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Arcana Heart 3/AH3/Mei-Fang

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Health Modifier
Guts Threshold
Maximum Guts
Guts Factor
Base EHP
Mei-Fang's Move List


Mei-fang definitely stands out among the rest of the characters. She doesn't have normal chains and a very angular set of special moves. It's as if she is the Arcana Heart version of Fei-Long from Super Turbo. Mei-Fang's generally straight-forward combos can lead to very high damage.

Starting Out

1 - Homing Approach
Mei-Fang can either use JE which has 3 hit and pops opponent in the air or JC which gives a lot of hitstun to easily follow with a huge combo.

2 - Neutral Spacing
Many of Mei-Fang's normals can be used very well to space. 5C has good range and not that much recovery for a heavy move. 6B is air unblockable and is used to catch jump-ins.

3 - Hit Confirms
2/5A comes out pretty fast and can be linked into itself. Again, 6B is air unblockable. So use this to confirm into combos.

4 - Defense
By using 421A/B/C, Mei-Fang will do an invincible back flip. This move can be canceled into a special move to cut down recovery.

Arcana Selection

Several Arcana can go with Mei-Fang. The popular choice increase her damage and combo potential.

Mei-Fang's default Arcana. This Arcana is great all around for her. The explosion super(236236E) is great for combo enders and even sometimes reversals. 236E in the air or on the ground is good for spacing. Another good ender is 641236E, as it makes to opponent stay there for a little bit. This can be followed up with a knockdown. Using Extend Force with this Arcana during a combo and then using her rekka loops allows for amazing damage due to the EF property of Fire being added explosions to every hit.




Target Combos

  • 5B > 2C > 236B > 236A >[link]5A > 6B > Air Combo (j.A > j.E(2 hits) > djc > jB > jC > super)
Does not work from 2A/5A/J.C hit confirm due to being able to tech before the 6B.
  • 5B > 2C > 236B > 236A > [link]5A > [jc] > J.E(1) > [jc] > [ASAP]3D > J.E [land] > [HJ] > J.B > J.E(2) > [jc] > J.C > Ender (41236 A or B, 41236AB) 
No gauge combo due to the jump-cancel after the first J.E (Homing Canceling the J.E does work too!). Does not work from 2A/5A/J.C hit confirm due to being able to tech before the 5A link. The follow-up after the hyper-jump can be used for general air combo pick-up situations.
  • (2A) > (5B/2B) > 5C > 236B/C > 236C > 236B > [EFC] > 66 5C > 236C > 236C > 236A > 66 5C > 236C > 236C > 236A > 66 2C
General Rekka loop. Can extend with certain Arcana's (i.e Time), or will not work at all with certain Arcana's (i.e Fire).
You have enough time to summon projectiles after the 2C and still be able to get in.

Arcana Combos


  • 2A > 2B > 2C > 236B > 236A > 214214E > 5A > J.A > J.C > [NHC] > J.C > [land] > [step] > 5A > J.A > J.B > J.C > 236E > J.B > [jc] > J.C > J.236 or J.236236E


  • 2A > 5B > 5C > 236C > [EFC] > 5C > 214E > J.A > J.C > J.E > [jc] > J.B > J.C > J.214AB
  • 214A/B > [EFC] > 5A > 6B > 5C > [jc] > J.B > J.C > J.E > [jc] > J.B > J.C > J.214AB
Ridiculous damage


  • 2A/5A > 5B > 5C > 236C > 236A > 236B > EFC > 5C > 236C > 236A > 236A > 5C > 236C > 236C > 236A > [dash]5C > 236C > 236C > 236B > 236236E > Whatever
Rekka loop ending in time super to add more damage/set out a meaty time orb(236E)/okizeme.
  • 6B > J.C > [jc] > 5D > J.C > 5B > 5C > EFC > IAD J.C > 5C > 6C > 5C > 6C > 236236E > Whatever
Corner only, meterless (You may NHC the first J.C if you want to waste a bar) 6C loop that ends in a similar situation to the rekka loop. Can be confirmed from CH J.C's that are low to the ground too!
  • CH 2C > 236B > 5A > 5B > 5C > [EFC] > IAD J.C > 5C > 6C > 5C > 6C > 236236E > Whatever
Corner-only CH combo into the 6C loop described above for when you're feeling psychic.


  • 2C > 236B > 236A > [EFC] > [dash] > 6B > IAD > J.B > J.E(1) > [land] > [HJ] > J.A > J.B > J.E(2) > J.A > J.B > [jc] > J.A > J.B > J.C > 41236AB
Basic EFC combo that utilizes Halo's HJ to get some extra damage. The air combo portion can change depending on your opponent's size; practicing the matchups in training mode is recommended.
  • 2C > 236B > 236A > [EFC] > [dash] > 5B > 6C > [dash] > 5C > 6C > 623E > 5D > J.B > J.E(2) > [jc] > J.C > J.214AB
Halo EFC combo that uses a mini 6C loop into Mildred's launcher. Your opponent gets launched fairly high in the air allowing for J.214AB to get decent damage. Only works in the range of exact midscreen to corner, will not work if your back is in the corner.

Move List

Normal moves


While crouching, Mei does a downward angled thrust with her hand. Good start up and links into 4A, 5B, 2B or 6B.


Standing forward hand-thrust, jump cancellable, hits mid. Super fast start up and links into 4A, 5B, 2B or 6B much like 2A.


Mei leans back a hit, and does a small sweep at her opponents feet with her foot, hits low. Her attack foot has clash on it. Very lenient starting prorate on this move, start combos with it whenever you can. Easily combos into 5B, 2B or 6B on hit.


Mei thrusts both arms out while crouching, like a tiger shot without plasma, hits mid. Good bit of frames on this if it is blocked, good for staggers. There is some clash on this around her arm, but its not useful for actively trying to clash with something, not recommended for kind of aggressive usage. On hit, you can link this into anything 5C and down.


Mei attacks with both palms, hits mid. Good plus frames on block, less than 2B though. Has clash around her arm as well. On hit, you can link this into anything 5E and down.


A high diagonal kick, similar to Bison's standing roundhouse. Jump cancellable and air unblockable. While the start up is a bit slow, there is clash and the reach is decent, so you can use it as an anti air. This normal is also one of Mei-Fang's few normals in AH3 that can chain into her 5B and down.


Scoops, a sweep at the opponents feet with an out reached hand. Good reach and her profile is extremely low during this.


Mei takes a big strep forward and does a strong, forward punch with good reach. Also has clash. For some reason it has less start up than 5B. Also can be jump cancelled into for followup pressure.


After a slight pause, Mei does a very low twin palm strike. Slow, but has the best reach out of Mei-fang's normals. this also reflects projectiles straight forward.


From a crouching position, Mei throws both hands up saying "Yo Hou", similar to Yun's SA1 from SF3. She has clash on this move: first in front of her, then from about her shoulder down to her exposed foot.


Mini Tetsuzankou (shoulder charge, similar to Yun's), Mei turns around and moves forward to hit the opponent with her shoulder. She has clash from around her shoulder to her torso. Travels extremely far if held. Wallslams on hit.


Mei thrusts her her elbow out. Decent start up so use it for combos and air-to-air pokes.


A high kick in mid air. The hitbox extends all the way to the end of her foot, so its useful to hit opponents above you.


A slightly downward angled flying side kick. Good jump in move with very good hitstun. If you land this, expect to be able to followup with a beefy combo.


"Renkatai!" two rising forward kicks (similar to Jam's jumping Dust move in Guilty Gear), a rare jump cancellable E move. This floats the opponent upward so you can follow it up in the air or land and re-jump for a ground hit.

Special Moves

Byakko Houken 「白虎崩虔」 - 214ABC
  • (Description) - Looks likes a certain someone's Burn knuckle. The different versions change the start up、damage and the range of the move. The C version will wall slam the opponent.
Seiryuu Kouzan 「青龍亢山」 - 623ABC
  • (Description) - A rising, flaming punch, a shouryuken in other words. The different versions change the start up, vertical reach and damage of the move, but more importantly the invincibility. Unfortunately, its not air unblockable, but it is rather easy to combo off of.
  • (A version) - Lower-body invincibility
  • (B version) - Upper-body invincibility
  • (C version) - Full-body invincibility, goes extremely high so be careful about using this version.
Genbu Toujin 「玄武踏陣」 - 236ABC
  • (Description) - A rekka like move that starts out with a Rinmon Chouchuu "elbow", the goes into a kick and finishes with a Ponken "palm." Just like Rekka Ken, you repeat the input for the followup attacks after the first elbow. You'll end up using this move for your combos very often. The different versions change the start up and damage of each hit. The C version of the last hit is very slow, but it can guard crush. Don't depend on it, its very easy to spot and escape out of with a 4D. You can cancel the first and second hit into Chikatsu Tenshin.
Suzaku Hourin 「朱雀宝輪」 - J1236ABC
  • (Description) - Mei turns in the air, then attacks with a flaming knife hand, hits overhead. Usually used to overhead the opponent after a Chikatsu or as a air combo finisher. Also use frequently for Time arcana setups, particularly after a Samsara or for an overhead while using a Ribaku.
Chikatsu Tenshin 「地克転身」 - 421ABC
  • (Description) - A Yuyuko back-flip. Looks pretty lame but this is special cancellable and has a good bit of invincibility, a great move over all. She is airborne as soon as the back-flip starts, and goes Ground → Air → Ground before the move finishes. So right in the beginning, you can cancel this straight into Suzaku for a super fast overhead. You can even kara cancel this to get one of the fastest overheads in the game, 412361X~X. You can even kara into Byakko for a surprise rush move.

Super Moves

Shisei Oudou 「四聖王道」 - 214A+B
  • (Description) - This is a rondo, with the first locking move as Byakko. The damage isn't much but it will combo from almost any ground hit. You can also cancel the move that looks like 2E and the last hit. The final hit can be comboed into the Kaiten Enbu for extra damage.
Tenbu Senshou 「天部仙掌」 - J1236A+B
  • (Description) - A super version of Suzaku. Hits overhead, but the opponent can easily block it after seeing the superflash. So this is mostly used as a combo ender. This move as an interesting trait that even if you HC after, the flames will stay and can hit the opponent
Kaiten Enbu 「廻天炎舞」 - J214A+B
  • (Description) - A dive attack to the opponent that causes an explosion when you hit the ground. The explosion and shock-wave from the ground can also attack the opponent. Mei-fang's attack is an overhead, and the explosion/shock-wave is air unblockable. The damage of the second hit increase the higher you activate this move. This is a decent air combo ender. The most damage that the second hit can do is 4130dmg.

Critical Heart

Kirin Kougeki 「麒麟靠撃」 - 623A+B
  • (Description) - Mei fang's XH has two routes. Both start from this move. Each part of Mei's XH takes one bar from the arcana gauge. Mei gets in some mecha and does a giant Tetsuzankou. This move has tons of invincibility and ignores clash. If it hits, you can cancel this into one of two moves.
Daihou Senkou 「大炮殲光」 - 632146A+B
  • (Description) - After Kirin Kougeki, the mecha fires a large beam into the opponent. This does less damage than the real real XH, but it has a very long period of untechable time that the opponent can do nothing about.
Houou Hougeki 「鳳凰崩戟」 - 623A+B
  • (Description) - Another follow up to Kirin. Mei-Fan will use the mecha for a giant 5C. The opponent won't be able to tech in the air, but they can on the ground, so use this when you have 3 bars to go into Funha.
Houou Hougeki Funha 「鳳凰崩戟 噴破」 - 236236236A+B
  • (Description) - Houou Hougeki follow up and the real critical heart. After Houou Hougeki, the mecha's hand explodes and damages the opponent. During EFC, the animation of the explosion changes and the damage goes up.



2. Noel Vermillion
5. ...I'm thinking "Dragonball Z"
7. Hatsune Miku
8. Litchi
11. Hsien-Ko/Lei Lei (Darkstalkers/Vampire Savior series)

Arcana Heart 3

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