Dorothy Albright
From Arcana Heart 3 Wiki
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Profile
Age: 9
Birthday: Dec. 3
From: USA
Height: 119 cm
Weight: 21 kg
Bloodtype: O
B/W/H: 63/52/69
Introduction
Dorothy Albright (ドロシー・オルブライト) is a middle-school magician girl that performs for a circus and wields cards, rockets, pinwheels, and lions. Her accompanying arcana is Mirror (Heliogabalus). Strangely enough she seems to derive her name and some attacks (a lion, tin man and scarecrow half-emerge from her hat) from the Wizard of Oz.
Statistics
- Life Modifier: -792 HP
- Guts takes effect at: 40% HP
- Guts damage reduction at 0% HP: 30%
Move list
Poker Hand
Dorothy's special moves and supers can produce cards, of which by themselves can damage an opponent, but with enough cards of the same suit they can activate together spiraling and bouncing in certain directions based on the suit while dealing damage to the opponent when come into contact with.
There are 4 suits of cards: Clubs (A), Diamonds (B), Hearts (C) and Spades (A+B)
Possible hands or sets are as follows:
Full House Formed with 3 cards plus 1 pair
Four Card (Ace) Formed with the flying ace and 4 other suitable cards
Four Card (10) Formed with the ground 10 and 4 other suitable cards
Four Card (Joker) 2.6 ONLY Formed with 4+ cards and the Joker
Straight Formed with the 10,Jack,Queen,King and Ace
Royal Straight Flush (Normal) Formed with 10,Jack,Queen,King and Ace one of which must be Spades
Royal Straight Flush (Spades) Formed with 10,Jack,Queen,Kind and Ace of Spades
Throws
4/6AD: Dorothy grabs the opponent and slams them straight to the ground on the opposite side she was facing. Deals 2600 damage.
5AD: Dorothy grabs the opponent then summons the lion out of her hat which lunges forward biting the opponent dealing 2 hits then she summons the tin man who deal 1 hit and launches the opponent in the air. Deals 2600 damage.
j.AD: Dorothy grabs the opponent, hits them with her j.2b, then j.e which sends slamming into the wall Dorothy was facing. Deals 2000 damage.
Normal moves
5A: Dorothy pushes her cane forward in a stabbing motion
5B: Dorothy spins her cane at an upward angle dealing 4 hits
5C: Dorothy does a spin while summoning a card from her cane which spins around as well.
5E: Dorothy summons the lion from her hat which attacks the opponent and sends them slamming into the wall Dorothy is currently facing.
2A: Dorothy sticks her foot out and does a low kick.
2B: Dorothy does the splits, aims her cane at an upward angle and spins it rapidly (4 hits).
2C: Similar to her 5C, Dorothy crouches and does a spin while summoning a card from her cane which spins with her.
2E: Dorothy summons the tin man out of her hat who springs up and hits the opponent launching them into the air.
j.A: Dorothy does a kick similar to her 2A
j.B: Dorothy tilts her cane at a downward angle in front of her spinning it rapidly does up to 6 hits.
j.C: Dorothy aims her cane at a downward angle and summons a card (this is a delayed attack).
j.E: Dorothy summons the scarecrow from her hat who springs out and hits the enemy sending across the stage causing them to slam against the wall Dorothy currently faces.
Command Normals
6B: Dorothy tilts her cane at a downward angle in front of her spinning it rapidly similar to her. Deals 1974 damage (4 hits).
3C: Dorothy summons a card from the ground. Deals 2 hits for 2000 damage.
j.2B: Dorothy aims her cane straight down and uses it as a pogo stick. When it hits an enemy she jumps up a little bit and it deals 800 damage.
Special Moves
Jack Rabbit 236A/B/C. Dorothy jumps and launches 1-3 cards depending on how many times an attack button was pressed (first will be Jack, second Queen, third King). Upon impact with opponent it sends them rocketing to the ground. A= Clubs B= Diamonds C= Hearts
Ground Ten 214A/B/C. Dorothy putts a 10 of Clubs, Diamonds or Hearts (A,B,C respectively) on the ground which when stepped on activates, sending jolts of energy a short range upward dealing damage. The distance of the card is dependent on the button pressed, A= Short B= Medium C= Long.
Flying Ace 214A/B/C (air only). Dorothy sets an Ace of Clubs Diamonds or Hearts (A,B,C respectively) in the air which activate either after a set is completed or after a certain amount of time. When it solo activates it spins in place dealing damage to an opponent in it's range.
Shuffle 623A/B/C. Dorothy surrounds herself with a revolving "shield" of cards that deal damage if they come into contact with the opponent and launches them into the air.
Super Moves
Triple Face: 236A+B. Dorothy launches 3 cards (Jack, Queen and King of Spades) at a downward angle dealing 2630 damage (if all 3 cards hit) knocking the opponent down and causing their body to bounce off the ground.
Ten of Spades: 214A+B. Dorothy "putts" a 10 of Spades across the ground similar to 214A/B/C. The distance the card travels is dependent on how long you hold a+b while it travels. The card deals 2660 damage if activated.
Ace of Spades 214A+B (air only). Dorothy sets an Ace of Spades in the air similar to her aerial 214A/B/C. The card deals 2664 damage (with all 11 hits) if the opponent comes into contact with it when it solo activates.
Super? Shuffle 623A+B. Dorothy surrounds herself with a revolving "shield" of cards dealing 4488 damage (all 18 hits) if they come into contact with the opponent, and launches them into the air similar to 623A/B/C. This has bigger cards thus a bigger radius than her normal Shuffle.
Misdirection Joker 463214A+B. Dorothy summons a Joker card (not sure what the point of it is in the 2.5 version)
Misdirection Joker (2.6 ONLY) 463214A+B. Dorothy summons a Joker card which acts like a wild card, completing a "hand" out of the cards you have on the field.
Critical Heart!
Multiple Choice 222A+B. Dorothy sends 4 mini cards traveling at a high speed across the ground. This is a low attack which, when successful, sends the opponent into a multiple choice situation. The opponent then has to choose between 4 different, random cards that decide the outcome. There are 2 types possible, Skull- The opponent is struck by 7 different creatures dealing 12400 damage or Angel- Cheering occurs and the opponent suffers no damage or ill-effects.
Strategy
Movement: Dorothy's movement and positioning are where much of her threat lies, outside of combo's and card setups/traps.
The biggest asset a Dorothy player can have is knowing all her movement options at any point during a match as those could be key to victory or defeat. This is especially true considering she has a minor disadvantage against most of the cast, so you'll pretty much be dealing with an uphill battle during most of your engagements.
Not complete more coming soon!
Arcana Evaluation
Useful Arcana
Love/Partinias An all-around good choice for every character and my favorite for Dorothy.
The slow fall by holding 8 after a double jump gives good mind game and crossup opportunities.
236E/236236E provides an attack, possible combo opportunity and safe movement across the screen if used properly, which makes this arcana a must use for me.
623E/641236E provide Dorothy with a ranged attack which she lacks outside of her cards. This attack has also found a place in a Love Dorothy bnb.
Poison/Dieu Mort
Punishment/Koshmar
Wind/Tempestas
Ice/Almacia Ice seems to be a reasonable choice for Dorothy. It provides 2 ranged attacks, a short-range explosive wave type aoe super and makes her ground 66 dash faster as well as maintainable. The speed/elongation to her dash can give your movement game a whole new life which can prove pretty crucial.
Decent Arcana
Coming Soon
Terrible Arcana
Mirror/Heliogabalus
Fire/Lang-Gong
Flower/Cayatshime
Sound/Fenecs
Magnetism/Median
Combos
Note: Starting combos with 2A deals less damage than starting them with 5A, due to higher proration on her 2A. The difference in damage is usually about 1000.
Simple Meterless B&B (Requires 1 homing):
- 5A/2A 6B 2B 3C > HC > j.B j.A > dj.B dj.A > 236A/B/C (up to 3 cards)
It's generally better to throw only 2 cards so that Dorothy lands earlier.
In the corner, you can replace dj.A > 236A/B/C with dj.E > 236A/B/C for extra damage.
Standard B&B (Requires 1 homing and 1 super meter):
- 5A/2A 6B 2B 3C > HC > j.B j.A > dj.B dj.A > 236A+B > dj.C > land > j.B j.A > dj.B dj.A > 236A/B/C (up to 3 cards)
In the corner, you can replace dj.A > 236A/B/C with dj.E > 236A/B/C for extra damage.
Combo Starter Vs Standing Opponents:
- 5A 6B (~2 hits) 5B (~2 hits) 6B 2B 3C ...
Use this to start combos against standing opponents. You can actually hold 6 and press BBB to do the 6B 5B 6B part: the game will alternate between 6B and 5B automatically.
Adds ~500 damage to combos with 236A+B and ~1000 damage to combos without 236A+B, compared to 5A 6B 2B 3C ...
Advanced Meterless B&B:
- 5A/2A 6B 2B 3C > HC > j.B j.2B j.C > land > 5A (j.C hits now) j.C > land > j.A j.B dj.A dj.E
Deals ~1000 damage more than the Simple Meterless B&B.
To get the land > 5A part to connect, you need to delay the j.B a little bit. For example, HC the 3C as soon as possible, but when you reach your opponent, wait for a moment before pressing j.B.
Flashy Meterless Combo:
- 5A/2A 6B 2B 3C > HC > j.B j.2B j.C > land > 5A (j.C hits now) IAD j.2B j.C > land > 5A (j.C hits now) 5B j.B j.A dj.B dj.E
This combo does not work with the 5A 6B 5B 6B 2B 3C combo starter: if you do those extra hits, then the opponent can always tech before the second land > 5A.
As a result, this combo actually deals less damage than the Advanced Meterless B&B if you use the Combo Starter Vs Standing Opponents.
Compared to the Advanced Meterless B&B with the normal starter, the increase in damage is only ~400, hence the name "Flashy Meterless Combo": the increase in damage is situational and is not really worth the added difficulty.
Love Arcana B&B: (there are a few versions this is the most basic)
- 2A 6B 2B 3C > HC > j.B > dj.A > dj.E > 623E > 6HC > j.A > 236A/B/C
Wind Arcana Combo: Originally posted by Ikaruga on Shoryuken
- 2A 6B 2B 3C 5D -> jB xx jB xx jB jA 236AB, jC land jB xx jB xx jB jA 66 to dash, throw during recovery
More to come!
