Arcana Heart 3/AH3LMSS/Akane Inuwaka

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Akane Inuwaka

Profile

A warrior dispatched by the Inuwaka clan to support and aid the Millennial Guardian, Kamui Tokinomiya, Akane is the textbook definition of the doting, yet ditzy, older sister. An eternal optimist with an insatiable curiosity, she likes to think of herself as a self-styled arbiter of “cool”. Although she constantly worries about her younger sister, Nazuna, she makes it a point to never show it. She also is a very hard worker, but tries to hide that aspect of her personality as she thinks it makes her look uncool.

Akane has an instinctive knack for fighting, as well as the uncanny ability to quickly identify and exploit any enemy weakness. Her preferred method of fighting is to kick her opponent into submission, using her Arcana powers only when she feels it's absolutely necessary.

She has an extraordinary singing voice, an ability that allowed her to captivate Phenex, the Arcana of Sound. Akane listens to just about every genre of music under the sun and will frequently jump in and perform with any street buskers she comes across.

Including the Japanese branch of the Celestial Union, she has several friends and acquaintances that work to remove the planar rifts across Japan. She has trouble telling others up front that she can help, and instead resolves any trouble around her under the excuse that she is on a journey to train herself.

Overview

Akane is a rush-down character who can use "kotodamas" stocks to chain her specials into each other, even on whiff.

Recommended Arcana

Normal Moves

5A
5A
AH3 Akane 5A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500 - - - - - - -

This move comes out really fast. A great option for punishing opponents with forward homing guard cancel. Has clash frames. The vertical hitbox is slightly bigger than it seems. Jump cancellable. DO NOT WHIFF this move. The recovery on 5A is really long,it cannot cancel into itself, and has low hitsun. Throwing this move out in neutral is not recommended.

You can use 5A for some frame traps if you cancel it into 2b or 2C. It also has clash frames to go with it’s fast startup, but you'll want to cancel it into another normal for reasons stated earlier. -Cannot cancel into 2A

5B
5B
AH3 Akane 5B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1100 - - - - - - -

Your go-to hit confirm. This move hits behind you as well as above you a decent amount. It’s jump cancellable, so you’ll be confirming air hits into full combos with this button. Moves Akane forward a bit. Cancelling 5B into 6C vs an airborne opponent leads to air unblockable setup, which leads to an air combo.

-Reflects weak fireballs -Has clash frames at her foot.

5C
5C
AH3 Akane 5C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
800, 2000 [1600] - - - - - - -

Mainly combo filler. This move comes out pretty fast for a C normal and moves Akane forward quickly, which helps her adjust spacing for combos. You cancel into the second hit for a launcher or into 6C to continue your combo on the ground instead. If this move misses it cancels into the second hit immediately.

5C(2) The followup to 5C. Because Akane stretches out her leg for the second hit, you can make only the second one hit if you're far enough. This hit is air unblockable, and launches, so try to make only the second hit connect when trying to antiair opponents. This move is very unsafe on block or whiff, so make sure you have meter to spare if you plan on using this move.

-Cannot cancel into normals. -Air unblockable -Launches on hit -Very unsafe on block without meter.

5E
5E
AH3 Akane 5E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2500 - - - - - - -
Charged 2500 - - - - - - -

Standard E normal. Akane stretches her leg forward, so you can land this from pretty far. May be useful for going over some low attacks, but Akane has better moves she can use instead. Pushes Akane forward a bit.

-Air unblockable -Causes wall slam on hit

5[E]: Same properties as 5E, except now it guard crushes, and pushes Akane much further than the uncharged version. Don’t use this too often as it is very easy for a prepared opponent to punish.

2A
2A
AH3 Akane 2A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
400 - - - - - - -

Akane's only mashable move. It's quite fast for its range, but the hitbox is small and hits very low to the ground, so you should only use it when you need to poke outside of 5A's range. 5A can also hit airborne opponents with good timing, but it isn't particular useful for that purpose. -Cancels into 5A -Special Cancellable

2B
2B
AH3 Akane 2B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
900 - - - - - - -

This normal is not a low, but it has a great hitbox, and is even on block, making it a good normal to cancel in pressure and combos. 2B is also air unblockable, so you can catch airborne opponents close to the ground, or trying to jump out with this normal. Pushes Akane forward a bit.

-Jump cancellable -Has clash frames at her foot.

2C
2C
AH3 Akane 2C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1800 - - - - - - -

Akane's only low hitting normal. Causes hard knockdown. The best time to recharge your kotodamas (see Akane's special moves) is after this move. One of three parts to Akane's Divekick combo loop. -Special Cancelable

2E
2E
AH3 Akane 2E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 1800 - - - - - - -

Akane does a backflip. Like any other 2E, this one is air unblockable, and has a good hitbox for that purpose. During a part of the animation, Akane is airborne, making her immune to lows and ground throws. Akane also jumps backwards during the move, so it’s harder to punish than most other 2Es on the ground.

-Air unblockable -Launches opponents on hit.

2[E]: Same properties except now it guard crushes. Charging up the normal also causes Akane to jump much further away than before, making it even harder to punish.

Charged 2200 - - - - - - -
6C
6C
AH3 Akane 6C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
800, 2600 [1820] - - - - - - -

This move is mostly combo filler. It’s also air unblockable, so it’s a good option to use if you want to break your opponents’ guard without spending meter on 5C(2) or Akane’s E normals to confirm a combo. If the opponents is low to the ground when you anti air them with this move, IAD Jb or JC into 5B are good ways to confirm combos.

-Jump Cancellable

6C(2) Akane’s only Overhead normal. This move causes knockdown on both ground and airborne opponents. The best way to use this normal is to space it so that only the second hit connects during pressure. Plus on block, but try not to abuse this move as it is easy to predict if your opponent is looking out for it.

-Special cancellable. -Causes knockdown.

j.A
j.A
AH3 Akane jA.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600 - - - - - - -

This move has long active frames, so throwing it out early is a great option in neutral. Unfortunately,despite it’s great angle for being a jump in normal, the hitstun is rather low, so you'll typically need to be close to the ground already if you use this as a jump in vs a grounded opponent. You’ll mostly be using this normal in air combos for extra damage.

-Jump cancellable. -Has clash frames at her foot

j.B
j.B
AH3 Akane jB.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1300 - - - - - - -

This is your main tool in the air. It comes out fast, has a bigger and longer hitbox and recovers faster than JA, making it ideal when you aren't sure what to press in the air. Has a cross up hitbox. This is your main jump-in normal, and one of your strongest neutral tools.

-Jump cancellable -Has clash frames at her foot.

j.C
j.C
AH3 Akane jC.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 - - - - - - -

This move has a strong vertical hitbox, making it well suited to hitting opponents above you. The hitbox extends a little bit below Akane as well, so you can occasionally

j.E
j.E
AH3 Akane jE.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2200 - - - - - - -

Throws

Neutral Throw
Throw
AH3 Akane 6C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500, 500, 1000 Throw - - - - - -

Akane does a short combo and bounces the opponent in the air right above her. You’ll need to use a homing cancel or extend force if you want to combo from it, otherwise they will recover before you can hit them. You can use this if you're hungry for more damage.

Lever Throw
Lever Throw
AH3 Akane Throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Throw - - - - - -

Akane lifts the opponent up with her leg and knocks them next to her. Side switches. Lever throws have less frames to tech out of, making this the preferred throw option. Akane does have useful mixup options she can use after this if youre willing to use kotodamas (see Akane’s Specials for more), or you can use your arcana to set up oki.

Air Throw
Air Throw
AH3 Akane Throw.png
AH3 Akane 5DA.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
400*3, 800 Throw - - - - - -

Akane does a short air combo, then flies through the opponent, launching them high into the air. You can convert the throw into a combo with a homing cancel, or you can simply land if you want to recharge your kotodamas, use your arcana moves, or just feel like taking in the view. Overall a good tool to keep in mind if you can figure out your opponent’s aerial habits.

Special Moves

Tama Furi (Soul Charge)
Tama Furi (Soul Charge)
22X
AH3 Akane 22X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A - - - - - - - -
B - - - - - - - -
C - - - - - - - -

Akane assumes a focused stance and charges kotodamas. Kotodamas allow Akane to cancel her special moves into other special moves (but not the same one). Learning when and how to use kotodamas is key when playing as Akane, as her damage, mixups, and defensive tools become much more threatening in conjunction with kotodama cancels (koto cancels). A version charges the least Kotodamas, but recovers the slowest, while the C version charges the most but recovers the quickest. You are in counterhit state during the entire move, so try to only use this move when your opponent doesnt have a way to interrupt it. In Ah3lmss, Akane begins each match with 1 kotodama already charged. The best time to use this move is after a hard knockdown (like 2C), a throw, or after any move that launches your opponent far away from you (like her E normals)

A version: Charges 1 kotodama. Longest recovery.

B version: Charges 2 kotodamas.

C version: Charges 3 kotodamas. Shortest recovery.

Kaze Harai (Wind Sweep)
Kaze Harai (Wind Sweep)
236X
AH3 Akane 236X.png
AH3 Akane 2E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 700, 2100 [1680] - - - - - - -

Akane does a short hop, followed by a slide, then a back flip. The first hit is a low that knocks down, while the second hit is a launcher that happens to be air unblockable. During the short hop and the backflip, Akane is considered airborne, and is immune to low hitting moves and throws. The backflip is useful because you can koto cancel into Torigake on most of the cast from this move. Stronger versions of this move push Akane further during the slide.

fastest startup; shortest distance travelled.

B 700, 2100 [1680] - - - - - - -

averaged startup; average distance travelled.

C 700, 2100 [1680] - - - - - - -

longest startup; goes really far, and reflects weak projectiles.

Tori Gake (Bird Flight)
Tori Gake (Bird Flight)
j.22X
AH3 Akane j22X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A - - - - - - - -

Akane's divekick. This move is the key to Akane's most damaging combos using kotodama cancels. The A version does not have a hitbox unless you perform it from high in the air, the latter versions caused knockdown however. This makes it a powerful mixup tool and a fast way to get to the ground quickly. Unsafe on block.

B 1800 - - - - - - -

B version has noticeably longer startup. It knocks down, so you won’t be using this one much if at all.

C 2100 - - - - - - -

Longest startup. Causes ground bounce at the perfect height to connect a 2C for a knockdown. Plus on block. The C version of this move is the one you want to use for your combos.

[Ground] Tsuki Kudaki (Moon Shatterer)
[Ground] Tsuki Kudaki (Moon Shatterer)
623X
AH3 Akane 623X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 1600 - - - - - - -

Does a vertical torpedo spin kick, similar to Cammy’s Spiral Arrow. Despite its animation and input, this move is actually not a dp. It is however, a very powerful anti air with upper body invul that guard crushes opponents.The A version comes out very fast, so you can use it as a reversal option sometimes. Just be aware that it does not come out on frame 1 nor does it have full body invol.

If you whiff this move be sure to koto cancel into Kaze Mai to make yourself safe. Otherwise you won't recover until Akane hits the ground. You have enough time to koto cancel into C Tsuki Kudaki if you hit a grounded opponent with any version of this move.

A version: fastest startup; least damage.

B 2000 - - - - - - -

B Version Average startup; average damage.

C 2200 - - - - - - -

C Version: Longest startup; most damage.

[Aerial] Tsuki Kudaki (Moon Shatterer)
[Aerial] Tsuki Kudaki (Moon Shatterer)
j.623X
AH3 Akane 623X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 600*4 - - - - - - -
B 600*4 - - - - - - -
C 600*4 - - - - - - -

Akane uses the same animation as its grounded counterpart. Unfortunately, the air version is relegated to combo filler duty as it serves no other purpose. Hits multiple times, each following hit does less damage and hitstun. Does not guard crush on block. Always koto cancel into Hana Nagi or into Mangetsu Otoshi when using this move.

All versions: Do 4 hits. -Can Koto Cancel at any time during this move.

Hana Nagi (Flower Reaper)
Hana Nagi (Flower Reaper)
214X (air OK)
AH3 Akane 214X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 2400 - - - - - - -
B 2400 - - - - - - -
C 2400 - - - - - - -

Akane dashes forward and attacks the opponent from their blindside, knocking them down. This move is not a throw, but behaves like one once it connects on hit only. Stronger versions cause Akane to travel farther. Unsafe on block, but can be koto canceled to continue pressure or make yourself safe. In the air, Akane simply attacks in front of her without dashing.

All versions: Clash frames during the dash portion of the move

A version: short startup, travels the shortest distance

B version: Average startup, travels average distance

C version: Longest startup, travels the farthest.

Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Air A 2400 - - - - - - -
Air B 200, 2400 - - - - - - -
Air C 400, 2400 - - - - - - -

Recovery ends once after Akane’s landing recovery is completed

Hana Utsushi (Flower Shadow)
Hana Utsushi (Flower Shadow)
421X
AH3 Akane 421X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 500*5 - - - - - - -
B 500*5 - - - - - - -
C 500*5 - - - - - - -

Akane taunts the opponent, then counters the attack by dashing behind the opponent. Has 4f startup, so it cannot be used as a true reversal. Akane is completely invulnerable during the dash and following attack. The distance travelled depends on the button pressed. Since this move does not track the opponent, use this move carefully. Can be koto cancelled on hit or block.

A version: travels a short distance. Best used for short ranged punishes.

B version: travels a bit further than the A version. Use this one when you aren't sure if the A version will connect.

C version: travels about half screen. Use this to punish long range moves like love laser or

Kaze Mai (Wind Dance)
Kaze Mai (Wind Dance)
41236X (air OK)
AH3 Akane 41236X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A - - - - - - - -
B - - - - - - - -
C - - - - - - - -

Akane’s high speed teleports. Leaves a cool afterimage. Button pressed changes the direction she travels. Can teleport through opponents. The air versions are identical to the ground ones. Cancelling into this move is a good way to keep yourself safe if you make a mistake, or you want to try mixup up your opponent with which-way mixups.

A version: Akane travels forward. B version: Akane travels backwards C version Akane travels upwards at a 45 degree angle

Tsuki Hoe (Moon Roar)
Tsuki Hoe (Moon Roar)
28X
AH3 Akane 28X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 2400 - - - - - - -
B 2800 - - - - - - -
C 4000 - - - - - - -

Akane performs an awesome impression of Bruce Lee’s flying kick. Launches opponents. Has massive hitstun. The A and B versions hit at different angles. The C version hits at the same angle as the B version, but guard crushes on block. This move is the final part to Akane’s Divekick Combo loop.

A version: Hits at a 45 degree angle. Misses short characters standing and everyone (except Catherine), crouching.

B Version: Hits at a 60 degree angle. Misses everybody (except Catherine, again), standing.

C Version: Hits at a 60 Degree angle. Longer startup than the B version, but causes guard crush on block.

-very unsafe on block or whiff. -can koto cancel into Kaze Mai to avoid the recovery.

Fummon (Wind Crest)
Fummon (Wind Crest)
BC or 2BC (air OK)
AH3 Akane BC.png
AH3 Akane 2BC.png
Crouching
Crouching
AH3 Akane jBC.png
Jumping
Jumping
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Akane parries an incoming attack while assuming a defensive stance. Causes a clash when connecting with moves with clash frames. Reflects weak projectiles like love balls, sin balls, Minori’s fireball and wind projectile. Can be used while crouching to counter lows, and in the air to avoid getting anti-aired, or just to counter a predictable attack. Be aware that if you mistime the move or guess wrong, you will be counterhit. The air version has recovery until Akane lands. A powerful tool, but it’s recommended to only use it once you have a read on your opponent’s attacking habits. Good moves to use after connecting this move are 5a(for grounded fuumon clashes), JB (for air-to air fuumons), 5B or tsuki kudaki (vs aerial approaches) and lightning dagger (when using thunder arcana) vs when you aren't sure how to punish the incoming attack.

-In counterhit state during the recovery.

-Air version recovery ends once after Akane’s landing recovery is completed

Super Moves

Mangetsu Otoshi (Full Moon Drop)
Mangetsu Otoshi (Full Moon Drop)
623AB (air OK)
AH3 Akane 623AB.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Ground 5500 - - - - - - -
Air 5500 - - - - - - -

Akane starts a rising air combo, ending in a knockdown. Akane’s only true reversal: Has clash frames during the start of the initial hit. If the combo is too long it’s possible for the opponent to fall out of the super, or recover in the air if the super was used from too high http://up.On block, Akane does the first part of the super move’s combo animation, then Akane is free to act again. Great reversal option. It’s recommended you input an attack command like JA or JB in case the first hit is clashed through to keep yourself safe and possibly take the offensive if you are using this as a reversal.

-”Unsafe on block”, but it’s hard to punish correctly.

-Akane’s only reversal.

-Costs 1 Meter to activate.

Akane Bunshin no Jutsu (Akane Clone Technique)
Akane Bunshin no Jutsu (Akane Clone Technique)
214AB
AH3 Akane 214AB.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
7000 - - - - - - -

Akane rushes forward, then knocks the opponents all over the screen using her shadow clones. No invul and slow startup means you should not be using this move as a reversal. Does a good amount of damage. The super always ends midscreen no matter where Akane was when the super connected, so it's recommended that you only use it in the corner if it will end the round. The super takes a bit of time to complete , so it's possible to stall out the last seconds of the clock with this move if you need to.

-Very unsafe on block.

-Slow Startup

-Does not have clash frames; good at punishing forward Guard Cancels.

-costs 1 meter

Critical Heart

Shunkoku (Instantaneous)
632146AB, then rapidly input buttons
AH3 Akane Shunkoku1.png
AH3 Akane Shunkoku2.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal Depends - - - - - - -
Extend Force Depends - - - - - - -

Akane dashes at the opponent and charges up to dash through the enemy multiple times at light speed. The amount of times Akane passes through depends on how fast you can mash the attack buttons (The E button counts as well) during the time Akane charges up. More attacks means the more damage Akane deals. Has genuine use as a full screen punish option because of how fast it travels the ground at full screen.

The input tiers (to my knowledge) are:

1 or less: 1 hit

2-4: 2 hits

5-34: 5 hits

35-49: 25 hits

50 or more: 50 hits

If you use shunkoku while in extend force:

100 or more, 100 hits: You’ll know when you did it right because the animation is completely different.

-unsafe on block

-costs 3 meter to use

Combos

Solo Combos

  • 2A 2B 2C 236A (2 hits) 214A+B
  • 2/5A 2/5B 2C 236A(2 hits) 5d jA jC j22C 2C 28A 22C 28A 22C 2C 22x

"finish with sweep 22x whenever you run out of kotodama

  • 5b 5c 5d jB JC J22C 28A J22C 28A J22C 2C 22C
it's possible to go for combo damage instead of kotodama refill with 236A or super
  • 2A 2B 2C 28A 22C 2C 28A 22C 2C 28A 22C 2C 22x
Meterless corner only combo into kotodama recharge.

EFC

  • 2A 2B 2C 236A EFC 5A 5B 6C jABEB djc jBC j623C > 214C (>j22A)
  • 5B > 5C >EFC > 5B> jB >jC >j22C> 28A> 22C> 2C> 22x(or super/eclipse>22x with certain arcana)
    • 2A> 2B> 2C > 236A > EFC > iad >jC >land >jC > j22C > 28A >22C >2C >22x

Arcana Combos

Light

starter>623xx>236236E starter>j214x>236236E

darkness

  • 5B>5C>EFC>5D>jA>jC>22C>2C>214B+C>22x>5D>jB>jE
  • 5B > 5C >EFC > 5B> jB >jC >j22C> 28A> 22C> 2C> 214B+C > 22x >air jB>jE
no need to home if you are close to them, or use homing if further away. more options maybe available depending on which kotodama charge you use.
  • starter >236A EFC 214B+C 22x > air combo
old school combo that worked in older versions

fenrir

  • 2E>efc>623E>5D>jB>jC>214C>22A>623A+B (1 kotodama)

Sin

  • 5B>5C(1hit)>623E>66>5B>5C(1hit)>623E>EFC>5B>5C(1hit)>623E>66>5B>5C(1hit)>623E>66>236B>six stars loop
coast to coast and easy damage

Videos

Arcana Heart 3 LOVEMAX SIXSTARS!!!!!!
General

ControlsFAQHUDSystemTutorial

Advanced

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Characters

AkaneAngeliaCatherineClariceDorothyEkoElsaFionaHeartKamuiKiraKonohaLieselotteLilicaMaoriMei-FangMinoriNazunaPetraSakiScharlachrotWeißYorikoZenia

Arcana

BloodBlossoms (Flower)DarknessEarthEvilFenrirFireHoly (Sacred)IceLight (Halo)LoveLuckMagnetismMetalMirrorNature (Plant)PunishmentSinSound (Tone)ThunderTimeTyrWaterWind