Arcana Heart 3/AH3LMSS/Kira Daidohji

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Kira Daidohji

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The brilliant, hyper-genius who obtained her post-doctorate in celestial physics from the Celestial University of Massachusetts at the age of 10, Kira is extremely arrogant and possesses zero social skills. While grudgingly open and sincere with those she respects, anyone outside of her circle of friends will be treated to almost comical levels of scorn and abuse. Unfortunately for everyone, her circle of friends is more of a line, as she currently only respects two people: Professor Mei-Ling Hua, and Catherine Kyoubashi, who attended university with her.

Using the power of the independent ether conductor she invented, she has attempted to take over the world more times than can be conveniently counted, but has always come up short, much to her chagrin. She is resentful over the fact that her friends and rivals, Catherine and Mei-Fang were invited to Rosenberg, the organization created to stop celestial disasters in Japan. While removing the planar rifts in Japan, she also not-so-patiently plans her revenge against those who would thwart her (i.e.: everyone).

Overview

Grappler that can fly.

Recommended Arcana

Few Arcana perfectly compliment Kira. Most of the time, you will go with choices that supplement her high stamina and increase her damage potential. Think of it as upgrading a tank.

Metal
One of, if not the most popular arcana for Kira. Not only does it supplement your stamina, but metal can boost your damage of small confirms enormously. Metal Kira has an easy confirm into Dikaiosi that eats chunks of health at a time. You can continue to make Kira strong and stronger for that round with Epidosis. Metal shield also helps Kira with some mixups post knock down. They can't hit you, but you can grab them.

Earth
Earth gives you a lot more stamina but takes some power out of your punches. Luckily, Earth Punches can fix that with the right confirms. Earth's 6D can also give you some interesting gimmicks for your SPD.

Evil
Evil (Commonly referred to as poison) offers powerful projectile okizeme, and a swap positions super to combo while your force gauge is recovering. Teleports can also be used to mess up the positioning of zoning characters such as Scharlachrot, and make approaching them that much easier.

Thunder
Thunder takes Kira's existing clash game and adds to it with a fantastic reversal/anti-air in the form of 623E and clash frames on forward dash. During okizeme, Fearg Lorg can lock down your opponent as they try to guess their way around a throw mixup. It's especially dangerous since Kira's 623 series can punish people trying to chicken block it on wakeup.

Normal Moves

5A
5A
AH3 Kira 5A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
700 All - 8 7 4 +4 A

Can be jump canceled. Technically Kira's fastest ground normal, but tends to hit in the later active frames against most crouching characters.

5B
5B
AH3 Kira 5B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1700 All - 16 8 24 -11 C

Causes ground bounce. Upper-body clash in the middle of startup. Holding the button cancels the attack for a fake-out.

5C
5C
AH3 Kira 5C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2200 Mid - 18 4 20 -1 D

Full-body clash from frame 1, does not last through the full startup. Some low attacks may go under the clash hitbox. Air unblockable.

5E
5E
AH3 Kira 5E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 3000 Mid - 35 5 37 -18 D
Charged 4000 Unb - 56 6 37 - E

Giant dropkick. Has full-body clash frames in the middle of its long startup. Large recovery on whiff.

2A
2A
AH3 Kira 2A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500 All - 10 3 6 +3 A

Jump cancelable chop. Reflects projectiles downwards.

2B
2B
AH3 Kira 2B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1400 Mid - 10 4 24 -4 C

Air unblockable uppercut. Can be super jump canceled. Reflects projectiles straight up. Despite its appearance it can't be used for anti-airs in most situations due to its large hurtbox.

2C
2C
AH3 Kira 2C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2200 Low/Air - 9 6 24 -7 D

Kira's only low attack. Huge range.

2E
2E
AH3 Kira 2E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2400 Mid - 17 4 17 +2 D
Charged 2800 Unb - 37 3 23 - E

Short full-body clash on startup. Reflects projectiles diagonally upwards. Fairly big vertical range, especially when fully charged. While difficult due to its slow speed, it's occasionally possible to use it as an anti-air.

6C
6C
AH3 Kira 6C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2600 - - 26 4 15 +4 D

Air unblockable rushing kick. Has some full-body clash frames in the middle of startup. Launches the opponent towards the opposite wall on hit.

j.A
j.A
AH3 Kira jA.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
700 High/Air - 8 6 14 - A

Kira's only jump cancelable air normal.

j.B
j.B
AH3 Kira jB.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1600 High/Air - 17 4 17 - C

Similar clash properties to 5B, launches the opponent towards the ground.

j.C
j.C
AH3 Kira jC.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2400 High/Air - 20 6 23 - D

Has clash properties from frame 1, similar to 5C.

j.E
j.E
AH3 Kira jE.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 High/Air - 12 26 9 - D

Body press with a wide hitbox and unclashable property. Premier move to use for crossups on opponents below Kira.

Throws

Neutral Throw
Throw
AH3 Kira 5B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 Throw - 5 1 23 - -

Leaves opponent airborne.

Lever Throw
Lever Throw
AH3 Kira Throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Throw - 3 1 23 - -

Sideswaps opponent right next to Kira

Air Throw
Air Throw
AH3 Kira AirThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Throw - 3 1 23 - -

Slams the opponent on the ground


Special Moves

Kira Driver
Kira Driver
[360]X
AH3 Kira 360X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 5000 Throw - 7 1 33 - -
B 6500 Throw - 5 1 35 - -
C 8000 Throw - 3 1 37 - -

Command grab. Hard knockdown. The A version has the most range, but lowest damage and longest startup. New in SSS: throw invincibility during startup!

Flying Kira Driver
Flying Kira Driver
j.214X
AH3 Kira j214X.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 5600 Throw - 3 1 35 - -
B 5600 Throw - 5 2 35 - -
C 5600 Throw - 7 4 35 - -

Air command grab. Hard knockdown. All versions deal the same damage. The A version has the fastest startup, but shortest active frames. Throw invincibility during startup.

Daidouji Bunker Buster
Daidouji Bunker Buster
63214X
AH3 Kira Bunker.png
A/B
A/B
AH3 Kira j.Bunker.png
C
C
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 4000 Throw - 12 12 35 - -

Full-body clash throughout the entire startup and active frames.

B 4000 Throw - 22 20 35 - -

Rushing grab with some invincibility during the startup. The duration of the invincibility is nerfed from AH3LM.

C 4000 Throw - 16 10 17 - -

Jumps into the air for an air command grab. Recovers while in the air on whiff.

j.Daidouji Bunker Buster
Aerial Daidouji Bunker Buster
j.623X
AH3 Kira j.Bunker.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 4500 Throw - 10 - - - -
B 4400 Throw - 12 - - - -
C 4500 Throw - 14 - - - -

Aerial command throw similar to the C version of the grounded Daidouji Bunker Buster. C version covers the most ground, but has the longest startup.

Crowning Suplex
Crowning Suplex
X during Daidouji Bunker Buster
AH3 Kira Suplex.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 Throw - - - - - -

Follow-up move which deals respectable amounts of damage and leaves the opponent close to Kira. Hard knockdown.

Ekoda Style Cluster
Ekoda Style Cluster
41236X
AH3 Kira Cluster.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 2200 All - 15 3 14 -2 -
B 2400 All - 21 3 16 +11 -
C 3000 All - 27 3 16 +15 -

Kira hops forward and does a clap. C version is the slowest, but has the most range and damage. All versions dodge lows and (ground) throws during some of the startup.

Ekoda Style Grenade
Ekoda Style Grenade
623A
AH3 Kira Grenade.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2400 Throw - 11 4 38 - -

Anti-air grab which resets the opponent on the ground.

Ekoda Style Rocket Launcher
Ekoda Style Rocket Launcher
623B
AH3 Kira Launcher.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
0, 2600 Throw - 11 4 38 - -

Anti-air grab which throws the opponent at the wall. Staple combo-filler.

Ekoda Style Landmine
Ekoda Style Landmine
623C
AH3 Kira Grenade.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
3200 Throw - 11 4 38 - -

Anti-air grab which launches the opponent into the air. Used over 623B for more damaging EF combos.

Super Moves

Armageddon Buster
Armageddon Buster
[720]AB
AH3 Kira ArmageddonBuster.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1200, 2400, 6400 Throw - 3+0 4 34 - -

Super command grab. 0 frame startup post-flash and fully invincible. Causes a hard knockdown.

Flying Armageddon
Flying Armageddon
j.6321463214AB
AH3 Kira ArmageddonBuster.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1200, 2400, 6400 Throw - 1+0 2 37 - -

Aerial super command grab. Causes a hard knockdown. Its 1f startup makes it one of Kira's most threatening options against airborne opponents.

Critical Heart

Last Armageddon Drop
[1080]AB
AH3 Kira Drop.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2800, 3200, 2400, 7900 Throw - 3+0 4 34 - -

Description for Generic Critical Heart.

Extend Force 2800, 3200, 2400, 11400 Throw - 3+0 3 30 - -

Similar properties compared to her 720 command grab, but far greater damage.

Combos

Kira has a high amount of flexibility in her combos, and depending on the situation you can choose which variation will work best for you, there is rarely a "best" combo for a given situation and it will come down to choosing whether you want high damage, superior okizeme/resets, self-buffing (Metal), or meter gain. These routes will work with most arcanas and work great as a base to experiment with.

Meterless Combos

2AB 41236B 2B j.A dj.AB(delay)E 2C

Alternative Ender: Replace 2C with 5AA 623B (Some arcanas can make use of the 623B wall bounce to set up okizeme or power up.)


2AB j.AC 2B j.A dj.AB(delay)E 2C

  • Ex: https://streamable.com/4zmjkg
  • This requires you to be close to the opponent while starting, but can lead to great damage. This combo also works off raw 2B starters for very high meterless damage.

EFC Combos

623C EFC 5D j.CA dj.EB delay j.C 2C

  • Ex: https://streamable.com/4z0axt
  • This combo will allow you to convert off otherwise sloppy hits such as anti airs or awkward far away confirms where 623C will still reach. 623C always tosses them in the same way, so the awkward conversion can transition into your standard BNB timing.

Arcana Specific Combos

Evil

  • 2B 2E 214214E jE land 2C 623E
  • 2B 623B EFC 2C 623E

Light

  • 2B 623C EFC JAB 623E dj JBC land 2C

Videos

External Links

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