FAQ

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Note: Formatting and all relevant information borrowed from dustloop's GG Accent Core Web Encyclopedia

Contents

Introduction

Conventions & Notations

To understand the information on this site, you need to know what all the conventions and abbreviations mean. Please refer to the Controls section of the wiki for detailed information.

Terms & Definitions

You should become familiar with the terms that are commonly used in the fighting game world. Refer to the Glossary for a list of terms and defintions.

Basics

Movement

In order to be able to successfully attack and defend against your opponent, you need to know how to move around in order to gain the initiative. Moving around in Arcana Heart 3 is used to position yourself to attack and/or defend. Each of the different movement options has its own special uses and you should definitely be familiar with each of them before you try anything tricky.

Walking

Walking is the most basic of all movement options. It is also the least effective. Walking can be useful to move short distances in the place of a dash or run. Setups and combos benefit from walking.

Dashing

Dashing is a highly used movement technique within AH3. Not only can dashes be performed on the ground, but they can also be done in the air. Dashing can be performed either forwards or backwards and is done by quickly tapping the controller twice in that direction. Since dashing is typically faster than walking, it is often the quickest way to get around. Take special note that a forward dash can be canceled at any point into any ground attack. This is very useful for Gatling Combos as your character will retain their forward momentum. This helps add additional hits for Gatling Combos and keeps you close to your opponent while rushing. Holding forward during the dash will put the character into their run (Ice arcana only). Forward dashes can also be canceled into jumps and defensive postures as well.

Backdashes cannot be canceled and must complete animation before you can do anything else. Remember this when backdashing to evade attacks, as opponents will be able to attack you without fear of being countered. Unlike most newer fighting games, regular backdashes in AH3 either have very little or no invincibility at all. So be very careful when attempting this maneuver during wakeup pressure.

Air dashes have much different properties than ground dashes. After the start up frames of the air dash/backdash, characters can cancel into any air move. If a dash is used after a Jump or Super Jump, your character will be able to double jump (unless you are using Wind Arcana, which allows triple jumps). If a double jump is used, then your character is still able to air dash.

Jumping

Jumping is a key part of AH3 gameplay. All characters can double jump (triple jumping is available if the Wind arcana is selected). Jumping can be performed in any upwards direction by simply pressing up, up+forward, or up+backwards. If no moves are performed while your character is in the air, you can double jump by pressing any upwards direction again. The triple jump works the same way as well. If a jump attack is used, characters may be able to continue with their double / triple jump and air dash options.

Certain ground and air moves can be canceled into another jump. This trick is called Jump Canceling. In each characters move section, a list of every move with their Jump Cancel options is shown. Jump Cancels can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Generally Jump Cancels still follow the same double / triple jump and air dash rules.

In addition to the standard jump, there is another special jump options within AH3. Super Jumps (also known as High Jumps), can be used in a variety of ways. A super jump is performed by first pressing any downward direction, then quickly pressing an upwards direction. The upwards direction will determine which way your super jump is aimed. If you use a super jump, your character is still able to use double / triple jump options. You can also perform an air dash. This can be a key tactic to get out of a rough corner trap or away from an overly aggressive opponent.

Guarding

In order to stay alive, you need to take as little damage as possible while maximizing your damage output. To do this, you need to know how to guard incoming attacks. There are 3 types of guarding options. Knowing how to use them, as well as in what situations, can greatly improve your game. Not only will you be able to defend better, but in some cases you will be able to resume your offense faster.

The most important part of attacking and defending is understanding how attacks connect. There are four basic hit ranges: High (h); Mid (m); Low (l); and Overhead (o). High attacks strike standing opponents, but can be crouched under. Mid attacks strike both standing and crouching opponents. Low attacks strike at the opponents feet.

(note: because of size, most high attacks will strike Kira and Catherine during their crouch)

An additional attack range / property is Unblockable. (!) This basically means the attack cannot be blocked using standard guarding techniques.

Basic Guard

Basic Guard is the most common defensive option. To guard against high attacks, simply hold back. Crouching is another alternative as high attacks will pass overhead. To guard against mid attacks, hold back or down+back. To guard against low attacks, hold down+back.

Basic Guard in the air is even easier. Hold any backwards direction (u/b, b, or d/b). All air attacks can be blocked by holding back unless it's an air throw, unblockable special command grabs, or attacks that are specifically air unblockable.

Attacking

There are a multitude of ways to attack your opponent. To fully grasp each variation, you must first understand basic attacking and how the buttons work.

There are 4 attack buttons: A (light), B (medium), C (strong), E (arcana).

In general, A attacks do the least amount of damage, while C attacks do the most. Since the E button has a couple specific uses (launch and wall slam), it is the exception. This is because while the ground E variations usually do less than C attacks, the charged ground and air variations usually do more and have added effects. Also, generally the stronger the attack, the more guard / hit stun it will inflict on your opponent.

Command Normals

Every character has their own command normals. A command normal is performed by pressing a specific direction with a specific button. It's up to you to learn the different command normals and the properties of each for your character.

Launcher

The Launcher is the basic air combo starter. By simply pressing 2E, your character will perform their Launcher. Every character's Launcher hits mid and cannot be blocked in the air. Connecting a Launcher on your opponent will send them reeling into the air. If you then hold any upwards direction plus the homing button, you will perform the Homing Jump and follow them up. From here, it's up to you to slap them up with your best air combo. It is possible to charge the Launcher to delay it a little. Fully charged 2E Launchers gain added effects depending on the selected arcana.

Launchers will not launch your opponent if they are in the downed position.

Wall Slam

Similar to Hokuto no Ken's Banishing Strike, the Wall Slam attack will send your opponent reeling towards the opposite wall. By simply pressing 5E, your character will perform their Wall Slam attack. It is possible to charge the Wall Slam attack to delay it a little. A fully charged 5E gains added effects depending on the selected arcana. This is not necessarily the preferred move for starting combos since the opponent can usually tech as soon as they hit the wall. A fully charged 5E increases the effectiveness of the attack but with more startup. Charged 5E's will stagger the opponent on guard. When this happens it still will send them towards the wall but a little icon will appear on the screen which tells them to struggle in order to recover. If the opponent reaches the wall before recovering from the stagger, they will bounce off the wall and be unable to escape any followup attacks. Certain characters also possess specific attacks that induce wall slam other than the generic 5E.

Special Attacks

Special attacks are attacks that require a more elaborate command input, and have unique effects and properties. These range from standard proejctiles (Konoha's Shurikens) to Dragon Punches (Heart's Heartful Punch) to command throws (Kira's Kira-sama Driver). Almost all Special Attacks are free, not requiring meter or otherwise, but some characters have special attacks which change under certain conditions.

One distinct difference between special and normal attacks is that specials deal Chip Damage.

Throws

Throws are moves which, after initiated, do a considerable amount of damage to your opponent. The best thing about throws is that they are very quick ways do deal damage. To perform a throw, press either 5A+D or 4/6A+D while next to your opponent. Though the motion is identical between all characters, the actual throw, damage, and combo follow ups are different. In AH3, all throws have startup. Keep in mind though that if you miss, you will get a whiffed throw animation, which is often not good at all.

As a side note, you can't throw an opponent that is in hit stun or block stun unless it's a special command grab that has this ability.

Air Throws

Air throws are also similar to basic throws except they are performed in the air (duh!). When near an opponent that is not in block-stun or hit-stun, simply press A+D to air throw them.

Air throws often give people trouble because they are not quite as easy to space as ground throws. The ideal way to air throw someone is to be slightly below them and rising up to meet them. Typically if you are above the other person, you will not be able to throw before they do.

Command Throws

Command throws are similar to basic throws except they require specific joystick and button combination to perform. On the whole, command throws inflict more damage than basic throws and often have better follow up possibilities. Command throws also have more range than normal throws, and can be canceled into like other special moves. Command throws however do have startup frames, so they usually can't be used on reversal safely..

Throw Breaks

Also referred to as Throw Tech or Tech Hit. A throw break occurs when your opponent presses their throw at the EXACT same time as you. This causes a special graphic to appear and you both back off on even recovery.

You can break air throws just like ground throws.

Command throws CANNOT be broken.

You CANNOT break throws while you are recovering from a move, so unsafe attacks are still unsafe.

Teching

For further detailed information about teching, please refer to the Teching section of the wiki.

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