Arcana Heart 3/Maori Kasuga/old
Maori is a priestess with great keep-away game. In exchange, her close combat abilities aren't that great. By using her sisters for help, they can protect Maori in her times of need. Maori is great for people that like to play heavy zoners.
1 - Homing Approach
The normals in the air for Maori really aren't that good to use as they have slow start-up time or rely on her momentum. JA however, seems to hit overhead though. It can be used after the opponent blocks a top(623X). Which has to be blocked low.
2 - Neutral Spacing
Maori can use 6A to cover a good amount of space and distance. Don't use it to often because it doesn't have a very fast start-up.
3 - Hit Confirms
Maori's A moves are very fast. Use these to confirm in other normals. 6B does two hits and allows for loads of time to think about what to do next. 623A/B/C can be thrown out by itself at the right distance so as not to trade with opponents attack. Then she can follow with an HC combo.
4 - Defense
Big sister is a major part of Maori's defense. Hama no Shishiku comes out guaranteed very quick, you could use it as a reversal fairly easily. It also almost always trades in your favor. Raishin Otoshi and Tsumujigake can be used off a 4GC to reversal depending on how you think your opponent will try to approach you (Raishin for air, Tsumujigake for ground). Tsumujigake can also be used during a 6GC to help assure that you win a possible clash battle. Judge where the opponent is on the screen and use the sister assists accordingly. If opponent blocks a sister, use that blockstun to your advantage and follow with a 623X.
The Arcana that best go with Maori are ones that allow her time to get away and make up for her lack of damage and slow normals. As well, arcana that let you set up traps to deter rushdown attempts and/or further augment Maori's zoning from different angles have great synergy with her summons.
Flower greatly makes up for a lot Maori's weaknesses. It's 236236E super covers a lot of space and allows Maori to get away to reposition herself. It has buffs that can add defense and attack strength. It can also give some health back. Allows fo no counter hits. Great for whiffed or misjugded normals. Standing by planted flowers slowly give meter. Using the sister as keep away can give you a lot of time. Having a very fast Arcana Blaze is great too. Though it is fairly weak.
Mildred can add tons of blockstun with her specials especially when she's summoned. You could use this to chip away at the opponent health or go for a guard crush. Then follow up for a combo. Halo special moves on hit do a good amount of damage. So it's best to find ways to hit-confirm into them for maximum potential.
Sin makes close-range rushdown characters think twice about speed homing in with attacks via pinwheel traps. Their options tend to become limited to either: 1) out-zoning Maori, or 2) resorting to low attacks to duck under hitting the pinwheels. You can safely set up traps after any Ouka no Mai, or while any of the sisters have the opponent in blockstun. Air sin balls super is very good for augmenting your aerial zoning, especially if you feel the opponent is starting to easily outmaneuver/counter-hit you out of summoning Koito and Kouta. A very easy confirm with Ouka no Mai into Arcana Blaze is icing on the cake.
Wind augments your horizontal zoning more reliably than Koito and Kouta for those periods of time immediately after summoning your nee-san. As well, Maori gets pushblock to replace advancing guard to keep opponents out of her face when vanilla 6GC no longer cuts it. The cyclone traps don't last as long as sin traps, but are still a decent deterrent for reckless rush-ins, and you can easily confirm with a homing air combo into Setsugekka on impact. You'll have to be on point with all your summons though, due to the poor attack and life modifiers.
Fire is mostly useful for hitting from different angles and giving Maori a good boost to attack power. You'll be able to cover 45 degrees upwards and downwards with the fireball, and attack half the screen with the Kakou Ha. Maori also gets a good reversal worth mixing up with Hama no Shishiku, if the opponent has already gotten used to moving after nee-san's initial dive. Fire's unblockable Es will also give you some gimmicks, due to your sisters' easily enforced blockstun times.
It's Mahvel baybee!
- 5A > (2A) > 3A > 5B > 6A > 6B > 5C > 421B/C
- You could avoid using 6A until you are used to using it. You can also follow up Tsumijigake easily when near the comer
- 5A > (2A) > 3A > 5B > 6A > 6B > 5C > 623B/C > JA >SGM > JC
- SGM = J623X → 4X → 1AB
- IAD jC > land > 5A > 5B > j7A > j623X~4B > jA > [jc] > jA > jB > jC [top hit]> j5D > jB > land > 5A > 5B > jA > jB > jC > land > 623C > 421AB
- Can start the combo off random top hits and close 22X
- ～ 623X >[EFC]>[NH]> JA > JB > JC >[delay]> JB >[land]> JB > SGM > J623B
- ～ 623X >[EFC]>[NH]> (JA) > JB > JC > J623X~4B > JB >[jc]> JC >[top hit]> (5A) > 5B > JA > JB > JC
- Close 421C > j623X~4C > jB > land > 5C [top hit]> j5D > jB > land > 5A > 5B > jA > jB > jC > land > 623C > 421AB
- Close 421C > j623X~4C > jA > land > 5A > jA > jB > jC > land > 623C > 5D > jA > jB > jC > j623C > j4C > j2AB > j421AB
- The j421AB is mostly just for show when you have 3 bars. Hit with it towards the end of the Setsugekka.
- 623B/C > 5D > D~jA > j623X~4C > jB > [jc] > jC > falling jB > land > 5A > 5B > jA > jB > jC (land 623C > 421AB)
- Corner combo
- JA > 5A > 3A > 5B > 6B > 5C > 623C >[EFC]>[ND]> JA×n >[jc]> JA×n JB > J421AB
- 236E > 5A > 5B > JA > J623B4X > JA >[jc]> JA > JB > JC >[top hit] > [land] > 5A > 5B > JA > JB >[jc]> JA JB JC
- 5A > 2A > 3A > 5B > 6A > 6B > 5C > 623C > [EFC] > 236ABC
- Easy BnB into Arcana Blaze.
- 2A/3A > 5B > 5C > EFC > dash 5A > 3A > 5A > 3A > 5B > 6A > 6B > 5C > 6C > 236236E > dash 5A > 5B > 5C > 236E > 2[E]~
- Corner combo
- 623B/C > EFC > 5D > D~jA > j623X~4B > jC > falling j5D > D~jB > land > 5A > 5B > jA > jB > jC
Crouching groin poke with fingers, hits mid. Good start up and it cancels into itself, but a bit slow. Be sure to remember that this does not hit low.
Maori lets the top, resting on her other hand, down on to the floor for a two hit low hitting attack. This hits low, but its not as fast as your other A level moves.
Maori knife hands with two fingers out, hits mid. Very fast start up (3F!). The hitbox is pretty weak, no cash gimmicks with this move, just leave it to combo starters and quick, extremely close ranger pokes. This has the best start up out of any other move that Maori has.
Maori extends the top up and out towards the opponent. Slower than your other As, but it has good reach in exchange. Hit will even hit right above you a little bit, bit if they are too close it won't hit. Good bits of clash frames starting from the moves start up so you could use it quite effectively as an anti air.
While crouching, Maori raises the top up and it rises above her head. The top's attack hitbox doesn't mix with Maori's hitbox so you could use this as an anti air easily.
Maori ducks and sets the top down at her feet. This hits 3 times and mid. The top has plenty of clash, but only after it is out. Unfortunately the start up is very slow on this, but you get really good frame advantage if you make the opponent block this.
Maori holds the top out with one hand at eye level, hits mid. The hit runs pretty high, so there are several characters that can duck under this move.
While standing, Maori sets the top out on the floor. This hits two times and is low, this is like 3A while standing. The start up is slower than 3A but has a way longer duration and hits low for both hits as it goes out and back. This will reel the opponent in on hit as the top comes back, so it has great utility in combos.
Maori throws the top out and back while crouching for two hits, the second hit is low. The top goes up first.... then low for the second, low hit. A tricky move to use but the duration is extremely.
While standing, the top goes high to low, groundslams airborne opponents. The top of it gives you some rather expansive upper-box a little bit into the start up of this move; you can use this as an anti air somewhat reliably.
This move starts with 5C's motion, the Maori lets the top out unto the floor, the first hit is an overhead, the second hit is a low and has down properties. Basically a high low mixup in the same move, very nice properties on it. Note that just like 6A, if you are too close you'll whiff with this. If you connected the second hit, you can cancel it into Ouka or connected into 5A for the rest of the combo.
This is like 2C, but the top's trajectory is more shallow and in front of Maori. Decent start up, so it could potentially be used as an anti air, but you could be in trouble if this gets clash. If you were to use it as anti air, you are better off throwing it out as early as possible.
Maori tosses the top out right in front of her. This has slightly longer reach than 5B, and faster start up (uncharged) than 5C.
2A transposed into the air. This has the slowest start ups out of her other As, but the reach is decent and you'll end up using it a lot for air-to-air and combos. In all her air moves, this is the only one that hits overhead, please remember this.
Maori extends the top out straight forward in air. Good air to air move. On this move, the top responds to your momentum; if you move forward with this move, you'll end up shortening the range of this move, and vice versa for moving backwards.
This is like JB, but Maori extends the top out and up. Almost double the start up of JB, but the hitbox and duration is excellent. This is a great air-to-air move if you put it out as early as possible. Just like JB, because of the delay as it is coming back, and since it doesn't not hit on the way back, you can change reach of the move based on your momentum.
Maori extends the top downwards. This move hits really deep downwards but it is a bit thin right in front of Maori. This has some clash in start up to help as a air-to-ground, but it groundslams on hit, making it somewhat difficult to get a good return for your trouble. You cannot special, jump or homing cancel this move either. Just like JB and J6B, the attack changes with your momentum.
Maori lets the top drift upwards slightly as the top spins into the air then downwards like a drill, the clash and hitbox of the attack follows the top. This is easy to follow up if you counter someone near the ground with this but, its pretty had to call this a reliable move for that in the first place due to its nature. You cannot special, jump or homing cancel this move.
Maori's normals do not work quite like the other characters. Here are some things you should be aware of: You cannot jump or special cancel 3A 3B 6B 6C or 2C on the first hit. You cannot homing cancel 3A 3B 6B 6C or 2C on the first hit. Maori's chains are also a bit different. You can organize them into 5 levels
1 - 5A 2A 2 - 3A 3 - 5B 2B 4 - 6A 6B 3B 5 - 5C 2C 6C
The moves in level 1 can cancel into themselves. You can chain any of the lower levels into the higher ones. You cannot cancels moves in the same level into each other, or higher levels into lower levels. The only exception to this is 5B → 6A → 6B.
|Ouka no Mai 「桜花の舞」 - 623ABC
|Sekka no Mai 「雪花の舞」 - J623ABC
|Gekka no Mai 「月花の舞」 - 4ABC [During Sekka no Mai]
|Tsumujigake 「街風駆け」 - 421ABC
|Raishin Otoshi 「雷呻落とし」 - 22ABC
|Hikejigake 「飛計路翔け」 - 214 or 236ABC
|Gagakusonae 「雅楽備え」 - 214214 or 236236ABC
|Hama no Shishiku 「破魔の獅子吼」 - 421A+B
|Taima no Zuikaku 「退魔の瑞鶴」 - 63214A+B
|Setsugekka no Mai 「雪月花の舞」 - 1A+B [During Gekka no Mai]
|Karaito no Ya 「神来社の矢」 641236A+B
|Karaito no Ya Kobu 「神来社の矢 鼓舞」 41236A+B [During Karaito no Ya, before the arrow is fired]
|Karaito no Ya Misogi 「神来社の矢 禊」 41236A+B [During Karaito no Ya, after the arrow is fired]
|Karaito no Ya Harai 「神来社の矢 祓」 41236A+B [During Misogi, after the arrow is fired]
|Karaito no Ya Kamukura 「神来社の矢 神座」 41236A+B [During Kobu Before the arrow is fired]
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11. Yuzu Hieda (Asagiri no Miko)
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13. Hanyuu (When Cicada Cry)
14. Mana (Negima)