Angelia Avallone

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Angelia Avallone (アンジェリア アヴァロン)
(CV:Eri Sendai)「仙台 エリ」

Contents

Profile

Age: Eternally 10
Birthday: Sep. 13
From: England
Current residence: Arcana World
Height: 110 cm
Weight: 16 kg
Bloodtype: A
B/W/H: 54/48/55

Background

Mildred Avallone's real older twin sister. Seven years ago, she willingly traveled to the Arcana World from the physical world, since then, she has stopped aging. Basically cheerful, openhearted, and egotistical. Does not change her mind because of others. Furthermore, she is a moody person. No matter how trivial the slight, she will personally pursue it to the end. Possesses an iron will. Hates boredom, prone to monologues, talks a lot. She loves interesting things, so being lost in the Arcana World was a big adventure every day for her. As a result, however, she has always been worried about her younger sister Mildred who was left behind. Holds the magician Malin she met in Arcana World in one hand. (Skill: divination) Angelia's story has her gathering Arcana much like Mildred did in Arcana Heart 1 to unite the Arcana and physical worlds, only when she finally succeeds Mildred says that it is enough for them to be together and threatens to fight Angelia to return the world to normal. Angelia reluctantly agrees and returns to the Arcana World with Mildred and Fiona.

Introduction

Angelia Avallone is the final boss of Arcana Heart 2. She was not immediately available in the arcade version; the code to play her was released during Golden Week (April 25th, 2008) in Japan, along with the 2.1 upgrade. The upgrade was not required to unlock her though, she had been hidden in the game since the beginning. It took quite a while for Japan to pin down her placement as she had been released so late into the cycle; her moves were unfamiliar and she was generally placed low to mid. However, near the end of 2.1's life she had risen all the way up to S rank, just behind the best in the game, Yoriko. She took a tremendous hit in ranking from 2.1 to 2.5 due to several huge nerfs; however 2.6 has tweaked her enough that she is now considered high tier, without being the braindead three move wonder she was back in pre-Sugoi.

Statistics

  • Life Modifier: -792 HP
  • Guts takes effect at: 30% HP
  • Guts damage reduction at 0% HP: 40%

Move List

Throws


4/6+A+D: Angelia tosses the opponent on the other side of her. The direction the opponent flies is constant regardless of the direction used to throw.

5+A+D: Angelia grabs the opponent then spins around while hitting them. This move used to wallslam; it gained a ground slam ender in 2.6 and can be comboed off of in that version.

j.4/5/6+A+D: Angelia levitates the opponent then slams them off the ground. Comboable off of in certain situations. Sugoi increased the recovery frames.


Normal Moves


5A: Cutest poke ever. Unfortunately the range on this move is terrible.

5B: Angelia swipes once with her halo and then once with Malin.

5C: Angelia throws her halo out far in front of her. Good range. Sugoi reduced the active frames to 7 and increased the recovery to 24.

5E: Angelia overhead swings with Malin. Unblockable in the air, wallslams on hit.

2A: Crouching cutest poke ever. Blockable standing. Still useless due to the range.

2B: Crouching cutest kick ever. Low. Sugoi increased the active frames, reduced the recovery and damage scaling. 2.6 removed the hitbox at the back of her leg. Thank god they made this useful, probably to replace her lack of crossups.

2C: Crouching halo toss that knocks down. Good range. Sugoi reduced startup, reduced recovery, however it made it blockable in the air. Still a very good low now.

2E: Upward Malin swing. Launches and is unblockable in the air. Sugoi reduced the active frames and increased the recovery of the fully-charged (Arcana dependant) version.

j.A: Jumping cutest poke ever. Sugoi reduced the startup, increased the recovery time, and made it impossible to spam on whiff.

j.B: Jumping cutest kick ever. Sugoi reduced startup, reduced recovery, reduced scaling, and added a reflect projectile effect. Not a bad jump in now.

j.C: Angelia spins around in the air while her halo hits multiple times. One of her original three braindead moves, this move used to clash like no tomorrow, hit more than three times in certain situations, AND it crossed up. Sugoi increased the startup, increased the recovery, made it three hits maximum, removed the clash frames, and removed the crossup. 2.6 reduced the damage and reduced the hitstop. It is now an extremely bad idea to jump in naked with this move as it will lose to almost anything under the sun.

j.E: Malin Bomber! Jumping overhead Malin swing. Knocks down. Sugoi gave it clash frames. Don't feel bad spamming this.


Command Normals


6A: Angelia holds Malin upside down while he shoots a glitter shot from his wand. Sugoi increased the active frames to 17 reduced the total frames, and made it so you can not be counterhit out of the move. 2.6 reduced the range slightly and also made it disappear immediately if it lost its hitbox (graphical effect)

6B: Glitter shot goes further horizontally than 6A. Changes more or less mirror 6A

6C: Goes even further horizontally than 6B. See above.

3A: Angelia crouches and holds Malin above her head while he shoots a glitter shot from his wand. Sugoi increased the active frames to 17 reduced the total frames, and made it so you can not be counterhit out of the move. 2.6 reduced the range slightly and also made it disappear immediately if it lost its hitbox.

3B: Glitter shot goes very slightly diagonally above her. See above.

3C: Glitter shot goes directly in front of her. See above.

j.6A: Angelia jumps in the air and holds Malin upside down while he shoots a glitter shot from his wand. Sugoi increased the active frames to 17 reduced the total frames, and made it so you can not be counterhit out of the move. 2.6 reduced the range slightly and also made it disappear immediately if it lost its hitbox.

j.6B: Glitter shot goes directly in front of her. See above.

j.6C: Glitter shot goes below her. You will use normal jump into this move a lot during corner sequences. See above.


Special Moves


そのきらめきはスターライト - This sparkle is starlight - [4]6+A/B/C (also in air) TOTSUGAY TOTSUGAY! Loliball, it can be redirected a second time on hit or whiff by pressing a direction and an attack button. The distance traveled by totsugay is determined by the button pressed. Former braindead move number two, this move had even more clash than her old j.C and was probably one of the safest moves to spam on approach or running away. Sugoi reduced the clash to a single frame, increased the recovery on landing, and removed its ability to reflect projectiles.

そのきらめきはスターライト - This sparkle is starlight - [2]8+A/B/C Diagonal totsugay! Can also be redirected. Can not be done in the air. Lost ALL clash frames in Sugoi. You're not really going to use this version.

あなたに贈る幸せのかたち - The shape of the happiness I give you - 623+A/B/C Counter move that covers all attacks. Wallslams on hit. Reflects projectiles. Former braindead move number three. Sugoi reduced the active frames and increased the recovery time. In the air you can only do one counter per jump, her old stall of repeated 623s has been removed.

お願い私をつかまえて - Please catch me - 214+A/B/C Backwards only teleport. Button pressed determines how far back you teleport. Sugoi removed the ability to homing cancel from this and changed the movement distances and move timings. A teleport total frames reduced, she disappears faster. B teleport total frames reduced. C teleport total frames increased. 2.6 was a minor change where when she disappears her collision box instantly moves to where she is teleporting to.


Super Moves and Critical Heart


このまなざしはムーンライト - This look is moonlight - 236+A+B (also in air) Mikuru beam pose, halo ring super. Sugoi increased recovery time.

このまなざしはムーンライト - This look is moonlight - 623+A+B Upwards halo ring super. Used to count as downed state after the move. Sugoi reduced the recovery time, gave invincibility on startup, sped up the projectile speed, increased the damage, increased the scaling. 2.6 re-increased the recovery time, and changed her status from downed to normal after the move. Not a bad reversal now with all the changes.

抱きしめたいよマーリン! - I want to hug them Malin! - 214+A+B Angelia jumps on Malin's back and he grows huge, knocking the opponent skyward. Fast startup, disregards clash. Was a pretty free reversal until Sugoi removed its aerial unblockable property.

あの流れ星にお願いを! - Wishing on a shooting star - 41236+A+B (during I want to hug them Malin!) Malin's wand glows and a falling star drops on the opponents head, sending them back down after the first part of the super. Doable even if Hug whiffs. You can combo after this ender either by doing a very tightly timed NHC jB or a [4]6 starlight.

乙女心は不安定なの! - A girl's feelings are unstable! - A+C B A+C (requires 3 meters) Angelia's critical heart. Drops a giant clocktower on people's heads. Used to be unblockable, forcing opponents to burst/C+E/aerial homing through it and thus was a somewhat strong gimmick. Sugoi reduced the startup; however it also made the super blockable standing, thus making it nearly useless. sumAZNDUDE's method of doing this super entails hitting A+C then mashing A+B+C twice, the initial A+C command will override the subsequent A+B+C inputs being mashed in.

Strategies

Angelia has lost her braindead pre-Sugoi strats where she could literally triple jump or fly high into the air and stall forever with her counter until someone approached her, wherein she would inherently abuse loliball or j.C's clash to destroy anything the opponent might try. She has also lost her crossup and her two safest approaches, loliball and iad/HC j.C. Angelia's new game revolves around spacing using j.E tech traps until she can get in close with her command glitter rushdown to go into high/low/throw (throw combos only in 2.6!) mixup.

Arcana Evaluation

Wind/Tempestas The triple jump means more j.B j.C means more damage, it also gives Angelia her best movement options and push guard to deal with pressure.

Holy/Mildred Mixing up her command glitter with 641236E is a scary tactic, the shortened startup on the super jump is very useful also. Comboing into 236236E off of totsugay in the air can combo into 8HC j.E for knockdown.

Combos

In general, Angelia's combos are going to be anything into [4]6+C into 9 totsugay into 5HC into j.B j.C j.B j.C (j.B j.C again if you have Wind) into [4]6+C into 8/9totsugay into super. Replace second j.B j.C with j.B j.E for knockdown ender. Kira can not launched from 2B 2C or a far 2C 3C, you will probably want to forgo the 3C altogether against her and just go straight from 2C to loliball.

Aerial

(j.A) j.B j.C j.B j.C (j.B j.C wind only) [4]6+C 8/9+C super

j.B j.C (j.B j.C wind only) j.B j.E (knockdown ender)

Corner only BnB (0 homing, 0 super)

2B 2C 3C dash 5A 3A -> aerial

Midscreen/corner BnB 1 (1 homing, 0 super)

2B 2C 3C 5C [4]6+C 9+C 5HC -> aerial

Midscreen/corner relauncher 1 (1 homing, 0 super)

2B 2C 3C 5C [4]6+C 5HC j.B j.C (variable hits, depends on character) land -> j.A aerial

Notes: Dorothy can be comboed in the corner, impossible elsewhere because of her horizontal flight trajectory when hit.

Midscreen relauncher 2 (1 homing, 0 super)

2B 2C 3C 5C [4]6+C 9HC (delay, depends on character) j.B land 5B(1) 3C -> j.A aerial

Notes: Fiona pops up way too high for the 5B relauncher to land reliably, Dorothy impossible, Kamui and Zenia have some difficulty at the end of the aerial due to their hitboxes (they might tech on the wall before you can do your double jump), delay the 9HC j.B slightly on Yoriko, more on Cathy, Elsa, Clarice. Should work on everyone else fine.

Midscreen relauncher 2 with Halo (2 homing, 1 super)

2B 2C 3C 5C [4]6+C 9HC delay j.B land 5B(1) 3C j.A j.B j.C dj j.B j.C [4]6+C 9+C 236236E 8HC j.E

11781 damage

You will need to cancel into 236236E immediately.

Frame Data

Arcana Heart 3

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AkaneAngeliaCatherineClariceDorothyElsaEkoFionaHeartKamuiKiraKonohaLieselotteLilicaMaoriMei-FangNazunaPetraSakiScharlachrotWeißYorikoZenia

DeathEarthFenrirFireFlowerHaloHolyIceLightningLoveLuckMagnetismMetalMirrorNaturePunishmentShadowSinTimeToneTyrWaterWind

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