Arcana Heart 3/Kira Daidohji

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(Click here for the Arcana Heart 3 version of the Kira Daidohji page)

Kira Daidohji
大道寺 きら


Health Modifier
+7%
Guts Threshold
~45%
Maximum Guts
~30%
Guts Factor
~5.25%
Base EHP
~27103

Introduction

The little girl mad scientist with dreams to take over the world. She is the sole grappler in the game and combined with the game’s homing and clash system, very scary in the right hands. She has a variety of grabs to keep your opponent at bay on the ground and in the air. Playing this character requires a certain level of patience due to your large hitbox and large normals. Mastery of the game’s clash system and knowledge of each of her matchups is very important for advanced play. If you ever wished Zangief could fly, you found the right character.

Changes from Arcana Heart 3

  • 5B can now be held down for a feint.
  • Ekodashiki Rocket Cannon (623B) and Ekodashiki Landmine (623C) now make the enemy drop faster.
  • Ekodashiki Landmine (623C) can now be super-canceled.
  • Ekodashiki Cluster (41236X) variants now float differently. B variant is now faster, while C variant is now slower. Also, C variant now floats Kira for longer.
  • Flying Kira-sama Driver (j.214X) now has smaller horizontal hitbox and bigger vertical hitbox.
  • B Daidohji Bunker Buster (63214B) now has shorter start-up and is now invincible from frame 2 (the exact window is not specified).
  • C Daidohji Bunker Buster (63214C) now has shorter start-up. You can change the trajectory slightly by holding down 4 or 6 after the input.
  • Daidohji Bunker Buster (63214X) can now be done in mid-air. All versions bring the enemy down to the ground, similar to the ground *C version. The button pressed determines the move's trajectory.
  • Flying Armageddon (j.6321463214A+B) now has bigger vertical hitbox.

Additional Resources

Kira's Story

Kira's Frame Data

Kira's Movelist Card

Strategy

As stated above in the introduction, playing Kira requires patience from its player. Most of her normal are large and punishable if not used properly. Her large hitbox makes her vulnerable to mix-ups and ranged attacks. It’s very easy to get overwhelmed at close range because everything can and will hit you. Even with these faults, Kira has answers to all of these provided you understand her tools, gameplan and matchups.

Neutral/Homing Game

At neutral, Kira needs to be alert and react to your opponent. It’s very dangerous to throw out your normals with no thought behind them since they are very punishable at that range. If your opponent gets to close without you reacting in time, it may be difficult to get them off. You have two goals in mind with Kira as you move around. Either get up close, overwhelm the opponent with your grabs and big normals or observe them and counter with the appropriate move to prevent them from taking advantage of you.

Kira has a variety of options to her in the air to help against homing in opponents. j.A and j.C are your best bets for normals. j.A is very fast, has a decent hitbox, clashes and stops most approaches. There aren’t many times you can followup after wards since they can tech right after but it’s a decent option in the air. j.C is riskier due to its slow startup and hitbox but more rewarding since you can HC after it into a full combo.

Her grab series (360ABC/6321463214A+B) are the best options during homing exchanges and should be used when possible. Against a speed homing opponent, you can easily grab them and begin your own mix-up. You can punish early techs, grab characters out of attacks and beat out most moves in clash. 6321463214A+B is simply amazing for its huge damage and one frame startup in the air.

Defense

Most of Kira’s defense is dependent on clashing and grabs. After a clash, if you opponent is at the appropriate height/placement, you should always 360ABC or 720AB period. Very few moves are able to win especially with air 720AB having a 1frame startup. On the ground, the best normal to initiate a clash on an incoming opponent is 2[E]. It clashes with a majority of the moves in the game and you have many options off of it whether it be 360, 720, her various anti-air moves or simply jumping away. In the air, you should always challenge the opponent to a clash when possible. j.C, j.B and j.A are your clashing options in the air. Typically when you clash with j.C, you might be too far to do a normal 360 so think about following up with a j.A or 720 instead. j.B is good for vertical clashing and when the opponent is below you. j.C is good on a horizontal range and for opponents homing in.

Further on her ground game is 4D and 6D. 4D is interesting depending on how it’s used in a situation. You can use 4D without getting hit to quickly dodge a move and quickly buffer a 360/720. If you Guard Cancel 4C, Kira does a small hop which allows her to do air moves. This can help her punish opponents in the air when they least expect it with an air 360/720. If you let the entire 4D go through, it maybe be too slow for you to punish with a grab so use it with caution. More often than not, you will be using guard cancel 6D. It helps moves her forward and allows you to buffer a grab or move of your choice. Because of this being her most popular way of getting out of pressure, experience players will be prepared and will often bait it out. It’s a very strong a useful tool but use it in the best situation.

If you are able to understand your opponent’s movements when they home towards you, a 360ABC or 6321463214A+B can stop them in their tracks. Due to the buff on her Bunker Buster (63214x), the first few frames have full body invincibility which can surprise opponents on wake-up or when they aren’t directly in front of you for a 360/720.

Hit-Confirms

On the ground, Kira can hit-confirm into most of her combos from 2B. 2B is air-unblockable and can lead into her few meterless combos or go straight into the 623X series for a possible mix-up/combo. Due to 2B’s new change in LM, you can follow it up with 41236B 2B for a little extra damage. 2C is a slow but long reaching sweep that can be comboed into another 2C or EFC into a combo of your choice.

Kira’s strongest confirms are in the air with the all mighty j.E and j.C. j.E has a huge hitbox, crossesup easily and is usually safe on block. Hitting your opponent on the ground allows you to combo into 2B, 2/5A or 2C. Hitting them in the air, provided you are in the right position, allows you to combo into 2B and 5A. If you get a counterhit in the air, you can HC it into another j.E or j.C/j.A for a followup of your choice. If it’s blocked and you have enough height, you can 2B the opponent while they are still in the air to break their guard. Though a very powerful normal, you should not abuse j.E since it can be easily countered if the opponent is aware of it and it has no clash frames making it a poor choice to challenge other attacks. j.C hit-confirms are very similar to j.E but should be used more to hit opponents from far away where j.E would not work.

Arcana Selection

Kira can use a wide-variety of arcana depending on your playstyle. Certain arcana can create new combo and mix-up options for her while others improve the tools she already has. Learning multiple arcana for Kira helps her with her bad matchups so having a side one for counterpicks is not a bad idea. She can also combo into a majority of the arcana blazes in the game for those looking for flashy finishes. Try experimenting with different arcana (even ones not listed here) and see what you can find. Make sure to read up on specific arcana details in their respective sections for attack names and passives.


Recommend

Metal

Arguably, Kira’s best arcana and the most popular pick for her. It’s an very easy arcana to start with and mastering it can give you amazing results. It has great stamina and damage that can make simple combos do enormous damage. The most important tactics with this arcana involve the shield and arcana supers/eclipse. After most knockdowns, you can put up a shield to protect Kira and allow her to mix-up the opponent depending on how they react. Do they jump? Go for Landmine(623C) or Cannon(623B). Are they neutral? Try a Bunker Buster (63214X) and so on. In many metal combos, Kira can easily confirm into Dikaiosi(236236E) then Metal Eclipse right after for massive damage. Outside of combos, she can use her upgraded supers for massive chip damage. For great defense and offensive, look no further.


Thunder

With an already scary clash game, Thunder just adds on to the carnage. Giving her dash clash frames allows her to move in from the ground easily and punish with grabs or reversal/anti-air with Crioch (623E). She can combo into Fearg Lorg (236236E) from a Landmine or Cannon for easy damage and mix-up even when blocked. If you want to focus on powerful mix-ups and a dangerous clash game, this arcana is for you.


Evil

Also known as poison, this is the dangerous combination of giving a grappler a telelport. This is a very offensive arcana with damage added on thanks to the poison from her E moves and Extend Force combos. With Evil, she gets many arcana specific combos with Dechirer (236E) and Miroir (214214E) off of Landmine, Cannon and 6C. After knockdowns from grabs or stray 2C’s, you can teleport above for a mix-up or use Empoissone (623E) for okizeme. The teleports also give her access to her 360/6321463214A+B/1080 grabs when your opponent least expects it. Even so, the teleports should not be abused as they have a fair amount of startup and recovery. For a fun arcana with silly but powerful offensive options, evil is your choice.


Flower

Although a defensive oriented arcana, it does not skimp on the damage when used by Kira. It’s a good counterpick arcana for difficult matchups thanks to its counter hit nullifying passive and quick extend gauge recharge time. Kira also has a unique loop with 236E where she can rack up a lot of damage or go for a mix-up. Multilayered Crimson Nivara (236236E) is a great super to set up for mix-ups or grabs

Base Combos

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Move List

Note: Click on the images of the moves to see the full frames.

Normal Moves

5A

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2A

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5B

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2B

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5C

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2C

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6C

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j.A

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j.B

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j.C

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j.E

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Special moves

Kira-sama Driver
「きら様ドライバー」
[360]X

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  • A Version
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  • B Version
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  • C Version
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Flying Kira-sama Driver
「フライングきら様ドライバー」
j.214X

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  • A Version
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  • B Version
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  • C Version
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Daidohji Bunker Buster
「大道寺バンカーバスター」
63214X

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  • A Version
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  • B Version
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  • C Version
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Head-smashing Back Drop
「脳天直撃バックドロップ」
X
[During Daidohji Bunker Buster]

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  • A Version
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  • B Version
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  • C Version
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B BUNKER
Kanji
New Move

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  • A Version
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  • B Version
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  • C Version
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Ekodashiki Grenade
「江古田式グレネード」
623A

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Ekodashiki Rocket Cannon
「江古田式ロケット砲」
623B

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Ekodashiki Landmine
「江古田式ランドマイン」
623C

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Ekodashiki Cluster
「江古田式クラスター」
41236X

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  • A Version
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  • B Version
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  • C Version
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Super Moves

Armageddon Buster
「アルマゲドンバスター」
[720]A+B

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Flying Armageddon
「フライングアルマゲドン」
j.6321463214A+B

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Critical Heart

Last Armageddon Drop
「ラストアルマゲドンドロップ」
[1080]A+B

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Colors

Color 1 Color 2 Color 3 Color 4 Color 5
Color 6 Color 7 Color 8 Color 9 Color 10
Color 11 Color 12 Color 13 Color 14 Color 15
Color 16 Color 17 Color 18 Color 19
Color 20 Color 21 Color 22
Arcana Heart 3 Love Max!!!!!
General

ControlsFAQGame ModesGlossaryHUDLinksStorySystemTutorial

Characters

AkaneAngeliaCatherineClariceDorothyEkoElsaFionaHeartKamuiKiraKonohaLieselotteLilicaMaoriMei-FangNazunaPetraSakiScharlachrotWeißYorikoZenia

Arcana

DarkEarthEvilFenrirFireFlowerHaloIceLoveLuckMagnetismMetalMirrorPlantPunishmentSacredSinThunderTimeToneTyrWaterWind

Specific Mechanics

Arcana DataClashExtendFramesHealthHoming CancelProrationTeching