Fiona Mayfield
From Arcana Heart 3 Wiki
NOTICE: IN PROCESS OF AH2 REVISIONS
Original:Guardcrush
Contents |
Profile
Age: Eternal
Birthday: Aug. 11
From: England
Height: 137 cm
Weight: 31 kg
Bloodtype: O
B/W/H: 70/53/74
Statistics
- Life Modifier: 1056 HP
- Guts takes effect at: 55% HP
- Guts damage reduction at 0% HP: 25%
Move list
Throws
2/5A+D: Fiona launches the opponent with her 3C animation.
4/6A+D: Fiona scoops the opponent up with her sword and tosses them across the screen. Covers a nice throwing distance.
j.A+D: Fiona does her j.E animation and knocks the opponent to the ground. Fiona can still hit the opponent while they're bouncing from the ground to start a combo.
Normal moves
2A: A crouching kick.
- Has some startup and can be baited or punished if whiffed; also covers a nice distance.
2B: A low stab with her sword.
- This is used mostly as a poking tool due to the fact that her 5B does not have as much pushback and isn't nearly as punishable on whiff. Jump cancelable.
2C: A ground sweep with her sword.
- Covers a good distance but she is also extremely vulnerable if this move whiffs or the opponent activates.
5A: Pokes the opponent with the hilt of her sword.
- Her fastest standing normal. Can chain into 5B. Jump cancelable.
5B: A horizontal sword slash.
- One of her better tools. A good normal all around since it is relatively safe and covers a good distance without much pushback on block or on hit. Jump cancelable.
5C: A long-distance sword swipe that strikes down.
- Covers a good distance and has very little startup. If this move is blocked or whiff, it is extremely unsafe. Has a clash window on startup. Uncharged, cannot cancel into other moves on hit, and slight disadvantage on hit. If C is held or charged, it can be charged to a certain degree. Charged C can cancel into specials. (S!AH2.6) 5[E] Damage increased; bounces opponent on hit; can reflect projectiles immediately before activation.
5E: She moves forward and bumps into you.
- Can be charged and is air unblockable. Active frames come out extremely quickly, but are only on the initial part of the butt bump. Recovery and range leaves something to be desired.
j.A: Pokes the opponent with the hilt of her sword.
- Fiona's fastest normal. Covers little range but has a very decent clash window. Jump cancelable. Comes out ridiculously fast and has an extremely messy hit window has well.
j.B: A horizontal sword slash.
- Very good for spacing and has a nice clash window. Jump cancelable.
j.C: A slower horizontal slash with less range.
- Quite damaging but has somewhat slow startup. Mostly used to combo into Heaven's Fall on hit. Also tends to be a good move for when opponent is slightly higher than you in the air.
j.E: A relatively fast sword swipe that strikes down.
- A good spacing tool with decent recovery; this is mostly used to knock the opponent down after air combos. Do not be fooled by the animation of the swipe; use this pretty much only if opponent is on level or below you. It doesn't hit on the top half reliably or at all.
Command Normals
2E: She swings her sword up like a baseball bat.
- Can be charged and is air unblockable. Covers extremely good range; it's one of the better universal 2E's. Has pretty decent clash windows, partly due to it's long time of active frames.
6B: A pounce that moves her forward a little. Hits overhead.
- If you catch the opponent with this while they are in the air, it will knock the opponent down. Otherwise, it is a very fast overhead with good recovery and you can hit-confirm into Gáe Bulg. The actual hit for this move can occur anything from the top of the arc of the hop till she lands, depending on when she actually makes contact with the opponent. Because of this, the only thing that reliably works is the hit-confirm into a Gae Bulg from this move.
4C: She swings the sword in the upward motion from below her waist to above her head, falling backwards slightly in a sloppy awkward looking motion.
- Comes out at a nice speed, outstanding anti-air, good range, will move Fiona a short distance backwards however.
Special Moves
Karetov Roof - 623A/B/C: She hops forward and strikes the opponent down with her sword.
- Outside of ground combos, this is mostly used to catch stuff. While her A version is the fastest, her A B and C versions have 1-hit super armor.
Long Minute - 63214A/B/C: She stabs the opponent with her sword.
- A version is relatively safe and serves as nice pressure.
Heaven's Fall - 214A/B/C (in the air): Fiona dives headfirst [or sword-first].
- After she bounces from the ground, some of her aerial options are still available. People get pretty surprised from this attack being throw out at near ground level, and it does count as an overhead. While i don't recommend it unless you feel like playing hilarious gimmicks, using it once and awhile from like, a quick homing use, is pretty dang funny and for some reason works at relieving pressure from the opponent as you bounce a distance away, and can react during your bounce time.
Grand Divide - 236A: Fiona sweeps the floor, knocking the opponent up slightly.
- On hit, you can cancel this move into something else if desired. Comboable from 2B or 5B or 4C. Cancelable into supers (Gae Bulg at the very least), but obviously if they blocked the divide chances are an excalibur won't help much. You usually only want to risk a grand divider if you're sure they won't burst punish you, but the misty chain still has a chance of connecting even if they burst. Also, grand divide does not land a killing blow.
Misty Chain - During Grand Divide, 236B: She launches the opponent to the wall like a baseball bat.
- After this connects, you must input 236C (Angel Wing) to fly into the air.
Sacred Bringer - During Angel Wing, A/B/C (in the air): She slashes the opponent. This move has a clean hit property and will do more damage if positioned correctly.
- The area you want to aim for to get the clean hit is around the mid-section. The exact sweet spot for hitting is exactly when the opponent is just passing through your character sprite. Pretty much the angel wing timing is just as important as the actual swing, and if anything, you want to time the angel wing a little later than you think it should be in order for Fiona to directly make "bodily sprite contact" with the opponent. Do NOT aim for just batting the opponent with the sword, it's really more like trying to smack them with Fiona's arms as she's swinging the sword. 35% or 50% damage hit, two levels of accuracy.
Super Moves
Excalibur - 623A+B: Fiona does a powered-up Karetov Roof with more range covered and takes 2 hits instead of 1 with super armor. Air unblockable. Now air usable.
- This move cannot be homing canceled. Can be canceled into directly from karetov roof. During recovery, as soon are you start getting up until you are fully recovered, you are completely invulnerable to everything, assuming you aren't punished while you're lying down on the ground. Funny for unsuspecting ppl in the air. Not recommended as an surface to air anti-air attack, but definitely worth doing air-to-air. Comical as hell. Free 5C afterwards OTG.
Gáe Bulg - 214A+B: A powered-up Long Minute that moves her further and does more damage.
- Does great chip damage and is mostly used to combo from 6B. Can also be used after grand divider in an attempt to save yourself from arcana force. Unlike Long Minute, this isn't something worth throwing out for pokes and just for giggles. It gets interrupted very easily and you can easily enough get guard canceled into a throw thanks to this move. Also usable directly after a A version Long Minute.
Sacred Punish - During Angel Wing, 360A+B: An alternative to Sacred Bringer. Doing this move instead will have the same clean hit properties. However, only contains a single clean hit window, and extremely strict. Do not attempt unless you know you are losing and have nothing else better to do.
- There is a RIDICULOUS damage boost if you can do a successful clean hit with this version. The sacred punish is actually a good amount slower to execute than the sacred bringer. The swing timing is much different from the sacred bringer, so if you plan on including these into your game plan, you must practice sacred bringer and sacred punish timings separately. Note that the Angel Wing timing is about the same, just the swing timing is different to compensate for the slightly delayed hit. ~80% on hit though comboed in from 2A 2B though, so this is no joke.
Critical Heart
Strategy
Character Summary: Fiona as of now is a very scary character to play against for anybody who is unfamiliar with her tricks. As a heavy damage dealer with decent range that is slow in speed and has moves with hyper armor properties, she's become a force to reckon with in AH2. Many of her options that were previously unsafe were improved somewhat and given better use than in AHF, and the added normals and move properties help very much.
In-depth Strategy
- Always poke from mid to max distance. Fiona's money is in her raw damage, so if you space correctly, even your individual hits can add up to ridiculous total damage and victories.
- Fiona has reliable clashing windows such as j.A, j.B and 5B. Try to use this to your advantage.
- j.E is relatively fast and good at limiting your opponent's options for space. However, beware not to overuse it or whiff it while high up in the air, you can't do anything afterwards for a long space of time during your fall.
- 5B is one of her best pokes, offensive or defensive, due to the fact that it can be jump canceled and has decent range/recovery.
- 5C is mostly useful for scaring your opponent's pressure game. Mostly useful for stuffing mindless air-dashing and punishing certain whiffed moves at the furthest distance. It is also good for an OTG hit, but will leave you at movement disadvantage afterwards unless homing canceled. One of the only moves to have outstanding OTG damage.
- The majority of Fiona's combos have points where you can pause to do certain things such as using Arcana buffs.
- You can still combo after Karetov Roof B and C versions even if you get hit. As long as the hit connects, they will be in hitstun long enough for you to recover and move forward and attack them again.
- Punish Wall Techs 3C is wide and unblockable.If they wall-tech up hit a 3C then do a air combo.
- Punish air dashers 5C nuff said.
Arcana Evaluation
- Fire - as Fiona's HP is already above average, this proportionally in terms of HP effect is mostly going to be in her favor for matchups. The fireball is a decent projectile to have, and the flame attacks do add some combo possibilities, mostly as decent combo enders. The explosion super gives you a ridiculously fast move, and makes rushdown players much more wary. Charge up E attacks become more useful fully unblockable, and her 2E is one of the more useful ones in the game already. The arcana just overall adds a bunch of decent tools for Fiona's use, even if you don't combo anything arcana specific.
- Time - 2A 5B 2C 5C 6D leads to a perfect instant crossup that's ridiculously simple but somehow really hard to react to because the 2A after crossup will be out as your teleport animation finishes up, obscuring it from view. If your opponent is trying to get about it, mix up with 6B hit confirm into 214AB for amusement. Also, time super + 5C = great times.
- Rock
- Water
- Lightning
- Steel
- Poison
- Love
- Wind
- Plant
- Ice
- Mirror
- Sacred
- Holy
- Sin
- Punishment
- Magnet
- Tone
- Flower
Combos
the wall pushback in S!AH2 is fairly heavy, you should determine which ones of these are actually fully doable against the wall.
Meterless
2A 5B 2C 5C
- Can also be started with 5A. Fiona benefits from having a slightly more damaging meterless combo in comparison to the rest of the cast. It is recommended that you homing cancel after the OTG 5C hit to maintain momentum. If done with Time Arcana, a 6D immediately after the 5C connects gives you a nasty ground cross-up to work with because you'll be at the exact place to do another one of these.
2A 5B 236A 236B ... 236C A
- The basic sacred bringer setup. Given, if you're deep enough at the start of 2A, you can fit in a 4C right after the 5B and still catch with the grand divider.
1 Homing Gauge
Random 623A/B/C -> HC6 5B, etc.
- useful for linking in combos
2A 5B 2C 6D -> 5B 4C j.A j.B j.xx j.A j.B j.E
- 4C opens up a nice clean method of linking the combo because the IAD method used in AHF no longer works.
2 Homing Gauges
2A 5B 2C HC6 5B 623A HC6 5B j.B wait C land sj.AB j.B2C
- Again, you can decide to either follow up with j.2C or j.5C 214C. You can also tack on another 5B 623A HC6 if desired.
2 Homing Gauges and a Super Gauge
- (point blank)5B 5C > HC6 > 5B 5C > HC6 > 214AB
Situational combo because of the need to be point blank, but does good damage. 214AB input has to be immediately after HC6.
(Fire/Lang Gong only!) 1 Homing Gauge and 1 Super Gauge
2A 5B 2C 632146D 623A/B/C HC6 5B, etc
Earth Combos
1 Homing Cancel (Arigato Nas)
3C, HC, jab, 41236D, jb, jC, 41236D, air dash j2C and then (boulder setup 623D)..
Frame Data
A 5F
B 9F
C 14F
6B 11F
6C (Not charged) 9F
6C (Charged) 24F
2A 6F
2B 10F
2C 14F
3C (Not Charged)13F
3C (Charged) 37F
JA 4F
JB 8F
JC 11F
J2C 13F
623A 23F
623B 29F
623C 33F
63214A 15F
63214B 19F
63214C 29F
J214 any attack button 20F
236A 15F - 236B 20 - 236C 9F
623AB 32F then 31F
Source:[1]
