<?xml version="1.0"?>
<rss version="2.0"><channel><title>Arcana Heart 3 Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/296-arcana-heart-3/</link><description>Arcana Heart 3 Latest Topics</description><language>en</language><item><title>[LM] Online Matchmaking</title><link>https://www.forums.dustloop.com/forums/topic/8749-lm-online-matchmaking/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/AH3LM/Graphics/AH3LM_Online_Matchmaking_Header.png" alt="AH3LM_Online_Matchmaking_Header.png"></p>
<p>Want to find new friends to play against online? Need help with a certain matchup? Starting an online lobby? Here's your thread! Please keep posts in this thread related to online matchmaking, i.e. finding games, discussing said matches, ggs, etc. If you want to go off-topic please find another way to communicate with the other person.</p>
<p> </p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Important Links</b></div>
<p>Player database: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://tinyurl.com/AH3LMDBResults</a></p>
<p>Player database signup: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://tinyurl.com/Ah3LMDBEntry</a></p>
<p></p></div>
]]></description><guid isPermaLink="false">8749</guid><pubDate>Mon, 02 Jun 2014 13:37:50 +0000</pubDate></item><item><title><![CDATA[[LM] News & Gameplay Discussion]]></title><link>https://www.forums.dustloop.com/forums/topic/8382-lm-news-gameplay-discussion/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/AH3LM/Graphics/AH3LM_News_&amp;_Gameplay_Discussion_Header.png" alt="AH3LM_News_&amp;_Gameplay_Discussion_Header."></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>News &amp; Gameplay Discussion</b></div><br>Welcome to the News and Gameplay discussion. Have any interesting news about upcoming events? Want to talk about the game in general? Here's your thread!<br></div>
]]></description><guid isPermaLink="false">8382</guid><pubDate>Sat, 01 Mar 2014 04:47:11 +0000</pubDate></item><item><title>Anyone up for online?</title><link>https://www.forums.dustloop.com/forums/topic/13146-anyone-up-for-online/</link><description><![CDATA[<p>
	just let me know 
</p>]]></description><guid isPermaLink="false">13146</guid><pubDate>Sun, 26 Feb 2017 00:52:54 +0000</pubDate></item><item><title>Anyone up for online?</title><link>https://www.forums.dustloop.com/forums/topic/13145-anyone-up-for-online/</link><description><![CDATA[<p>
	just le me know 
</p>]]></description><guid isPermaLink="false">13145</guid><pubDate>Sun, 26 Feb 2017 00:51:24 +0000</pubDate></item><item><title><![CDATA[[LM] Arcana Heart 3 Q&A Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/8746-lm-arcana-heart-3-qa-thread/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/AH3LM/Graphics/AH3LM_Q&amp;A_Thread_Header.png" alt="AH3LM_Q&amp;A_Thread_Header.png"></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Q&amp;A Thread!</b></div>This is our Question and Answer thread! If you have any questions about the game feel free to ask them in this thread, we'll do our best to answer them!</div>
]]></description><guid isPermaLink="false">8746</guid><pubDate>Mon, 02 Jun 2014 13:31:59 +0000</pubDate></item><item><title>[HC]  AH3 Basics - CH1 Complete, CH2 WIP</title><link>https://www.forums.dustloop.com/forums/topic/11849-hc-ah3-basics-ch1-complete-ch2-wip/</link><description><![CDATA[
<p>I'm working on bringing some of the old content over from homingcancel so that it's still available ahead of the Steam release of LM. Please be aware that I'm not the original poster for any of this, so I can't personally answer questions. Also some of the content goes back to the pre-LM period, and so might be outdated in whatever the latest version of the game is at the time you read this. I'll leave it up to your intelligence to figure this out or ask someone who knows - I'm not going to personally test every bit of information I copy over, or else you'll be getting bored of AH5 by the time I'm done.</p><p> </p><hr><p style="text-align:center;"><u><span style="font-size:18px;"><strong><span><span style="font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">AH3 Basics - CH1 Complete, CH2 WIP - Greats on February 03, 2013</span></span></strong></span></u></p><p style="text-align:center;"> </p><p style="text-align:center;"><u><span style="font-size:18px;"><span><span style="font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Intro</span></span></span></u></p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">From both new and old players this is a pretty common topic of discussion and also questions asked towards me, so I think it's worth investing some time in working on this.  I don't plan to cover too much on character specifics unless giving examples, but I will try to cover what makes a character able to benefit from the system though.</span></span></p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">There is no pictures here to assist your reading (yet, maybe for CH3 though), and I intend this to be read from beginning to end, but not necessarily implemented into your game all at once.  Questions and discussion are welcome, and encouraged!</span></span></p><p> </p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><u><span style="font-size:18px;"><strong><span><span style="font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Chapter 1 - Offense and Defense</span></span></strong></span></u></p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">What to do when one player is on offense, and the other is on defense.</span></span></p><p style="text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Chaining and Hit-confirming===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*The longer your chain, the less options you have, and the more you are risking wiffing an attack to a 4GC, 4D, 6GC, backdash, or other defensive maneuver.  So for this reason, having a chain-able A move is a great advantage for your offense, i.e. Heart, Weiss, Konoha, etc, as you can confirm with only light attacks, not really taking any significant risks.</span></span></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p style="text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Frame Advantage===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Most characters have either a special or normal that is frame advantage on block.  For those who don't, there is still the option of doing a Homing Cancelable or Extend Force Cancelable move and using the reduced recovery to gain frame advantage.  Once blocked, a move that gives you significant frame advantage will allow you to restart your string from the beginning, effectively being the simplest method of continuing your pressure.  And of course, there is also Arcana specific attacks that can be used the same way, such as Fire's 214E and Plant's 236E.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*These types of moves are USUALLY slower on startup, making them unsafe to the basic defensive options just like C and slower B moves are, meaning they should not be used predictably.  Exceptions to this rule would of course be faster attacks that still give frame advantage, such as Konoha's 5B.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*The most basic way to get someone to respect your slower frame advantage attacks, is to use constantly changing delays before throwing them out in a string of attacks.  A delayed Brioniac from Saki can easily catch frantic 4GC/4D attempts, with the only downside being a slight risk of eating a reversal or letting them jump out.</span></span></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p style="text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Mixing it up===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Basics-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Once people start to sit still and respect all of your frame traps, the most basic option to make them stop is to throw, simply stop your string of attacks at a point that you feel is ambiguous and throw them with a neutral or tilt grab.  Most characters do not get much damage from a grab (exceptions: Kira, Cathy), but it will usually set up pretty good knockdown for getting continued okizeme mixups and pressure.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*The second most basic option is to use an overhead attack (if your character has one).  Overheads are basically the same in AH3 as they are in other games, except for that you can often chain into them from another normal.  The only notable difference is that in AH3 it is relatively easy to react to an obvious overhead with a 4D for a full punish with any character, so be wary.</span></span></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">**First bit is notes on when are good times to jump cancel.  The rest is things that you can do from a successfully executed jump cancel.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Jump Cancels-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*One thing that separates AH3 from other fighters even those with jump cancels, is the depth of jump cancel based pressure available because of the homing system.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*The basic idea around using jump cancels in pressure, is to use a jump cancel from a normal that you would normally do another attack after.  </span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*For example, Weiss's 5B is jump cancelable and she normally chains it into 5C, so if you have been making proper use of the 5B&gt;5C frame trap, a 5B jump cancel is something that your opponent is going to have to react to quickly to deal with if they were expecting a frame trap.  Furthermore in Weiss's case, she is also left at frame advantage after a blocked 5C AND has the option to cancel it into a special (236A) or an arcana attack, so this jump cancel is also very useful to her especially because a C level move will have more blockstun than a B level move.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-SJC or JC &gt; NH-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*For most characters, the most basic option to keep things going after a successful jump cancel is just to immediately Neutral Homing and force them to block a jumping attack for major frame advantage.   Not a mixup on its own, but an easy technique that works for setting up better mixups and earning more respect.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Note that characters with a lack of faster air normals don't make much use of this technique.  For example, Nazuna, Cathy, and Kira don't have much use to immediately using a Neutral Homing after a jump cancel in pressure.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-SJC or JC and wait &gt; NH-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Useful for characters with slower air normals like mentioned above, you can build some more distance before coming back in for an attack.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Also useful in baiting out anti airs.  You can wait for them to wiff an anti air then go back in.  Of course the second approach can still be anti aired if they react / read the situation properly.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*One thing you can do from a higher NH approach you cannot usually do easily is go for a crossup with an air normal.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-IAD-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*You can do some pretty nasty crossups with IAD's both midscreen and in the corner depending on your character.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*You can 4D and block during airdashes in AH3, so this is great for baiting anti air supers on reaction.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*However, you cannot really deal with an air unblockable anti air on reaction during an IAD unless it is one that you cross up naturally.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-SJC or JC &gt; wait-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*When baiting stuff this is a good idea, a common situation is just jumping back and waiting vs someone who uses a lot of reversals.  After confirming what they did/didn't do you can choose to resume your approach or watch out for theirs.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Characters with longer range such as Scharlachrot and Nazuna, can simply jump back and throw out a normal to stop a lot of things, not much of a mixup but it makes people sit still.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-whatever JC &gt; ???-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Because of the flexibility of the homing system, you can find a ton of character specific ways to create crossups.  For example, Weiss can super jump and then 6D and because of the turn around property of super jumps, you can create a not-so-hard to block crossup with any air normal.  Another example is doing instant air backdash with Heart, then after a short delay do NH(8) j.E for a spacing and character specific crossup j.E that is very ambiguous.  These are the types of things you are aiming to do once you have respect to go airborne, based on what is the best for your character.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Empty Jumps-</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Another thing to do when people are not trying to anti air you.  Empty jump into grab is very effective for characters with good grabs like Kira, and also those who lack faster lows such as Weiss and Lieselotte.  A very straight forward and very unsafe option that is very effective when done at the right time.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*You can either do JC &gt; 2D (supposedly getting nerfed in Love MAX!!!!!), or jump to your normal height, NH and do a slower attack on the way down that will not fully come out (such as Heart's j.C or Kira's j.C).</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Punishing 4GC===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*There are 3 main things your opponent will do when doing a 4GC.  1) Mash a 2A after landing.  2) cancel into a super or special (normally early) 3) wait and try to do something later in the ground portion.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Versus 1 and 3, you can punish any 4GC by nature of not over committing to a slow attack in your guard strings, then hitting them quickly with a mid to long range move on reaction.  For example, stagger 2A with Zenia until you see them 4GC, then either do a late 2B or early 2C on reaction to hit them before they have a chance to retaliate.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*In the event that they choose to cancel into a special while still in the air (example: 4GC &gt; Tenza with Kamui, or 4GC &gt; spinnin' rims with Nazuna), there is not much that you can do to bait it on reaction unless it is a super and you are totally safe.  For these types of GC's if you want to punish, the only way is to read the timing and hit them in the air at the timing they will do it, and then it only works if they are doing a non-invul move.  This is a pretty strong technique, but you can also avoid it entirely simply by playing it safe.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*The least expected option in these situations is for someone to 4GC and then wait until after they land to cancel into a DP or an anti air or something.  This is normally a technique used to stop predicable baits and can be countered simply by hitting them before they do anything.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Punishing 4D and backdash===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Punishing 4D and Backdash is a lot simpler than punishing a 4GC.  There is no air cancelable frames on these backdashes and the invul ends completely before they can act, so simply hit them before they can act.  Note that backdashes ARE special cancelable, but this is usually not a concern unless you are fighting the time Arcana, in which case you only need to time your punish better.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Dealing with 6GC===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*6GCs are even easier to see than a 4GC because of the giant clash shield sprite.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Because 6GCs have a clash shield, they aren't easy to punish directly and there is a much larger meta game going on.  One of two main things will always happen though.  1) You will hit the clash shield and go into a clash mindgame.  2) You will avoid hitting the clash shield, or attempt to use an unclashable move (still not guaranteed in most matchups).</span></span></li></ul><ol dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">In the event you clash, see the next section.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">The most common way to avoid the clash shield alltogether is to jump cancel on the hit that they 6GC, and get out of dodge.  Depending on the matchup, it may be better to try to crossup, or just jump back/up.  When this happens, the only thing you have to worry about is anti airs.  If you can avoid any anti airs, you should simply be able to home back in and attack them which may or may not punish depending on how early they canceled the 6GC or if they canceled it at all.  You may also choose to back off and just wait for better positioning.</span></span><ol><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">You can use an unclashable move or a grab vs 6GCs after the full invulernability period of it ends in an attempt for a punish.  This may or may not be good, if your opponent has access to any invulnerable specials or supers character specific moves will decide who wins.  But this will definitely work versus someone who is trying to mash an attack out of the 6GC, so certainly a good technique to know.</span></span></li></ol></li></ol><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Clashes (aggressor perspective)===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*4D / backdash: Normally the most common reaction to see from an opponent who is clashing defensively is to DP or to mash a fast attack.  Using a 4D on reaction can sort of beat both of these, in the event they only wiff a single light attack you may be punished if they react fast enough however.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Invincible attack: This is a more sure-fire way to punish mashing, vulnerable to lower risk options but good to know vs someone who is attacking too much.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*HJG: If you are worried that you can not easily make a decision you can High Jump Guard.  Done on reaction to a clash fast enough, you should be able to complete the input (super jump, then hold back/downback) before they are able to hit you with anything.  In the event they do something unsafe on clash, you will be able to punish them.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Mash: Have faster normals than they do?  Go for it, just don't lose.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Do a slow move:  This is something NORMALLY done from the defensive position, doing a slow move with good active frames (example, Kira's 5B) is a great way to punish people who like to hold 4D during clash battles into big damage.  Much easier to time and more reliable on a correct read than wiffing a light then doing another one.  Moves with clash on startup and lots of range are extra good for this.  Zenia's 2C is another great punishing move for these situations.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Do an instant clash move.  Examples: Kira 5C / 2E, Nazuna 5C, Akane B+C, etc.  Clash again, THEN do something.  A lot of people won't be ready for this.  Good way to bide time if you think they will hit a button to allow you to actually re-clash.  If they try to avoid instead, you may wiff or punish depending on the move, you'll also definitely lose to unclashable reversals.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===When to use 4GC===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*As mentioned above, 4GC is great for punishing slow moves in block strings.  A common situation is a bad Weiss player prediably running the looping "blockstring" [5B 5C j.NH B].  So long as she doesn't mix up her timing, you can just 4GC the 5B and the 5C will wiff your 4GC entirely, allowing for a full combo punish.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*4GC into an air special / super is also a great way to punish certain moves on block "Guaranteed".  For example, Weiss's 5C is normally frame advantage on block, but if you block it then immediately 4GC Tenza with Kamui, she cannot avoid getting hit without canceling into a jump or invulnerable attack.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Using 4D and backdash===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Similar to a 4GC but weaker and not usable from guard stun.  If you read a throw or obvious (slow) meaty attempt, this is a good way to get a punish.  Very risky vs someone who is on top of their game, so use sparingly and with caution.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===When to use 6GC===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*6GC is lower risk than a 4GC because the clash shield can force a totally neutral clash situation once you've gotten them to hit it.  However, you still want to be careful using a 6GC vs jump cancelable attacks to avoid being put into a bad situation as mentioned above.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Note that even though you can force a clash mindgame with a (relatively) low risk, you also are not getting a garunteed punish here most of the time unless it is a situation such as the Weiss 5C situation described in the 4GC section (in the case of 6GC, Kira's 360C would be a great move to punish with).</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*All things considered, I think that 6GC is the most powerful of the 2 guard cancel options available, due to a higher chance of getting out of pressure which was the goal in the first place.  Just know that for punishing autopilot strings that 4GC is the GC of choice.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===How to force a clash (defenders perspective)===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Most moves with clash will have it on startup and at a certain part of the body.  Moves that have clash from the first frame or from very early are reliable to use on reaction to certain situations, while moves with clash that is later in the startup will require more caution if you are trying to force a clash.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*A really good character for forcing clashes with is Kira, the startup of j.C, 5C, and 2E are all more or less full body clash and from the first frame as well.  She can force a clash vs obvious jumpins then attempt to do a 360 or 720 before they can react.  She can do it in the air as well.  The only thing to know is that as long as you are clashing a melee attack and not a projectile, your opponent gets all the same cancel options as you so nothing is guaranteed in these cases.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Some moves also have clash during the active frames.  This is not really all that useful since attacks will already clash when colliding with other attack boxes, it serves only to make the move get counterhit less often.  One outlier would be Lieselottes 3B with Elfriede outside of the case, it has many clash frames around the active frames, making it a good move to bait wakeup attacks.  Using clash moves this way versus wakeups is a legitimate strategy in general so long as the wakeup attacks aren't unclashable (such as Weiss/Heart dp's, or a grab). </span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Throw Techs===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Throw techs are done by simply pressing A+D within a certain period of getting hit by a neutral, tilt, or air grab.  Neutral grabs have a longer tech window than other grabs.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Note that ground techs and forward/back air techs can be punished with throws, but neutral air techs, forced techs, and wakeups cannot.  More detail on this in a later post.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Poking, reversaling, and jumping out of pressure===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*When your opponent is delaying their attacks too much.  You can simply hit them.  Depending on the size of the gap you may not even need to use an invincible attack.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*If you're trying to jump out, I recommend learning to HJG to reduce the risk, perfectly legit strategy either way though.  As an aggressor using a delayed air unblockable attack is an easy way to counter this, airthrows and simply going into an air block string can also work.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Anti Airing under pressure===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Versus faster characters you will find them jump canceling in pressure many times and putting you into a lot of bad situations.  At these times, you will have to learn to use anti airs not only as a neutral tool, but also as a defensive one.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*j.NH: If your character has a "Fast" (Read: A move) anti air, you can usually get out of any j.NH pressure so long as you time properly.  Good examples are Heart/Saki 5A, Zenia 5A/5B(probably only B move this fast), Nazuna 5A, and so on.  You can also attempt to use more medium speed attacks, such as Konoha's 6B, Dorothy's 4B, or Nazunas 2B, however they will simply not work if your opponent jump canceled a C level normal (you need &lt; ~8 frames of startup), and they are also harder to react with so proceed with caution.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Longer jumps / baits: You can simply run out of pressure, jump out of pressure, use a larger anti air, wait for them to come at you then anti air, air to air, or whatever you see fit as this basically creates a near-neutral situation.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*IAD:  Recommended that you stay away from using supers in these situations unless you do it very late so they already have an attack out, because they can be j.4/1/7D'd on reaction.  Whether or not your character has a good anti air for dealing with IAD pressure is very character specific and you should test it yourself.  Usually you want to use a fast AA chained into an Air Unblockable, or a medium/fast speed AUB if you have one available.</span></span></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Air Guard Strings===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*If you catch someone air guarding in an air to air situation, you should try to land while continuing to keep them in enough blockstun that they cannot hit a button without getting hit.  One very simple example is doing j.C NHC j.C with heart.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Once you have landed, your goal is to hit your opponent with an air unblockable attack to punish their bad positioning, so going with the heart example you can land, 5A then 6C or 2E.  You can delay your air unblockable attack, use air to airs, airthrow, or use invulnerable moves to mess up guard cancel attempts instead of hitting the air unblockable as well.  In many situations at proper height, you can do a delayed AUB that will still hit even if they did not GC.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*As a defender, you want to use a 6GC or 4GC to avoid these air unblockable situations.  You should always do a 1GC if you are very close to the ground because as soon as you land you can block (should be getting nerfed in Love MAX!!!!!).  If you are higher up or midscreen, a 4 or 7GC may be more appropriate to create some space depending on the matchup.  In situations that you do not think that any of the 4GC's are worth the risk you can always go for a 6GC to try to clash, or simply do nothing and hope they try to bait your GC in a way that lets you land safely or mash out of the string.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Not always but generally speaking, if you do a grounded clash vs someone in the air, you have favor due to having access to more moves, but it depends on the matchup.</span></span></li></ul><p> </p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><u><span style="font-size:18px;"><span><span style="font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Chapter 2 - Okizeme &amp; Ukemi</span></span></span></u></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">What to do after you end a combo, drop a combo, or land a random hit you can't confirm.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">For more information on the terminology used in this chapter, please refer to the wiki.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Teching (</span><a style="text-decoration:none;" rel="external nofollow" href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Teching)"><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">http://wiki.mizuumi.net/w/Arcana_Heart_3/Teching)</span></a></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Teching Frame Data (</span><a style="text-decoration:none;" rel="external nofollow" href="http://wiki.mizuumi.net/w/Arcana_Heart_3/System_Frame_Data#Techs)"><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">http://wiki.mizuumi.net/w/Arcana_Heart_3/System_Frame_Data#Techs)</span></a></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Since most of the mechanics of how the various techs work are already explained in detail on the wiki, I will specifically be talking about how to use the different types of knockdowns and recoveries to help improve your okizeme and ukemi (</span><a style="text-decoration:none;" rel="external nofollow" href="http://en.wikipedia.org/wiki/Uke_(martial_arts))."><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">http://en.wikipedia.org/wiki/Uke_(martial_arts)).</span></a></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Knockdowns===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Hard Knockdowns-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">A knockdown with no ground tech options.  Such as a 4/6AD or Akane's 214AB.  The only variance in wakeup here is the natural difference in wakeup timing between characters.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Has a bit of throw protection after standing up.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Small Bounce-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">You could also call this a "soft knockdown" as you can tech right away.  This is the most common type of knockdown in AH3.  Refer to the wiki for more details.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Tiny Bounce- (better name, anyone?)</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">You're going to want to read the wiki for this one if you don't already know what it is.  Tiny Bounces are much more practical to end your combo with than a hard knockdown because the moves that cause it are more available mid-combo.  </span></span></p><p><br> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Getting Up===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Neutral Ground Tech-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Faster, doing a neutral tech right away and hitting a fast normal, or reversal is a good way to mess with your opponent if they often are lazy about their okizeme or have bad timing.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">There is 1 frame during a Neutral Ground Tech where you can do nothing but block, meaning a properly timed command grab or unblockable is unavoidable.  The command grab bit mostly only matters for Kira and Cathy who can do it easily with their running command grabs, and unblockables are generally too slow to work here.  But it is good to know.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">In AH3LM this 1 frame window could potentially be messed with due to other system changes, it is unsure at this time.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Each character has their own specific Neutral Ground Tech timing.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Backwards Ground Tech-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Takes longer, moves you back (based on the direction you are facing, not the direction of the opponent).  It's good to mix it up between neutral and back tech to keep your opponent awake.  Backwards techs are especially strong midscreen where you can build good space, and sometimes there is no reason not to use them.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Note that there is a large window of throw vulnerability on back techs making them punishable by any grab if the Seme (</span><a style="text-decoration:none;" rel="external nofollow" href="http://en.wikipedia.org/wiki/Seme_(martial_arts))"><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">http://en.wikipedia.org/wiki/Seme_(martial_arts))</span></a><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"> can get close enough to get the punish off.  Backwards Ground Techs also have the same 1 frame of no-action that neutral techs have, so unblockables still work, in theory.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Each character has their own specific Backwards Ground Tech timing.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Forced Ground Tech-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">This happens when you are hit OTG, you can still choose between a neutral and back tech, however the frame data is a little different.  You have full invulnerability to grabs and unblockables until you can act, this is important because it means there is no forced throw resets in the game.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">What this means as the Uke is that you want to pay attention to when you are being put into a Forced Ground Tech situation, so that you know to mix up your recovery direction even though you are not the one initiating the recovery.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Has a bit of throw protection after standing up.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Waking Up-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If you do not get hit OTG or input any sort of ground tech at all you will be able to wake up normally.  This type of wakeup has it's own set of character specific frame data for timing, but it is the same as a Forced Ground Tech in that you are completely safe to unblockables and command grabs while getting up.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Since you can just react to someone staying down with an OTG attack to force a recovery, this is not the best option, but versus opponents who are running ground-tech punishes such as Cathy or Kira you absolutely must not tech, or at least tech late after the grab wiffs.  This is also a good option versus certain projectile and position based okizeme setups, as you can eat an OTG hit instead of a highly ambiguous mixup.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Has a bit of throw protection after standing up.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Air-teching===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Similar to ground teching, there is a 1 frame window after an air tech where you can do nothing but block.  This applies to all air-teching directions, and since you are in the air, it means a properly timed air-unblockable attack is unavoidable once you have teched.  You must pay very close attention to this when low enough to the ground for this to be an issue.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Forward-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Obviously moves you forward, pretty useful if your opponent isn't ready for it, as you can sneak past them and generally put yourself into a favorable situation.  On the downside, if they are ready for it, this is probably the easiest air-tech to punish with an air-throw as you are pushing yourself towards them.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">A delayed forward airtech can be very effective at avoiding air unblockable punishes if your opponent is not spaced properly for it.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Back-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Same as the forward tech in terms of frames, but moves backwards instead.  Can be grabbed in the same window as a forward tech, but since you are moving back it's not quite as easy to do.  Still very easy to punish by using an early neutral homing to ensure you are in range.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">You mostly want to air tech backwards while midscreen as it can get you out of dodge, be careful to not always hold back while mashing your airtech though, as you will be predicable and easy to punish into another combo.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Neutral-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Neutral airtech is probably the strongest ukemi option in the air, so long as it is not used predictably.  You recover and can act faster, and it is not throw punishable like the other two.  However, like the Neutral Ground Tech, there is still the 1 frame window where you cannot escape command grabs or (air) unblockables.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">This is really important because it means that versus an opponent who is going for a throw punish to your air tech, you can either neutral air tech and break the throw, or even neutral tech and use a reversal to punish it if their timing is even off by a frame.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Wall Slams===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Wall Teching-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">AH3 Wall Slams are interesting because no other fighting game has them.  When you are wall slammed in AH3 you can choose to tech which will make you subject to a throw punish, and if you don't tech, you will be subjected to a period of untech time before you are able to air-tech, meaning your opponent can pick up with a combo.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">One common situation is that you get hit by a 5E on the ground, and get slammed just above it.  In this situation, the Seme will be unable to punish a wall-tech downwards unless they immediately confirm the hit and Neutral Homing Cancel.  So for this reason, it's usually safe to hold 3D during these situations.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">A more dangerous situation that you will see a lot is when you get hit by an aerial attack that wall-slams, such as Saki's j.E.  If she follows this up it will be pretty easy for her to airthrow punish you, so you should only tech if you think she will go for a combo, mess up the punish, or you see that she is not following up fast enough to punish.  However even if she does not follow up fast enough to punish, she most likely still has enough advantage to beat you in a normal war, which means even if you tech you must be careful to block or avoid her incoming attack.  Wall teching this high up can be pretty dangerous if your character does not have good air options, so take the matchup into consideration.  For characters with weaker air options you will probably only want to wall tech occasionally when you see that you can get away with it.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">The MOST dangerous situation to be in is a wall-slam that is just a bit above the ground.  Because here you have to deal with all of the above options, PLUS you can be hit by an air unblockable attack since you will not have time to reach the ground.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">It's also common to get hit by a "random" wall-slamming attack near the wall and not react in time to tech.  This means that wall-slamming attacks are usually a bit more effective in the corner as you can get a free combo from it.  But as an Uke, it means that you should also be aware of obvious wall-slams so that you are not taken advantage of.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Setups-</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If you are far enough from the corner when you cause a wallslam on your opponent, you may be able to follow it up with a low Neutral Homing for a guaranteed throw punish, even if they try to tech down from the lowest height.  In this situation, you can actually wiff the airthrow even if they don't tech, land, and continue to combo.  This is a pretty strong technique you should definitely take advantage of as it's a combo that gives you a chance for even more damage.  You should also be aware of when your opponent is doing this so you know to never tech!</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">There are other useful setups involving Wall-Slams as well.  With enough projectile cover in the corner, Nazuna can easily capitalize from a Wall-Slam because if they tech they have to block a projectile and deal with air-unblockable blockstring mixup like in chapter 1, but with projectile cover.  If they do not tech, then they will be combo'd by a projectile and you can clean up from there.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Using this knowledge you should try to find how your character can best take advantage of wall-slams to gain initiative after a combo, or from your attacks that cause it naturally.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Resets===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">A reset is where your character is reset straight to standing from an air-combo.  As far as I know, Kira is the only character capable of doing so, by using her 623A.  You can also use Evil's super teleport (214214E) to force a Reset on a knocked down (any type of kncokdown including the small/tiny bounces) opponent, but when used on someone in the air they will remain in the combo state as usual.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">There is no sort of tricky frames to resets, nor is there any sort of throw protection.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Practical Strategy Examples===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">That's a lot of information about how okizeme and ukemi work, but it may still be hard to understand the mindgames and risk/reward associated without some examples.</span></span></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><strong><u><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Heart using a Small Bounce Knockdown-</span></span></u></strong></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Heart ends most of her combos with either j.E or DP followup, both of which cause a Soft Knockdown.  Depending on the move used, you may want to go for air or ground based okizeme.  For j.E, Heart does not recover in the air fast enough to be able to approach from the air effectively, however since it is special cancelable, she can cancel it into an arcana special that moves downwards such as Flowers 236E to make the opponent block (depending on situation and arcana you may need to adjust these types of setups).  She also has her DP followup which recovers pretty quickly in the air, which allows you to use a neutral homing or airdash to pressure the opponent on their wakeup, it also has the downwards momentum so you can land and continue from the ground just like you would with j.E.  Both of these are pretty good enders because of the variety of options available.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><em><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">j.E / DP followup &gt; land</span></span></em></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">The most basic, and some times underused form of okizeme for a soft knockdown.  You simply want to land, react to your opponents wakeup direction, and hit them with an attack.  You can also try to grab them if they often tech backwards, it can be done on reaction if you're looking for it.  On someone who does not stand up, you're going to want to either 1) wait for them to stand up 2) hit them and make them stand up or 3) capitalize on the extra knockdown time by using a projectile / buff type move.  Once you have a feel for how they are going to stand up before you can react to it, you can start to go for more timing specific types of okizeme, such as crossups.  You can also grab someone who blocks all the time, etcetera.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Reaction is key here, wakeup time is fairly long in AH3, even the shortest neutral techs can be reacted to with a meaty normal once you are familiar with the timing.  Practice actually looking at your opponents wakeup animation, nothing is worse than getting mashed out on wakeup.  A properly timed light meaty attack will let most characters recover in time to punish wakeup (non-time) backdashes, and 4D's.  Still need to bait reversals by blocking or making them wiff though.  You can trick someone into thinking a wakeup DP will work by jumping then doing a j.1D, or simply backdashing /4D'ing at the last minute after moving forward on their wakeup.  Making wakeup reversals wiff in AH3 is key, due to the fact that most of them can be homing canceled if you block, nullifying your advantage.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><em><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">DP followup &gt; air movement</span></span></em></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Note that Hearts DP followup has been nerfed in LM so that she goes flying back after it hits, most likely  drastically nerfing it's potential for okizeme.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">This is pretty straightforward, the easiest option is to NH after the DP recovers, and go for a j.B, mixing it up by holding forward and speed boosting with D for a crossup j.B.  This doesn't give enough advantage for the j.B to be meaty or a safejump, so you will still have to watch out for wakeup reversals that are effective versus the air, but it should be fast enough to beat a lot of anti-airs.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Timing will vary a bit depending on neutral/back tech, and on back tech you will most likely have a hard time crossing up midscreen without significant compensation.  The really important thing to watch out for though, is if your opponent doesn't tech at all.  You can either time the j.B such that it will hit OTG and force a tech, putting you back into the j.E &gt; land situation but with more advantage, allowing you to re-jump, pressure from the ground, or whatever else you would like to do.  If the j.B wiffs and does not hit OTG, you can do the same thing but without the forced tech, or you can hit them with a ground normal (preferrably jump cancelable, like 5A, B, or C), and go into the same thing.  As long as you are constantly watching your opponent so you know which way they tech and with what timing, you don't need to think about it too hard.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><em><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">j.E &gt; special</span></span></em></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">This type of okizeme is especially interesting because it can be completely different depending on the arcana you pick.  For example, with Plant you can end with j.E 214E, but you don't recover fast enough to pressure the opponent if they get up right away.  This can be compensated for by either using a homing cancel or the super version of seed 214214E which recovers very quickly in the air.  On the other hand, if you often end with j.E and land into your pressure, which causes your opponent to stay down in attempt to avoid your pressure for a bit, you can end with 214E once in awhile to capitalize on the extra knockdown time.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Note that some of these moves are astronomically more effective in the corner than midscreen, such as Darkness 236E, or Thunder's 214214E.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><u><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Saki using a Wall-Slam-</span></span></strong></u></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">This is a pretty common situation for Saki.  Blowing your opponent away is one way to gain room to put projectiles onto the screen, or to carry them closer to the corner by following up.</span></span></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><u><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Angelia dropping a combo-</span></span></strong></u></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><u><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Akane using a Tiny Bounce Knockdown-</span></span></strong></u></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><u><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">-Nazuna using a Hard Knockdown-</span></span></strong></u></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Training===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">This section will cover how you can use training mode to practice and discover your different okizeme options.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Disclaimer===</span></span></strong></p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*Play your opponent, not some idealistic model.  I'm just trying to put down the variety off basic options that I use.  Naturally not everyone loses to the same things, so naturally you should tailor your game to your opponent as you learn to fight them.  Preferably as quickly as possible.</span></span></p><p> </p><p> </p><p> </p><p>And for completeness, the comments to this guide are below:</p><blockquote class="ipsStyle_spoiler" data-ipsspoiler=""><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: Basics of AH3 offense and defense - CH1 Complete</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Bill307 on April 15, 2013, 10:18:17 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;margin-left:36pt;"><span><a style="text-decoration:none;" rel="external nofollow" href="http://homingcancel.com/arcana-heart-3-general-discussion/basics-of-ah3-offense-and-defense-wip/msg39978/#msg39978"><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Quote from: Greats on February 03, 2013, 03:26:12 pm</span></a></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;margin-left:36pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">===Chaining and Hit-confirming===</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;margin-left:36pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;margin-left:36pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">*The longer your chain, the less options you have</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;margin-left:36pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">I'm not sure about this.  Weiss and Saki, for example, gain more options and frame traps if you block one of their 5C attacks because they have so much blockstun.  Weiss's 5C in particular has so much blockstun and frame advantage that 5C jc j.5D j.B is a frame trap and even 5C 5B is a frame trap.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">It makes sense that these characters benefit from making you block 5C since it's pretty risky:  4GC at the same time will punish them for free.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: Basics of AH3 offense and defense - CH1 Complete</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Greats on April 16, 2013, 05:15:46 am</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">technically speaking i think my statement is 100% true, you can jump cancel whenever, it may cause less blockstun but there is no change in the options available as long as you use a lighter jc-able normal</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Frostbolt on June 10, 2013, 05:27:13 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Just a few things to note.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">You cant actually "punish" people's techs with throws since it can be throw broken. And if somebody does an Air 6GC if you throw them they cant break it, I havnt really tested ground ones and I really should get down to it. You can't "punish" air 4GC with throw though, would be nice </span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Im also pretty sure neutral airtechs can be thrown (breakable)</span></span></p><p> </p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Greats on June 10, 2013, 05:44:47 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">what techs are you talking about?  i'm pretty sure i will get to it when i actually start writing chapter 2, had to go soon after i started</span></span></p><p> </p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Frostbolt on June 10, 2013, 05:46:03 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">oh, airtechs, if you airtech you cant actually punish with airthrows, its more like an attempted reset.</span></span></p><p> </p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Greats on June 10, 2013, 05:53:11 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;margin-left:36pt;"><span><a style="text-decoration:none;" rel="external nofollow" href="http://homingcancel.com/arcana-heart-3-general-discussion/basics-of-ah3-offense-and-defense-wip/msg40749/#msg40749"><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Quote from: Frostbolt on June 10, 2013, 05:46:03 pm</span></a></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;margin-left:36pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">oh, airtechs, if you airtech you cant actually punish with airthrows, its more like an attempted reset. </span></span></p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">forward and back techs are vulnerable to grabs before you can tech, only neutral air techs allow you to throw tech</span></span></p><p> </p><p><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Frostbolt on June 10, 2013, 06:22:23 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Wait, backtechs have a window where you cant tech? whoa I need to do that</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Greats on June 10, 2013, 07:08:10 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">neutral ground tech is also vulnerable, but only for one frame so only cathy/kira have a practical punish</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">(i covered this is more detail in my most recent update)</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: DdR_Dan on January 08, 2014, 11:07:11 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Are you sure that you can't break throws after certain techs?  Because I haven't seen any cases where the CPU in training at least couldn't break a throw after a wall tech or backward air tech.  Also I've back teched in matches and still escaped throws that seemed to be well timed without trouble.  Is the timing extremely tight or something?  Because from what I've seen it looks like you can always break normal throws no matter how you tech.  Like, even if you do a frame perfect grab when they tech it seems like they can still break it.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Greats on January 09, 2014, 08:25:03 am</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">I'm pretty confident about this, set dummy to break throws and run some known punishes on it.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Also, frame data here </span><a style="text-decoration:none;" rel="external nofollow" href="http://wiki.mizuumi.net/w/Arcana_Heart_3/System_Frame_Data#Techs"><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">http://wiki.mizuumi.net/w/Arcana_Heart_3/System_Frame_Data#Techs</span></a><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"> "Physical Invulnerability" implies invincibility to everything but grabs.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">The Neutral Air Tech being physically invulnerable I think is a typo or a mistake in the frame data, as neutral air techs are completely safe from regular air throws.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">There may be something else at play such as a timing where you can actually break throws without being able to do anything else and the timing for neutral air tech just happens to line up so that you can always tech.  However to my knowledge, there is no such thing in AH3.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">I think it's more likely that you aren't timing the throw early enough, in the case of a burst punish it should like the latter 2 punishes in this video </span><a style="text-decoration:none;" rel="external nofollow" href="http://youtu.be/33-Rd6nUtJc"><span style="font-size:14.6667px;font-family:Arial;color:rgb(17,85,204);text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">http://youtu.be/33-Rd6nUtJc</span></a></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: DdR_Dan on January 09, 2014, 03:34:19 pm</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">On the burst one (and it happened to me too sometimes before I realized which is how I know) the replay input was still going, so the throw wouldn't get broken, unless you were pressing throw escape at the right time in the replay input too.</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Title: Re: AH3 Basics - CH1 Complete, CH2 WIP</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);font-weight:700;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Post by: Greats on January 10, 2014, 07:13:36 am</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">i can try this with another person (today, maybe) but i've never had the throw broken when properly punishing bursts, even versus bill who actually tried to break it</span></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">edit: by the way, they can't be teched, i'm 100% positive that you're doing it wrong</span></span></p></blockquote>
]]></description><guid isPermaLink="false">11849</guid><pubDate>Tue, 15 Sep 2015 23:37:40 +0000</pubDate></item><item><title>Arcana Heart Skype Chat</title><link>https://www.forums.dustloop.com/forums/topic/10429-arcana-heart-skype-chat/</link><description><![CDATA[
<p>If you would like to be added just send a contact request to<strong> sanger-zonvolt</strong> or post your skype user name here.</p>
<p> </p>
<p>Chat for Arcana Heart discussion and matchmaking, lets play some games!</p>
]]></description><guid isPermaLink="false">10429</guid><pubDate>Fri, 06 Feb 2015 15:17:58 +0000</pubDate></item><item><title>$15 for Brazilian Steam version</title><link>https://www.forums.dustloop.com/forums/topic/11964-15-for-brazilian-steam-version/</link><description><![CDATA[
<p>This currency is called Brazillian Real, and it looks like this: "R$49.99". It is very weak currency so the American dollar trumps it significantly. Here is the website with the offer <a rel="external nofollow" href="http://www.nuuvem.com/item/arcana-heart-3-love-max">http://www.nuuvem.com/item/arcana-heart-3-love-max</a></p><p>You need a Brazilian IP to get this, otherwise it will say "Not available in your country." and prevent you from buying it. If you want or need instructions on how to get a Brazilian IP click the spoilers.</p><blockquote data-ipsspoiler="" class="ipsStyle_spoiler"><p>Just install this highly rated and trustworthy program from CNET,</p><p><a rel="external nofollow" href="http://download.cnet.com/Easy-Hide-IP/3640-2144_4-10714026-1.html">http://download.cnet.com/Easy-Hide-IP/3640-2144_4-10714026-1.html</a></p><p>After restarting and use the program to make your IP location Brazil "Quick Connect" option, it's a big blue button. The area to pick location is right beside it.</p><p>This nuuvem.com site requires an account, no card information necessary. Easiest way to do this is your youtube/google+ account. If you're having trouble reading the Portugeuse (not sure why you wouldn't know the language) go to Google Translate and just highlight the whole page.</p><p>After that you'll be brought back to the screen where you're first trying to buy Love Max. Click paypal(unless you somehow know how to use that other crap) It'll ask for display Name and it's unspecific as fuck.  It's talking about your Steam display name.</p><p>After that the paypal screen comes up. This is the easiest part cuz all you need is login credentials. It will confirm right in front of you that the conversion rate matches up to $13.49.</p><p>When you're done you should get something like what you see in the attachment of my post.</p></blockquote><p>Buy this AT YOUR OWN RISK, I assume this release has no region lock therefore a Brazilion copy would be able to connect with other copies and vice versa, and so do you if you buy it.</p><p> </p><p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.forums.dustloop.com/uploads/monthly_2015_10/whelp.png.b0ed554d21544aaea273c94ee1a932de.png"><img data-fileid="2064" class="ipsImage ipsImage_thumbnailed" alt="whelp.png" src="https://www.forums.dustloop.com/uploads/monthly_2015_10/whelp.thumb.png.c444b663a45ee595d4221554e4ca54aa.png"></a></p>
]]></description><guid isPermaLink="false">11964</guid><pubDate>Sun, 04 Oct 2015 22:47:29 +0000</pubDate></item><item><title>AH3LM PC Release Interest Check</title><link>https://www.forums.dustloop.com/forums/topic/11827-ah3lm-pc-release-interest-check/</link><description><![CDATA[
<p>Arcana Heart 3 Love Max will release on Steam September 29 with a price of $30, featuring a 10% discount for the first week: <a rel="external nofollow" href="http://store.steampowered.com/app/370460">http://store.steampowered.com/app/370460</a></p><p> </p><p>It's expected all the regional restrictions on netplay will be gone, which is fantastic, and this will help make the game accessible to a wider audience. However the price is probably pretty steep for a lot of people who have already invested a lot into the console versions or perhaps have already played it and moved on. I plan on picking this up on release myself. Are you planning on buying it, waiting for a sale, or not at all?</p>
]]></description><guid isPermaLink="false">11827</guid><pubDate>Thu, 10 Sep 2015 01:03:13 +0000</pubDate></item><item><title>Arcana quick reference list</title><link>https://www.forums.dustloop.com/forums/topic/11939-arcana-quick-reference-list/</link><description><![CDATA[
<p><br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Gier"><img src="http://i.imgur.com/Pt6Xa0A.jpg" class="ipsImage" alt="Pt6Xa0A.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Ohtsuchi"><img src="http://i.imgur.com/CuFd8M5.jpg" class="ipsImage" alt="CuFd8M5.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Dieu_Mort"><img src="http://i.imgur.com/yRRWTeh.jpg" class="ipsImage" alt="yRRWTeh.jpg"></a></p><p><br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Baldur"><img src="http://i.imgur.com/liDYqpS.jpg" class="ipsImage" alt="liDYqpS.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Lang-Gong"><img src="http://i.imgur.com/TjCi9BP.jpg" class="ipsImage" alt="TjCi9BP.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Kayatsuhime"><img src="http://i.imgur.com/A9cfp3e.jpg" class="ipsImage" alt="A9cfp3e.jpg"></a></p><p><br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Mildred"><img src="http://i.imgur.com/ziyuDR3.jpg" class="ipsImage" alt="ziyuDR3.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Almacia"><img src="http://i.imgur.com/75XbuSk.jpg" class="ipsImage" alt="75XbuSk.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Partinias"><img src="http://i.imgur.com/iFIbezm.jpg" class="ipsImage" alt="iFIbezm.jpg"></a></p><p><br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Saligrama"><img src="http://i.imgur.com/KA9lj1I.jpg" class="ipsImage" alt="KA9lj1I.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Medein"><img src="http://i.imgur.com/OL5Vjb3.jpg" class="ipsImage" alt="OL5Vjb3.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Oreichalkos"><img src="http://i.imgur.com/l9dWSyL.jpg" class="ipsImage" alt="l9dWSyL.jpg"></a></p><p><br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Heliogabalus"><img src="http://i.imgur.com/5NWXrJJ.jpg" class="ipsImage" alt="5NWXrJJ.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Moriomoto"><img src="http://i.imgur.com/CMMyRZi.jpg" class="ipsImage" alt="CMMyRZi.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Koshmar"><img src="http://i.imgur.com/sTqHOMF.jpg" class="ipsImage" alt="sTqHOMF.jpg"></a></p><p><br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Zillael"><img src="http://i.imgur.com/ugSLQmo.jpg" class="ipsImage" alt="ugSLQmo.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Sorwat%27"><img src="http://i.imgur.com/rBVn4wd.jpg" class="ipsImage" alt="rBVn4wd.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Bhanri"><img src="http://i.imgur.com/qR7oyOE.jpg" class="ipsImage" alt="qR7oyOE.jpg"></a></p><p>***NOTE: Sin may give you a bonus or penalty on damage in extend force. This game has a "Guts Modifier" that varies per character. Essentially at a certain percent of health you start taking less and less damage. However, the max amount of guts and starting guts modifiers vary and some start negative. You can find the breakdown of <a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Health">GUTS MODIFIERS HERE to calculate who should use SIN ARCANA.   </a>******<br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Anutpada"><img src="http://i.imgur.com/HS8CdcW.jpg" class="ipsImage" alt="HS8CdcW.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Phenex"><img src="http://i.imgur.com/KmnKl06.jpg" class="ipsImage" alt="KmnKl06.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Gottfried"><img src="http://i.imgur.com/0qVETIp.jpg" class="ipsImage" alt="0qVETIp.jpg"></a></p><p><br><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Tempestas"><img src="http://i.imgur.com/6vfXcON.jpg" class="ipsImage" alt="6vfXcON.jpg"></a></p><p><a href="http://wiki.mizuumi.net/w/Arcana_Heart_3/Niptra"><img src="http://i.imgur.com/E492tvv.jpg" class="ipsImage" alt="E492tvv.jpg"></a></p><p> </p>
]]></description><guid isPermaLink="false">11939</guid><pubDate>Thu, 01 Oct 2015 00:05:00 +0000</pubDate></item><item><title>[LM] Links, Guides and Important Information</title><link>https://www.forums.dustloop.com/forums/topic/8750-lm-links-guides-and-important-information/</link><description><![CDATA[
<p style="text-align:center;"><img alt="AH3LM_Important_Links_&amp;_Info_Header.png" src="http://kurushii.tv/Dustloop/AH3LM/Graphics/AH3LM_Important_Links_&amp;_Info_Header.png"></p><p> </p><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Important Links</b></div><p> </p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://www.examu.co.jp/arcanaheart3_lm/">Official Examu Site</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://www.arcsystemworks.jp/ah3lm/">Official ARC SYSTEM WORKS Site</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://aksysgames.com/arcanaheart3lovemax/">Aksys Games Site</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://www.examu.co.jp/arcanaheart3_lm/ranking/ranking_sougou.html">Arcade Character Rankings</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://db.homingcancel.com/">SugoiDB (Video Database)</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://arcana.mizuumi.net/">Mizuumi Wiki</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://jbbs.shitaraba.net/game/33739/">Japanese BBS</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://www.homingcancel.com/">HomingCancel</a></p><p><a data-ipb="nomediaparse" rel="external nofollow" href="http://tinyurl.com/AH3LMDBResults">Player List</a> (<a data-ipb="nomediaparse" rel="external nofollow" href="http://tinyurl.com/Ah3LMDBEntry">Entry Form</a>)</p><p><a data-ipb="nomediaparse" href="https://www.forums.dustloop.com/index.php?/topic/6703-importing-101/">Importing 101</a> (Thanks Kurushii!)</p><p> </p></div><p> </p><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Important Info</b></div><p> </p><p>How do I buy AH3LM?</p><ul><li>You can either import the game through any number of import sites, or buy it digitally through japanese PSN</li></ul><p>What is the games base price?</p><ul><li><span>Â¥6,800</span></li></ul><p><span>Does the game have DLC?</span></p><ul><li><span>No, all colors are available on disk, and usable offline.</span></li></ul><p><span>How do I unlock colors 20, 21, and 22?</span></p><ul><li><span>These three colors are unlockable by completing Survival Score Attack, Time Attack Mode, and beating Parace via Trials Mode (Parace is Gold for Trial #10. You must clear Trials mode three times). Colors are unlocked for the entire cast upon completion of these.</span></li></ul><p><span>How is the netcode?</span></p><ul><li><span>The netcode is your standard ASW netcode, very similar to BBCPs netcode.</span></li></ul><p>Is Love Max!!!!! slated for a North American Release?</p><ul><li>Yes! Aksys Games will be localizing AH3LM. It is currently slated for a September 30th release, retailing at $39.99 on a physical disk</li></ul><p> </p><p> </p></div>
]]></description><guid isPermaLink="false">8750</guid><pubDate>Mon, 02 Jun 2014 13:38:37 +0000</pubDate></item><item><title>[HC] Important mid-level techniques</title><link>https://www.forums.dustloop.com/forums/topic/11850-hc-important-mid-level-techniques/</link><description><![CDATA[
<p><em>I'm working on bringing some of the old content over from homingcancel so that it's still available ahead of the Steam release of LM. Please be aware that I'm not the original poster for any of this, so I can't personally answer questions. Also some of the content goes back to the pre-LM period, and so might be outdated in whatever the latest version of the game is at the time you read this. I'll leave it up to your intelligence to figure this out or ask someone who knows - I'm not going to personally test every bit of information I copy over, or else you'll be getting bored of AH5 by the time I'm done.</em></p><p> </p><hr><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><span style="font-size:18px;"><em><strong><span><span style="font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Important Mid-Level Techniques in AH3 - </span></span><span><span style="font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Bill307 on May 26, 2014</span></span></strong></em></span></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">It'd be neat to make a video of these, but for now, here's a text-only version of important techniques that I think players with some experience should try to learn as they level up. I've also written counters to most of these techniques.</span></span></p><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">(Note: there are many counters and counter-counters that I don't list!)</span></span></p><div> </div><div><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== Summary of Important Techniques ===</span></span></strong></p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">(roughly ordered from simpler to more advanced)</span></span></p> <ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If your opponent will die in 1 more hit, OTG them!</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If your opponent is air blocking near the ground, air-unblockable them!</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Important things to dodge with 4D.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">When to guard-cancel backwards/forwards.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">How to recover from being hit by a fully-charged 5[E]/2[E].</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">How to punish techs (wake-up / recovery out of hitstun) and bursts by throwing them.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">How to escape setups or catch your opponent off-guard by teching differently.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">How to bait ground throw techs.</span></span></li><li><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">How to high jump block.</span></span></li></ul><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== OTGs ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If your opponent is knocked down with little/no life left, hit them with a single OTG B/C/E attack to kill them. Don't give up free wins!</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: always try to ground tech when you have no life left.</span></span></li></ul></li></ul><p style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><div><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== Air-Unblockables ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Every character's 5E and 2E are air-unblockable. Most characters have a much faster air-unblockable move. If your opponent is blocking in the air just above the ground, hit them with one of these!</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: dodge it with a well-timed 4D.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: guard-cancel a move before it.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Most characters can keep the opponent in the air a bit longer using 5A, then chain into an air-unblockable, e.g. 5A 2E. Using 5A first is especially useful if the opponent is falling too fast.</span></span><ul><li><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: guard-cancel the blocked 5A.</span></span></li></ul></li></ul><p> </p></div><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== 4D ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Dodge air-unblockable attacks with 4D or 4GC/6GC (guard-cancel).</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: delay your air-unblockable to hit them after 4D or 4GC/6GC.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Dodge most reversal supers by holding 4D during the super flash.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: use a super that hits late or has many active frames to catch the recovery of 4D. These supers usually aren't invincible, though!</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Dodge unblockables like 5[E]/2[E] with a well-timed 4D.</span></span><ul><li><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: release 5E/2E slightly early so that 4D becomes 4GC, then punish the guard-cancel.</span></span></li></ul></li></ul><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== Guard-Cancels (GCs) ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If your opponent likes to use a slow move in a blockstring, 4GC the move before it to make it whiff, then punish them.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: don't do the slow move: end your blockstring and punish the 4GC.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: jump-cancel before the slow move, then homing and punish the 4GC.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: use a different blockstring or just throw them while they're looking for that specific place to 4GC.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If your opponent autopilots A B C chains in their blockstring, 6GC before the B move so that the B move clashes, then stuff your opponent's slow C move start-up.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: stagger your blockstring and they might get 6D instead of 6GC.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: jump-cancel right before they 6GC and homing at them to punish it.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: anticipate the 6GC clash and cancel into a DP or super instead of your C move.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: throw them while they're blocking.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If you have a good/fast/invincible air special, escape blockstrings with 4GC and cancel into your air special as early as possible. The invincible frames are special-cancellable.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: if their special isn't invincible, use lots of mid-hitting moves in your blockstring to stuff it.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: jump before they 4GC and block/evade/punish their special.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: throw them while they're blocking.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If you have an invincible ground reversal, escape blockstrings with 6GC and cancel into your reversal as early as possible. 6GC is special-cancellable as soon as its invincibility ends.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: if their reversal isn't invincible enough, clash with their 6GC and use your own invincible DP/super to beat it.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: most reversals can be dodged with 4D. Clash with their 6GC and 4D.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: jump before they 6GC and block/evade/punish their reversal.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: throw them while they're blocking.</span></span></li></ul></li></ul><p style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> </p><div><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== 5[E]/2[E] ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If you block a fully-charged 5[E] or 2[E], spin your stick and mash your buttons to recover asap. This doesn't work vs Fire or Punishment Arcanas, whose 5[E]/2[E] are true unblockables.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: 5[E] the opponent in the corner: the wallslam is untechable.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: cancel 5[E]/2[E] into an attack that hits the opponent before it's possible to mash out.</span></span></li></ul></li></ul><div> </div><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== Throwing Techs ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Air throw the opponent as soon as they tech in the air. Air tech is vulnerable to throws from frame 1.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: delay your air tech or don't air tech at all.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: air tech and immediately throw tech. Doesn't work vs command grabs.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter-Counter</strong>: meaty the opponent. They'll get hit if they tried to throw tech.</span></span></li></ul></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Air throw the opponent as soon as they tech a wallslam. Wallslam tech is vulnerable to throws from frame 1.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: don't tech the wallslam.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: tech the wallslam and immediately throw tech. Doesn't work vs command grabs.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter-Counter</strong>: meaty the opponent. They'll get hit if they tried to throw tech.</span></span></li></ul></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Ground throw the opponent after they backwards ground tech. The 2nd half of a backwards ground tech is invincible to attacks but throwable.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: the 2nd half is also special-cancellable. Backwards ground tech and reversal DP/super.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: the 2nd half is also 4D-cancellable. Backwards ground tech and immediately 4D.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: Backwards ground tech and immediately throw tech. Doesn't work vs command grabs.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: Neutral ground tech or don't tech.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Air throw baited bursts. To do this, you usually have to jump and block the burst, then 6GC to the opponent and throw them. The throw is not techable if done fast enough.</span></span><ul><li><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>:<strong> </strong>don't burst when they can jump cancel or otherwise air block your burst.</span></span></li></ul></li></ul></div><p> </p><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== Unexpected Techs and Reversals ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Neutral air tech and neutral ground tech recover quicker, allowing you to escape some setups and sometimes mash to counter-hit the opponent.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: if you get the chance, OTG a knocked-down opponent to prevent them from neutral ground teching.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Backwards ground tech moves you away, is special-cancellable, and has a lot of invincibility frames. It allows you to do invincible reversals quickly and easily. You can escape some setups and make others less ambiguous / easier to block.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: use a move like Flower Arcana's 236236E that locks them down regardless of how they tech or special-cancel.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: cross them up: then their "backwards" ground tech will move them towards you instead. In this situation, there is no way for them to move away from you while ground teching.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">After a soft knockdown, you can sometimes tech in the air just above the ground. Don't tech the knockdown: after you hit the ground, neutral or forward tech in the air (if you can) and mash j.A to catch the opponent off-guard.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: shorten your combo (less hitstun reduction) so that they cannot tech in the air after the knockdown.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">In the corner, air tech forward to tech out of the corner.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: put them into an ambiguous cross-up situation after they tech forward.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If your character has an air reversal, you can use it after a left/right air tech or a wallslam tech. (You won't be vulernable to attacks, but you can be thrown before you can reversal!)</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: throw them earlier in the tech animation.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: make the reversal whiff.</span></span></li></ul></li></ul><div> </div><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== Baiting Ground Throw Techs ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Dash forward, jump, homing j.A/j.B to punish their whiffed throw.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: tech throws by plinking/pianoing 4D~A since 4D has less recovery. You can DP them out of their attack or even 5A if you 4D'd early enough.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: mash buttons.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Dash forward, 2A 2A, wait and punish their 4GC.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: try to jump out or high jump block. Even if they hit you, they might not hit confirm since they're expecting you to block and 4GC.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: mash buttons.</span></span></li></ul></li></ul><div><p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;text-align:center;"><strong><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">=== High Jump Block ===</span></span></strong></p><ul dir="ltr"><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Right before you wake-up, input a high jump followed immediately by low-block (or high-block if they're jumping in on you). You can block attacks during the high jump pre-jump frames and if they tried to ground throw you or blocked to bait a reversal, you'll jump away safely. (If you get hit, you probably did a normal jump or you didn't hold block fast enough.)</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: do a late air-unblockable attack to catch the jump-out.</span></span></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: do a high/low or left-right mixup. It's more difficult to block a mixup correctly while inputting a high jump block.</span></span></li></ul></li><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">If your opponent likes long-ranged frame traps (e.g. Scharl, Kamui), attempt to escape using high jump block. If they did the frame trap, you can block it during the high jump pre-jump frames. If they did something else, you'll jump away safely.</span></span><ul><li style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Counter: dash in with a late air-unblockable to catch the jump-out.</span></span></li><li><span><span style="font-size:14.6667px;font-family:Arial;color:rgb(0,0,0);vertical-align:baseline;white-space:pre-wrap;background-color:transparent;"><strong>Counter</strong>: hit the opponent with a low just before your usual frame trap timing. You'll probably catch them during the jump input of a high jump block.</span></span></li></ul></li></ul></div></div>
]]></description><guid isPermaLink="false">11850</guid><pubDate>Tue, 15 Sep 2015 23:52:47 +0000</pubDate></item><item><title>CEOtaku (oh my, a topic)</title><link>https://www.forums.dustloop.com/forums/topic/11644-ceotaku-oh-my-a-topic/</link><description><![CDATA[
<p>Anybody going to this?</p><p><a href="https://www.facebook.com/events/574199709401099/597256323762104/" rel="external nofollow">https://www.facebook.com/events/574199709401099/597256323762104/</a></p><p>I'm all booked to go. The whole thing feels kind of...odd, but whatever, it's a tournament. AH was previously listed as a main game, but Jebailey tells me that the game recently has "the lowest numbers" at tournaments. Could very well be true...but anyway, he says if we have the numbers (20), we can be bumped up to real game status.</p><p>Anyway, I'm also in Xrd, AP, MB, UNIB and SKM if they do that. Same for KOF. I'm just hoping it's not a fluke. It's kind of on us to make it all happen and continue to happen, but eh...I've seen no talk of it really?</p>
]]></description><guid isPermaLink="false">11644</guid><pubDate>Fri, 21 Aug 2015 04:11:44 +0000</pubDate></item><item><title>[LM] Video/Stream Thread</title><link>https://www.forums.dustloop.com/forums/topic/8751-lm-videostream-thread/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/AH3LM/Graphics/AH3LM_Video_Stream_Thread_Header.png" alt="AH3LM_Video_Stream_Thread_Header.png"></p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Welcome to the Video/Stream thread!</b></div>
<p>Here you will find a directory of known video archive and stream links! If you have any other sources for footage please let me know and I'll add it to the list! Feel free to post up new videos as you find them, or streams!</p>
<p></p></div>
<p><strong>What you'll find here:</strong></p>
<ul><li>Tournament match videos</li>
<li>Live streams of known broadcasters</li>
<li>Current live streams</li>
</ul><p><strong><a data-ipb="nomediaparse" href="" http: rel="external nofollow">SugoiDB</a></strong>: SugoiDB is a searchable match database, maintained by the English speaking community. You can search a variety of fields, from Arcana, to Character, to player. The only downside is this is a manual process, so the database is not always up to date. If you are interested in helping maintain this please get in touch with us!</p>
<p> </p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b><strong>Known English Streams</strong></b></div>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">TeamTigre</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Nadakaineko</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Arturo (Nycfurby)</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">dotShotS</a></p>
<p></p></div>
<p> </p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b><strong>Known Japanese Streams (Nico)</strong></b></div>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">ArcanaParty</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">ACT (Maori)</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Kako (Petra)</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Mango (Konoha)</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Owen (Kira)</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Shirogoma (Angelia)</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Tapikira (Kira)</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Tokibito (Konoha)</a></p>
<p></p></div>
<p> </p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b><strong>Known Archival Video Channels</strong></b></div>
<p><a data-ipb="nomediaparse" href="" https: rel="external nofollow">HomingCancel</a></p>
<p><a data-ipb="nomediaparse" href="" https: rel="external nofollow">HardEdgeOfficial</a></p>
<p><a data-ipb="nomediaparse" href="" https: rel="external nofollow">Tokyo Leisure Land</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Ripumira</a></p>
<p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">TeamTigre</a></p>
<p></p></div>
]]></description><guid isPermaLink="false">8751</guid><pubDate>Mon, 02 Jun 2014 13:39:11 +0000</pubDate></item><item><title>Question about Love Max North American Disc</title><link>https://www.forums.dustloop.com/forums/topic/10734-question-about-love-max-north-american-disc/</link><description><![CDATA[
<p>I was looking at the disc of the North American release of Love Max and I noticed the front of the disc looks like it has words underneath the art. It's like something was printed on the disc, and then the Arcana Heart 3 art was printed again over it. I can't tell what it says underneath though. It's also printed upside-down compared to the Arcana Heart 3 art.<br><br>
Does anyone else have this with their disc? I'm curious because this seems really weird and I've never seen it before. I'm not sure if it's normal (for this game).</p>
]]></description><guid isPermaLink="false">10734</guid><pubDate>Wed, 29 Apr 2015 08:04:47 +0000</pubDate></item><item><title>Arcana Heart LoveBats</title><link>https://www.forums.dustloop.com/forums/topic/10435-arcana-heart-lovebats/</link><description><![CDATA[
<p>A friendly online ranked PSN tournament using the <a href="" title="External link" rel="external nofollow">swiss system</a>, everyone gets a chance to play equally under this type of tournament without being eliminated. These will take place every Sunday, we may reschedule to a different day if necessary.<br><br>
Players of any and all skills levels welcome, register yourself at the challonge link or post your PSN here to be added.</p>
<p> </p>
<p>All tournament points will be added up to your total ranking score.<br><br><b>Chat: <a href="" rel="external nofollow">#LoveBats </a></b>IRC channel.<br>
For those of you unfamiliar with IRC, just follow the link above to the chat, and use your gamertag as your nick, or nickname. This is where you will be reporting your matches to me so I can update the <a href="" rel="external nofollow"><span><span>challonge</span></span></a> page brackets and talking to the other players. If you're unable to IRC, you can message me the results on PSN.<br><br><b>Time:</b> Sunday, Feb 15th, 2015<b>, </b>7:00 pm EST, 6 central, 4 PST, etc. You may enter anytime up till 5 minutes before the matches start.</p>
<p> </p>
<p><b>Rules:</b></p>
<ul><li>Each match is best 2 out of 3.</li>
<li>Winner is not allowed to switch characters</li>
<li>No game breaking glitches.</li>
<li>You must have the NA version of the game</li>
<li>Players must check in before the tournament starts</li>
<li>If someone does not show up for their match in 5 minutes they will be given a warning, and in 5 more minutes they will be disqualified for the round</li>
<li>Someone from the match must report who won, but the winner is the one that is held responsible for it.</li>
<li>Any player may choose to forfeit if they decide the connection is unplayable. The other player will simply get the win.</li>
<li>If both players agree the connection is bad or don't want to play in it, they may report a draw.</li>
<li>Otherwise, standard Swiss System rules. Whoever has the most points at the end wins. Ties are broken by tie breaker points, unless they are top 3, then they can be decided with a whole set of best 2 out of 3. Ties below top 3 will be left alone</li>
<li>1st place is awarded 5 points toward ranking, 2nd 3 points, 3rd 2.5 points, 4th 1.5, everyone gets 1 point just for participating</li>
</ul><p> </p>
<p><strong>Tournaments</strong>:</p>
<p><a href="" rel="external nofollow">http://challonge.com/AHLB</a></p>
<p> </p>
<p><strong>Ranking:</strong></p>
<p>1. Sanger_Zonvolt - 8.0</p>
<p>2. setrajonas - 5.0</p>
<p>3. PooglyWoogly - 4.5</p>
<p>4. TKShadow - 2.5</p>
<p>5. txrdriftrchimu - 1.0</p>
<p>6. Tenryuga - 1.0</p>
]]></description><guid isPermaLink="false">10435</guid><pubDate>Sat, 07 Feb 2015 10:43:56 +0000</pubDate></item><item><title>[LM] The Parace Struggle (tips and observations)</title><link>https://www.forums.dustloop.com/forums/topic/8865-lm-the-parace-struggle-tips-and-observations/</link><description><![CDATA[
<p>Because it is real. So...initially, I wanted to come here and give you guys tips on how I'd successfully found some ways to deal with her, but I haven't actually beat her...lol.</p>
<p> </p>
<p>Some useful information for everybody to try to work out a strategy, though:</p>
<p> </p>
<p>The bad news first:</p>
<p>She cannot be knocked down. Initially, you might think, oh hey, I'll try Earth stomp super to stuff this full screen nonsense! Unfortunately, this move <em>doesn't even hurt her</em>, let alone knock her down. Your general Arcana gameplan, for this reason, will not be so effective due to this property of hers, coupled with the next thing:<br>
She has a four-second burst recharge. Yes, her burst recovers faster than EF.</p>
<p>Unlike vanilla AH3, she does not lose maximum health after each continue.</p>
<p>There will be some rounds where the AI basically decides that you will lose, i.e. Parace just does a string of supers that renders you immobile.</p>
<p>I originally thought she could not block low or guard cancel, but she can. In fact, her GC allows her to teleport instantly behind you.</p>
<p>She does not take chip damage.</p>
<p>GCing against her is not so great. It can be against certain supers, such as her Earth super or the full screen level 3, but against others she will be able to punish you.</p>
<p>Her mobility is insane. Trying to take a risk and tag her with a large, slow move or even attempting space control at neutral can be risky due to Parace being able to instantly teleport behind you, and since Arcana doesn't have corners, she can just as well pop behind you in the corner if she feels like it (and she will).</p>
<p>She has near half-screen instant high/low that can end the round. Not only that, but when coupled with her teleports, she can decide to just roll up beside you and do the Water command throw. I could go on, but I think that about covers most of it lol D:</p>
<p> </p>
<p>The good (or less bad?) news!:</p>
<p>She seems, as should be of little surprise, to be less of a threat if you stay in the air. In the air and on the ground, she does not have a move to cover the anti air angle above and in front of her. Of course, managing to safely approach at this angle is not easy. This is advisable over trying to fight her on the ground, as she can mix you up instantly if you stay there.</p>
<p>If actually in a neutral or defensive situation, Parace will attempt to block charged Es. If you're a Fire player, you could use this to get some free damage. Unfortunately, it is difficult to force her into this situation. Using 214214E or Eclipse can help, and is fast enough to often interrupt what she might be trying.<br>
Continuing with that last note, she doesn't handle unblockables too well in general and actually has low HP. You may be able to take her out with a strong unblockable move.<br>
As with all AI opponents, she will often not respect lingering projectiles such as Sin balls. These can interrupt whatever she's doing and give you a combo and allow you to at least start a short offensive.<br>
Parace has several status effects that she can inflict upon you. One of them, however, can actually work to your advantage if you are aware of it. If she hits you with a super that looks something like a large, blue, fancy Metal sword that activates a red aura with Hokuto no Ken-style death timer. However, this super will also put you in a state where you have infinite armor, take no damage and do increased damage yourself for a set period of time. Power through her attacks and try to take her down, if you're in a position to!<br><br><strong>Perhaps most importantly</strong>, and this may be how we have to beat her: While she is using her healing level 3, the golden crystal cocoon, it is advisable that you set up something advantageous during this time such as a Blaze, Eclipse or Critical Heart. If you're Lieselotte, do this: <a href="" rel="external nofollow">https://www.youtube.com/watch?v=isNzZUmnDxc</a><br>
(also see Tigre's Metal Angie example below)<br>
 </p>
<p>And that's all I've got, I think. Good luck versus this...nice lady. I'm not sure if Fiona can really beat this character, short of sheer chance. I've managed maybe ten rounds out of...probably 80-ish tries, but yeah...it feels like trying to win the lottery.</p>
]]></description><guid isPermaLink="false">8865</guid><pubDate>Sun, 06 Jul 2014 20:49:38 +0000</pubDate></item><item><title>question about profile card records</title><link>https://www.forums.dustloop.com/forums/topic/10410-question-about-profile-card-records/</link><description><![CDATA[
<p>i know i have a critical heart finish, more than 1 arcana blaze, super finish. but it all says 0.</p>
]]></description><guid isPermaLink="false">10410</guid><pubDate>Wed, 04 Feb 2015 09:42:09 +0000</pubDate></item><item><title>any beginners here</title><link>https://www.forums.dustloop.com/forums/topic/9835-any-beginners-here/</link><description><![CDATA[
<p>just wondering, since i can use a good match, some training</p>
]]></description><guid isPermaLink="false">9835</guid><pubDate>Sat, 29 Nov 2014 22:02:51 +0000</pubDate></item><item><title>Framedata</title><link>https://www.forums.dustloop.com/forums/topic/10331-framedata/</link><description><![CDATA[
<p>When you guys get the framedata for Love Max, are you gonna upload pictures of every move in the game? I liked looking at the hitboxes.</p>
<p> </p>
<p>Edit: Can you move this to the Q&amp;A thread? I forgot it was there.</p>
]]></description><guid isPermaLink="false">10331</guid><pubDate>Tue, 20 Jan 2015 01:00:51 +0000</pubDate></item><item><title>timing for ground homing and extend force combos</title><link>https://www.forums.dustloop.com/forums/topic/10296-timing-for-ground-homing-and-extend-force-combos/</link><description><![CDATA[
<p>are there any tricks/timing to them.</p>
<p>I can't seem to ever get them besides the occasionally flukes in training mode.</p>
]]></description><guid isPermaLink="false">10296</guid><pubDate>Thu, 15 Jan 2015 02:14:12 +0000</pubDate></item><item><title>why so dead</title><link>https://www.forums.dustloop.com/forums/topic/10189-why-so-dead/</link><description><![CDATA[
<p>this game is really good, other than the fact that it's really hard to learn, since theres no challenge mode like the more popular fighters.</p>
<p> </p>
<p>The region thing limited some players, but there should still be some.</p>
]]></description><guid isPermaLink="false">10189</guid><pubDate>Sat, 03 Jan 2015 01:16:32 +0000</pubDate></item><item><title>AH3LM at NEC!</title><link>https://www.forums.dustloop.com/forums/topic/9556-ah3lm-at-nec/</link><description><![CDATA[
<p>So NEC will AH3LM but theres no signups anywhere. Got no idea whos going and who will be around for games</p><p></p><p>
So lets make a list! Me and a few brits will be coming down and it would be nice if people could meetup for games</p><p></p><p>
If theres a thread like this already with a signup sheet somewhere please lock this thread D: otherwise lets drop names and times!</p><p></p><p>
Frostbolt - UK - Wednesday</p><p>
AngelDarksong - UK - Wednesday</p><p>
Mr.E - UK - Wednesday</p><p>
RurouniLoneWolf - Montreal - Friday</p><p>
Tigre - Philly - Thursday</p><p></p><p>
Hoping to see loads of you guys</p>
]]></description><guid isPermaLink="false">9556</guid><pubDate>Thu, 02 Oct 2014 14:30:29 +0000</pubDate></item><item><title>Game Install Data</title><link>https://www.forums.dustloop.com/forums/topic/9437-game-install-data/</link><description><![CDATA[
<p>Does anyone know the install for Love Max? Thanks in advance.</p>
]]></description><guid isPermaLink="false">9437</guid><pubDate>Mon, 08 Sep 2014 05:22:42 +0000</pubDate></item><item><title>[LM] European General/Events/Netplay Thread</title><link>https://www.forums.dustloop.com/forums/topic/8791-lm-european-generaleventsnetplay-thread/</link><description><![CDATA[
<p style="text-align:center;"><img src="https://dl.dropboxusercontent.com/u/53796121/AH3LM%20EU.png" alt="AH3LM%20EU.png"></p> <br>Yeah, we play this game. Now that Dustloop has a forum, here's the obligatory EU thread, where we can talk about...whatever people want to talk about<br> <br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Player List</b></div><br>Finding games in Europe is going to be pretty hard, most of the time rooms are made when somebody requests one. If you want to find players drop your name and your PSN here. Theres also the <a href="" rel="external nofollow">Player List</a> but finding just EU players is kinda difficult because there are no filters.<br> <br>The format will be "Player - PSN - Location - Notes"<ul><li>Zeipher - ZeipherBurger - Norway</li><li>Frostbolty - Frosty2bolt - UK</li><li>AngelDarksong - AngelDarksong - UK</li><li>Ekusu - Ekusuou - Germany</li><li>Eirei - hebiyarou - Croatia</li><li>LordSpectreX - LordSpectreX - UK</li><li>Magaki - Magaki_x1 - France</li><li>Tu101uk - Tu101uk - UK</li><li>Daedron - Daedron - Holland</li><li>Singer of White Line - RailgunMagatsu - Russia</li><li>Exonestar - Zakonestar - UK</li><li>Stealth - SALT__Monkey - UK</li><li>SoulGuardianHaku - SoulGuardianHaku - UK</li><li>Mik - Mik_oro - Germany</li><li>chrno94 - chrno94 - France</li><li>Dblanks - Dblanks - UK</li><li>pokemonblaze234 - byakuyaJP234 - Portugal</li><li>SoriasSire - SoriasSire - Germany</li></ul>If you want to add notes or something just leave a post, hopefully I read it<br></div><br> <br>and that's it for now
]]></description><guid isPermaLink="false">8791</guid><pubDate>Mon, 09 Jun 2014 01:47:23 +0000</pubDate></item></channel></rss>
