Arcana Heart 3/Zenia Valov
Contents |
Introduction
She'll punch you in your mouth. Zenia is a fierce close range character with speed and power to match. Shes great for people that don't mind working to get in, but having the tools to stay in and get busy.
Starting Out
1 - Homing Approach
JB and J6B are great for getting in with NH. They are both stupid fast hand have good decent hitboxes. JB is better when your opponent is below you and J6B is great when then are slightly above since she has upper body clash frames from frame 1. JC is also a great tool when they are below you or on the ground and you have a bit of distance between you and your opponent.
2 - Neutral Spacing
Most of Zenia's normals have extremely fast start up. You can use them in conjunction with a forward to to steal the initiative on the ground with 2A. After that you can chain to 2B to stay on them or throw. 6B is also good for players (very) slightly above you or in front. It has a little bit of upper body clash from frame 1 and good horizontal reach. 5B is also a good tool as it has a decent anti air hitbox. It tends to clash so its best when used from a 5C, Whirlwind or 4GC to help it beat jump ins cleanly. The C version of Gust is air unblockable on the second hit and comes out very fast, it can score some damage for you on people trying to jump out of Whirlwind. If they block it, 6HC or EFC the first hits and continue to pressure. Hurricane A and B have strong horizontal hit boxes and good speed. You can stagger them after a blocked 2B or 2C to fish for pokes. If you get a counter hit, there are various arcana supers that you can confirm into for big damage. On hit you can easily confirm in into a fast 5D into J6B for the pick up. This is weak against low profile attacks though. Like Saki's 2C and Konoha's 5E.
3 - Hit Confirms
JA will help to tie up many hits from JB and J6B when your opponent is slightly above you. Go ahead and use a couple in a row, Zenia has one of the few mashable JAs in the game. Always go from JA to JB on hit or block. If you get a clean hit, J6B >[jc]> J6B JC J623ABC. It's not a problem if it gets block but beware of forward guard cancels.
4 - Defense
Zenia's 2A is par of the "fast as hell" crew along with Clarice's 4C and Akane's 5A. You can use it just like a certain Boxer to poke out of strings when you see the opportunity. Also, not only are Whirlwind command dashes good for spacing, you can use to escape from set ups and the corner. Especially the C version, it has upper body invincibility and moves Zenia forward a good bit. You could use it to get away and reestablish neutral. This is weak against throw and lows though, so be careful. You could also use the command dashes to trigger her XH if you have the meter. This has a long period of full body invincibility and has huge damage return. And since its a lock move, it will go through things like Metal's and Flowers super and give you a juicy punish.
Arcana Selection
Zenia is a great close range fighter, so arcana that improve on her damage from close encounters or give her the tools to get in are great selections for her.
Metal
It is quite easy for Zenia to make time to create some meter with Energia. You can also make extremely high damage combos with Hurricane or Edinorog into Metal's sword super. As you go on in the round, power up Zenia with Epidosis to give her even high damage potential off small confirms. You also get Metal's normal swords to pester your opponent with and force them to block while you steal the momentum. This arcana is definitely one of the best for Zenia.
Punishment
Punishment can make some pretty ridiculous damage in a second with Punishment. Dual is very easy for Zenia to combo with in EF to make some interesting and high power combos since Dual barely prorates. Zenia also has a reset in EF with 2[E] that will literally eat your opponents life away if they don't get away. Some problems with punishment include poor stamina in exchange for this power, as well as difficulty increase your meter without being on the offensive all of the time. If you didn't land a big combo in round 1 and lost, there is a good chance that you won't even have 2 bars in the next round. Still, Punish's EF last a long time and giving you an opportunity to make a combo if you can get the upper-hand.
Fenrir
Zenia can combo into Berger, but the timing for it is a bit weird. However Hurricane into Dingfelder is pretty easy to hit and does a good amount of damage. Zenia also has a guard crush set up with Dingfelder that does a good amount of damage. You won't be much of any other Fenrir moves besides these two moves though. You could try to end an air combo with Falke or Falkenhayn, but they would need to be at a certain height for it to work. After it hits, you could go for an airthrow reset.
Flower
Can't get counterhit. Lots of EFC's available which helps Zenia a lot since non-meter non-anti air combo options are bad. You can choose to go for a flower setup or a reset with those EFC's. Multilayer helps with zoning. Good burst recovery is nice to have. In the corner after a j.E you can do j.236E[2] for some basic projectile oki.
Dark
Gives Zenia good oki off basically everything. j.E > 236E is good, EF loop into 236E is good. In the corner she can use the transforming 2[E] to loop an unblockable setup for major damage depending on how much meter she has available. Gier can help with zoning, but you'll often have to resort to using to the super version against anyone vaguely experienced vs Gier. Burst recovery is very bad and shouldn't be used unless absolutely necessary. Meter generation is also slow. Between the meter and burst you need to be solid on defense and pick where to use meter carefully, but that patience will be rewarded when you land a hit.
Strategy
Combos
214Xg/623Xg means that Edinorog must be released immediately, 214Xr/623Xr is red or perfect Edinorog.
Target Combos
- ~2B > 2C > [4]6A/B > 214Xg
- ~2B > 2C > [2]8A/B > 623Xr > [NHC] > JB > J6B > [jc] > J6B > Air ender
- ~2B > 2C > [6HC] > 2A > 5C > 236A~A > 2A > 5B > Air
- J623Xr > [NHC] > 5A > 5B > Air
- 2A > 2B > 2C > [EFC] > 6B > 5C > 2C > 236A > 2A > 6B > 5C > 2C > 236A > 6B > 5C > 2C
- Midscreen EFC combo
- JC > 2A > 2B > 2C > [EFC] > [66] > 2A > 5C > 2C > 236A > 2A > 5C > 2C > 236A > 6B > 5C > 2C
- Another confirm method for her standard EF combo
- ~2C > [EFC] > 6B > 5C > 2C > 236A > 6B > 5C > 2C
- A combo for arcana that have short EFC durations
- ~2B > 5C > 236A~A > [EFC] > [66] > 5B > 5C > 2[E] > Unblockable reset
- Basic unblockable reset combo. These combos can also lead into many Arcana Blazes like Love or Halo.
- ~236A~B > [EFC] > [66] > 5B > 5C > 2[E] > Unblockable reset
- An unblockable reset following her overhead during 236A. You can also follow up 236A~B with 236A+B and EFC that.
Corner Combos
- ~2B > [4]6A > 2A > [4]6B > 214Xr > [NHC] > JB > JC > 5B > Air
- ~236A~B > [EFC] > [IAD] > JC > 6B > 5C > 2C > 236A > 2A > 6B > 5C > 2C
- ~236A~B > [EFC] > [66] > 5B > JB > JE > JC > 6B > 5C > 2C
Unblockable Reset Combos
This are combos that you need to stick to the end of combos that say "unblockable reset".
- [4]6A > [NHC] > J6B > 5B > J6B > JE > JC > 5B > Air
- [4]6A > 214Xr > [6HC] > 5B > Air
- Midscreen, if you have Edinorog charged
- [4]6A > 5A > JB > JE > JC > 5C > 2C > 421A+B > [66] > 5C
- Corner combo, charges Edinorog and allows you to set up stuff
- [4]6A > 214Xr > [4]6A > 214Xr > [6HC] > 5B > Air
- Corner combo, more damage than the above one. If you are only near the corner and wouldn't be able to connect the second [4]6A, skip to 6HC.
Air Combos
- JA > JB > J6B > [jc] > JB > (J6B) > JC > J623X
- JA > JB > J6B > [jc] > J6B > JE > (J214A+B)
- This is what your air-to-air confirms will usually look like. Stick this to the end of anything that says "air" in the below combos as well. You may have to skip the last JB against small characters / kira, or in high proration combos.
Arcana Combos
Love
- ~2C > [EFC] > [66] > 2A > 5C > 2C > 236A > 6B > 5C > 2C > 236A > 2A > 5C > 2C > 421A+B > [66] > 5C > 236E
- Charges Edinrog and sets up basic love ball oki. Vary where to use 2A/6B depending on the character (6B if they are floated high, 2A if they are low, for example 2A/2A/6B works on Kira).
- some launcher > JA > JB > J6B > 623E > [NHC] > JB > J6B > [forward jc] > J6B > JC > J623Xg
- Basic extender for air combos in general at the cost of 1 homing.
- ~2B > 5C > 236A~A > [EFC] > [66] > 5B > 5C > 2[E] > ([4]6A)x3 > 214Xr > 236236E > [NH] > Air
- Corner unblockable reset combo.
Tyr
- [corner] 2B > 2C > [2]8B > 623x[red] > 641236E > NH > Air
- [corner] 2B > 2C > [4]6B > 214x[red] > 641236E > NH > Air
In these combos, you can dash into the corner after the Tyr super and do 214214E to catch any techs, then NH into an aircombo if they get caught.
Flower
- [corner] ...2C > [4]6B > 214x[red] > 214214E > 66 5B > j9.B > dj9.BE
- [corner] ...2C > [4]6B > 214x[red] > 236236E > iad j.E
- ...2C EFC > 66 6B 5C 2C(1) 236A > 66 2A 5C 2C(1) > {214E / 214214E / 623E / 236A} > 66 5C > (236E)
- [corner]...5C 236A~A EFC > 66 5B 5C 2[E] > [4]6A etc
Dark
- [corner] ...2C > [4]6B > 214x[red] > {6D 2[E] > 66 214x[red]} x1-3
- Can use EFC to add another reptition or finish with a knockdown combo if you so please, resets will pretty much always do more damage than actual an actual combo, but won't give much in terms of okizeme.
- ...2C EFC > 66 6B 5C 2C(1) 236A > 66 2A 5C 2C(1) > {236[E] / 236236[E] / 214[E] / 623[E]} > 66 5C 236A > whatever mixup or bait
- [corner] 236]E[ > [5C] > [4]6B > 214x[red] > whatever followup
- Leaves them too high to go into unblockable loop unless you omit 5C.
- Omitting a hit from air combos puts Zenia is a better position to use j.E xxx[E] oki, i.e. 236]E[ > 66 5B > j9.6B > dj9.6B E 236[E]
Punishment
- 2/5BC 236A~A [efc] 5BC 2[E] 236A~A > step > 5BC 2[E] 236A~A 6hc... etc
- Unblockable reset Loop
Move List
Normal Moves
| 2A
Crouching flicker jab, hits mid. Super fast start up and cancels into itself, a mash move if there ever was one. You use this alot for mashing out of things, pressure, staggers, ground to ground clash battles, you name it. |
| 5A
Standing flicker jab, hits mid. Also cancels into itself and has extremely fast start up, but the hitbox is very high and completely whiffs on a good portion of the other characters' crouching animation. Has clash frames on it so it works well as an anti air. |
| 2B
A crouching, downward angled flicker jab, hits low and is high jump cancellable. Good start up and unexpectedly good range on this move. If you hit with the tip of this, the 2nd hit of 2C will whiff so use 236X or 236AB after a max range 2B to continue your combo. You could also just opt to jc cancel it and continue with your pressure. |
| 5B
Short uppercut, hits mid. Not much of a horizontal hitbox, but it reaches up to about Zenia's eye level. The start up is as quick as a bunch of characters' 5A and it has clash, so this can also work as an anti air to some extent. |
| 6B
A quick kick in front of Zenia, hits mid. This has the best reach out of all of Zenia's ground moves. Floats the opponent on hit so you can easily pick that up fro a combo when the opponent is close to you, but you'll probably need a homing cancel or EF cancel if they are too far away. |
| 2C
Scoops hagen daz, hits two times, low, and downs the opponent. Has some clash and Zenia's profile gets low enough for this to be used as a good anti air for IAD and etcs. Beware of cross ups though, those will just nail you and you'll eat a full combo. |
| 5C
A forward moving, strong punch ala Ryu's solar plexus punch. Noticeable longer in start up that her standing A or B, but it has a great hitbox and the delay makes it a good mash punish if you chain straight into it from 5/2A. Don't too that too much because if they 4D after your 2A, you'll probably eat a full course combo. Mix it up with 236s to help stay in on the opponent. |
| 2E
An uppercut from a crouching position. Good reach and start up, goes well with the air unblock-ability that most 2Es in the game have. Great move after a forward step to knock your opponent out of the air if they are hanging around low in the air mindlessly. |
| 5E
A full hook punch. On the slow side for E moves so it doesn't see much use. |
| JA
Air flicker, great speed and it cancels into itself. Weak hitbox, but its just so fast that you can use it when suitable as an air-to-air. Don't overestimate this move though, in the end its an A level move afflicted with Zenia reoccurring lack of range. |
| JB
Flying knee, decent hitbox and quick start up with tons of clash frames all over the move. Good as an air to air move. |
| J6B
For the most part, 6B transposed into the air. The duration is the charm point of this move, you can use it as if you wanted to ram it into the opponent. Nothing wrong with using it like JB since it has the same quick start up as it. |
| JC
Zenia thrusts her foot out behind her in air, this is your jump in of choice. Good start up for a JC move and a great hitbox. If you hit with this low to the ground in an air-to-air situation, you can re-jump or use Edinorog to pick the hit up for a combo. Great move for moving/running away from your opponent to steal hits and pick them all up for combos. |
| JE
A strong downwards hook, ground slams on hit. Good move as an aerial finisher to move into okizeme after, there are times where you even land before your opponent after using this. Excellent amount of clash frames on it and easy to cross up with. |
Special Moves
Howling Black Hurricane 「吼える黒きウラガーン」 - [4]6ABC
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Raging Dark Tornado 「猛る暗きタルナーダ」- [2]8ABC
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Golden Edinorog 「金色のイディナローク」 - 214 or 623ABC
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Subjugating Whirlwind 「征くはヴィールヒ」 - 236ABC
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Disturbed Gust 「掻き乱すパルイーフ」 - ABC [During Whirlwind]
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Bell Piercing Night 「コーラカルを穿つ夜」 - AD [During Whirlwind]
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Super Moves
Distant El Dorado 「エリダラーダは遠過ぎて」 - 421A+B
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War Resounding Impulse 「戦火に響くタルチオーク」 - J214A+B
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Unbeatable Matador 「タレアドールは倒れない」 - 236A+B
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Critical Heart
Ending Separation 「終わりを告げるラススタヴァーニィ」 63214A+B [During Whirlwind]
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Palettes
4. Iori Yagami (King of Fighters)
5. Nina Antalk (Chrome Shelled Regios)
6. Vanessa (King of Fighters)
8. Riza Hawkeye (Fullmetal Alchemist)
13. Aika Sumeragi (Agent Aika)
13. Omega Red (X-Men)

