Arcana Heart 3/AH3/Nazuna Inuwaka/Frame Data

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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.
Arcana Heart 3
General

ControlsFAQGame ModesGlossaryHUDLinksStorySystemTutorial

Characters

Akane[*]Angelia[*]Catherine[*]Clarice[*]Dorothy[*]Eko[*]Elsa[*]Fiona[*]Heart[*]Kamui[*]Kira[*]Konoha[*]Lieselotte[*]Lilica[*]Maori[*]Mei-Fang[*]Nazuna[*]Petra[*]Saki[*]Scharlachrot[*]Weiß[*]Yoriko[*]Zenia[*]

Arcana

Dark[*]Earth[*]Evil[*]Fenrir[*]Fire[*]Flower[*]Halo[*]Ice[*]Love[*]Luck[*]Magnetism[*]Metal[*]Mirror[*]Plant[*]Punishment[*]Sacred[*]Sin[*]Thunder[*]Time[*]Tone[*]Tyr[*]Water[*]Wind[*]

Specific Mechanics

MultiplierClashExtendFramesHealthHoming CancelProrationTeching