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Arcana Heart 3/AH3/Nazuna Inuwaka/Frame Data
< Arcana Heart 3 | AH3 | Nazuna Inuwaka
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Normals
Notation | Startup | Duration | Recovery | Advantage | Properties | Level | Damage | D.Prorate | T.Prorate | T.Time | Guard | Cancel |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5A | 4 | 4 | 15 | -7 | W / N | A | 500 | 95 (80) | -2 | 22 | All | All / J |
No CH. | ||||||||||||
5B | 9 | 3 (6) 2 | 23 | -9 | M・M / N・U | B・B | 1000 x 2 | 91 x 2 | -4 x 2 | 25 | All | All / J |
12 - 17, 20 - 22 Reflect. 1 - 8 CH. | ||||||||||||
5C | 13 | 2・2・2 | 23 | -4 | M / H | A・A・C | 900 x 3 | 91 x 3 | -4 x 3 | 22・22・30 | All | All |
1 - 11 Clash (Upper Body). 1 - 12 CH. | ||||||||||||
6A | 13 | 6 | 8 | +3 | S / N | B | 1100 | 91 | -4 | 25 | Cr / Air | All / J |
13 Clash. No CH. | ||||||||||||
9/6/3/7/4/1 BC | 8 | 24 | 44 (total) | +-0 | W / N | C | 2000 | 70 | -10 | 30 | All | - |
3 and 7 versions have duration 19. Frame advantage is calculated based on 3BC, with Heart blocking the third active frame while standing. Projectile. Cannot be absorbed by Roz Kykloz. Cannot HC or EFC. Starting from 24f, can continue into Choujutsu Nuedori or Haitake. In standby mode, recovery is 32 (total). | ||||||||||||
2A | 5 | 4 | 12 | -4 | M / N | A | 500 | 95 (70) | -2 | 22 | Cr / Air | All |
No CH. | ||||||||||||
2B(1)2B(2) | 10 | 3 | 16 | -3 | Sw (Vr)・Gs | B | 1500 | 91 (70) | -4 | 25 | St / Cr | All / J |
1 - 2 Clash (Upper Body). 5 - 12 Reflect. | ||||||||||||
2C | 14 | 2 (13) 1 (2) 3 | 11 | +7 | W / N | C・C | 2000・1500 | 83 x 2 | -8 x 2 | 56 x 2 | Cr / Air・St / Air | All |
Clash: 5 - 8 (Upper Body), 9 - 11 (Full), 30 - 31 (Cane). | ||||||||||||
JA | 3 | 5 | 17 | - | M / N | A | 500 | 95 (80) | -2 | 22 | St / Air | All / J |
No CH. | ||||||||||||
JB | 8 | 1 (1) 1 (1) 1 (1) 2 | 34 | - | S / Gs | B | 1600 | 87 | -6 | 25 | St / Air | All / J |
8 - 19 Reflect. 1 - 7 CH. Hits once. | ||||||||||||
JC | 16 | 4 | 35 | - | Gs | C | 2100 | 83 | -8 | 56 | St / Air | All |
3 - 8 Clash. 9 - 21 Reflect. 1 - 15 CH. | ||||||||||||
JE | 19 | 4 | 9 | - | M / N | D | 1600 | 83 | -8 | 56 | St / Air | All |
No CH. | ||||||||||||
J6B | 11 | 4 | 10 | - | Ws | B | 1000 | 91 | -4 | 25 | St / Air | All |
No CH. | ||||||||||||
5E | 18 | 5 | 24 | -6 | Ws | D | 2600 | 83 | -8 | 26 | St / Cr | A Sp・A Su |
CH. 1 - 7 Passive Attribute. | ||||||||||||
5 Charge E | 35 | 7 | 23 | - | F | E | 2800 | 83 | -8 | 26 | St / Cr | A Sp・A Su |
CH. Guard Crush. Charge: 26. Mirror: 30. | ||||||||||||
2E | 12 | 7 | 22 | - | F (Hi) | D | 2700 | 83 | -8 | 66 | St / Cr | A Sp・A Su |
CH. 12 - 23 Reflect. 1f Passive Attribute | ||||||||||||
2 Charge E | 29 | 5 | 26 | - | - | E | 3000 | 83 | -8 | 15 | St / Cr | A Sp・A Su |
CH. Guard Crush. Charge: 22. Mirror: 19 | ||||||||||||
Lever Throw | 3 | 1 | 23 | - | - | - | 2500 | 100 | - | - | 128 | - |
No CH. Opponent gets up 73f after recovery. Down. | ||||||||||||
Neutral Throw | 5 | 1 | 23 | - | Gb | - | 300 x 2・1000 | 100・100・50 | 0・0・-20 | 15 | 128 | - |
No CH. Can only HC the 3rd hit. | ||||||||||||
Air Throw | 3 | 1 | 23 | - | 0 | - | 300・1500 | 100・50 | 0・-20 | 20 | 128・96 | - |
No CH. Can only HC the 2nd hit. |
Specials
Name | Notation | Startup | Duration | Recovery | Advantage | Properties | Level | Damage | D.Prorate | T.Prorate | T.Time | Guard | Cancel |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Joujutsu Makana A | 236A | 11 | 12 | 44 (total) | -7 | N | B | 1000 | 95 (80) | -2 | 25 | All | - |
Can followup at 23. Projectile. | |||||||||||||
Joujutsu Makana B | 236B | 11 | 12 | 52 (total) | -15 | N | B | 800 | 95 (80) | -2 | 25 | All | - |
Can followup at 27. Projectile. | |||||||||||||
Joujutsu Makana C | 236C | 11 | 12 | 44 (total) | -7 | U | B | 1200 | 95 (80) | -2 | 25 | All | - |
Can followup at 23. Projectile. | |||||||||||||
Joujutsu Makana A (followup) | 0 | 8 | 2 x 8・3 | 47 (total) | -4 | W / N x 9 | A x 9 | 400 x 9 | 95 x 9 | -2 x 9 | 22 | All | - |
No CH. Projectile. | |||||||||||||
Joujutsu Makana B (followup) | 0 | 8 | 2 x 12・3 | 55 (total) | -4 | W / N x 13 | A x 13 | 400 x 13 | 95 x 13 | -2 x 13 | 22 | All | - |
No CH. Projectile. | |||||||||||||
Joujutsu Makana C (followup) | 0 | 8 | 2 x 16・3 | 63 (total) | -4 | W / N x 17 | A x 17 | 400 x 17 | 95 x 17 | -2 x 17 | 22 | All | - |
No CH. Projectile. | |||||||||||||
Joujutsu Tamakiwa | 63214A/B/C | 14 | 2 | 19 | +-0 | -・H | C | 1000・500 x 9・0・500 | 91・95 x 9・100・50 | -4・-2 x 9・0・-20 | 0 | Cr / Air | Su・A Su |
No CH. First hit locks the opponent, 12th hit maxes out spirit gauge. First hit can be cancelled freely only on block. | |||||||||||||
Juujutsu Kagiroi A | 623A | 11 | 12 | 8 | +3 | S / Ws | D | 1800 | 83 (70) | -8 | 26 | All | Su・A Su |
CH | |||||||||||||
Juujutsu Kagiroi B | 623B | 11 | 12 | 16 | -5 | Ws | D | 1800 | 83 (70) | -8 | 26 | All | Su・A Su |
1 - 22 CH. | |||||||||||||
Juujutsu Kagiroi C | 623C | 32 | Until you hit the wall | 42 after you hit the wall | -6 | Ws | D | 2500 | 83 (70) | -8 | 26 | All | Su・A Su |
1 Inv. 2 - 24 Inv (Strike) and Airborne. 25~ CH. On hit or block has 28f of recovery. | |||||||||||||
Juujutsu Kagiroi A (air) | J623A | 11 | 8 | 29 | - | S / Ws | D | 1800 | 83 (70) | -8 | 26 | All | Su・A Su |
1 - 18 CH. If you land during the move, there are 10f of landing recovery. | |||||||||||||
Juujutsu Kagiroi B (air) | J623B | 11 | 8 | 15 after landing | - | Ws | D | 1800 | 83 (70) | -8 | 26 | All | Su・A Su |
1 - 18 CH. | |||||||||||||
Juujutsu Kagiroi C (air) | J623C | 36 | Until you hit the wall | See Notes | - | Ws | D | 2500 | 83 (70) | -8 | 26 | All | - |
1 - 15 Inv. 16 - 29 Inv (Strike). 30~ CH. On hit or block 25f of recovery. If you hit the wall: recover 35f after landing, 14 - 26 during recovery are considered airborne. | |||||||||||||
Choujutsu Nuedori | 22A/B/C | - | - | 27 (total) | - | - | - | - | - | - | - | - | - |
No CH. Bird stops in place after 1f. While in standby, spirit gauge recovery is slower. | |||||||||||||
Choujutsu Haitake | 22A/B/C | - | - | 27 (total) | - | - | - | - | - | - | - | - | - |
No CH. Bird begins to move after 1f. | |||||||||||||
Choujutsu Azusayumi | 421A/B/C | 13 | - | - | - | M / N x n | B x n | 500・1000 x n | 95・83 x n | -2・-8 x n | 25 | All | - |
CH until 4f before end of recovery. After the orb of light touches the bird: A version starts up in 13f, B version starts up in 9f and C version starts up in 5f. Only the C version shoots twice consecutively. If you hold the button down, A version releases a projectile every 36f, B version every 16f and C version every 6f. If you get hit, the attack ends the next frame. If you release the button, recovery varies between 4 - 16 frames, depending on when you let go. The fastest possible startup for the first half of the move is 31f. Startup for the second half depends on the version: A is 46f, B is 42f, C is 38f. | |||||||||||||
Choujutsu Shirayumi | 214A/B/C | 27 | - | - | 0 | 0 | 0 | 500・1000 x n | 95 (80)・87 | -2・-6 x n | 30 | All | - |
CH until 4f before end of recovery. After the orb of light touches the bird: A version starts up in 13f, B version starts up in 9f and C version starts up in 5f. Only the C version shoots twice consecutively. If you hold the button down, A version releases a projectile every 36f, B version every 16f and C version every 6f. If you get hit, the attack ends the next frame. If you release the button, recovery varies between 10 - 24 frames, depending on when you let go. The fastest possible startup for the first half of the move is 58f. Startup for the second half depends on the version: A is 46f, B is 42f, C is 38f. | |||||||||||||
Shoukan Tenrou | 641236A | 34 | 8 x n | 43 (total) | +17 | N | B x n | 1000 x n | 91 (80) x n | -4 x n | 25 | All | - |
8 - 31 CH. Guaranteed to come out after 27f. Frame advantage calculated based on only the first hit being guarded. | |||||||||||||
Shoukan Gokudo | 641236B | 35 | - | 43 (total) | +18 | N | B | 1500 | 91 (70) | -4 | 25 | All | - |
8 - 31 CH. Guaranteed to come out after 27f. The rabbit will change direction upon hitting the edge of the screen twice. | |||||||||||||
Shoukan Suzubachi | 641236C | 74 | - | 42 (total) | - | H | B | 1500 | 91 | -4 | 25 | All | - |
1 - 12 Ch . Unclashable. | |||||||||||||
Reijutsu Asatsuyu | 28A/B/C | - | - | 24 (total) | - | - | - | - | - | - | - | - | - |
1 - 20 CH. One use increases your spirit gauge by 96 (up to a maximum of 75%) and deals 3000 damage to you. Cannot use if spirit gauge is at 0, recovering, or if your health is at 100. |
Supers
Name | Notation | Startup | Duration | Recovery | Advantage | Properties | Level | Damage | D.Prorate | T.Prorate | T.Time | Guard | Cancel |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Seijou Masokagami | 236AB | 0+0 | 21 {1 (1)} x 16 (1) 4 | 65 | -18 | H・N x 16・F (Hi) | D・B x 16・E | 1000・500 x 17 | 91 x 18 | -4 x 18 | 40・25 x 16・0 | All | - |
No CH. Starts up 1f before the end of the S. Flash. Frame advantage is calculated based on the 18th hit being blocked. Cannot HC or EFC. | |||||||||||||
Seijou Masokagami (air) | J236AB | 0+0 | 21 {1 (1)} x 16 (1) 4 | 56 | - | H・N x 16・Gb | D・B x 16・E | 1000・500 x 17 | 91 x 18 | -4 x 18 | 40・25 x 16・0 | All | - |
No CH. Starts up 1f before the end of the S. Flash. Cannot HC. | |||||||||||||
Choujuu Ioenami | 214AB | 1+10 | 24 | 35 | -34 | F (Hi, Vr) | C | 500・1000 x 3・200 x 8・1700・0 | 100 x 12・50・100 | 0 x 12・-20・0 | 0 | All | - |
No CH. Projectile. First hit locks the opponent. Cannot HC or EFC. Cannot be absorbed by Roz Kyklos. Deals 100 damage to self. | |||||||||||||
Kaihou Nubatama | 641236AB | 253 | - | 40 (total) | - | H | B | 1500 x 6 | 91 x 6 | -4 x 6 | 25 | All | - |
Guaranteed to come out after 143f. Starts up after 2nd part at 271, 289, 307, 325 and 343. Releases 6 of the same projectiles as Shoukan Suzubachi. | |||||||||||||
Kaihou Nubatama (A Followup) | 0 | 286 | - | 40 (total) | - | N | B | (1000 x n) x 4 | {91 (80) x n} x 4 | (-4 x n) x 4 | 25 | All | - |
Guaranteed to come out after 143f. Starts up after 2nd part at 387, 409 and 522. Releases 4 of the same projectiles as Shoukan Tenrou. | |||||||||||||
Kaihou Nubatama (B Followup) | 0 | 287 | - | 40 (total) | - | N | B | 1500 x 4 | 91 (70) x 4 | -4 x 4 | 25 | All | - |
Guaranteed to come out after 143f. Starts up after 2nd part at 388, 420 and 523. Releases 4 of the same projectiles as Shoukan Gyokudo. |
Critical
Name | Startup | Duration | Recovery | Advantage | Properties | Level | Damage | D.Prorate | T.Prorate | T.Time | Guard | Cancel |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Fuuju Narukami | 0 + 4 | 1 | 44 | -20 | H (Hi) | E | 0・4800 / 0・7200 | 100・50 | 0・-20 | 50 | St / Air | - |
4f Inv after S. Flash. No CH. First hit locks the opponent. First hit can EFC on block . On successfully inputting the followup, opponent's movement speed goes down and cannot use specials for 555 frames. If you fail to input it correctly, the same thing also occurs to you (269f for you, 285 for the opponent) and you take 2400 damage. Damage data is formatted as [ Failed Input ] / [ Successful Input]. Unclashable. Uncounterable. | ||||||||||||
Fuuju Narukami (EF) | 0 + 4 | 1 | 38 | -11 | H (Hi) | E | 0・4800 / 0・7200・14400 | 100・50 / 100・50 x 2 | 0・-20 / 0・-20・-10 | 50 | St / Air | - |
4f Inv after S. Flash. No CH. First hit locks the opponent. If you fail to input the follow up correctly, both you and your opponent have decreased movement speed and cannot use specials, and you take 2400 damage. Damage, Damage Proration and T. Time Proration data are formatted as [ Failed Input ] / [ Successful Input]. Unclashable. Uncounterable. |