Arcana Heart 3/AH3LM/Eko
Outdated Version
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Introduction
I know nothing of this character's story and stuff
Strategy
fluff
Arcana Selection
Wind, Earth
Base Combos
Any Arcana
5A 5C sj.A j.E dj j.A j.E j.623C
2A 2B [4]6A(3 hits) 236A+B
Earth
j.B j.C j.236E 6HC j.E j.623C
Move List
Note: Click on the images of the moves to see the full frames.
Normal Moves
5A |
Eko's 5A hits low, but isn't self-chainable. It's a bit on the slow side. |
2A |
2A doesn't hit low, but's it is self-chainable. |
5B |
Kaz throws his flower. It's active until it touches the ground, but it's very slow and only special cancelable. A very odd move. |
2B |
A huge flower spins around, doing loads of air unblockable hits and sliding Eko and Kaz forward. Important in pressure, but don't get too reliant on this move. |
6B |
The same as 5B, but Kaz throws the flower further. |
4B |
The same as 5B, but Kaz doesn't throw the flower as far. |
5C |
Kaz attacks with his tongue! Two hits, the second is air unblockable and super jump cancelable. The move has clash frames, but it's important to connect with the second hit. |
2C |
Sliding drill attack. Has loads of clash frames and hits, but it's easily punished if it whiffs. |
5E |
A suprisingly large attack. Catch opponents off-guard with its range. |
2E |
A somewhat small and disappointing 2E. You're better off using 5C as antiair. |
j.A |
Two upward hits with Kaz's ears. A very good air-to-air that covers unique space. |
j.B |
Stops all air momentum. Eko's best move to use as an instant overhead, although it's still slow. |
j.C |
Stops all air momentum. It has clash frames as Kaz winds up. A defensive move to use in the air. |
j.E |
Eko's most notorious move. This move hits all over Kaz's body four times, reflects projectiles, and wins clashes. |
Special Moves
It's a Carriage |
A forward-moving charge move that hits multiple times.
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Mr. Prince~ |
Eko's Dragon Punch. It spikes the opponent downward on the last hit.
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I'm Drawing |
Eko's drawings provide her with a lot of space control and utility. She gained a lot of control over them in this version of the game.
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It's a Present |
A move that pulls the opponent in. It's slow to start up, and basically only used in Eko's more advanced combos.
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Super Moves
We're Going to the Castle! |
A super version of "It's a Carriage!". Causes wall stick on the final hit, and positions Eko to take advantage of the corner situation. |
Cinderella! |
An air-unblockable, invincible super. If the round timer is two of the same digit when it is activated, it does bonus damage. |
We're Spinning! |
A diving super that does lots of overhead hits. It has a high potential to cross up. |
We're Drawing a Lot! |
Eko creates three drawings, a ground drawing, and animal drawing, and a sky drawing, all at once. Very good for oki. |
Critical Heart
Gentlemen!! |
Eko's Critical Heart is an install super that has Kaz become huge! He's slow, although his normals take up lots of space. You must hold straight down (2, not 1 or 3) for more than two seconds to activate Gentlemen!. It no longer has a hit as he enlarges. During Gentlemen! Kaz has armor and takes reduced damage. As the install ends, it has loads of recovery. Probably the weakest Critical Heart in the game.
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