Tuesday 23 August 2011

Let's Do This Again. (Main Menu)

Arcana Heart 3 is the latest version of Examu's most popular fighting game. Its homing system allows for all sorts of crazy rushdown and approach tactics, and the variety of character playstyles and arcana options literally mean there are hundreds of ways to play the game. AH3 is starting to pick up serious speed in the West after its release on consoles, and Europe finally got a release of the game just re-

HEY COME BACK I'M NOT DONE YET

Yes, the target demographic is a little questionable. You're never going to see another game where the grappler character is a ten-year-old in a school swimsuit.

Yes, the system's a big jump from Street Fighter. We've got airdashes and new supers and arcana gauges and yeah there's a LOT to work with here.

Yes, getting good at this game will take some work. You can't walk into this game and find someone who plays like Ryu or Ken. It's a new game and it takes new work.

So, why should you put the time into Arcana Heart 3?

- More variety in characters than pretty much every fighter out there. 23 characters, all of whom play entirely differently. No shotoclones here.

- 529 different character/arcana combos. 23 characters, 23 arcana. Something for everyone.

- Marvel-speed rushdown, without any of that overpowered Wolverine/Phoenix bullshit. AH3 does have tiers, but they're extremely close together - every character has a chance in every matchup.

- It's fresh, and new. AH3 plays like nothing you've ever played before, and in my book that's a good thing. There's only so long you can play one game before you get tired of it, which is why I try to play every single game at the same time. This also explains why I'm so free at every game I play.

Anyway! If you're still reading, I'm going to assume you're interested enough to at least read about the system. I'm going to break it down into beginner, advanced, and expert levels of knowledge, so people can pick up as more or as little as they think they need.

Let's play some Arcana Heart 3, people. STANDBY, ANGEL!

BEGINNER SECTION:
The Controls Of Arcana Heart 3
The HUD
Homing
Arcanas

ADVANCED SECTION:
The Arcana Gauge - Homing Cancels And Critical Hearts
The Force Gauge - Extends, Bursts and Arcana Blazes
Teching

EXPERT SECTION:
Clashing
Guard Cancels

A Simple Guide For Busy People And MANLY MEN

Character Explanations

Links To People Who Are Actually Good At This Game

Epilogue - Wrapping Up and Useful Links

This has only been a brief and probably very uninformative tutorial on how to play Arcana Heart 3. Much of this is because I'm not exactly experienced with the game myself, but I'm trying my best here. :V

Anyway, for people who know what they're talking about, I'd suggest the following links:

Mizuumi Wiki - A good general source for the game. Contains great info on characters and arcana. Great for people who want to get an indepth look at how their character works.

Homing Cancel - The top AH3 forum in the west. If you've got questions, you could do a lot worse than bringing them up here, and there's character specific boards to look through. Think of it as the Arcana Heart version of Shoryuken.com.

KingsWith0utCrowns on Youtube - A great source for high-level AH3 play. A good place to look for seeing Arcana Heart at the top tier, and for stealing any cool setups or mixups you see. :P

Catherine vs Petra - Match Commentary & Analysis - A handy video put up by NovrilTataki, this video explains the choices and actions made by two high-tier players during a game of AH3. Worth watching in order to make the apparent randomness a bit easier to keep track of.

Well, that about wraps up what I've got on the game. Hopefully I managed to get at least one person interested. If not...well, I just wasted 6 hours of my life putting this together. :[

Character Rundown

This will be very short, mainly because

- There's a lot of variety in each character
- I don't really know enough for detailed breakdowns. -_-

Anyway, let's just do it alphabetically like the wiki does. A quick explanation of the character's playability, what they remind me of in one sentence, and decent choices for an Arcana.


AKANE

A well-rounded character who has good normals and strong damage off most combos. She does have her own gauge to keep track of, though - the Kotodama, which serves to power up some of her moves.

SHE'S KIND OF LIKE: That highschool kid everyone thought was awesome, except combined with Scooby Doo.

ARCANA CHOICES: Akane works well with almost any Arcana - she's that strong on her own.


ANGELIA

Clash, clash, clash! Ange is all about flying around the screen and charging your opponent. Her range is disappointing, but if she can get on top of her opponent it's hard to get back out.

SHE'S KIND OF LIKE: Millia Rage, except a loli. Look at that goddamn hair!

ARCANA CHOICES: Choose an Arcana that helps Ange's weak neutral game. Wind gives her extra mobility, Halo gives her good specials...there's a lot of options here.


CATHERINE

Giant robots. What do you expect? Big range and a variety of good pressure options make her terrifying in the corner.

SHE'S KIND OF LIKE: If a Playboy model gained a degree in robotics. Then aged backwards 10 years.

ARCANA CHOICES: Wind is the most popular choice for Catherine - it gives her a big boost to speed, which she sort of needs.


CLARICE

Do you like flying around the screen and frustrating your opponent with long-range specials? Do you like having no health at all? If so, Clarice is the character for you!

SHE'S KIND OF LIKE: A walking oxymoron. Seriously, a demonic nun?

ARCANA CHOICES: WindwindwindwindWIND. Makes an already fast character insanely speedy.


DOROTHY

Be as confusing as you can be. Dorothy's about traps, misdirection, and confusing your opponent into messing up. Setups galore!

SHE'S KIND OF LIKE: That kid at the talent show who tried too hard and everyone felt kinda bad for.

ARCANA CHOICES: Love is, as always, a safe choice for Dorothy, covering several of her weaknesses.


EKO

Multi-hitting specials, momentum killing moves - Eko is a strange character, and one who needs a little thought before playing. This trickery makes up for her below-average specials.

SHE'S KIND OF LIKE: The girl who's always talking to her imaginary friend, except this one actually beats people up.

ARCANA CHOICES: Fire turns small hits into big damage, and Eko needs that.


ELSA

Long range moves? Nope.
Good pressure, great knockdown options? Yup.

SHE'S KIND OF LIKE: The long lost bastard daughter of the Belmont family.

ARCANA CHOICES: Several arcana can cover Elsa's weak points. Love gives her projectiles, Thunder helps with her clash game, Wind lets her get in faster, and so on.


FIONA

Look at that massive sword and tell me you can't guess how Fiona plays. Slow as hell, but DAMN does she hit hard.

SHE'S KIND OF LIKE: King Arthur, minus the charisma, plus talent in sweeping floors.

ARCANA CHOICES: Mainly Fiona wants any Arcana that builds meter fast and aids her defense - she can't really use them much combo-wise. Hence, again, Love's a safe choice.


HEART

The game's protagonist. Runs a simple high-low game, very easy for beginners to pick up. Easy meterless damage, too.

SHE'S KIND OF LIKE: Every generic superhero in existence, fighting for LOVE AND JUSTICE!

ARCANA CHOICES: Conveniently, Heart works well with Love, making her stronger in just about every department.


KAMUI

The closest thing this game has to a Chun Li. Great normals that easily combo into supers, and a gambit move that allows her to get even more damage.

SHE'S KIND OF LIKE: Every serious-business swordsman you've ever seen in a goddamn anime.

ARCANA CHOICES: Plant makes Kamui's range even better and gives her more comboability than ever.


KIRA

Yes, she's the grappler. Yes, she's in a swimsuit. And yes, she will beat you into the ground if you don't take her seriously.

SHE'S KIND OF LIKE: That asshole cousin who you were too young to fight with.

ARCANA CHOICES: Metal buffs her health even higher than it usually is, and gives her some nice small confirms for good damage.


KONOHA

Naruto has nothing on this shit. Her range is poor and her damage is questionable, but she's got an answer to just about everything, and maybe the most useful Critical Heart in the game. There's a lot to learn about her, though, so maybe leave her until you're familiar with how the game works.

SHE'S KIND OF LIKE: The Japanese Scrappy Doo.

ARCANA CHOICES: Konoha works with a lot of Arcana. As always Love is a good choice for beginners, but she has better options for advanced play. Flower, Thunder, Wind...there's a lot of options.


LIESELOTTE

Every anime fighter needs a character who's actually two characters. Playing Liese requires you to control her and also keep track of her doll Elfriede. Think Carl from Blazblue and you'll be close.

SHE'S KIND OF LIKE: That girl in school who always creeped you out and you had no idea why.

ARCANA CHOICES: Typically you want an arcana that makes your mixup/trap game even better than it is. Good examples are Halo, Time and Evil.


LILICA

Lilica has two or three moves which she can cancel into several variants to keep her opponent guessing. She's fast, with good damage, but to pay it off her health is below average.

SHE'S KIND OF LIKE: Like, y'know, every totally trendy teenager who will never stop talking about how totally trendy she is.

ARCANA CHOICES: You're already fast. Wind makes you LIKE A FREAKING BULLET. It also makes your defense paper-thin, so don't get hit. :<



MAORI

Secret Marvel character in AH3! Maori's game revolves around her long-range normals and calling on her assists for backup when necessary. Just don't get caught in close range.

SHE'S KIND OF LIKE: holy crap look at those boobs this girl is like 14 what the hell japan

ARCANA CHOICES: Flower helps Maori's keepaway game a lot. It gives her easy safe supers, and the fastest burst recovery in the game.


MEI-FANG

It's like Fei Long grew boobs and was a robot. Mei-Fang's combos are strange, but if you can land them the damage is superb. Imagine Rekkas that can loop.

SHE'S KIND OF LIKE: The Terminator, if he'd been made in China.

ARCANA CHOICES: Mei-Fang's default Arcana, Fire, is incredibly good for her. It buffs her damage and gives her the potential for rekka loops off of Extend combos.


NAZUNA

Another massive keepaway character, Nazuna's absurd range and strong specials give her great zoning. Just...don't let your opponent in, okay?

SHE'S KIND OF LIKE: Nakoruru for the new generation.

ARCANA CHOICES: Her default Arcana, Flower, is a decent starting choice. Time is a great option, but it is a very complicated Arcana that changes a lot of moves, so it's probably best to leave until you're familiar with the system.


PETRA

Who says you can't bring a gun to a swordfight? Petra's good at a distance and surprisingly solid up close, and she's the only character in the game with a dedicated dodge move.

SHE'S KIND OF LIKE: Anastasia, with added firepower.

ARCANA CHOICES: Love is (yet again) the go-to option for beginners. Petra has some nice work with Tyr, too - it makes her EF combos potentially devastating.


SAKI

Tired of only have back charges and down charges in your fighting games? Play Saki. She's got so many charge moves it's amazing she doesn't have a neutral charge.

SHE'S KIND OF LIKE: That girl who has a crush on you but is too proud to ever admit it.

ARCANA CHOICES: Saki's own Arcana, Thunder, gives her a TON of clash frames on everything. Get in, and make your opponent work.


SCHARLACHROT

It's like if Akuma had a child with Chun Li. Good damage, insane spacing, miserable life.

SHE'S KIND OF LIKE: That girl who goes nuts and kills everyone in all those horror films.

ARCANA CHOICES: PLANT SCHARL. It's so useful and popular that it's almost a meme. That said, it turns an already low-health character into someone who might die if someone blows on her hard enough.


WEISS

Or Weiß, but never WeiB. Learn your German. Weiss is all about turning your hand into a sword and giving all of your normals above average ability - without it, she's lacking a little in most departments.

SHE'S KIND OF LIKE: The foreigner who has no idea what anything is.

ARCANA CHOICES: Anything that gives Weiss a chance to equip a sword is good. Extra damage is nice, too. Love, Thunder, Time...


YORIKO

She's on the slow side, but she's got something worth using at any distance. If she gets the chance, she'll buff herself with the Ancient Talisman special - assuming you can draw a pentagram with your stick. How's your exec?

SHE'S KIND OF LIKE: That kid in class who was into fortune telling except she's accidentally summoned the KING OF DEMONS. Sucks to be her.

ARCANA CHOICES: Sin projectiles give Yoriko more time to prepare her Talismans and help her zoning in general.


ZENIA

Projectiles? Zoning? Fuck that, I wanna get in and punch things!
Zenia's a fierce rushdown character. She has to work to get in, but then it's hard to get her out. She's all about the Edinorog - the gauntlet on her fist that she has to charge in some of her attacks. Think of Makoto's drives in Blazblue.

SHE'S KIND OF LIKE: The Mariachi for the modern era. She has a violin case that TURNS INTO A WEAPON OF MASS DESTRUCTION.

ARCANA CHOICES: Go for something that makes Zenia's close range damage even better. Metal is a popular choice.

HOW TO FUCKING PLAY ARKANA HART THREE

OK GUYS LET'S BE MANLY MEN AND PLAY WITH MANLY LOLIS

FIRST OF ALL LET'S LOOK AT THESE FUCKING BARS


MY GOD LOOK AT ALL THIS SHIT ON SCREEN IT'S LIKE A RAINBOW THREW UP ON MY MONITOR

1 - LOOK AT THAT ISN'T THAT THE BEST NUMBER YOU'VE EVER SEEN
THAT'S BECAUSE IT'S BLUE
BLUE IS GOOD, RED IS BAD
FUCK RED I HATE THAT COLOUR

2 - THIS IS WHERE THE MAGIC HAPPENS
IF YOU DO SUPERS AND SHIT THIS BAR DOESN'T FILL UP RIGHT
IF YOU WAIT AROUND AND JUST HIT PEOPLE IT FILLS UP AND YOU GET TO DO MORE SUPERS
IT'S LIKE A FUCKING SOCRATES MIND GAME EXCEPT WITH LITTLE GIRLS BEATING EACH OTHER UP

3 - SHIT MAN THIS GAUGE IS LIKE STAR WARS CAUSE IT'S ALL ABOUT THE FORCE
USE IT FOR EXTENDS AND FOR BURSTS IN ORDER TO NOT DIE

4 - OH MAN OH MAN I WISH I HAD YOUR ARCANA IT LOOKS AWESOME

-----

OK SO LET'S PRESS BUTTONS DO YOU LIKE BUTTONS I LIKE BUTTONS

A = HIT LIKE A GIRL
B = HIT LIKE A MAN
C = HIT LIKE A SPACESHIP
D = HOMING (WHEEEE)
E = ARKANNA


WHEN YOU WANNA MOVE TREAT YOUR STICK LIKE IT'S A FUCKING CALCULATOR

7 8 9

4 5 6

1 2 3

6 IS FORWARD, 2 IS DOWN, 5 IS 'FUCK THIS I'LL STAND RIGHT HERE'

-----

GRAB BITCHES WITH A + D

IF YOU HOLD FORWARD OR BACK YOU FLING THAT BITCH AWAY

CAN'T COMBO AFTER IT BUT IT'S HARDER TO ESCAPE THAN DINNER WITH YOUR PARENTS

-----

RIGHT SO IF YOU PLAY NORMAL FIGHTING GAMES YOU ARE TOO SLOW FOR ARCANA

BUT DON'T WORRY

I WILL FILL YOU UP WITH SO MUCH SPEED YOUR FACE WILL MELT

SEE THAT D BUTTON ON YOUR STICK? TRY PRESSING IHOOOOOOOOLY SHIT THE SPEEEEED

DUDE YOU JUST DID A HOMING MOVE

WASN'T IT AWESOME

YES IT WAS

NOW TRY PUSHING DIRECTIONS DURING IT

IT'S LIKE YOU'RE FLYYYYYYYYYYIIIIIIIIIIIIIIING

-----

E IS A COOL LETTER

BUT IT IS ALSO A COOL BUTTON

IT GIVES YOU MAGICAL ARCANA POWERS AND CHARGED ATTACK STUFF

SO GOOD MAN LIKE YOU WOULDN'T BELIEVE

CRUSH THAT FUCKING GUARD MAN, CRUSH IT GOOD

-----

DO YOU WANT MORE COOL POWERS AND LASERS AND SHIT

THEN LOOK AT YOUR ARCANA GAUGE

IF YOU DON'T USE IT AND HIT PEOPLE IT STARTS BUILDING UP

SO FOR THE FIRST ROUND YOU'RE LIKE 'eh let's not waste meter on supers and stuff'

BUT BY ROUND THREE YOU'RE LIKE 'AHAHAHAHAHA HOMING CANCELS EVERYWHERE'

-----

YO DAWG

WE HEARD YOU LIKE COMBOS

SO WE PUT HOMING IN YOUR COMBOS SO YOU CAN CANCEL WHILE YOU PUMMEL SMALL CHILDREN

USE HOMING DURING A COMBO TO GET MORE HITS AND MORE DAMAGE

JUST PRETEND YOU'RE RYU, FADC THAT SHIT

-----

ALRIGHT LET'S GET STAR WARS IN THIS SHIT

YOU HAVE THE FORCE IN A LITTLE BLUE BAR UNDER YOUR CHARACTER

WHEN IT'S FULL YOU CAN DO COOL SHIT

FOR EXAMPLE

DO YOU NEED MORE MAGIC IN YOUR LIFE

PRESS ALL THREE ATTACK BUTTONS AND GO ON THE INTENSE TRIP THEY CALL EXTEND

SUDDENLY MAGIC IS EVERYWHERE, FUCKING MIRACLES AND SHIT, SO INTENSE

YOUR NATURAL EXTENSION ALLOWS YOU TO GO FOR EVEN BETTER COMBOS AND INTENSE DAMAGE ALONG WITH ARCANA BLAZES AND SHIT LIKE THAT

-----

THEN AGAIN MAYBE YOU SUCK AT FIGHTING GAMES

MAYBE YOU KEEP GETTING HIT

THAT'S WHEN YOU BURST

PRESS C+E TO EXPLODE IN A CLOUD OF MASCULINE ENERGY

EXCEPT AFTER THAT THE FORCE GAUGE MOVES SLOWER THAN YOUR MOTHER IN BED SO BE CAREFUL

-----

SO IF I PUNCH YOU IN THE FACE YOU DON'T HAVE TO RECOVER

SOMETIMES I'M WAITING FOR YOU TO TECH AND YOU DO AND I PUNISH IT AND I'M LIKE :DDDD

BUT THEN YOU WAIT AROUND AND TECH LATER AND I'M LIKE DDDD:

-----

RIGHT LET'S IMAGINE WE'RE BOTH INCREDIBLY MANLY

(well at the very least YOU have to imagine)

TWO HITS COLLIDE IN AN EXPLOSION OF TESTOSTERONE

THAT'S CLASHING

IT'S LIKE A RETCON BECAUSE IT MEANS NOTHING BEFOREHAND EVER HAPPENED, IT'S LIKE A RESET BUTTON TO YOUR HEART

SO MASH OUT 5A OR BAIT A WHIFF WITH 4D OR JUST THROW THAT BITCH

-----

ARE YOU TIRED OF BLOCKING

ME TOO

LET'S TALK GUARD CANCELS

IF YOU HAVE METER YOU CAN CHARGE FORWARDS WITH 6D

CLASH FOR AAAAAAGES

OR YOU CAN DASH BACK WITH 4D AND MAKE YOUR OPPONENT WHIFF SHIT

THEN HIT HIM BECAUSE HE'S A STUPID MOTHERFUCKER FOR TRYING THAT SHIT ON YOU

-----

DO YOU FEEL FULL OF TESTOSTERONE NOW

DO YOU WANT TO PLAY THIS GAME FULL OF LITTLE GIRLS NOW

OF COURSE YOU DO

NEXT IS A QUICK RUNDOWN OF THE CHARACTERS AND WHAT THEY GENERALLY DO

Expert - Guard Cancels

In the section on the Arcana Gauge, we discussed Homing Cancels and how they let you extend combos.

That's how Homing Cancels work on offense, but you can use them in defense too.

While blocking, you can Guard Cancel with either 4D or 6D. These produce Backwards and Forwards Guard Cancels, respectively - also known as 4GC and 6GC.

Backwards Guard cancels make you backdash away from the opponent, then Homing dash in towards them. This can be used to punish big moves, which whiff as you move backwards and then dash in to combo. Remember that you start in the air here, so you usually start with something like jumping A.

Forwards Guard cancels give you a dash towards the opponent, and for its duration you are covered in a shield which gives you massive amounts of clash frames. Basically, if your opponent tries to hit you during this, it's going to clash. Be warned, though - there's a small window AFTER the dash that's punishable if your opponent's expecting it.

Both these cancels cost 1 meter, and can be used to punish otherwise safe moves and interrupt blockstrings.

And with that, I've covered everything that comes to mind about the Arcana Heart system mechanics! If you haven't been paying attention, I've got a special recap designed to reel in all those fence busters...

Expert - Clashing

Clashing isn't a concept you come across in Street Fighter. When two moves hit in Street Fighter, one wins and one loses. In Arcana Heart, it's not quite that simple.

There are two ways clashes can happen in this game.

1. Two moves collide at the exact same time. This is the most obvious reason, and the most common.
2. A clashing move hits any other move. Some moves are designed to cause clash.

When moves clash, there's a bright flash of green lightning on screen, and the word INTERSECT will show up on both sides of the screen. Now for the important question - what do you do when clash happens?

Clashing allows you to cancel freely into any move you want, ignoring recovery and wakeup entirely. There's only one rule to this system - you can't use the same move twice in a row. (Unless you're in the air, in which case you can do whatever the hell you want.)

What are the implications of this? Well, for one, clashing works as an anti air - clash with your opponent's air move, then use 5A to stop him getting in. It basically serves as a reset, and you can either try and play the poking game with your opponent, homing cancel back with 4D to make your opponent whiff and then punish, or just play it safe and block.

Also, there are some moves which never clash - you can use these as baits, or punishes if your opponent is trying to make a clash happen. (Or, y'know, just let them whiff and punish afterward. Whatever works.)

Clash forces you to stay on your toes, and be ready to cancel if your attack hits in time with your opponents. On the other hand, you'll never have to worry about hitboxes or priority screwing you over ever again. :D

Advanced - Teching

Combos work slightly differently in Arcana Heart than they do in, say, Street Fighter. This requires a little explanation.

To put it simply, every move has what's called an untechable time. This is a length of time after hitting that opponent can't do anything, and during this time you're free to hit your opponent with another move. When you hit with a second move, it has its OWN untechable time and so on.

In order to stop infinite combos, this untechable time decreases the further you get into a combo. We'll call this hitstun decay. If you've played any Blazblue, you're probably already familiar with this concept.

Eventually, it will be possible to escape from a combo by teching. This is performed simply by pressing any button, along with a direction based on whether you want to tech forwards or backwards. When you tech, you're momentarily invincible to attacks, but not to throws.

However, teching can be punished by certain characters/arcanas. For example, if you tech in the air towards the opponent, they might hit you with an air unblockable as soon as the invincibility ends. Of course, Kira is the master of this - tech in front of her and you're probably eating an air SPD (yes, she has those).

As a result, there are some points where you might not want to tech right away in order to avoid these techtraps. This will cause combos to do almost no damage, and will cause throws to whiff entirely. Sometimes the best tactic is to do nothing.

Agh I sound so zen now goddammit.

Advanced - The Force Gauge

Underneath your character portrait you'll find a blue bar called the Force Gauge. This is used for Extends and for Bursts, and starts off full at the start of the round.

Extends (also known as Extend Force or EFs) are performed by pressing A+B+C with a full Force Gauge. They have a variety of effects - most obviously WHAT THE HELL HAPPENED TO THE BACKGROUND IT'S NOT THE SAME. Your attack and speed will increase, and depending on which arcana you've equipped you'll get other special bonuses to your attacks. Your Critical Heart also gets powered up to do even MORE damage, which can lead to 80/90% hits if you pull it off (still pretty useless most of the time, though).

As you do this, the Force Gauge will start to run down. When it hits 0 your Extend ends, and you have to wait for the gauge to refill before you can use it again.

You can use an extend in the same way you'd use a homing cancel by pressing ABC mid-combo. This is an Extend Cancel, which grants the usual bonuses but typically runs out faster than a raw Extend would. Excellent for high damage combos.

Also, if you're in a lot of trouble, you can Burst to save yourself by pressing C+E. This also requires a full Force Gauge, and lets out a totally unblockable attack all around you that knocks your opponent away. However, after a burst, your Force gauge can take a long time to refill - usually around 30 seconds. This means you can't use extends, so use Bursts wisely.

Finally, during an extend you have access to your Arcana's ultimate move, the Arcana Blaze. These are universally performed with 236ABC during an extend, and vary from Mildly Useful to Why The Hell Did They Put This In The Game. Like Bursts, Arcana Blazes make the Force Gauge refill slow as hell, so don't throw them about recklessly.

Advanced - The Arcana Gauge

Now we're getting to the good stuff.

Before anything, I'll go into more detail about the Arcana Gauge. When you start a match, you'll have 1 bar of it to spend, the YELLOW segment - the rest of it will be gREYED out. If you use meter, there'll be a RED area which refills while you aren't using meter. (The speed with which this happens is based on the arcana you're using, remember.)

If you do damage to your opponent, or take damage, your yellow area will increase - but ONLY if there is no red bar. If you're still recharging your gauge, you can't build any more meter.

In short, using meter constantly early on in fights stops you from building more meter to use in later rounds. This means later rounds typically have much flashier combos and more ornate setups than round 1, so there's a strategy to consider here.

IMPORTANT NOTE: THE ONE EXCEPTION TO THIS SYSTEM IS THE METAL ARCANA. WITH THIS, YOU CHARGE YOUR GAUGE MANUALLY USING 4E.

First of all, there are Super Moves. These are simple enough, just stronger versions of moves you already have. They're performed with an appropriate input followed by A+B - not any two attack buttons, specifically A+B.

Now, let's talk about Homing Cancels. Given that the top Arcana Heart forum in the west is named after it, you can guess it's a pretty damn important system.

You should already know the basics of homing and how it allows you to close the distance on your opponent. However, you can also cancel into a Homing move mid-combo and pick it up for extra hits and way more damage. Think of it like an FADC in Street Fighter except you can do it IN THE GODDAMN AIR.

You can Homing Cancel out of more or less any move, even charged moves like 5E. One of the easiest ways to do a Homing Cancel combo is to finish your combo with a sweep, then Cancel with 6D and pick the opponent up into an air combo before they hit the ground.

Homing Cancels can also be used on defense, but that's a whole different kettle of fish. See Guard Cancels for more information.

Homing Cancels cost you 1 bar of Arcana Gauge.

Finally, every character has a super move called a Critical Heart. They're basically ultimates, with varying degrees of usefulness. Most of them aren't really worth the effort at high-level play, but DAMN if they don't look good. Critical Hearts require 3 bars of Arcana Gauge. Like Supers, they're a command (typically something along the lines of 641236) and A+B.

Beginner - Arcanas

So, you've chosen one of the game's 23 arcana. Now comes another question - what does this Arcana actually do? Well, most of it revolves around the magic of the E button.

Every Arcana has its own unique special moves. Every character can use these moves if they're equipped with the Arcana in question. Let's go for the easiest example, the Love Arcana. If you press 236E with this arcana HOLY SHIT HOMING FIREBALLS RYU HAS NOTHING ON THIS

The E button also works for actual attacks, including two very special ones - 5E and 2E. These moves are chargable, and at full charge they induce a guard crush. If they HIT they send your opponent flying, and certain characters/arcanas can follow this up for big damage.

Arcana have other effects, like changing the amount of health you and your opponent have. Note on the Arcana select screen that each Arcana has an Attack and a Defense value. Not going to go into heavy numbers, but as a general rule:

High Attack means your opponent will have less HP.
High Defense means you will have more HP.

Besides this there are arcana-specific tweaks, usually to the charged 5E/2E moves mentioned earlier. Arcana also have different rates for building and recovering the Arcana Gauge and the force gauge (more on this in the Advanced chapters). Experiment, and read up.

Of course, this might be a lot to ask of a beginning player. If you want an easy Arcana to start with, I'd suggest the Love Arcana:

- Offers simple projectiles and lasers for spacing
- Good Attack/Defense values
- No real gimmicks or complicated setups to learn
- Fast meter building/recovery

Hopefully that's enough of the system for you to be curious. In the advanced segment we'll start looking into the meters and how they can up your game.

Beginner - Homing 101

So why the hell does Arcana Heart have a button that doesn't do anything in terms of attacks? Well, I can tell you it's because homing is like the best airdash in the goddamn world, and everyone can do it!

For comparison, let's imagine you're playing Zangief and you're against a Guile player. You want to be right in his face so you can land your piledriver, but of course Guile is just going to keep you out with his Sonic Booms and his flash kicks. This is where most players would say 'I hate this matchup' and generally have a really lousy time.

Now, imagine that Zangief could fly through the air, lock onto his opponent, and fly through the air like a beautiful Russian bird.

Congratulations! You've just imagined Homing.

Homing is performed by pressing the D button, after which your character will take to the air and fly towards the opponent. Even if they jump or dash, your homing will track them.

However, during homing, you can't immediately throw out an attack. Worse still, if your opponent uses a move that's air unblockable, you're going to walk right into it. So just mashing homing as a free get-in card is a bad idea.

This is where directional input comes into play. If you press a direction as well as D, you'll start flying in that direction and THEN fly towards the opponent. This means you take longer (or shorter) and screws up your opponent's punish time. For bonus mindscrews, holding block in the air slows you down even more, giving another layer of potential mixup.

Finally, there's Fast Homing. We've gone over how to slow your homing down - this is how to speed it up.
Start a homing attack as normal, then hit D and whatever attack button you plan to use. You will FLY THROUGH THE SKY LIKE A MAJESTIC EAGLE, except that instead of soaring majestically you punch someone in the face. Either way, it's all good.

Homing is hard to describe in a guide, because there's so much potential and creativity available that it's something best experienced by trying it out yourself. The potential for mixups, zoning and pressure is immense, so work hard!

Beginner - HUD Rundown

OK, so let's assume you've stepped into a match of Arcana Heart 3 and you're getting confused by all the shiny words showing up on screen. I'm going to assume you have Street Fighter experience, and thus I'll only point out the new things you have to watch in Arcana Heart 3.


Note: Image carefully chosen not to contain lolis

1 - The Combo Counter. Combos work a little differently in Arcana Heart 3 - technically you can combo forever as long as your opponent doesn't 'tech out'. If the combo number is blue, the combo is valid and can't be escaped - if it's red, your opponent could have teched at some point but didn't. For easy understanding right now, assume red means you dropped your combo at some point.

2 - The Arcana Gauge. This powers your supers, homing cancels and so on. For a simple explanation of how the bar works - if you do damage without spending it, you'll have more to spend later. If you're using it a lot, you will be stuck working with one bar for the whole fight. See the Arcana Gauge page in Advanced for more info.

3 - The Force Gauge. Used for the game-specific Extends and for Bursts. I'll cover this in its own section.

4 - The arcana the character is using. Every Arcana has a variety of effects that radically change the game, so choose one that suits your playstyle.

Monday 22 August 2011

Beginner - Control Explanation (Vital Read!)

This segment explains the control notation that will be used throughout the guide, and thus it's a pretty important read.

Arcana Heart is unique in that it's not a 4 button game or a 6 button game, but a 5 button game.

The buttons are known as

A = Light Attack
B = Medium Attack
C = Heavy Attack
D = Homing
E = Arcana

The traditional setup on a fightstick typically looks like this:

A B C

D E

Most databases on the game also use the keyboard notation. To clarify, imagine the directions as the numbers on the keypad:

7 8 9

4 5 6

1 2 3

So to translate, 6 is forwards, 4 is backwards, 5 is neutral, and so on. (This obviously assumes you're facing right - if not, flip it around. As long as you remember that 6 is forwards and 2 is down, you should be fine.)

A, B and C should be self explanatory.
D is for Homing moves - see Homing 101 and Arcana Gauge for more detail on how that works.
E is for Arcana moves - see Arcanas and Force Gauge for more info.

A + D is your throw input. Every character has two types of throws - neutral throws if you aren't holding a direction, and directional throws if you hold forward or backward. You can usually combo off of neutral throws for more damage, but they're also easier to tech out of.

A + B + C is your Extend. For an explanation of this mechanic, see the Force Gauge section.

C + E is your Burst, a last-minute escape out of trouble. For more information, see the Force Gauge section.