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Arcana Heart 3/AH3/Scharlachrot
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Outdated Version
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Introduction
Some people like crazy girls. Scharl is another new addition AH3. She is an extremely effective spacing character to help offset her low life.
Starting Out
1 - Homing Approach
Scharl's main weapon when homing is J6C. It has amazing reach, does not have scharl's own hitbox in it and is not clashable. It's a great move for controlling a huge amount of area in front of you as you approach. While homing towards your opponent, throw it out a little early as it is on the slower side. You can easily pick up hits with a homing cancel too.
2 - Neutral Spacing
J6C again, is amazing. Just whip it out. While moving backwards or straight up into the air, try to hit with the tip of the move as much as possible. 5C is also a great move on the ground. It is similar to J6C in its reach and properties. You can cancel it straight into arcana moves to help with hit confirms or continue your pressure if they blocked. You can also cancel into Fulcrum to reduce your recovery and add some fulcrum points to work with on block. On hit you can cancel it 236AB for quick damage. 5C hits two times so its quite easy to do this. If your opponent is opting to come in from an angle above 5C or j.6C, you can use 5B if they're floating above and in front of you, or 2B if they're floating directly above you or threatening to cross up. In the air you can use j.6B which is an air version of 5B.
3 - Hit Confirms
JA is the fastest move that Scharl has and is vital for many air-to-air and rejump confirms. Off random hits confirm straight into JB > JE for the knockdown. You can also use JA to keep your opponents off you in case they get too close of chains to be effective. You should do 2 or 3 in a row just in case the JA clashes with an attack.
4 - Defense
Don't let the speed of her 2A fool you, it is actually good for poking out. Scharl's hand has clash on start up before the chain comes out. The chain still maintains its unclashable properties. So you can clash attacks with the startup and jut let the chain stuff them as the attack progress. So you only push the button once instead of try to clash again. You could also something similar 2A > 5A. While a legitimate tactic, this is still very risky, and Scharl's stamina does not allow for many mistakes. If you are confident in your timing with this, use it. But otherwise you will need to rely on GCs and arcana specials. As for projectiles, all of Scharl's chain normals swat projectiles easily.
Arcana Selection
Instead of giving Scharl more stamina. Most players choose to make Scharl better at what she is good at. Its smart to help make Scharl's confirms lead into more damage and make it harder for enemies to get in.
Plant
Plant give Scharl some menacing pressure. You can use vines from a safe distance and use the plus frames to stack 5 or 2C on before your opponent can recover. They can't clash any of these moves and its dangerous to jump would within Scharl's effective range. Plant gives you great damage of long to mid-range confirms and its easy to end combos with the vine super. The only problem is that Scharl's stamina is bad enough as it is. You could be taken out in one combo and a mix up and the regeneration from plant do not help now.
Earth
Earth will give you a little bit more stamina to work with. Rock can also help you turn long range confirms into huge damage with earth punch and super earth punch.
Wind
Wind gives Scharl more mobility to help you space. Winds projectiles can help cause more problems for your opponent when trying to get in on Scharl. Wind's push block gives Scharl a more reliable option for defense too. Just like with Plant, you need to be on your game with Wind. Your stamina will literally be gone with the wind if you let your opponent get in on you and rough you up.
Strategy
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Combos
Target Combos
- 5A > 5B > 2C >[6HC]> 5A > 5B >[jc]> JA > JB > JC >[jc]> JA > JB > JC
- 5A > 5B > 2C > 2E >[NHC]> JA > JB > JC >[jc]> JA >JB > JC
- 2A > 2C >[6HC]> 5A > 5B >[jc]> JA > JB > JC >[land]>[jump]> JA > JB > JC >jc> JA > JB > JC
- 2A > 2C >[6HC]> 5B >[jc]> JC >[jc]> JB > J6C >[land]>[jump]> JB > JC > J6B > JB >JC > J6B
- 2A > 2C >[6HC]> 5B >[jc]> JB > J6C >[land]>[jump]> JC >[jc]> JB > J6C >[land]>[jump]> JA > JB > JC > JC > J6B
- The first jump cancel is very slight, cancel it as quickly as possible
- 2A > 2C >[6HC]> 5A >[IAD]> JA > JB > 2B > 236C > 5B >[jc]> J6[C] > B Burst >[NH]> JC >[jc]> JE
- 2A > 2C > 2E >[EFC]>[NH]> JA > JB > JE > JB > JC >[jc]> JE > JB > J6B
Character Dependent Target Combos
Weiss
- 2A > 2C >[6HC]> 5B > 2B > 2[E] >[NHC]> air
- That 2[E] is max charged
Weiss Catherine Zenia Nazuna
- 2A > 2C >[6HC]> 5B > 2B > 236C > 5B >[jc]> J6[C] > B Burst >[NH]> JC >[jc]> JC > JE
Arcana Combos
Plant
- 5A > 5C(2) > 236E > 5A > 5B > jc > JB > JC > jc > JC > JE
- 5A > 5C(2) > 236E >[EFC]> 5B >[jc]> JC > JE > JB >[Land]> 5A > 5C(1) > 236236E or 236AB
- 5A > 5C(2) >[EFC]> 5C > 2C(1) > 236E > 5A > 5C > 236236E or 236AB
Wind
- 2A > 2C(1) > 2E >[jc]>[NH]> JB > JC >[jc]> JB > JC >[jc]> JB > JC > 236236E
- With the Wind arcana, you can connect a jump cancelled JE to something else with a NH for no meter. You get around 10,000 damage with this combo if you increase Falx's (236236E) damage
- JAD >[2HC]> 5B >[jc]> JB > JC >[jc]> JB > JC >([jc]> JB > JC) > 236236E
- You can use the wind arcana's 2D to scoop the opponent up from an air throw, before they hit the ground. It is pretty hard to get the third jump cancel into JBC if you are in the corner, but even if you are not, you still need to play it by ear to see when you should end the combo
Fenrir
- 2A > 2C > 6HC > 5B >[jc]> JC >[jc]> JB J6C > 2E > 623E >[HC]> JC >[jc]> JC > JE > 214E
- 2A > 2C > 6HC > 5B >[jc]> JB > J6C > 2E > 623E >[NHC]> JC >[jc]> JC JE > 214E
- The first jump cancel is very slight, cancel it as quickly as possible
- 2A > 2C > 6HC > 5B >[jc]> JB > J6C > 5E > 641236E or [EFC]> Blaze
- The first jump cancel is very slight, cancel it as quickly as possible
- 2A > 2C > 6HC > 5A >[IAD]> JA > JB > 2B > 2[E] > 623E >[EFC]>[NH] > JE > 641236E
- That 2[E] is max charged
Move List
Normal Moves
Notes
One of the major themes for this character is the use of chains to attack her opponents. All chain attacks, marked with a ★, will not clash and reflect projectiles. If you hold the chain attacks down or repeat the input the chains can "connect" to her special Fulcrums. |
2A
A low punch with a chain that is a bit slow (7 frames), but plus on block. One of Schar's only low hitting moves. From frame 3, this 2A has clash around her hand, this gives this move an interesting special property. If you happen to clash her hand with a move from the opponent, if you let the move come out completely (clash on frame 3, attack on frame 7), it will be sure to stuff or counter almost whatever the opponent will cancel into next. 5A and 2A are slow, but they are recognized as level 2 moves, so they cancel and connect directly into C or E attacks. |
5A
A downward diagonally slap with a chain. Also kind of slow (7 frames as well), but plus on block. From frame 3, this 5A has clash around her hand with similar properties as the above 2A. |
2B ★
While sitting, Schar throws a chain straight up. This has absolutely no hitbox horizontally, so get out of the habit of throwing 2B's out based of muscle memory from other characters since this is since this is "oop aww I whiffed this move" No. 1. This works really well as an anti-air on characters that come down directly on top of you, like Kira with her JE; you can steal the initiative from those characters by throwing this move out early. On hit, you can follow this move up with a jump cancel into homing. |
5B ★
Schar swings a chain upwards; this works well as an anti air. 5B is rather thin horizontally, so if you are starting out with Schar, you want to get out of the habit of canceling straight into a 5B on ground opponents. That will get you nowhere with Schar, since this is "oop aww I whiffed this move" No. 2. This is good as an anti air but its not like it will just beat everything if you time it. The best way to use this is to use the very tip of 5B. This cancel into and out of 2B. |
2C ★
A sitting Schar stretches a chain out horizontally for a 2 hit attack, this is the only other low hitting move of Schar. Floats the opponent on hit and the second hit pulls them in. For combos, its easier to cancel the first hit of this move. |
5C ★
Schar swings a chain out horizontally for a 2 hit attack. This move has excellent reach, hit stun and damage, you'll find yourself using it a lot. This also combos from 2A and 5A on hit. As said the hitstun is ridiculously long, so long that if a fulcrum is near by and you hit with 5C, you can combo into an A Burst. |
2E
A full force kick upward. You could probably use this as an anti air (like every other 2E) but 2B or 5B would be better. However, since this is air unblockable, you can use it to catch opponent that are trying air block your moves. |
5E
A sparta kick. Nothing too noteworthy to mention... |
JA
Flying knee kick. This is the fastest move that Schar has (at 3 frames) and a dependable air to air move |
JB
A kick diagonally downward, good for jump ins. Kind of slow for a B move, so its not rare for this move to lose a lot to the better air moves in the game. |
J6B ★
Schar sends a chain out diagonally upward, this move is kind of like a 5B in air. This is jump cancellable and it cancels in and out of Other Jump C moves. On hit, it has has a relatively long untech time, so on combos with few hits, you could do J6B →[jc]→[NH]→ JA (as fast as possible) to extend your combo. This move is great for adding a good bit of damage to random air hits. |
JC
A reverse somersault in air, this move hits behind you too so you could actually use it to cross up. You can actually get two hits out of this move if you are really close to big/long characters like Catherine or Nazuna. This start up for the first attack is 4 frames.... but that's for the hitbox in the back. If you where going to use this move normally, its actually 14 frames. This cancels into and out of JB. |
J6C ★
A horizontal swing of the chain in air, think of it like a Jump 5C. On hit you can follow it up with a homing cancel. Great for neutral or backjumps into this move for air to air spacing. Using this move to control the pace of the match, grab space, and trip up the opponent SOP for Schar. This move is pretty slow slow so its not that great of an idea to use NH to just fly in with it and try hit the opponent from where they can't hit you with it, you might just eat a counter hit. |
JE ★
Schar swings two chains down at the opponent, this has great downward reach and downs the opponent on hit, but it hits mid. It has a little bit going for it in terms of horizontal stretch, so you can easily end air combos with this. As said before, this has tremendous reach straight down, is very easy to do left/right mixups when you are above your opponent; because of the down status on hit though, you don't get much from it though. You can't be too aggressive with this move either. Schar says "crawl!" 「這えッ!」 (Hae) when doing this move... kinda catchy, makes people say it a lot (lol). |
Special Moves
Fulcrum Schlinge 「要鎖シュリンゲ」 - 236ABC
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Bind Ketten 「結鎖ケテン」 - 623ABC
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Burst Anzunden 「爆鎖アンツュンデン」 - ABC [During Bind]
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Snap Springen 「跳鎖シュプリンゲン」 - [8] [During Bind]
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Dissolve Walten 「解鎖ヴァルテン」 - [4] [During Bind]
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Attack Schwanz 「撃鎖シュヴァンツ」 - 214ABC
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Armor Ruestung 「鎧鎖リュストゥング」 - 22ABC
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Super Moves
Strangle Schmelz 「絞殺鎖シュメルツ」 - 236A+B
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Fury Frevert 「狂乱鎖フレーフェル」 - 214A+B
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Critical Heart
Force Border Wolkenkratzer 「軍鎖展界ヴォルケンクラッツァー」 - 222A+B [When at least two fulcrums are set]
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Palettes
5,8,9. Sora Kasugano (Yosuga no Sora)
6. Black Rock Shooter
13. Platinum The Trinity (Blazblue)