Arcana Heart 3/AH3LMSS/Mildred

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Halo Arcana, Mildred

Profile

Mildred, who became a being of a higher order in the last installment of “Arcana Heart”, was swallowed into the spiritual plane during the convergence of the planar rifts. Becoming a true Arcana after gaining new powers in the spiritual plane, she reunites with her sister Angelia after seven years. She accompanies Angelia as her guardian spirit, though hesitant at times because of Angelia's overbearing personality.

Attributes

Passive

  • Light Velocity: This will increase the maximum height of your high jump. Good for characters with poor mobility, but it takes a bit more time than usual before you can do things after the start of the high jump.
  • Luster Force: Mildred will perform a follow-up to any fully charged grounded E button attacks that hits.

Extend Force

  • Angelic Halo: During EF, Mildred is summoned to your side to perform arcana special attacks. E attacks are not just stronger, but much faster than normal and guaranteed to come out. Luster Force also becomes its own move during this time. If Mildred gets hit, she will disappear and you won't be able to use any Arcana moves for 115 frames.

Special Moves

Noble Photon
Noble Photon
236E
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Air ok. Fire a bullet of light with slight homing ability. Explodes on contact with the opponent. Start up is a bit slow, but it accelerates rather quickly and causes a long period of untechable time on hit; easily comboable with a neutral homing towards the opponent. Aside from the start up, it is an all around good move. During EF, its start up problems are gone becoming a great tool for combos, pressure, you name it.


Royal Optics
Royal Optics
623E Not available during EF
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Air ok. Fire a shockwave of light to attack nearby opponents. This move usually isn't used that much, but it wall slams on hit and does high damage. Slow start-up, but it has a good hitbox if you get it out. Very easy to follow up with homing on hit. Because the input for this overlaps with the EF-exclusive Luster Force, you cannot use this during EF.


Judgement Ray
Judgement Ray
214E
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Air ok. Rays of light search out your opponent's trajectory and hit them after a slight delay. i.e.: If they are in the middle of back dashing, it will appear behind them. If they are dashing, it will appear in front of them. This move will appear ahead of your opponent in relation to their momentum. It will try to hit them no matter where the opponent is so this move sees a lot of use. Unlike Noble Photon though, this only gets a few frames quicker during EF.


Luster Force
Luster Force
623E during EF EF-only move
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Air ok. Mildred warps behind the opponent and kicks them upwards. This can only be used during Extend Force. It's hard to incorporate this move into your play, but it at least works very well as a surprise attack. Easy to combo of it with a neutral homing.


Arcana Supers

Celestial Gate
Celestial Gate
236236E
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Air ok. Summon a gate of light that calls forth countless rays of light. 4 frames after activating this, it will be guaranteed to come out no matter what happens to you. Additionally, it will always come out during EF. These give it a decent functionality as a reversal. The attack starts from the bottom up, covering the entire screen height, so you can ignore that factor for combos, etc. This move does great damage and depending on how many hits/how you hit them, you can follow it up afterward. The attack range is somewhat narrow horizontally, but that is the only real weakness of this move.


Imperial Division
Imperial Division
214214E
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Air ok. Fire multiple laser beams directly at the opponent's location. This super is basically 3 Judgment Ray attacks in a row. This is mostly for zoning, to force the opponent into the corner, or for some chip damage. The start-up is pretty slow and it has terrible recovery on the ground. Luckily that's not the case in the air. During EF, the start-up is less than a third of what it is normally, you send out six Judgment Rays, and it's also guaranteed to come out, making it one of the best zoning tools in the game. Use this in EF whenever you can since you can use it for reversals, pressure, zoning, combos, and more.


Arcana Eclipse

Last Salvation
214B+C
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Mildred moves behind the opponent, unleashing a flurry of attacks.


Arcana Blaze

Divine Breath
236A+B+C
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - - - -

Mildred will perform a massive laser attack from the sky. The ray is very wide and homes in to the opponent's position. The start-up is pretty slow, but it is instantaneous after the superflash and will hit the opponent anywhere on the screen. If they are not already blocking by the time it goes off if they are in the air they are going to get hit, so go ahead and use this for an extremely flashy tech punish.


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