Konoha
From Arcana Heart 3 Wiki
Some move names borrowed from the guardcrush wiki.
Contents |
Profile
Age: 13
Birthday: June 18
From: Japan
Height: 142cm
Weight: 35kg
Bloodtype: O
BWH: 69/52/73
Introduction
Konoha is the typical speedy ninja character, relying somewhat on her fast moves and high mobility to win. Many of her attacks are short range, but she has no problems putting pressure on an opponent in close quarters. Her various teleports and safe dash punches can keep an opponent guessing throughout the match when mixed up properly. Konoha's heavily rushdown-oriented moveset is rounded out with some defensive options: a counter, a rising kick, and a fully invincible super.
Statistics
- Life Modifier: -792 HP
- Guts takes effect at: 50% HP
- Guts damage reduction at 0% HP: 25%
Move List
Throws
2/5A+D: 3-hit combo that ends with 2E. Knocks opponent into the air. Base Damage: 2000
4/6A+D: Whirlwind Throw that flings the opponent to the other side of the screen. Base damage: 2500
j.A+D: 2-hit combo that ends with 3B elbow (in the air). Knocks opponent higher in the air. Base Damage: 2000
Normal Moves
5A: Quick elbow strike. Mostly overshadowed by 2A as a poke, but can be used in combos to get the opponent to a better height. Base damage: 400
5B: Knee to around chest height. Useful in combos, can be used as your opening attack as well as in continuing the combo. Base damage: 900
5C: Angled roundhouse. Ground slams on air hit, and can be used to start more advanced combos or keep the opponent in blockstun long enough for you to go for another mixup. Base damage: 2200
5E: Crouching straight kick. Wallslams, air-unblockable, and can be charged. Base damage: 2300 uncharged, 2800 fully charged
2A: Crouching jab, doesn't hit low. VERY fast, useful in blockstrings and as a fast combo starter. Base damage: 400
2B: Slide kick, one of her longest range normals. Used sometimes as a combo starter for less damage scaling. Base damage: 700
2C: Slide kick, knocks down, and another long range normal. Used to get the opponent off the ground in combos. Base damage: 1600
2E: Crouching upward kick, launcher. Air-unblockable, can be charged. Base damage: 2200 uncharged, 2600 fully charged
j.A: Air jab with the same animation as 2A. Mostly just used in combos. Doublejump and special cancellable. Base damage: 600
j.B: Straight jump kick. This is the go-to air normal for most things, and is the easiest to hit of all her air normals. Doublejump and special cancellable. Base damage: 1200
j.C: Jumping sobat. Used mostly as the last normal move of some aircombos, but can cross over. Special cancellable. Base damage: 1800
j.E: Jumping downward axe kick. Used as the last normal move in some aircombos. Special cancellable. Base damage: 2000
Command Normals
4A: Backfist that has clash frames and deflects or clashes projectiles. Base damage: 600
6B: Upward kick above Konoha's head. Air-unblockable. Used mostly for launching the opponent to a better height to connect a full aircombo, but can be used as an anti-air. Base damage: 1200
3B: Jumping elbow, will usually whiff a standing opponent so it's used exclusively as an anti-air. Has clash frames. Jump cancellable. Base damage: 1200
6C: Hopping overhead. Can be homing cancelled into a combo. Base damage: 1800
Special Moves
236A/B/C: Shuriken (Base Damage: 400, 1800 for the flaming shuriken)
Konoha throws a shuriken. Can be done into itself up to 3 times. The third shuriken thrown in such a chain will always be on fire.
- Button determines angle: A throws the shuriken straight, B throws it up at a slight angle and C throws it at a high angle.
j.236A/B/C: Kunai (Base damage: 600)
Konoha throws a kunai with a small hop.
- Button determines angle. The stronger the button, the larger the angle.
623A/B/C: Howling Wind (Base damage: 1800/2300/2600)
Konoha dashes forward and punches. Crucial to her overall game.
- A version has the best recovery and is used in blockstrings or in situations where you are not sure if your dash punch will hit.
- B version is the best for combos, with higher damage than A and without the C version's wallslam.
- C version wallslams, but dashes very far forward. Can be used to punish ranged whiffs.
28A/B/C: Climbing Waterfall (Base damage: 2200/2200/2540. Numbers assume letting the move finish)
Konoha does a backflip kick, followed by a rising kick. The backflip pulls the opponent into the rising kick if it connects.
- Button determines kick height, with the C version also doing one extra hit during the backflip
- All versions can be homing cancelled as though Konoha is on the ground inbetween the backflip and rising kick.
air 360 motion+A/B/C: Izuna Drop (Base damage: 3200/3600/4000)
Konoha grabs the opponent and performs a spinning throw.
- Despite being a grab, can be comboed into from any special cancellable move. Useful for ending combos.
j.22A/B/C: Falcon Claw (Base damage: 2000 for all)
Konoha does a diving kick. Knocks down on hit, bounces back on block and has two followups.
- The followups are a roll to either side performed by pressing 4/6+A/B/C while landing from the kick.
- Can cross up fairly easily, but since it knocks down you may be better off with other moves.
214A/B/C: Teleport: Earth Technique
Konoha throws a smoke bomb on the ground and does a teleport.
- Button determines distance: A stays in place, B moves forward about one backdash length and C moves a little more than two backdash lengths.
421A/B/C: Teleport: Heaven Technique
Konoha throws a smoke bomb on the ground and does a teleport, however when using this motion she reappears in the air.
- Button determines distance, same distances as her ground teleport except in the air.
22A/B/C: Ninja Vanish
Konoha does the same animation as her teleports, but instead disappears into the ground, showing only a bamboo shoot used to breathe. Can move slightly while in the ground using 4/6. Can also be hit while still underground. Has four followups:
- A followup: Konoha fires a kunai from the bamboo shoot. Base damage: 100
- B followup: Konoha teleports forward and upward, coming down with an air 22x dive-kick. Base damage: 2000
- C followup: Konoha reappears and does her 28C rising kick. Base damage: 2540
- 8 followup: Konoha reappears and does nothing. Has very little recovery time if any.
41236A/B/C: Substitution Technique
Konoha does an extremely short counter stance. When the counter is triggered, Konoha executes a teleport.
- Button determines where Konoha reappears. A causes her to reappear in place. B has her reappear in the air, without any horizontal movement. C results in a teleport behind the opponent.
j.214A/B/C: Glide
Konoha uses her scarf as a cape and glides down. Can be cancelled by attacking or by pressing 2 after a set amount of time. Can also be steered using 4/6. (S!AH2.6) This move has a shorter animation and can be attack canceled earlier
Super Moves
236A+B: Konoha 100 Clones Technique (Base damage: 7280)
Konoha does an invincible dash toward her opponent, and on connecting, performs a 100 hit auto-combo.
- Fully invincible until the very end of the dash where she can be grabbed.
Charge 2, 8A+B: Konoha Drop (Base damage: 3400, 4000, 5600, 7200)
Konoha grabs her opponent, spins upward, then falls. You can spin the stick during this move to do more damage. There are 4 levels to this effect, hence the 4 values for base damage.
- A level 4 spin is indicated by both characters going off the top of the screen.
- Can be used effectively to shut down an opponent who tries to activate out of the initial slide kicks in your combos. As soon as you see them activate, start holding down, and time the super for the moment they hit the ground.
air 236A+B: Exploding Kunai (Base damage: 5278)
Konoha does a small flip forward, then throws 3 sets of 3 exploding kunai downward at various angles. Knocks down on hit and can easily be added onto the end of an air combo.
Critical Heart
air 720 motion+A+B: Konoha Special (Base Damage: 13800)
Konoha does a spinning hop backwards, then performs a diving grab. When the grab connects, she does an autocombo for massive damage.
- Despite being a grab, this move can be both used as a standalone command grab super or as a combo ender with or without resetting the opponent.
Strategy
Doublejump Shorthops: Konoha's jump heights are unique from the rest of the cast in that her first jump goes ridiculously high, while her doublejump is very short. This allows her to do something interesting that no other member of the cast can. By doublejumping immediately off the ground, you achieve something similar to a King of Fighters shorthop. Your jump height is considerably shortened and your opponent has a lot less time to react to whatever option you choose to do.
In AHF, this was very important, but in AH2 it's even more important now that her airdash is weakened. Instead of IADing and letting your opponent see Konoha whip out her cape and glide forward with style, THEN attacking, you can just shorthop and cut that time much shorter.
Arcana Evaluation
Generally, Konoha does best with arcana that expand on her rushdown game in some way, such as Gier (236236E mixups), Love (HCing projectiles to cover your rushdown) and Wind (fastfalls and double airdashes). She doesn't do very well with arcana that conflict with her playstyle such as Ice (the startup on the run makes it slightly harder to get in from mid-range), or arcana that overall are not very good. However, no arcana is necessarily BAD for Konoha. She does not rely on her arcana much, and does not even require a standard 6HC to combo. As such, Time and Stone are not necessarily bad choices.
Good Arcana
- Filler
Decent Arcana
- Filler
OK Arcana
- Filler
Weak Arcana
- Filler
Love/Partinias: Love is generally considered one of the better arcana for the same advantage every character gets from it: homing cancelling your love projectiles to cover your rushdown. Konoha benefits from this even more than most characters, though, since her rushdown is so strong to begin with. She doesn't really benefit from the laser super, another great aspect of this arcana, but aside from that she makes good use of it. The activation from this arcana is also very nice, allowing you to throw out infinite supers, as well as the screen-covering arcana force, which makes it extremely hard for an opponent to block a mixup. Overall a pretty strong arcana for Konoha.
Lightning/Bhanri: Konoha benefits a lot from the improved clashing that Lightning offers. Her fast jabs help very much once you get into a clash fight, and the various features of the arcana make it easier to shut down an opponent's counter-attacks. The improved ability to clash can also make it easier to get out of an opponent's rushdown. Similar to Gier, you can hold down the lightning supers to cover your rushdown. A fairly good arcana for Konoha, but depending on what aspect of it you like, you may want to consider another.
Combos
Basic BnB (with standard 6HC):
(optional other starter) 2C 623B 6HC 5B 6B jc j.AB djc j.B [j.E -> 360C OR j.C j.236A+B]
