Kira Daidohji

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Name:   Kira Daidohji (大道寺きら)

CV:   Hiromi Tsunakake 「綱掛 裕美」

Nation:    Japan

Birthday:    March 21  —   Age:    11

Sizes:   61 / 55 / 72  —   Height:   123cm

Weight:   22kg

Contents

Statistics

Life modifier: +1848 hit points

Guts take effect at: 45% life

Guts damage reduction at 0 life: 30%

Move List

Normal moves


【2A】

A crouching slap chop. This move isn't a a low but but it can knock projectiles down. This move is pretty low for an A move, so if you are going to try to use this to mash out you'll get yourself into trouble. This move is jump cancellable on block.


【5A】

Slap chop. This move is jump cancellable on block.


【2B】

Crouching uppercut. This move is air unblockable and only highjump cancellable. It can also reflect projectiles straight up. The reflect frames on this move is pretty good as you can do things like flips all of Love's 3 Ball super away with one shot. On hit you can follow up with a highjump cancel into a combo.


【5B】

Noogie punch. There is a good bit of clash on this moves start up. Unlike before, she does not move forward doing the move anymore and it is now air blockable. On hit the opponent is ground slammed, enabling you to follow up after their bounce.


【2C】

Big sweep, this is Kira's only low move. It has a range of uses from punishing back dashes to OTG strings. This move is air unblockable so you could use it right before your opponents landing.


【5C】

Yakuza kick


【6C】

Angry yakuza kick, this move is like 5C with a forward rush. Unlike 5C this move is air unblockable. On hit this move will blow the opponent towards the wall. This move's recovery isn't that bad but there is more than in the last game. You could use it as a [whiff -> throw] setup.


【2E】

Crouching BIG uppercut. Also air unblockable and can reflect projectiles, but rather than straight up knocks them diagonally. Just like 6C, 2E's start up has a lot of clash on it so its not a bad idea to buffer 360s or so. At max charge this move guard crushes.


【5E】

A dropkick with some serious horizontal reach. This move has big clash on its start up as well. On hit you could do a HC to punish any techs. Should you cancel this move you would be in an airborne state, so remember that just in case you want to use an arcana move or so. At max charge this move guard crushes.


【JA】

Air slap chop. This hitbox on this move has been lowered so you could just wave it anywhere and clash with shit... for lack of better words. This is jump cancellable.


【JB】

Air noogie punch. This will ground slam the opponent and if they tech, you can punish them depending on your height.


【JC】

Flying yakuza kick. This move has clash right as it is coming, but after it clashes it loses its attack hitbox. You should always try to cancel this into something. This move can cross up.


【JE】

The body press that every grappler must have. This move has big cross up potential. This move has no clash though.



Special Moves


Kira-sama Driver 「きら様ドライバー」 - [360]ABC

  • (Description) - Kira's command crab, the move that the other maidens my submit and yield to. The start up and damage of this move increase with each version and the range of each grab is in reverse. The A version has even more reach than Kira's 5A.
  • (A version) - Least damage ; Most start up ; Most range
  • (B version) - Moderate damage ; Moderate start up ; Moderate range
  • (C version) - Most damage ; Least start up ; Least range


Flying Kira-sama Driver 「フライングきら様ドライバー」 - J214ABC

  • (Description) - This is basically the air version of her 360. However, there is no difference between the A B or C version in terms of damage and start up. This move is great for punishing techs or in clash battles with the opponent. In terms of changes from the last game, the range on the move has expanded upward, but is a bit narrower on the bottom.
  • (A version) - Least start up
  • (B version) - Moderate start up
  • (C version) - Most start up


Daidohji Bunker Buster 「大道寺バンカーバスター」 - 63214ABC

  • (Description) - A set of command grabs that has Kira move towards the opponent before grabbing them.
  • (A version) - The A version does not have Kira move forward, but it has a clash frame before the grab comes out. This move is slower than even A SPD but you can use this to your advantage. You can do things such as 5A to an immediate cancel to 63214A to punish mashes or input Armageddon Buster during the clash.
  • (B version) - Kira moves forward then throws the opponent, this move has about the same movement as C Bunker Buster from the last game. You could use this move to punish back dashes, but honestly not much other use has been found for it. It was used before to set you up for a gimmick with Love's Blaze but...
  • (C version) - Kira jumps up at the opponent for an air Buster. The recovery on this is pretty good, so even if you let it go and it whiffs, you can just do something else right after. You can even cancel a move into this for things like tech punishes. This version is probably the most useful of them all. The only problem is that this move has no invincibility, so if you mess up your timing for a tech punish, you lose to things with invincibility.


Head-smashing Back Drop 「脳天直撃バックドロップ」 [During Daidohji Bunker Buster] - ABC

  • (Description) - This move follows right after the Bunker Buster. As soon as you push a button you smash the opponent on the floor. You get more damage than A her 360 but you switch places with your opponent. So there are times where you should actually NOT use this move.


Ekodashiki Grenade 「江古田式グレネード」 - 623A

  • (Description) - This move grabs the opponent out of and forces them to stand, there seems to be some + frames after this move. if you buffer an A Driver right after this move, depending on what normal the opponent tries to mash out with, you'll usually punish it. The opponent could still try to escape with 4D, but 5B would punish it. And for jumps 2B will punish. This makes this move effective as a 3way following it. Against characters with DPs and other invincible anti-airs, Landmine or Rocket Cannon can deal with them. In Arcana Heart 3 only A driver will connect after Grenade (B/Driver, Armageddon/ XH will not connect). You should make use of A Driver/2B two-way set up but just remember there are character that can mash A's to get out.


Ekodashiki Rocket Cannon 「江古田式ロケット砲」 - 623B

  • (Description) - This one grabs the opponent out of the air and throws them at the wall. Different from the previous AHs this move does not launch the opponent to opposite wall but "the wall in front of you;" the current boundary you are in. This move is completely untechable. You could HC to follow up with a combo, or let them drop and set up okizeme. Popular follow ups are with Evil, Poison or Darkness.


Ekodashiki Landmine 「江古田式ランドマイン」 - 623C

  • (Description) - Landmine grabs the opponent out of the air and fires them into the ground, resulting in a big ground bounce. The opponent can burst right upon getting ground slammed, but they will be airborne, so you could do things that immdiately HC then input Flying Armageddon. The following arcana supers will connect right after this move: Thunder, Evil, Steel, Light. The following blazes will connect: Love, Thunder, Sin, Light, Tyr, Time, Water, Mirror, Magnetism. Thanks to Extend Force, linking blazes is quite easy now.


Ekodashiki Cluster 「江古田式クラスター」 - 41236ABC

  • (Description) - The new move in AH3, the sumoslap. Kira hops forward a little bit and slaps both hands together. You are airborne during the hop, so throws and low moves will whiff. This move is actually faster than it looks, so you can even use it in combos. The C version makes the opponent float a bit, so you can combo after it without a cancel. You can make good use of the speed of this move to keep people under pressure (as it is plus) and it has little pushback, so you can use to to punishes mash outs afterward.
  • (A version) -
  • (B version) -
  • (C version) -

Super Moves


Armageddon Buster 「アルマゲドンバスター」 - [720]A+B

  • (Description) - The move that tramples all the bitches, and Kira's strongest grab. The range of this move is between A and B Driver . It also has invincibility so you could use this to interrupt pressure or win over clash battles. Learning how do this while standing should be the first objective of lower Kiras.


Flying Armageddon 「フライングアルマゲドン」 [Air] - 6321463214A+B

  • (Description) - Midair Armageddon... 1 frame startup. You would use this the same as air Drivers but keep in mind that the range on this is huge, letting you use this rather boldly. It comes out of frame 1 so even in a midair clash battle, as long as a full invincible move isn't use, there is no way this move will lose. However, because of this 1F release, there are rare cases where a Driver would connect and this move would whiff. Technically, there is invincibility on this move, but thanks to the 1F start up, you don't really get to savor it.

Critical Heart


Last Armageddon Drop 「ラストアルマゲドンドロップ」 - [1080]A+B

  • (Description) - The move that tramples all the bitches and even gawd, Kira's XH. Hit with this and your opponent will </3. The damage that this move causes one shot is ridiculous, you could it the representative of all XH. Though it is harder to land any XH with the system changes, if you are using the Earth arcana you have chances to use it. The range seems to be around the same as C Driver... but it might be a bit more. Treat it as having less range than Armageddon. Much like Fiona's XH, this move will eat around 70% of the opponents health bar. Learning how to do this standing is the eternal aim of us Kira players.

Frame Data

Normals

Notation Start up Duration Recovery Advantage
2A - - - -
5A - - - -
2B - - - -
4B - - - -
5B - - - -
2C - - - -
5C - - - -
6C - - - ±0
2E - - - -
5E - - - -
JA - - - -
JB - - - -
J4B - - - -
JC - - - -
JE - - - -


Arcana Evaluation

-

Combos

Target Combos

- 5/2A 5/2B 5/6C 5E

   You could also go from B to 2C/E
   You can also do 5[B] 2E
   In air you should do JA JB JC or JA JC

- 2B 63214A 2B [hjc] JA [jc] JA JB JE [land] ~

- 2B [hjc] JA [delay] JE 2B [hjc] JA [jc] JA JB JE [land] ~

- 2B 623C [EFC] hc JC JA [jc] JE JB [delay] JC [land] 2C 41236B ~

   2B combos

- JE 2B [EFC] [delay] 2B [hjc] JA [jc] JA JB JE [land]~

- JE 2B 623B [EFC] JC 5A 2B [hjc] JA [jc] JA JB JE 2C

- JE 2B 623C [EFC] hc JA JB JA [jc] JA JB [small delay] JC 2C

   JE combos

- ~ 2B 623C [EFC] [blaze]

- ~ 2B [EFC] 623C [blaze]

- ~ 2B [EFC] 623C [arcana super]

   623C combos
   The arcana super could be: Thunder, Evil, Light or Steel

Arcana Combos

-

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