Akane Inuwaka
From Arcana Heart 3 Wiki
Contents |
Statistics
Life Modifier: 792 HP
Guts takes effect at: 20% HP
Guts damage reduction at 0% HP: 60%
Move List
Normal moves
【2A】
A low kick, hits low, +1 on block, and is mashable. This move has good reach and you can pretty much use it as you like. Good as a poke to see what the opponent will do and a vital combo started. Though, it will lose clash battles to characters with faster 2As as the start up for this one is just average, so use it when you are at an advantage.
【5A】
Knee kick, hits mid. Not it does not chain into itself but its faster than grabs and important for your Guard cancels and for clashing. It does hit crouching opponents but in exchange its doesn't have much function for anti air clashing.
【2B】
Air unblockable, and jump cancellable. This is not a low so you cannot use it for unblocks, and the reach is so long that it can actually mess with your combos. Its overall duration is less than 5B, giving you less openings and making it good for pressure. Guard Cancels like Kamui's 4D into Tenza or Elsa's 6D into Credo and so forward as somewhat weak at the towards the bottom of the attack; If you time yourself, you can completely beat these options out with this 2B. For example, if you make Kamui block a JB, then Kamui tries to use 4GC Tenza, if you cancel into 2B you would beat it out.
【5B】
Air unblockable, jump cancellable, and can reflect projectiles. The hitbox on this move extends all the way to her back. This move is rather fast, making it great as an air unblockable. However, due to the hitbox, its better for punishing whiffed air moves and for unblocks rather than a straight up anti air. The move takes a while to you might be in trouble if they dodge this with 4D or so.
【2C】
Hits low, and forces knockdown. This has longer reach than 2A and is generally used for combos. In AH3, you can go from this into Kaze Harai; the prorate is rather light and useful for combos.
【5C】
Two hits, the second hit is air unblockable. If the second part hits the opponent, the will be high-launched upward giving you a change to follow up with a HC. At times, you should use EFC over a HC. Generally, you want to cancel into a special off the first hit for a combo, but if you know that you'll land the second hit you can move into a combo from there. If the opponent 4CG's the first hit of 5C though, you're probably in trouble.
【6C】
Another two part move, the first hit is special and jump cancellable, the second hit is an overhead. If the opponent blocks the second hit, you'll still be in + frames but if they dodge it with 4GC, you're likely to be wide open for a counter attack just like with 5C。
【2E】
Launches and is air unblockable. Since you do a back flip during this move, the front hitbox is kind of thin, but it hard to eat a counter attack from whiffing this.
【5E】
Launches and is air unblockable. The reach and hitbox are pretty strong on this move. If you have a good idea on what your opponents ranges are on ground moves, you could use this to punish whiffs. You can also use it as an anti air if you try to hit with the top corner of the move against a weak air move. Of course, if you mess up the timing, you'll eat a counter combo and there are plenty of move this won't win in the first place.
【JA】
Slow start up (※) but has extremely long duration for an A move. You can run this move into your opponent for air vs air, and use it for jump ins as well
※ Other 6 frame or more JAs: Akane[6], Lieselotte[6], Eko[7], Catherine[7], Kira[8], and Yoriko[8].
【JB】
Fast start up and a great hitbox. For some reason it's faster than JA. This kind of disconnect in Akane's air normals makes her air game a bit hard to get used to. You can use it as an air to air from diagonally below the opponent or a jump in after JA. It's a great move but you can't just spam it around.
【JC】
After the start up there is a good period of clash. On hit in the air and ground counter hit, it floats the opponent upward. Mostly used for combos, but you can aim for clash with this move as well.
【JE】
An unclashable stomp, one of Akane's few anti ground moves, luckily the hitbox is rather good. Even though its pretty strong, you'll almost never use it in combos unless you are in EF and it will lose out half the time to rising JA's from the side, so... Since a Hana Nagi in the corner would actually let the opponent OUT of the corner, you could just just JE as a corner ender.
Special Moves
Tamafuri - 22ABC
- (Description) - Charges up Akane's Kotodama gauge. Different buttons give more in one go. You can be counter hit out of it though so be careful. Akane's kotodama allows gauge allows her to cancel special moves into other special moves (but you cannot cancel into the same special). Also, when you chain specials together, the proration slackness, giving Akane some very high damage combos with the use of the Kotodama gauge.
- (A version) - Restores one Kotodama
- (B version) - Restores two Kotodama
- (C version) - Restores three Kotodama
Kaze Harai - 236ABC
- (Description) - Low slide into a somersault, good for combos and unblocks. The somersault is air unblockable. The distance to you slide forward changes with each button.
Tsuki Hoe - 28ABC
- (Description) - A ground only, rising kick. Its horizontal hitbox is somewhat wide but it is still rather hard to hit ground opponents with it. The landing recovery is a long as it looks funny (40F), so you definitely need to cancel this into something. Depending on what happens, you will need to use Kaze Mai or a homing cancel to be safe. On hit, you'll need to HC to continue your combo. Oh whiff use Kaze Mai to come out relatively safe. This move is pretty high damage and has a long untechable time, so you can make some pretty interesting combos depending on what you put together.
Tsuki Kudaki - 623ABC
- (Description) - Pretty much, a shouryuken. This has upper body invulnerability and guard crushes air opponents. On the other had it will lose to lows and throws, so you can't just use it whenever. The air version and ground version are treated as separate moves my the system, so you cancel into the air version with a kotodama. This is definitely one of Akane's most useful moves
Hana Nagi - 214ABC
- (Description) - A catch grab. This is usually used as an air ender for combos. You can cancel this into arcana moves.
Hana Utsushi - 421ABC
- (Description) - A 4 frame start up counter move. Depending on what buttons that you use, after the counter succeeds, you move a certain distance and attack the opponent. There is no invincibility for this move, so if you use the A version you could be punished by things like Catherine's lariat. This counter can react to just about any move that you can block. So you can even use it against projectiles like love balls, or Catherine's missiles. It can really help you out in some situation, its quite a waste to forget that you have it.
Torigake - J22ABC:
- (Description) - A dive kick with a strong hitbox. Its fine if you make them block this move but it has a lot of clash attached to it. Also you may be in trouble if you whiff it. You can stall the C version, but its performance does not change.
Kaze Mai - 624ABC:
- (Description) - Warp move. each button teleports you in a particular direction. You can use this move together with your arcana moves for some setups and unblocks. If you warp behind the opponent and cancel it with a Kotodama, the opponent will automatically turn around, so you could find yourself in a combo if you don't fill the gap. You need to use it with an arcana move that makes them continue to block forward even if you cross them up. with that you can make some pretty nasty setups. For example: 6/4 Throw > Set Gier > Kaze Mai/Release Gier.
- (A version) - Warps Akane forward
- (B version) - Warps Akane backward
- (C version) - Warps Akane diagonally upward
Fuumon - BC:
- (Description) - A clash counter move. Each button chances which region that you respond to. If the opponent his you, you clash them. If you mess up, you get countered. Its like a shield from Melty Blood, but Arcana you need to read what the opponent will do after the clash so you'll need to come up with something else after using this move. Since there is a superflash-like-pause to clashes now, its somewhat hard to fill the gap in; there are times where you'll need to straight up read what the opponent might do next. Its great as a ground-vs-ground since you can throw 5A out. However, for attacks directly above you or just as an anti-air, you're trying something pretty ballsy. By the way, this will also reflect projectiles.
- (Standing) - VS Mid
- (Crouching) - VS Low
- (Airborne) - VS Air
Super Moves
Mangetsu Otoshi - 623A+B
- (Description) - Invincible 5 frame start up move. 5500 damage by itself, a little under 10,000 on counter. You'd want to go for counter hit all the time but there is clash so be careful. You can use this as a combo ender, but there are time where you have too many hits and they can tech out. Also in the ender for a corner combo, because of the knockback, you lose hits and they can tech out because of that too. Its prorate in combos is 50%, so it doesn't add that much damage (the damage between Tsuki Kudaki→Hana Nagi and Tsuki Kudaki→Mangetsu isn't much different). Depending on how high you where when you landed the last hit, the opponent will be able to tech in the air or ground; you won't be able to follow up anymore as you come out about even with the opponent. So in the end for the, above reason, you don't need to end of every combo.
Akane Bunshin no Jyutsu - 214A+B
- (Description) - A forward rush into a rondo. Good for forcing knockdown into a set up. It is air unblockable so you could use it for a gimmick every once in a while, but remember that even though it is fast, it is has no invincibility at all. That's means no go for reversals, anti-airs or mash outs.
Critical Heart
Shunkoku - 641236A+B
- (Description) - Instantly after a pose, Akane rushes towards the opponent for a single hit then hits them multiple times. If you repeatedly press buttons you can increase the damage ala Hyper Viper Beam. You are not invincible during the pose so you can be hit out of it and lose your meter. There is a long recovery time, so your opponent can punish it easily after seeing that you whiffed it. During EF, everything up to the last hit is the same, after that the animation and damage power up, the damage is massive (7/10th) so you may want to go for this move.
Frame Data
Normals
| Notation | Start up | Duration | Recovery | Advantage |
| 2A | - | - | - | - |
| 5A | - | - | - | - |
| 2B | - | - | - | - |
| 4B | - | - | - | - |
| 5B | - | - | - | - |
| 2C | - | - | - | - |
| 5C | - | - | - | - |
| 6C | - | - | - | ±0 |
| 2E | - | - | - | - |
| 5E | - | - | - | - |
| JA | - | - | - | - |
| JB | - | - | - | - |
| J4B | - | - | - | - |
| JC | - | - | - | - |
| JE | - | - | - | - |
Arcana Evaluation
-
Combos
Target Starters
- 2A > 2B > 5C(2) > NHC > Air
A combo to the second hit of 5C's high float into an air combo. So easy you can barely call it a combo and you can hit this from just about anywhere
- 2A > 2B > 2C > 236X(1) > 6HC > 5A > 5B > 6C > Air
2ABC into Kaze Harai, after the HC just keep holding 6 for 5ABC, another easy combo
- 2A > 2B > 5C(1) > 236X(1) > 6HC > 5B > 5C(1) > 6C > Air
Since 2C's reach has some problems, you want to get used to doing this one normally
- 236X(2) > NHC > Air
If you manage to surprise the opponent with Kaze Harai from mid-range, use this combo. This is also good if you are using an Arcana that changes your 6HC like time or Earth. For a ground combo you can also do 5C(1) into Kaze Harai. You can even do 2C into 2 hits of Kaze Harai but it becomes easier for the opponent to tech out
- 2A > 2A > (2B) > 214A+B
What you really want is 2AA into Bunshin. While you aren't used to that hit confirm, you can put 2B in. Doing A > B > C all the time makes you Guard Cancel bait, so you should use this every once in a while. Off blocked 2As, you can go into Kaze Mai, back jump into homing, or an IAD in order continue your string
Target Air combos
- JA > JB > jc > JA > JB > J214X
For DAMAGE. After the Hana Nagi ender, you could home in, use an arcana move, or use Torigake for a surprise attack
- JA > JB > jc > JA > JB > JC > J623X
Best damage for a no meter combo. After wards you move back to neutral. If you don't use Tsuki Kudaki and just land, you recover a lot faster than the opponent giving you a chance to use Tamafuri A
- JA > JB > jc > JA > JB > JC > J623X >[K]> J214X
Damage combo for 1 Kotodama the Hana Nagi follow ups. Please use this combo
- JA > JB > jc > JA > JB > JC > J623X > J623A+B
More damage for using a 1 bar, only, you don't really get anything afterward. Sometimes in the corner, Tsuki Kudaki won't hit them right and the super will whiff. So in the corner just go straight into the super
- JB > jc > JB > JC > J623X >[K]> J214X
Use this when the opponent is a little to high
Throw Combos
- AD > 6HC > 5A > 5B > 5C(1) > 6C > Air
First off, neutral throw looks like: 5B > 2B > 6C for three hits. The last hit ground slams them, so you want to 6HC before that, so that you get the ground bounce from the previous hit and follow up with 5A
- AD > NHC > JB >(land)> 5B > 5C(1) > 6C > air
Gives you a bit more damage, good for when you are using the Time arcana or so
- JAD > NHC > Air
After grabing the opponent Akane kicks the around and then through them, you rise above the opponent, but they float above you. When you are a bit under them, that is when you want to NHC. You have a good bit of time to land it so chill out a bit.
Extend Combos
- 2A > 2B > 5C(1) > 236(1) >EFC> 5B > 5C(1) > 6C > jc > JA > JB > JC > JB > jc > JB > JC > JB > 623X > 623A+B
Go as fast as possible for the air hits. You can leave out the last JB to make it even easier
Arcana Combos
Tyr
- 2A > 2B > 2C > 236X(2) > 623E >NH> Air
