Clarice Di Lanza

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Clarice Di Lanza (クラリーチェ ディ ランツァ)
(CV:Sayaka Ohara)「大原 さやか」

Contents

Profile

Age: Unknown
Birthday: May 12
From: Vatican
Height: 162 cm
Weight: 53 kg
Bloodtype: O
B/W/H: 87/58/89

Statistics

  • Life Modifier: -1848 HP
  • Guts takes effect at: 40% HP
  • Guts damage reduction at 0% HP: 45%

Move List

Note: none of Clarice's ground moves are jump cancelable.


Throws


5/2A+D: Clarice does a little combo ending in 2c, which can be followed up with a combo after a homing cancel. 2000 damage.

4/6A+D: Clarice grabs them and throws them through the air to the opposite side of the stage. You have no control over which side she throws them to, and it can't be homing canceled. 2000 damage.

j.A+D: Grabs, does a j.c into a j.e that ground bounces, can be homing canceled into a combo. 2500 damage.



Normal Moves


5A: Fast high poke that whiffs crouchers. Can be canceled into all her normals but not into itself. 500 Damage.

5B: 2 hit slash that moves her forward a bit. Can be chained into 2b, 5c, or 2c. Combos into any 236 series. 1440 Damage

5C: Almost the same as 5b with a little more range and 3 hits instead of 2. Cancelable into or specials only. 2192 Damage.

5E: A wing slash that Wallslams. Combos from 5c or 2c. Can be homing canceled into a combo. Full charge is guard break. 2400 Damage for normal, 2800 for Charged.

2A: Same as her 5a but crouching. Hits mid just like her 5a. 500 Damage.

2B: Low slash that hits 2 times. Doesn't move her forward like 5b does, but is one of her 3 low attacks. Cancelable into 5c, 2c 1260 Damage.

2C: An antiair attack that moves her forward and hits 3 times. 1816 Damage.

2E: Vertical wind slash that throws them up into the air. Can be Homing Canceled into combo. 2400 Damage.

j.A: Fast air attack that's useful to setup air combos. 600 Damage

j.B: Fast 2 hit air slash aimed downward. Good as a fast air to Ground poke or in combos. 1265 Damage.

j.C: Circular attack that hits about from the waist below. This is the only move she can jump cancel, thus it is very useful in her air strings. Can also be used as a crossup. 1800 Damage.

j.E: Downward wind slash that groundslams. It also pushes Clarice back upwards. Use it to end aircombos or move around the stage. 1800 Damage.



Command Normals


4C A super fast low slash that chains and combos from all of her normals. Using this move can detract damage from your combo due to the prorating effect but the long hitstun makes it amazing for hitconfirming. If they block it cancel into specials to make it completely safe, if it lands cancel into 236c 236b 5d aircombo. 2500 Damage.

j.1C: A 2 hit flipping move that is a bit more specialized for air to ground crossups than her j.c. Abuse this move for oki. 2160 Damage.



Special Moves


236A/B/C:

421A/B/C:

j.214A/B/C:

63214A/B/C:



Super Moves


236A+B:

641236A+B:

6321478A+B:


Critical Heart


(after 6321478A+B) 63214A+B:

Strategy

Arcana Evaluation

Combos

Most of Clarice combos follow a simple pattern of ground string into 236C 236B 5D j.BC j.BCE into either a 236c ender or some arcana powers setup. The ground string is very lenient: you can basically do whatever you want as long as you are in range. The air string is less so, you will have to delay various parts of it or modify your homing trajectory against certain characters to make sure all of your air moves land.

Note that as good as 4c is for hit confirming, adding it to a combo will detract from your total damage, so if you see an opportunity to omit it then do so.

For example:

2A 5B 5C 4C 236C 236A 5D J.BC J.BCE 236C does 6421 damage, but 7041 damage if you take out the 4c.

Some more combos:

Off of ground throw: 5D j.BC j.BCE 236C - 6143 damage.
The timing for the homing cancel is rather tricky because of the way momentum works in the game.

Off of Air throw: j.3D j.1C land 5C 236B 5D j.BC j.BCE 236C - 7553 damage.
This requires 2 homing cancels but the damage is well worth it if you manage to land an airthrow.

Off of Command Throw(63214A,B,or C): 6D 236B 5D j.BC j.BCE 236C 6705 damage.
Also requires 2 homing cancels, judge for yourself if it's worth it or not.

Fullscreen to corner: 5C/2C 5E 6D 236B 5D j.BC J.BCE 236C 8511 damage.
Useful 2 homing combo that puts them in the corner from full screen.

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