot of reach that cover good angles. With the doll out, your job is to put out markings whenever you have a free moment to disturb your opponent as much as possible.
3 - Hit Confirms
Many of your air-to-air JE hits will be part of relaunch combos with Elfride's JC attack.
4 - Defense
Liese is going to have to rely on on guard cancels and and timed pokes to get out of pressure. She doesn't have much going for her on the reversal sector. However, having Elfride in your area while blocking is menacing for your opponent. As you area holding  or , the doll is still walking towards you as you block. She also responds to buttons as you block, so you could have her disturb your opponent when Elfride gets close enough. Most of the top your opponent will either rush to get a hit on you or try to get away when pressuring you, something you can take advantage of.
Arcana's that go well with Liese help her trap and mixup game.
Halo has a lot of tools that compliment your coordination with the doll and make corner pressure even more powerful. Also, with celestial gate you gain a much more reliable move for getting out of pressure.
Time adds a mean set of mixups ups to Liese's post combo okizeme with Infinite Light.
Evil increases the damage of EFC combos and adds to Lieselotte's mixup game with teleports. It also adds the ability to use EX teleport to place the opponent in the corner along with the doll.
Luck adds to Lieselotte's corner oki and mixup game tremendously, allowing her to loop the mixup into itself. The Luck passive abilities are also fairly useful.
Fire adds to Liese's midscreen damage and her zoning tools by preventing the opponent from approaching from the air. Good for pressure and corner loops, as well.
Zoning + Oki + Pressure = Profit
- e.X means doll outside of case -
Doll in case midscreen:
- 2A 2B 236B 6D 2C e.5B 5A j.ABE e.5B land j.ABE
- 2A 2B 236C 6D 2C e.5B 5A j.ABE e.5B land j.ABE
-Same as above, only further away.
- 2A 2B 2C 6HC 5A(2 hits) j.AB 236B ad.B dj.ABE e.2C land j.CE
-Pretty much only used if hit confirming off a 2C. Same damage as above but costs a meter and doesn't push as far into the corner. Costs 1 meter.
- 2A 2B 236C [6D] 2C e.5B 5A JA JB JE e.2C 623B JA JB [jc] JB JC JE
-Pushes far into the corner and does decent damage. This is your best choice.
Doll in case corner:
- 2A 5B 236B 6D 2C e.5B 5A(1 hit) j.AB delay j.E e.5C land 2C (5[E])
-Gives good oki and knockdown. Can follow up with an Arcana move for stronger oki. 5[E] is used for connecting a super to it via Arcana specific corner combos.
- 2A 2B 2C 6HC 5A(2 hits) j.AB 236B ad.B dj.ABE e.2C land j.CE
-Does a little less damage than the one above it, but it's safer against DPs if setting up oki. j.E can be jump canceled into an arcana special for oki and mixup. Costs 1 meter.
Doll outside of case (anywhere), Liese midscreen:
- 2A 2C 6HC 5B 623B 5A(1 hit) j.A(2 hits)B dj.ABE e.5C land 2C
-Very very useful. Gives knockdown and does a decent amount of damage off 2A. Costs 1 meter.
- 2A 2C 6HC 2A 214x 5A(1 hit) j.A(2 hits)B dj.ABE e.5C land 2C
-Very difficult to time, but does the same as the one above. Costs 1 meter.
- 2A 2B 2C 2E EFC NH j.CBEB dj.BCE
-Basic EFC combo. 2C 2E will whiff vs Kira.
- 2A 2B 2C EFC dash 5B 6B j.C j.E(whiff) j.BEB dash 5b j.ACE
-A more advanced EFC combo that will work on Kira. Will not connect against most of the cast.
Doll outside of case (anywhere), Liese corner:
- 2A 2C 6HC 5B 623C 5A(1 hit) j.A(2 hits)B dj.ABE e.5C land 2C (5[E])
-Very useful. The 623C adds quite a bit of damage to the combo. Costs 1 meter.
- 2A 2B 2C e.5B 5A j.A(1) j.B j.E e.5C 2C 5[E] 236236E e.5B
- Combo into OTG 5[E] for poison and pit super for knockdown. The doll 5B at the end is input after the superflash in order to keep them in OTG state long enough for the super to connect.
- 2A 2B 2C e.5B 5A j.A(1) j.B j.E e.5C 2C 5[E} 236236E e.5B 9HC e.5C j.E
- Not really worth the meter, but it's flashy, so have at it.
- 2A 2B 2C 6HC 5A j.A(1) j.B 236E 5HC 2D j.C land j.AB dj.ABE
Good damage. The combo can push the opponent into the corner from about 3/4th of the screen away. You can do j.AB 236E a second time if the combo started from a 2C. Not really worth the extra meter, though.
- 2A 2B 236B 6D 2C e.5B 5A j.AB 236E e.5C land 5A j.ACE
Meterless corner option. You can do the 236E combo off any starter, as long as Elfriede is in the corner with you and it hasn't prorated too badly up to that point. Good damage.
- 2B 236B (dash 5B 236E e.5B(delay))xn
You can do this combo for about 4-5 reps, and it does good damage. A little difficult to setup, though. Meterless.
- 2A 2B 2C 2E EFC 623A NH j.CB 236E NHC j.BA dj.ABE
A fire EF combo that ends in knockdown. Sends Elfriede AND your opponent to the corner. Difficult on small characters.
- 2A 2B 236B 6D 2C e.5B 5A j.AB 236E 2HC j.AB dj.ABE'
Combo is used to switch sides. Useful to put your opponent into the corner midscreen, or after a cross up.
One of Lieselotte's major themes for attack is the use of her briefcase and the red eyed living doll, Elfriede Achenbach, stored inside. Some of her normals change depending on if Elfriede is in the briefcase or not. Moves that change, marked with a ★, change if Elfriede is away from Lieselotte.
Crouching two piece... with terrible reach, hits mid. The fist hit can be canceled back into 2A. Not exceptionally fast but you'll use it a lot as a combo starter.
Anyone home? Door tap, hits mid. This move also hits two times, but only the first hit cancels the move into itself.
| 2B ★
Liese slides the briefcase along the ground and moves forward a bit, hits low. Decent forward movement and easy to use in combos. When Elfriede isn't in the case, this is jump cancellable.
| 3B ★
A kick with her back turned, hits mid and reflects projectiles diagonally upwards. The reach isn't great but the start up is decent, and the move is jump cancellable.
| 6B ★
| 2C ★
| 5C ★
| 6C ★
Liese swings the case upwards. Slow, but high jump and arcana cancellable.
Liese does a wide swing with the case. Slow but easy to use for cancelling into an arcana move.
Scratch scratch, Liese claws at the opponent for two hit attack. Mostly use for air-to-air.
Liese swings the case forward, slightly tilted downward. Not exceptionally fast, but it has a good hit box and you'll end up using it for spacing and combos a lot.
| JC ★
Jump Cancel-able. Liese swings the case down, like a 2E in the opposite direction, groundslams on hit. You use this move a lot in coordination with Elfriede for combos in the corner.
When ever Liese uses the B or C version, Elfriede will attack with the corresponding moves. She responds to only the buttons, so you can make her attack while blocking as well. All ground C attacks make her turn around.
Elfriede has three points of health. The opponent can attack her to take health from her when she's preforming actions. Any attack will always take away one point of health. Upon reaching 0, Elfriede won't respond to any commands until you store her back in the briefcase. You can also revive her by storing her with Bahre or using Geschick.
A low slash on the ground
A diagonally upward slash
Elfriede does a powerful, upward slash in a much steeper angle than 5B
Elfriede spins and attacks the opponent, this move does two hits.
This is attack is very similar to 2B, however usable in the air
Elfriede does a fierce turning swipe
|Scarlet Eyed Rätsel 「緋の瞳のレーツェル」 - 632146ABC
| Tyrannical Cask Geißel 「暴虐たるガイセル」 ABC [Repeatedly push a button while Elfriede is in the case ]
|Parted Seele 「別たれたゼーレ」 - 236ABC [While Elfriede is in the case]
|Light Bahre 「バーレは軽やかに」 - 236ABC [While Elfriede is out of the case]
|Leere, become a Shackle 「レーレよ、枷となれ」 - AC [While Elfriede is out of the case]
|Unstoppable Beugen 「抗えぬボイゲン」 - 214ABC
|Fierce Lacquered Bellen 「狂おしきベレン」 - 421ABC
|Pure Laden 「無垢なるラーデン」- 22A
|Wachter's Smile 「ヴェヒタァの微笑み」 - 22B
|Cruel is the Welt 「ヴェルトは残酷で」 - 22C
|Time for Anfall 「アンファルの時は今」 - 623ABC
|Betrug's Red Tears 「ベトルークの朱い涙」 - 236A+B
|Death Inviting Gebell 「死に誘うゲベル」 - 214A+B [While Elfriede is in the case]
|Geschick Fighting Blood Linchpin 「ゲシクに背く血の楔」 - 214A+B
|Crimson Metzeln Stained Darkness 「紅きメツェルンに染まる闇」 6321463214A+B [While Elfriede is in the case + More than 1 marking out]
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