Maori Kasuga

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Maori Kasuga(春日舞織)
(CV:Maki Tsuchiya)「土谷 麻貴」

Contents

Profile

Age: 14
Birthday: Nov. 26
From: Japan
Height: 153 cm
Weight: 45 kg
Bloodtype: AB
B/W/H: 88/58/87

Background

Statistics

  • Life Modifier: 1320 HP
  • Guts takes effect at: 30% HP
  • Guts damage reduction at 0% HP: 30%

Move List

Throws


5+A+D: Maori strikes the opponent 3 times, then launches them horizontally across the screen. Opponent can wall tech once reaching the other end of the screen. Can be combo'd depending on situation or Arcana selection.

4/6+A+D: Maori hits throws the opponent to the opposite end about three characters length and grounds them.

j.4/5/6+A+D: Maori performs her j.E motion, then slams the opponent directly below her. Opponent will bounce off the ground on impact, and can be followed up with a combo.


Normal Moves


5A: Maori's fastest normal on the ground. Used as a poke and as a combo starter. Can be canceled into itself, and can be jump canceled.

5B: Maori lifts her arm horizontally in front of her. Used mostly as a combo part. Can be jump canceled.

5C: Maori draws a arc with her top above her head. Clash frames are initiated at start up. Will ground a airborne opponent on hit. Can be jump canceled. Used as a combo part and a anti-air.

5E: Maori extends her arm horizontally in front of her, and launches the opponent across the screen. Opponent can wall tech once reaching the other end of the screen.

2A: A quick, crouching poke. Can be blocked standing. Used as a poke and a combo starter. Can be canceled into itself.

2B: Maori lifts her arm up vertically while crouching. Has a slightly taller hitbox than 5B, but is not useful outside of specific combos.

2C: Maori rolls out, then pulls back the top. Hits low twice. It is extremely slow, and leaves Maori very vulnerable on whiffs.

2E: Maori reaches high into the air with the top at her fingertip. Has a very tall hitbox, and can be used as a combo part as well as anti-air move.

j.A: Maori's fastest and the only overhead normal in the air. Used as a poke and as a combo part. Can be canceled into each other, and can be jump canceled.

j.B: Maori swings the top in front of her. Trajectory and timing of the attack will vary with Maori's momentum. Can be jump canceled. Used as a combo part and as a mid- to close-range zoning tool.

j.C: Maori slams the opponent down to the ground. Standing opponents will be grounded on hit. Can be combo'd into from j.A.

j.E: Maori spins mid-air, with the top orbiting around her. Slow, but has a large hit box in front of her and above her back. Cannot be canceled.


Command Normals


6A: Maori draws a larger arc from above her head to underneath her feet with the top. Has long clash frames, beginning at start-up. Used as a combo part and as a anti-air.

6B: Maori rolls the top in front of her then pulls it back. Hits low twice, and has very good range.

6C: Maori draws a diagonal hoop with the top. The first hit hits high, while the second hit hits low. Only the second hit will connect at close range. Slow, but a very good throw to toss in middle of Maori's mix-ups.

3A: Maori quickly draws the top underneath her feet. Hits twice low, and has an effect of pulling the opponent.

3B: Maori spins the top in front of her. All three hits can be blocked standing. Her entire body gains clash frames during the duration of the move.

j.6B: Maori pulls her arm back, then extends the top in front of her. Similar to j.B but has slower activation and larger hit box. Cannot be canceled.


Special Moves



Super Moves and Critical Heart


Hama no Shishiku 421A+B also in air

Taima no Zuikaku 63214A+B also in air

雪月花の舞 2A+B in air only follow up after Ouka j.623X and 月花の舞 4X

Kararaito no Ya 641236A+B

Kobu............41236+AB-(after Kararaito no Ya) (requires 1 extra gauge)--

(after Kobu) Kamukura..................41236+AB (requires 1 extra gauge)

Arcana Evaluation

Combos

Maori demands strict execution from the players, but also offers wide variety of combos. The key lies in mastering her Gekka no Mai chain (j.623X > j.4X) under various situations.


Basic BNB 1 (1 homing, 0 super)

623A/B/C > 5HC > j.A > j.A > j.A > JC > j.A > J.C


Basic BNB 2 (1 homing, 1 super)

623A/B/C > 5HC > j.A > j.A > j.A > JC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: The player has the option of replacing the [air dash > j.C] after the super with [air dash > j.623X > j.4X > j.2A+B] for additional damage.


Advanced relaunch 1 (1 homing, 1 super)

623A/B/C > 5HC > j.A > j.A > j.A > j.C > (hold 6 while falling) > j.A > JC > j.A > j.A > j.C > land > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: This combo works on Catherine anywhere on the screen, and only when Maori facing near the wall for everybody else. The player has the option of replacing the [air dash > j.C] after the super with a j.623B for greater okizeme options.


Advanced relaunch 2 (2 homing, 1 super)

623A/B/C > 5HC > j.A > j.623C > 3HC > j.A > JC > j.A > j.C > (hold 6 while falling) > (top hit) > j.A > land > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > air dash > j.C


Advanced relaunch 3 (1 homing, 2 super)

623A/B/C > 5HC > j.A > j.623C > 3HC > j.A > JC > j.C > (hold 6 while falling) > j.6B > land > dash j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: This combos works only when Maori is facing near the wall. Try to hit the j.6B when Maori is as low to the ground as possible.


Advanced relaunch 4 (1 homing, 1 super)

623C > 5HC > j.A > j.623X > j.4A > j.A > JC > j.A > j.C > (hold 6 while falling) > (top hit) > j.A > land > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: This combo will only work if the number of hits before the 623C is 2 or less, and cannot be performed when Maori is facing near the wall. The combo works off random 623C, as well as chains such as [5A > 5B > 623C] or [6B (2 hits) > 623C]. Use j.4A in the first Sekka no Mai chain if the combo is started with Maori half screen or more away facing the wall, and use j.4B if Maori is slightly past half screen. Also works off [Anti air 6A > 623A].


Off random top hit or 1-hit 6C 1 (1 homing, 1 super)

Top hit or 6C (1 hit) > 5A > 5B > j.A > j.623X > j.4B > j.A > jC > j.A > j.C > (top hit) > land > dash > 5B > j.A > j.A > j.C > land > 5A > 5B > 623A > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C


Off random top hit or 1-hit 6C 2 (1 homing, 2 super)

Top hit or 6C (1 hit) > 5A > 5B > j.A > j.623X > j.4B > j.A > jC > j.A > j.C > (top hit) > land > dash > 5B > j.A > j.A > j.C > land > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > land > 623B > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: High-damage version of the above combo. Input 623B as soon as Maori lands on the ground. 623B may miss, depending on the amount of total push back at the given time.


Off 2-hit 6C 1 (0 homing, 1 super)

6C (2 hits) > 5A > 5B > 6C (2 hits) > 5A > 5B > 6A > 623A > 421A+B

Notes: May be capped with 22C instead or 421A+B. Against Kira, replace 623A with 623B.


Off 2-hit 6C 2 (1 homing, 2 super)

6C (2 hits) > 5A > 5B > 6C (2 hits) > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > land > 623B > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C


Off zero-range 421C 1 (1 homing, 1 super)

421C > j.623X > j.4C > j.A > land > 5C > dash > 5A > 5B > j.A > j.A > j.C > 5A > 5B > 623A > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: This combo will work regardless if the opponent gets hit by 421C or gets guard crushed by it while blocking.


Off zero-range 421C 2 (1 homing, 2 super)

421C > j.623X > j.4X > j.A > land > 5C > dash > 5A > 5B > j.A > j.A > j.C > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > land > 623B > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C


Off random j.E (0 homing, 1 super)

j.E > j.421A+B

Notes: j.E cannot be canceled, but j.421A+B will link if performed immediately upon recovery. Number of hits from j.421A+B will depend on the opponent's height in the air.


Dieu Mort combo 1 (1 homing, 1 super)

421C > j.623X > j.4C > j.A > land > 2[E] > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: This combo can be performed with several other Arcanas as well, but it is especially notable for Dieu Mort due to the addition of poison effect from 2[E].


Dieu Mort combo 2 (1 homing, 2 super)

Top hit or 6C (1 hit) > 5A > 5B > j.A > j.623X > j.4B > j.A > jC > j.A > j.C > (top hit) > land > 421B > 412364E > land > 2[E] > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C

Notes: This combo will only work if started with Maori is more than half screen away facing the wall. Otherwise, there is not enough space for her to charge the 2E after super teleport. In that case, replace the 421B with 2E > air combo.


Dieu Mort combo 3 (2 homing, 2 super)

623A/B/C > 5HC > j.A > j.623C > 3HC > j.A > JC > (top hit) > 412364E > land > 2[E] > 421E (9) > j.A > JC > j.A > j.623X > j.4X > j.2A+B > 236E

Notes: This combo will will only work if started with Maori facing near the wall. The poison cloud after the air super may miss depending on the amount of total push back at the given time.

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