Arcana Heart 3/Nazuna Inuwaka

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Nazuna Inuwaka

Health Modifier
-4%
Guts Threshold
~70%
Maximum Guts
~25%
Guts Factor
~7.5%
Base EHP
~24908
Nazuna's Move List

Contents

Introduction

Nazuna is on a quest to replace certain animal using SNK characters in a new age of non-suck. Nazuna is one of the more aggressive zoners in the game. With a set of projectiles, and long range normals, she can make getting in a living hell for her opponents. Nazuna is recommend for players that like to camp behind zoning tool and control the game from afar.

Other Pages

Nazuna's Frame Data

Nazuna's Story

Starting Out

1 - Homing Approach
You won't be too aggressive with neutral homing when it comes to playing Nazuna. Nazuna's homing is on the slow side and combined with her large hitbox, she's much better off using other means of approach. However when an oppritunity does come up to approach with homing (such as fullscreen wiffed love beam), a low neutral homing directed so as to hit with the tip of j.C near the ground is a good way to punish or get in. In other situations where you're forced to approach from higher in the air, j.6B is normally your best bet but it's not the greatest move to use from homing.

Even if her aerial options aren't that great, keep in mind that Nazuna has the best normal and especially super jumps in the game.

2 - Neutral Spacing
5C, and 2B are terrific for Nazuna. 5C has amazing forward reach and is a active forever. This move is best against grounded opponents when you also have the protection of a rabbit set near by. 2B is a great anti air. The best part about both of these moves is that they have clash from frame one, which gives them a lot of added utility (anti projectile, clash low approaches etc). Against an opponent homing in, these will be your main tool in keeping them out as they are you best tools for clash battles. 5C (clash)> 5A or 2B(if they are up higher) is your other main method of anti air.

5C's weakness is that at closer ranges, low profile moves (Eko slide, Saki slide, Konoha slide, Zenia sway, etc), and vs airborne opponents where it can wiff, it has a lot of recovery when it can't be canceled. 2C is another great poke that doesn't have quite as much range, but if the first hit wiffs the second will normally hit or have to be blocked. And even if the second hit wiffs it recovers very fast, making it difficult to punish. While 2C isn't normally as rewarding as 5C, it's a great alternative when 5C is high risk.

5B is another useful move that you will have to learn to use, especially against smaller opponents. The most important part is that it can hit small and crouching characters easily, and unlike 2C it's also jump cancelable on the first hit. From time to time the second hit can also be useful as an anti air but is generally too slow and obvious to be used as such.

To compliment her strong neutral game, Nazuna also has a strong Zoning game, which will be covered in its own section.

3 - Hit Confirms
In most matchups, you'll be confirming mostly from anti-air, ground-to-ground pokes, or j.B crossups (goes into ground move anyway). Anti-airs go straight into air combo and depending on the situation may or may not be extendable. Air-to-air confirms for Nazuna are basically the same, straight into air combo.

Nazuna's best combo options are without a doubt on the ground, try to confirm with 2A 5B(1) or 5B(2) if possible (go into 5C or 2C from there). When using it as a poke 5C(3) alone gives you enough time to confirm. There's not really an easy way to confirm off a raw 2C as far as I know, normally it's something you confirm into from 5B. When too far out to go for anything fancy normally your best option is to just go straight into 5C(3) 623B to gain momentum and decent damage.

4 - Defense
Nazuna's defense is very poor up close, she has no reversals and her hitbox is large making her an easy target. She does have a few things going for her though, her 6GC grab is better than most characters because of her throw range. 4GC into j.236+AB is also a great punisher for many things, however it requires 2 meter to use meaning it's an option not often available. Other than that you'll be forced to block a lot and wait for a chance to dash or jump out, anti air, or use one of her first frame clashes.

623C both the air and the ground version are invincible on startup, meaning you can guard cancel into it as a punisher. However it's so slow that if you 4GC immediately into 623C, then 4GC into 2A accomplishes the same thing but is safer. However it can be used to punish slow moves such as Scharl's 5C and 2C from further away (though 6GC could do the same thing). Technically this move can be used with 4GC > delay 623C (after landing) and you will be inv for a long time, but it's so obvious I'm not quite sure what it could be useful for.

The best defense for Nazuna is to always have a projectile backing her up so she doesn't need to deal with the rushdown in the first place...

Arcana Selection

The best arcana's for Nazuna help her sad reversal game, or improve her post combo mixup game.


Best pick:

Time
This is one of the best arcanas for Nazuna. Not only is Time Nazuna's okizeme and mixups are deadly, but she gains time backdash for defense, and time clones + time orb for zoning. However, since Time's FG refill slow, you need to on point with every use of EF. Using burst means giving up a lot of potential momentum. Once Time Nazuna reaches 2 stock, she can get a powerful setup off almost any confirm without need for EFC, making her even more deadly.


Other picks:

Flower
Nazuna's stock arcana is a really good place to start for beginners, as well as a good arcana choice in matchups where you need to brute force your way in (or out) with Flower Super (236236E). Flower has many practical benefits and is more suited to spontaneous momentum shifts than Time is. Flower's EF gauge recovers very fast meaning that bursts and EFC are often available. When you have some spare time you can plant some flowers to build extra meter. And of course, you do not take extra damage from counterhits, making Flower a good choice in an unfamiliar matchup. This is the recommended counterpick to Scharlachrot.

Thunder
More or less, a more advanced version of flower. Thunder gives you easier clashes and the clash-DP which is great for defense. It also builds meter faster than Flower, and has some setups you can do with 214214E in the corner. Using Thunder takes more effort than Flower because the stuff that makes its defense great has to be executed by you, but when used properly it's just as strong if not stronger. Nazuna can also do a couple resets with the arcana blaze.

Plant
This arcana gives Nazuna a really easy way to pressure (236E is +11 and has range that rivals 5C). Not a bad choice against large characters that can't avoid the plant vine, i.e. Cathy / Kira. Except for vs Cathy you'd might as well pick Tyr, and vs Kira Time is great. Plant gives Nazuna some easymode combos, but isn't really a strong choice in any matchup.

Tyr
If Plant was "sort of counterpick tier", then Tyr is completely counterpick tier. Use against Cathy for longer EF blockstrings and 214214E.

Strategy

Zoning

Nazuna's neutral and zoning game are very important to her. At the most basic level, whenever you get a chance you should put out a Bunny and sit on it. Once you're sitting on a Bunny (you should be moving with it), you'll have a lot more leeway to put out more aggressive projectiles such as 421C or Wolf - giving you the opportunity to move in. With sufficient cover you can move in just about any way you please, from the air or from the ground. If you have an arcana with a long-duration projectile such as time or flower, using those can also be useful while you wait for the animal meter to recharge.

You can sort of choose to put out more projectiles or to move in after you have out sufficient cover, it's all up to your best judgement depending on the matchup and situation.

An important part of Nazuna's zoning is actually stopping people from flying straight into your face, depending on how fast they are flying, and where they are flying from you should select from a variety of assorted anti airs.

  • Block, sit on rabbit and let them get launched by it
  • 2B anti air (if it clashes you can go into 5A then into 2B again, you need a bit of space in order to have enough time to get 2B out)
  • 5C Clash into 5A or 2B anti air (better against people who are very close already)
  • Jump forward/up into jump A or B (useful against certain overly floaty approaches such as Kira's j.E
  • 421C starts from right over Nazuna's head, timed well it will stop pretty much any aerial approach it just needs to be done earlier.

Basic Pressure

Nazuna's 5B(when both hits wiff), 2C(1 hit wiffs, punish before second comes out), and 5C are all very punishable on wiff. This means you want to use them carefully when pressuring the opponent, as long as you don't gattling straight into a C move from a B move you will normally be relatively safe. 5B is a lot harder to punish due to the fact it normally comes out very early in a string, and that's if it's not the first move, so you don't need to be as careful with this move but be aware that it can be punished.

2A, 6A, and 5B are the normals you want to be using for pressuring. 6A less so than the other 2 because it comes out rather slow (13F), however knowing when you can work it into pressure is useful as it grants a bit of frame advantage on block and is a good tick throw setup.

5B hits twice and can be freely canceled into jump or special on BOTH hits, making it your main tool for confirming. When 5B is blocked you can go into a jump back / jump forward into whatever you'd like really, just be wary of anti airs. Jump canceling 5B is a good way of baiting and punishing guard cancels. Against someone who is tired of having their guard cancels punished you can also go into a projectile or special of your choice for some major frame advantage (Wolf, 623A, 421S, 33C~B, far 236A, or arcana special). Delaying into a C move after confirming block and then continuing from there is also fine.

The end goal is to land a crossup j.B, or tick throw, or "instant" overhead j.B/C. These aren't safe to go for and you get the respect to do so with Nazuna's various frame traps and baits which is where Nazuna excels. Since she has a lot of range she can pressure people from a normally safe-ish range then suddenly go in and go for some sort of mixup. You can sort of choose to stay at a safe range for a long time or go for mixups a lot depending on your judgement.

Her instant overheads are j7.delay C > ground combo, or dash > instant j.7B > delay j.6B > land 2A into ground combo.

Combos

Unless otherwise notated, 5B is 1 hit, 5C is 3 hits, and 2C is 1 hit

Videos


Target Combos

Ground Started

  • 2A5B(1-2)5C > 236+AB / 236B~BB / 623B
623B is nice for setting up a wall tech punish or getting them really far away. 236B~BB gives nice damage for reasonable spirit. 236+AB gives a little extra damage and also gives you time to set out a bunny at the very least.
  • 2A5B2C 214+AB
  • 2A5B5C 623A 214+AB
More damaging than her other super, and gives more time to set out projectiles. Negligible self damage.
  • ...2A5B2C 6D > 5A2B > j9.(A)B > dj8.B6BC (236+AB)
Minimal number of hits launcher, good for when you have some sort of lead-in before 2A.
  • 2A5B2C 6D > (5B2B5B / 2B5B2B) > j9.AB > dj8.B6BC (236+AB)
Optimized for comboing off a single 2A. Use 2B5B2B if you are close.
  • 2A5B2C 6D > 5A2B > sj9.B6BC > 2A5B2B > j9.AB > dj.B6B > 236+AB or arcana super
Basic rejump combo.
  • ...2C > 63214S
Actually good damage for a meterless combo and refills the spirit gauge.
  • ...2C > 33C~B > 66 [5A/5B]2B > j.B > dj.BC
Can also be done with 33B~C, this is a kara that cancels standby mode into a Fusumi attack. This means you can do the same combo without the kara if Fusumi is already in standby mode. You must return to neutral after inputting 2C or it will not work.


Throws

  • 5+AD > delay 5D > j.AB > dj9.B6BCE
  • Super can be added after j.E midscreen. In the corner to use a super dj8 instead and super after j.C.
  • j.AD > j.6B / j.B > 66 5A2B > j9.AB > dj.BC
Moderate height Airthrow combo.
  • j.AD > land 5A2B > j.B > j8.BC
For extremely low to the ground.
  • j.AD > 5D > j.B > 2B > j9.B > dj8.B6BC
For higher up or at a height where falling j.B/6B won't connect.


Situational

  • Falling j.B > j9.AB > j8.B6BC (236+AB)
  • 421S > (66) 2C > 63214S
  • 641236A/B > 66 2B5B > j9.B > j8.B6BC (236+AB)
  • CH 236S > 5B2B > j9.AB > j8.B6BC (236+AB)
  • Low AA 2B > sj9.B6BC > 5A2B > sj9.B6BC
  • Low AA 2B > sj9.B6BC > 2A5B2B > j9.AB > dj9.B > [j.6B or 623A/B] > 236A+B or arcana super
  • High AA 2B or 5B > (Extra 5Bs/2Bs) > j9.B > dj8.B(6B)C (236+AB)
  • Aerial x+BC hit > j.A / 2B > suitable air combo
  • 2E 5D > j.AB > dj9.B6BCD (236+AB)


Critical Heart

The less hits you can do into Nazuna's critical heart, the better. No lead in combo at all is ideal.

  • ...2C / 5C 632146+AB
Easy combo into regular XH.
  • ...2C / 5C > EFC > some normal > 632146+AB
For comboing into EF XH.


Arcana Combos

Time


Endless Light Setups
These examples are done with a generic lead-in to the air combo, but no matter how you go into it the followup should be the same assuming height is sufficient. For example you could use any of the non 6D target combos here.
  • ...2B (airborne) > j9.AB > dj9.B6B 236236E > j.C > 66 2[E] > 641236B > 2C 63214S
Basic 1 bar time setup that ends with a scoop, depending on height you can also use a 5[E].
Variant aircombos / launchers can be used to get them higher (i.e. j.AB dj.AB puts them pretty high, you can also add extra 2B/5Bs).
  • ...2B (airborne) > j9.AB > dj9.B6B 236236E > j.C > [delay 66 / 66 5A(wiff)] > (236E) > 2/5[E]
Alternate 1 bar time setup with a stronger focus on mixup opportunities. Not very effective midscreen but deadly in the corner.
If midscreen, it's better just to use a single 5/2[E], the timeball will push them back which can be problematic.
  • ...2B (airborne) > j9.AB > dj9.B6B 236236E > j.C > 66 2[E] > 641236B > 2C 641236+AB > (66 ]E[) 63214S
2 Bar time set up, sets up a ridiculous amount of projectiles for extended pressure as well as recharging spirit meter.
At lower prorations, the 66 ]E[ is optional, meaning you can save the timeclone for later.


2C EF Hitconfirms
In order of increasing damage.
  • 2C EFC > 66 [B5B2B5B2B5B / 2BB5B2B5B2B] > j9.B > dj9.B6BC
  • 2C EFC > 66 [B5B2B5B2B5B / 2BB5B2B5B2B] > j9.B > dj8/9.B6B > Endless Light Setup
  • 2C EFC > 66 [5B2B5B / 2B5B2B] > j9.B > dj9.BCB > 2B 236C~CC
  • 2C EFC > 66 [5B2B5B / 2B5B2B] > j9.B > dj9.BCB > 2B > j.AB > Endless Light Setup
  • 2C EFC > 66 [5A5B2B / 5B(2)2B / 2B5B2B] > j9.BC > 2A5B2B > dj9.BC
  • 2C EFC > 66 [5A5B2B / 5B(2)2B / 2B5B2B] > j9.BC > 2A5B2B > j9.B > dj9.B6B > Endless Light Setup
  • 2C EFC > 66 2B5B2B > j9.CB > 2B5B2B > j9.(A)B > Endless Light
Although it does extra damage, you do the endless light pretty low to the ground, meaning you'll have to time a link into 2C without a bunny if you want full okizeme options.


5C (or 623A) EF Hitconfirms
Really useful to know because these combos let you get strong damage and okizeme from a range that usually you'd have to settle for something extremely basic, and at the cost of very little meter.
These are the same combos you use if you want to do an EFC into j9.C overhead.
The spacing for j9.C is rather specific, and becomes much more specific on crouchers and small characters. Lead-in variants include...
  • ([2A / 6A] 5B) 5C(3)
  • (2A 5B(1-2)) 5C(3)
  • 66 2A 5B 5C(3) 623A
  • [2A / 6A] 5B(2) 623A
The basic rule of thumb is to keep doing attacks until the range is just about right. So if you're already far, go straight into 5C(3) EFC. If you're close you can either choose to add extra hits with 5B(2) or 5C(3)>623A. Another option for when you are close is to combo into 623A after a 5B(2). Starting the combo with 6A will grant you significantly more damage than with 2A, also if you're at the right distance to go into the EFC with 623A and no 5C, then it will be much easier due to less hits in the lead-in.
  • ...[5C / 623A] EFC > j9.CB > 66 (2A)5B > j9.BC > 66 (5B)2C > 5C EF Followup
Only against standing opponents. Does not work on small crouchers. Super summon ender for okizeme.
Add the last 5B when performing the combo from one corner to the other.
  • ...[5C / 623A] EFC > j9.CB > 66 (2A)5B 623A 5B2C > 5C EF Followup
Works on crouchers, but whether or not you can get a full super or scoop followup is character dependent - only works fully on wides. However it should still combo regularly up to 2C without too much problem if you want to go for more basic okizeme on non-wides.
  • ...[5C / 623A] EFC > j9.CB > 66 (2A)5B2C > 5C EF Followup
Sacrifices damage for full okizeme options on any crouching characters.


5C EF Followups
  • ...2C 641236+AB > 63214S
Sets up the stampede and recovers spirit meter for extended pressure.
  • ...2C 63214S
Just recovers meter. Doesn't require any super stock though.
  • ...2C 236E > (66 2[E])
Corner okizeme variant with emphasis on mixup opportunities. Timeclone is optional and gives a different option set.
  • ...2C 5[E]
Midscreen okizeme variant with emphasis on mixup opportunities.


Arcana Blaze
Here's some somewhat damage optimized combos you can do when you catch someone in Time's arcana blaze.
  • EF 236+ABC > Dash > (2[E]) > ( 5E 2E 236E > 2[E] ) x2 > 2C(after 2nd timeball hit) > whatever oki ender you please
For on the ground, this attack rotation gives a lot of damage (over 10K), and by ending a little early you get full okizeme still - that is if it wouldn't kill anyway. If it would kill anyway just keep mashing E.
  • EF 236+ABC > [j.BC land]x4-5 > 2C(2)
For if they're in the air.

Flower

  • 2A5B2C 214214E > 63214S
  • 2A5B2C EFC > 66 5B2B5B2B > j9.B > j8.B6BC
  • 2A5B2C EFC > 66 5B2B > j9.B > dj9.BC(delay)B > land ...
... 5B2B > 236AB / 236C~CC or
... 2B 214AB or
... 5B2B > j.AB > j.236+AB (midscreen)


Plant

  • 2A5B2C > 5C(3) 236E > 5B2B > (s)j9.ABC
  • ...5C(3) 236E > 5B2B > j9.AB > dj9.B6B (623A) > [236236E] or [236+AB]
  • [5E or 5[E]] > 236E > 5B2B > sj9.B6BC
  • [5E or 5[E]] > 236E > 5B2B > sj9.B6BC > 5A2B > j9.AB > [623A or dj.B] > [236236E] or [236+AB]
  • 2A5B2C 214214E > 63214S > Okizeme
  • 2A5B2C 6D > 5A2B5B 623E > 5A2B2E > 641236A/B/C/AB
  • 2A5B2C 6D > 5A2B > j.B 236E > j.A > dj8.BC
  • j7.C 623E > j.B > land > j.AB > dj.BC
  • (EF)j7.C 623E > j.A > dj.ABC

Okizeme

Alright so many not ALL of them knock down, but it's good to know what your options are post combo.

  • j.C/E
  • 236+AB
  • high j.236+AB
  • low j.236+AB
  • 214+AB
  • 63214S
  • 236S~SS
  • 623S wallslam
  • 4/6 grab

Time

  • Corner timeball
  • Midscreen timeclone
  • Corner timeclone
  • 641236+AB setups
  • 4/6 grab

Move list

Normal Moves

2A

Nazuna pokes at the opponents feet with her cane, hits low. This doesn't have much reach but there are no counter hit frames at all. Doesn't chain into itself so be careful pressuring if your opponent is GC-happy.

5A

A slightly upwards angled poke with the cane. Just as it looks, it has a rather high vector and doesn't hit ground opponents very often. Its jump cancellable but not suited for combo starters etc.

6A

This command normal has Nazuna thrust at the opponents feet for a low attack. This is move is extremely slow and will not connect off a 5A, but you can use it as a mash punish quite well.

2B

Nazuna swings her cane diagonally upwards in front of her. Great reach and is air unblockable. The start up is average but the recovery is rather good, helping the overall performance of this move. As you can guess, this move is a reliable anti-air, but its also good for punishing techs or reading out chicken blocks. This can also reflect projectiles.

5B

Nazuna swipes down then back up with her cane for a two hit move. This has formidable reach but it the motions are quite drawn out, so you won't be using this for neutral spacing as much as you'd think. The upward-swinging hitbox is also enormous so you can use this for ghetto AA in places where 2B doesn't reach.

2C

A two hit move consisting of a low swipe, into an overhead hit with the cane. The first hit's reach is unexpectedly long, and even good for spacing. Even if the first hit whiffs, Nazuna will continue into the second hit. The recovery is also good, so you can use it to somewhat safely poke at openings that your opponent may leave but don't overestimate this move too much. You can't combo anything off the second hit but it still helps set up good oki.

5C

Nazuna thrusts her cane straight forward for a 3 hit move. The last hit has long hitstun; you can combo it into 236B. One draw back of this move is that you cannot jump cancel it at all, even if it clashes with something. This makes this move very weak to 6D guard cancels. On the plus side, this move has upper-body clash from frame one, so you can easily clash jump ins with this.

2E

Hayata lifts the front of his body up for an attack. A good anti air hitbox but it is pretty thin horizontally. This E move has one of the shortest max charge times in the game.

5E

Hayata blasts fire. The reach is pretty good... but the recovery is probably as long as that. This is air unblockable and when charged to the max it will guard crush.

JA

This of this move like 5A in the air. Good start up and duration make it a formidable air to air move. Getting uses to it will serve you greatly.

JB

Nazuna swings the cane upward in air. The start up for this is a bit slow and the recovery is long. But as you can see, the hitbox is huge, and it even reflects projectiles. You can cross up pretty easily with this; if you do the crossup hits a lot sooner than if you do this move from the front, which is good because it's faster but can also be problematic since it makes it a good deal harder to combo off of.

J6B

Nazuna thrusts the can diagonally downward, think of it like a 6A in air. Unfortunately it is slow like 6A, but the recovery is good. Fortunately, this move has no counter frames.

JC

A wide, downward swing of the cane that is pretty slow. Just like JB, this move is huge in its respective direction and it can reflect projectiles. This will ground slam the opponent on hit. Because the hitbox is so huge, you can pretty much just throw it out and be assured of hitting even a crouching opponent, which makes for some pretty stupid mixups in EF.

JE

Hayata blasts fire in air. Good recovery, the move is almost too slow for that to matter, the duration is also short. Fortunately, this move also has no counter frames.

BC

You can use this to control Fusumi around with every direction but 8 and 2. Fusumi dives at the opponent to attack the opponent, and he can also reflect projectiles. During "stand by" mode, this move has less recovery. Also, this move of Fusumi in stand by gives more hitstun, allowing you to pick the hit up for a combo depending on the situation. You can empty cancel your moves into this and you can cancel Fusumi's rush into 22Xs.

Super Moves

Joujutsu・Makana 「杖術・真鉋」 - 236ABC [Tap]
  • (Description) - Cane technique: spinning rims. This is a two part move. First Nazuna throws the stick out in front, this is fairly fast and has a large hitbox, making this move fairly easy to use. It can also clash multiple times making it great for punishes. You can then make the cane spin by repeatedly pressing the button after throwing the cane out. You can make this happen even if the first part of the move whiffs, the second part of this move will consume some spirit power. The different buttons change the distance that the cane flies out to.
Joujutsu・Tamakiwa 「杖術・魂極」 - 63214ABC
  • (Description) - Cane technique: scoops. A catch grab that hits low, on hit you will attack the opponent and fill up the spirit gauge. This will even scoop up downed opponents. Great for setting up oki and overall ensuring that you can continue spamming specials with impunity.
Juujutsu・Kagiroi 「獣術・陽炎」 - 623ABC
  • (Description) - Beast technique: summer blaze. Hayata charges at the opponent. Different version change the charge distance and some properties of the move.
  • (A version) - Hitstun on hit; Least range (a slightly less than 5C).
  • (B version) - Wallslam on hit; Moderate range (a bit longer than 5B)
  • (C version) - Windup time before release, invincibility during this time; Wallslam on hit; Full screen charge, you will not stop until you hit the opponent... or the wall; Crashing into the wall on the ground will down you, in the air you cannot tech until you hit the ground.
Choujutsu・Nuedori & Choujutsu・Haitake 「鳥術・鵺鳥 & 鳥術・鷂」 - 22ABC
  • (Description) - Bird technique: bird calls. This will switch Fusumi in and out of Standby mode. In standby mode, Fusumi waits for the next commands in the location that you preformed the move. While in stand by, you recovery spirit meter much slower than usual. You could use this every once in a while after a step or crouching attack for some gimmicks.
Choujutsu・Azusayumi 「鳥術・梓弓」 - 421ABC
  • (Description) - Bird technique: blue mouse pointer. Nazuna sends a ball of engergy towards Fusumi, then her proceeds to shoots arrows at the opponent. The ball of energy that Nazuna sends can actually hit the opponent. If you hold the button down, Fusumi will continue to fire arrows in succession. Each button changes the speed at which the arrows are released. The A version fires at about one per second. The B version is about half that. The C version shoots like a machine gun, but in exchange it will drain your spirit meter very quickly. Also, The A version has very slow recovery, while the C version's is fast. If you choose not to hold the button down, the A and B version will shoot one arrow before stopping and the C version will shoot two. If you have Fusumi in stand by somewhere, the start up and recovery of this move become much slower. The arrows aim at the position the opponent was in when you input this move, so don't think that you can just hold the button down and have free lazy auto-tracking zoning, because it doesn't work that way.
Choujutsu・Shirayumi 「鳥術・白真弓」 - 214ABC
  • (Description) - Bird technique: raging mouse pointer. Just like the above move, Fusumi shoots arrows at the opponent. But for this version, If you hold up or down, you can change the angle that they shoot at. If you hold the button down, you can keep shooting at intervals designated by each button. If you use the C version and move the stick around, you can create some beautiful danmaku like a some certain shmups, but you'll quite a lot of your spirit meter.
Shoukan・Tenrou 「召喚・天狼」 - 641236A
  • (Description) - Summon: wolf. Nazuna summons a wolf on the ground and it will run forward. As soon as you summon it it will start running out, so you can use it as if it was a normal projectile. This hits multiple times and will not disappear even if it gets clashed or Nazuna is made to block or take a hit.
Shoukan・Gyokudo 「召喚・玉兎」 - 641236B
  • (Description) - Summon: rabbit. Nazuna summons a rabbit on the ground, and it will proceed to move in the opposite direction from Nazuna. It will even hop up the walls and ceiling of the screen. It won't disappear if something clashes it or if Nazuna gets hit. It will disappear after scrolling the screen too much or after crossing the ceiling.
Shoukan・Suzubachi 「召喚・鈴蜂」 - 641236C
  • (Description) - Summon: BEEEESS. Naszuna summons a wasp over her head. After staying inactive for a while, it will start to fly rather quickly in a straight line. It cannot be clashed nor will it disappear if Nazuna is hit.
Reijutsu・Asatsuyu 「霊術・朝露」 - 28ABC
  • (Description) - Fills up your Spirit meter in exchange for your life, unfortunately it uses up a good bit of your HP. You'll be quite sad if you get this while trying to high jump and attack. You cannot use this move if you are already out of spirit.

Super Moves

Seijou・Masokagami 「聖杖・真十鏡」 - 236A+B
  • (Description) - Holy Cane: spinning rimzzz. This is the super version Makana, the start up is quite nice on this though. The reach of this move, where the stick starts spinning, is between the A and B version of Makana. The ground version of this move will high-launch the opponent, the air version will ground launch them. A good move, but 6D guard cancels will slice right through this... miss and you die, so be careful. Be careful of doing this during an air combo; if the opponent is too high she will get hit by the extending cane but then fly right over the spinning wheel.
Choujuu・Ioenami 「鳥獣・五百重波」 - 214A+B
  • (Description) - Bird and beast: double team. If Fusumi hits the opponent during his charge, he and Hayata will preform a double team rondo on the opponent. Even if Fusumi is in standby mode, he will come back to Nazuna during the superflash before doing this move. Technically a lock move with fast start up, but the damage is low and it CAN be clashed. However, during this move, when Hayata starts his attack, Nazuna falls off and the cane hits her on the head and she takes some damage... this is important because its cute, hence making it OK to use every once and a while. More practically, this launches your opponent REALLY high into the air and has good untech time, so you can use it to set up a free butterfly and/or regular animal summon.
Kaihou・Nubatama 「解放・射干玉」 - 641236A+B
  • (Description) - Unleash the brood. Summons a big butterfly that drops smaller ones which turn into her animal summons. After inputting this move, you can press a button during the superflash to summon several of the corresponding animal summons. The big butterfuly will disappear if Nazuna is hit, but the smaller ones that break off are guaranteed once out. If you don't follow up, it will default to the wasp summon.

Critical Heart

Fuujyu・Narukami 「封呪・鳴神」 - 632146A+B [4 ・ 2 ・ 4 ・ 2 ・ 4 ・ 2 ・ 4 ・ 2 ・ 4 ・ AB]
  • (Description) - This is a lock move with invincibility until the strike and is unclashable. After the hit, you need do the follow up inputs with the correct timing to get the most damage out of it (think of it as a high-risk version of Gen's Gekiro). Should you succeed, the opponent's movement will be slowed and they won't be able to use any special moves for around 5 clicks of the game timer. If you fail though, both you and the opponent will feel the status effects for about 2 clicks of the timer, you will not do the full damage and even take some damage yourself; it will also fail to KO the opponent even if it would have done so otherwise so try not to botch it. Even this move takes up some spirit energy, so make sure you have enough before doing his move or you'll be really sad, especially if you botch the motions since failure will drain ALL of your spirit meter. You should use either Asatsuyu or Tamakiwa beforehand to make sure you have enough. The EF version is the same, but Nazuna adds a fierce strike with the cane on the end to add massive damage.

Palettes

Nazuna.png

6. Rera

8. Aruruw

9. Bust Nakoruru


Arcana Heart 3
General

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AkaneAngeliaCatherineClariceDorothyEkoElsaFionaHeartKamuiKiraKonohaLieselotteLilicaMaoriMei-FangNazunaPetraSakiScharlachrotWeißYorikoZenia

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DarkEarthEvilFenrirFireFlowerHaloIceLoveLuckMagnetismMetalMirrorPlantPunishmentSacredSinThunderTimeToneTyrWaterWind

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