Arcana Heart 3/AH3/Yoriko Yasuzumi/Frame Data

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< Arcana Heart 3‎ | AH3‎ | Yoriko Yasuzumi
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Normals

Notation Startup Duration Recovery Advantage Properties Level Damage D.Prorate T.Prorate T.Time Guard Cancel
5A 5 1 10 +1 W/N A 500 95 (80) -2 22 All C/All/J
No CH.
5B 10 4 10 +1 M/N B 1100 91 -4 25 All All/J
8 - 13 Clash (Mantle)
5C 15 3 20 +-0 S/H D 2200 83 -8 33 All All
3 - 14 Clash (Mike's face)
6A 9 3 15 -2 M/H B 1000 91 (70) -4 25 Cr/Air All
No CH.
6B 11 3 17 -4 M/H B 1500 87 (80) -6 25 All All/J
6C 20 3 28 -6 H E 3200 83 (70) -8 40 All All
11 - 19 Clash (Mike's face). Free cancel after 24f. Unclashable.
2A 5 3 8 +1 W/D A 500 95 (70) -2 22 Cr/Air C/All/J
No CH.
2B 10 2 15 -1 M/N B 1000 91 -4 25 All All/J
6 - 9 Clash (Mantle). 6 - 16 Reflect.
2C 16 4 19 +-0 H D 2200 83 -8 33 Cr/Air All
1 - 21 CH.
3A 5 6 11 -1 M/U B 900 See Notes -4 25 St/Cr All/J
3 - 4 Clash (Mike's face). No CH. Proration: Staff 91(80), Mike's face 91(70).
3B 13 2 22 -8 Sw (Vr) B 1200 87 (80) -6 56 Cr/Air All
3C 24 4 29 -10 H D 2200 83 -8 40 Cr/Air All
JA 8 6 12 - W/N A 900 91 -4 22 St/Air All/J
No CH.
JB 9 2 22 - M/N B 1400 87 -6 25 St/Air All/J
JC 14 4 19 - S/Gs D 2200 83 -8 56 St/Air All
12 - 17 Clash (Mike's face).
JC (charge) 16 2 31 - S/Gs D 2600 83 (70) -8 56 St/Air All
JE 18 2・2 33 - U x 2 D 1800 x 2 83 x 2 -8 x 2 56 St/Air -・All
16 - 17 Clash (Yoriko's body). 16 - 26 Reflect. First hit can HC. First hit can HC.
J3/6/9C 12 13 31 (total) - M/[N][H][D] B 1500 91 -4 25 All -
1 - 24 CH . Projectile. 100 chip damage. Data is formatted as [J9][J6][J3].
J2E 9 2 16 - Gs D 2500 83 -8 56 St/Air c/All
1 - 21 Reflect. 3 - 8 Clash (Yoriko's body).
5E 16 9 24 -10 Ws D 2200 83 -8 26 St/Cr ASp・Asu
6 - 28 Inv (Feet). 15 - 20 Clash (Yoriko's body). CH. 1 - 5 Passive Attribute.
5 Charge E 33 2 (16) 7 25 - Ws E 2200 x 2 83 x 2 -8 x 2 26 St/Cr ASp・Asu
22 - 61 Inv (Feet). 22 Inv (Throw). 23 - 58 Airborne. 32 - 37, 50 - 57 Clash (Yoriko's body). No CH. Guard Crush. Charge: 22f. Mirror: 28f.
2E 12 6 16 +1 F D 2400 83 -8 66 St/Cr ASp・Asu
12 - 20 Reflect. CH. 1 - 5 Passive Attribute.
2 Charge E 27 4 30 - F (Hi) E 2800 83 -8 15 St/Cr ASp・Asu
27 - 45 Reflect. Guard Crush. Charge: 22f. Mirror: 22f.
Lever Throw 3 1 23 - - - 2500 - - - 72 -
No CH. Down. Opponent rises 41f after recovery (tested on Heart).
Neutral Throw 5 1 23 - F (Hi) - 1000・1500 100・50 0・-20 15 72 -
No CH. Only 2nd hit can be HC.
Air Throw 3 1 23 - Ws - 500・1400 100・50 0・-20 26 72・96 -
No CH. Only 2nd hit can be HC.

Specials

Name Notation Startup Duration Recovery Advantage Properties Level Damage D.Prorate T.Prorate T.Time Guard Cancel
Assailing Punishment of Hell A 236A 22 22 18 +4 U D 2800 83(70) -8 40 Cr/Air Su・ASu
7-18 Inv (Leg). 1 - 43 CH. 19 - 43 Reflect. On block, bounces back (18f total).
Assailing Punishment of Hell B 236B 27 11 14 +4 Gs D 2400 83(70) -8 20 St/Air Su・ASu
1 Inv (Throw). 2 - 36, 39 - 49 Airborne. 3 - 8 Inv (Leg). 9~ Inv (Feet). 12 - 37 Reflect. 1 - 37 CH. On block, bounces back (18f total).
Assailing Punishment of Hell C 236C 7 21 32+(until landing)7 -2 F D 2500 83(70) -8 66 All Su・ASu
1 Inv (Throw). 2~ Inv (Feet). 2~ Airborne. 7 - 27 Reflect. 1 - 27 CH. On block, bounces back (24f).
Assailing Punishment of Hell A (air) J236A 15 19 15 +4 U D 2800 83(70) -8 40 All Su・ASu
12 - 33 Reflect. 1 - 33 CH. If you land during the move, recovery is cancelled. On block, bounces back (18f total).
Assailing Punishment of Hell B (air) J236B 18 Until landing 12 +4 Gs D 2400 83(70) -8 40 St/Air Su・ASu
During active frames, 6~ Reflect. Airborne from the end of active frames to the end of recovery, except for a single frame. During active frames, CH. On block, bounces back (18f total).
Assailing Punishment of Hell C (air) J236C 5 18 23 -2 U D 2500 83(70) -8 40 All Su・ASu
1 - 22 CH. On block, bounces back (24f total)
Assailing Punishment of Hell A (powered) 236A 22 3x4・10 18 -5 Dx4・U Ax4・D 300x4・2800 95x4・83 -2・-1x3・-8 30x4・40 Cr/Air Su・ASu
1 - 21 Inv (Strike). 19~ Reflect. 22 - 43 CH. 35 - 44, can cancel into B or C powered versions. First three hits have hitstop 1.
Assailing Punishment of Hell B (powered) 236B 27 3x4・2 26 -4 Dx4・Gs Ax4・D 300x4・2400 95x4・83 -2・-1x3・-8 30x4・20 St/Air Su・ASu
1 Inv. 2 - 14 Inv (Strike). 2 - 36, 42 - 52 Airborne. 12 - 40 Reflect. 15 - 40 CH. 40, can cancel into A or C powered versions. First three hits have hitstop 1.
Assailing Punishment of Hell C (powered) 236C 7 3x4・9 32+(until landing)7 -48 Ux5 Ax4・D 300x4・2500 95x4・83 -2・-1x3・-8 30x4・40 All Su・ASu
1 Inv. 2 - 6 Inv (Strike). 2~ Airborne. 7 - 27 CH and Reflect. 7 ~ Inv (Feet). 20 - 28 can cancel into A or B powered versions. First three hits have hitstop 1.
Assailing Punishment of Hell A (air, powered) J236A 15 3x4・7 15 - Dx4・U Ax4・D 300x4・2800 95x4・83 -2x4・-8 30x4・40 All Su・ASu
1 - 11 Inv (Strike). 12 - 19 CH and Reflect. If you land during the move, recovery is cancelled. 28 - 34 can cancel into B or C powered versions. First three hits have hitstop 1.
Assailing Punishment of Hell B (air, powered) J236B 18 Until landing, 3xn 0 +22 Dxn・Gb Ax4・D 300x4・2400 95xn・83 -2xn・-8 30xn・20 St/Air Su・ASu
CH. During active frames, 6~ Reflect. Airborne from the end of active frames through recovery except a single frame. Last hit only activates if the move hits after landing. 1f after the last hit, can cancel into A or C powered versions. All hits except the first have hitstop 1.
Assailing Punishment of Hell C (air, powered) J236C 5 3x4・6 23 - Ux5 Ax4・D 300x4・2500 95xn・83 -2・-1x3・-8 30x4・40 All Su・ASu
5 - 22 Reflect. 1 - 22 CH. 18 - 23 can cancel into A or B powered versions.
Howling Anguish of Hades (low) 421A/B/C 15 10・8 17 -4 N (Vr)x2 A・C 300・1800 95・87 -2・-6 42 St/Cr -
1 - 39 CH. First hit has hitstop 2. If you get hit, this attack disappears on the next frame. Cannot HC or EFC.
Howling Anguish of Hades (middle) 421A/B/C 15 3・10・8 23 -10 N (Vr)x3 Ax2・C 300x2・1800 94x2・87 -2x2・-6 42 St/Cr -
1 - 48 CH. First two hits have hitstop 2. If you get hit, this attack disappears on the next frame. Cannot HC or EFC.
Howling Anguish of Hades (high) 421A/B/C 15 3・4・8・8 29 -16 N (Vr)x4 Ax3・C 300x3・1800 95x3・87 -2x3・-6 42 St/Cr -
1 - 58 CH. First three hits have hitstop 2. If you get hit, this attack disappears on the next frame. Cannot HC or EFC.
Howling Anguish of Hades (low, powered) 421A/B/C 13 3・1 20 +-0 N (Vr)x2 A・C 300・1800 95・87 -2・-6 30・42 St/Cr -
1 - 30 CH. First hit has hitstop 2. If you get hit, this attack disappears on the next frame. Cannot HC or EFC.
Howling Anguish of Hades (middle, powered) 421A/B/C 13 2・2・4・1 22 -2 N (Vr)x4 Ax3・C 300x3・1800 95x3・87 -2x3・-6 30x3・42 St/Cr -
1 - 37 CH. First three hits have hitstop 2. If you get hit, this attack disappears on the next frame. Cannot HC or EFC.
Howling Anguish of Hades (high, powered) 421A/B/C 13 2・2・4・1・3・1 24 -4 N (Vr)x6 Ax5・C 300x5・1800 95x5・87 -2x5・-6 30x5・42 St/Cr -
1 - 43 CH. First five hits have hitstop 2. If you get hit, this attack disappears on the next frame. Cannot HC or EFC.
Raining Retribution of Makai J214A/B/C 16 Until landing 12f after landing +8 S/D C 1600 87 -2・n 30 All Su・ASu
Recovery based on whiffing the attack. On block or hit, bounces back (hit: 10f total, block:12f total)
Raining Retribution of Makai (powered) J214A/B/C 16 2xn 4f after landing +11 M/Gs Bxn 800xn 95xn - 30 All Su・ASu
Ancient Talisman 632146A/B/C - - 86 (total) - - - - - - - - -
1 - 71 CH. Accepts at most 6 stick inputs (to do successive inputs, you must return the stick to neutral). Will accept inputs between frames 3 - 71. 12f after input, the bullet will come out. Recovery data based on not performing any inputs. Cannot HC or EFC.
Ancient Talisman (bullet) 0 15 5 47 (total) -17 W/N A 100 95 -2 22 All -
1 - 32 CH. (something). 9f after you input, the bullet comes out. If you successfully finish the diagram, continues to the "success" portion 22f later. Projectile. Cannot HC or EFC.
Ancient Talisman (success) 0 9 10 12 +3 See Notes E 0 50 80 - All -
Inv. Unclashable. Uncounterable. Cannot HC or EFC. Blowback, Triangle: H (Hi)・11f untechable time, Pentagram: Ws・26f untechable time. Starting on frame 10, specials and supers are powered up. Effects last for 359f if you input a triangle, and 719f if you input a pentagram. Doing this move repeatedly has no additional effects.

Supers

Name Notation Startup Duration Recovery Advantage Properties Level Damage D.Prorate T.Prorate T.Time Guard Cancel
World Conquering Power of the Demon King 236AB 0+5 4 35 -14 F (Hi) E 1600・1000・400x11・1000 83・100x12・50 0x12・-20 32 All -
S. Flash - 4f Inv. 5 - 32 CH. First hit locks the opponent. Unclashable. Cannot HC or EFC.
World Conquering Power of the Demon King (powered) 236AB 0+5 4 31 -10 F (Hi) E 1600・1000・300x21・1500 57・100x22・50 -6・0x22・-20 32 St/Cr -
S. Flash - 8f Inv. First hit locks the opponent. Unclashable. Cannot HC or EFC.
Life and Death Controlling Taboo Magic 63214AB 0+3 2 21 - - - 400xn・400 100 - - 100 -
S. Flash - 2f Inv. 3 - 17 CH. Opponent can mash buttons and stick to reduce the number of hits (down to 2 hits). Besides the first hit, every hit Yoriko regains 200 life. Down. Opponent rises 58f after recovery (tested on Heart). *1
Life and Death Controlling Taboo Magic (powered) 63214AB 5+0 1 22 - - - 500xn・500 100 - - 100 -
1 - S. Flash Inv. During recovery, 1 - 14 CH. Opponent can mash buttons and stick to reduce the number of hits (down to 3 hits). Besides the first hit, each hit Yoriko recovers 200 life. Down. Opponent rises 58f after recovery (tested on Heart). *1
Safe Ancient Talisman Method 632146AB 0+5 1 70 (total) - - - - - - - - -
S. Flash - 9f Inv. 10 - 53 Inv (Throw). 10 - 54, a barrier is created that will absorb up to 1500 damage (unaffected by your stick inputs). First hit counts as a projectile, with hitstop 42. After each input, return the stick to neutral to do the next input (up to a maximum of six inputs). You have 36f to perform the inputs, from the 10th frame of S. Flash to the 6th frame of recovery, at least 4f between each input. (something). Recovery based on not performing any inputs. If you perform the inputs correctly, you proceed to the "success" portion in 22f.

Critical

Name Startup Duration Recovery Advantage Properties Level Damage D.Prorate T.Prorate T.Time Guard Cancel
Heaven and Earth Scorching Conflagration of Makai 0+3 Until the edge of the screen After hitting the wall - Ws x n Axn・- 2000xn・1600 83xn・50 -・120・26 -8xn・80 -・120・26 -
S. Flash~ Inv. Besides the last hit, wall untechable. Unclashable. Uncounterable. All hits besides the last have hitstop 2. Startup changes depending on your position relative to the wall. Inv from the 12th frame of recovery to the downed state, as well as when rising.
Heaven and Earth Scorching Conflagration of Makai (powered) 0+4 Until the edge of the screen After hitting the wall - F (Hi)x2・Ws x 19 A・- 4000x2・600x17・5000・1600 -8x2・-2x17・-20x2 999x20・26 -8x2・-2x17・-20x2 999x20・26 -
S. Flash~ Inv. Besides the first hit, wall untechable. The 20th hit wallslams and downs the opponent. Unclashable. Uncounterable. All hits besides the first have hitstop 2. Startup changes depending on your position relative to the wall. Inv from the 12th frame of recovery to the downed state, as well as when rising. First hit homes in on your opponent. First hit locks the opponent, if it whiffs continues on the last hit.
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