iora Posted July 5, 2014 Posted July 5, 2014 im still really bad haha. i wish i liked better arcanas, i just have too much fun with water. would love to see your fiona sometime though and steal some tech
.ShotS Posted July 5, 2014 Posted July 5, 2014 ...So are any of you guys bothering to learn the Wind Fiona 4-ways? No? welp.
iora Posted July 6, 2014 Posted July 6, 2014 haven't seen a video of said 4 way to make me go "holy shit i need to learn that" so i've just been playing the game if you could reference something though.... then maybe.... ^^?
purify Posted July 6, 2014 Posted July 6, 2014 lol. I have a feeling it will come to a point where I have to decide if I want to win vs. try to be different, since...yeah. Earth is hilarious, but I don't really want to play that way. I'm already subbing Wind and getting some things down. My "thing" has always been Heaven's Fall super cancel into x Arcana super for oki/unblockable, but homing cancel into j.C/fast fall is really good. We'll just see. Pretty sure I'll have to end up using Wind if I want to win some matchups.
.ShotS Posted July 6, 2014 Posted July 6, 2014 haven't seen a video of said 4 way to make me go "holy shit i need to learn that" so i've just been playing the game if you could reference something though.... then maybe.... ^^? https://www.youtube.com/watch?v=IykCb1Vgr0g#t=300 is an example. This shit is cheap but a few chars do have some way out of it(ex: frame 1 clash move) You can just go through the cat's eye vids and find the matches with VJ in them, very good to learn from imo. https://www.youtube.com/watch?v=IykCb1Vgr0g https://www.youtube.com/watch?v=w0L541dEK7w https://www.youtube.com/watch?v=HpHgaiTbwFQ https://www.youtube.com/watch?v=GHObh-Cley0 https://www.youtube.com/watch?v=SVlia9exNqo https://www.youtube.com/watch?v=w-rTIH01IVY https://www.youtube.com/watch?v=Y8SfsOOfEB0 https://www.youtube.com/watch?v=vqG0f3_Ct3o https://www.youtube.com/watch?v=XOi4RVDUUbo
madworlder Posted July 7, 2014 Posted July 7, 2014 earth fiona has access to 4-way mixups with air karatov roof into foot. seems to be inubanchou's main reason for picking earth, even if we know him for using charge E defensively.
iora Posted July 7, 2014 Posted July 7, 2014 Thanks for the links dotshots! Theres stuff to learn though wind in particular still doesnt appeal me a ton. Thats not to say i wont take it into training and see how it feels, but at a visual level it doesnt look like something i would do. Appreciate the help either way though
purify Posted July 7, 2014 Posted July 7, 2014 earth fiona has access to 4-way mixups with air karatov roof into foot. seems to be inubanchou's main reason for picking earth, even if we know him for using charge E defensively. The mixup is definitely strong, man, but I'm more concerned with landing hits in general. Fiona is better at opening people up in this game when she has knockdowns, but Earth isn't giving you much to work with at neutral. As far as the mixup itself goes, Earth could arguably be better since the setup works off of ground Karetov as well. She's a slow character without very good options to throw out to control neutral. j.C is amazing when they're forced to sit still/waking up, j.E is good if you're meeting them farther away and have time and space to get it out...but you won't usually get much off of it unless you manage an air to gorund j.E. The nerfed j.B isn't completely useless, but there are many situations where you feel like you have time for the move to animate, but you don't. I'm probably going to rotate between the both of them some. But yeah, I'm really trying to find a balance in mixup vs. actually being able to hit people.
madworlder Posted July 7, 2014 Posted July 7, 2014 You were using metal for the lockdown, too, I guess? You didn't use it much when we played last, so I'm guessing there was something wrong with it (lack of meter or neutral tools?). Evil doesn't have great neutral, but you might be able to make something from the movement options and I'm pretty sure you could 4-way off of hole super. Sacred wouldn't have 4-way but you could try using the wall slams for 50-50s and maybe be able to cover yourself with javelins. Punishment is a similar state with 236236E's ground bounce, but the counters and true unblockable E's are something I could see Fiona making use of. Just spitballing, it's worth knowing that Wind is definitely not the only arcana that gets easy access to 4-way mixup.
purify Posted July 7, 2014 Posted July 7, 2014 I've never given Punishment or Evil a fair shot, and I'm going to try Sacred out some more pretty soon. Found some neat stuff with Halo just today. That arcana is really good... Metal is just me going for damage. 14-15k if I can get a level up. It's not bad, but not great either. If I don't get a level up, I'm mostly playing Arcana-less Fiona because I usually don't have time/speed to make use of the specials and the eclipse isn't such a great thing to just do (like say, Wind, Fire, Sacred, etc). I do like using it, though. Yeah, the long animation of j.C allows you to sneak in a low pretty easily. The Wind setup is even faster/harder to see...and uses that long-ass Misty Chain bounce that just looks nice, lol.
iora Posted July 11, 2014 Posted July 11, 2014 So, just to get some values going since its been a while since LM dropped... what are you guys getting damage wise in combos? 5b starter, EFC, no bars i'm getting around 9.3k (heaven's fall ender) or about the same into Waters Eclipse so i can set up orb safely (that combo is 5b 5c efc dashing 2b 5c 2c 623a eclipse, set orb, get orb to follow, 5c or 421x or whatever.) 5b starter, no EFC, 1 bar i'm just doing that lazy 2c 421c excalibur... or whatever to get them near the corner if i want that That and i'm trying to training mode out 6b 236a and get the clean hit. its 10k no CH meterless, worth learning maybe. pain the fucking ass though.
setrajonas Posted July 17, 2014 Posted July 17, 2014 iora: regarding clarice, I was told that you should rely more on j.A to stuff her air normals, and also to get above her and use j.E.
RurouniLoneWolf Posted September 23, 2014 Posted September 23, 2014 So I'm picking this game up today with the NA release. I'm curious if there's any place that has some combos listed and if a lot of her wiki page for the original AH3 pretty much carries over into Love Max in general. Anyone happen to know?
Sadv3 Posted September 23, 2014 Posted September 23, 2014 So I'm picking this game up today with the NA release. I'm curious if there's any place that has some combos listed and if a lot of her wiki page for the original AH3 pretty much carries over into Love Max in general. Anyone happen to know? Looks like I'm not the only Fiona player picking this game up today. From what I can tell from the wiki her combos are more or less the same, but she has more variation as far as what she can combo into and more options as far as how she can hit confirm into them.
RurouniLoneWolf Posted September 23, 2014 Posted September 23, 2014 Ah, I see. I guess I'll use what's in the original AH3 page then as a base and experiment from there. Thanks for the quick reply!
RurouniLoneWolf Posted September 24, 2014 Posted September 24, 2014 What are people's thoughts on AAing people with this character? Last night, I was experimenting with 2B. It worked great in neutral but against a Saki doing divekicks up close in pressure, I kept whiffing and getting blown up because of the narrow hitbox and angle of 2B. Are there any better alternatives for up close AAing?
Sadv3 Posted September 24, 2014 Posted September 24, 2014 What are people's thoughts on AAing people with this character? Last night, I was experimenting with 2B. It worked great in neutral but against a Saki doing divekicks up close in pressure, I kept whiffing and getting blown up because of the narrow hitbox and angle of 2B. Are there any better alternatives for up close AAing? Well 2b is a good anti-air. 5C is also good depending on your spacing and how high your opponent is above your head, but keep in mind that she is a spacing character. Most of her moves are most effective maintaining a set distance away including her 2b.
RurouniLoneWolf Posted September 24, 2014 Posted September 24, 2014 Well 2b is a good anti-air. 5C is also good depending on your spacing and how high your opponent is above your head, but keep in mind that she is a spacing character. Most of her moves are most effective maintaining a set distance away including her 2b. Yeah, I was afraid of that. Guess I'll just have to get creative when dealing with people pressuring up close. Thanks again for the quick reply!
Sadv3 Posted September 24, 2014 Posted September 24, 2014 Sharlotte just single-handedly killed my win record. I have no idea what buttons to hit against that character.
purify Posted September 26, 2014 Posted September 26, 2014 I don't see why you would have to use only the original wiki page since there's a LM page already. The link in the first post goes to the new page. She doesn't have an actual "anti air" as they would be thought of in this game. No dp, no upper invincible or just strong hitbox buttons, etc. In vanilla AH3, you could at least meet them in the air with a faster j.B or sometimes even try a 421C in some situations (it used to be air unblockable), but then and especially now, you have to use Arcana/system options to get them off of you or just block. Don't forget the game now has Extend Blast, which you can use to anti air. It's kind of like a dp that knocks them away, does not damage, but puts you in Extend. It can be blocked and punished as if you had done an actual dragon. As Fiona is a much stronger threat in EF, it's not a bad idea to go for that. If your opponents are conditioned to try to bait a Blast, (this is A+B+C by the way), they won't be as aggressive with their jump-ins and you'll have more opportunities to do things yourself. Also note that 5B hits higher up than it used to, so you can tag people with that who are above you. It hits there, but it's not an "anti" air, per se. Can be great for getting combos that weren't possible before.
purify Posted September 26, 2014 Posted September 26, 2014 lol I was talking about these same things on the last page apparently: http://www.dustloop.com/forums/index.php?/topic/8767-lm-fiona-mayfield/#entry816867
RurouniLoneWolf Posted September 26, 2014 Posted September 26, 2014 Well, the page exists but it's mostly empty so I wasn't really sure how up to date/accurate the info on it is. Using Arcana/system options makes sense. This is my first Arcana Heart game and I've been spending a lot of my time getting used to homing movement so I haven't really gotten around to looking to deeply into system stuff. Maybe there's something there I can use to deal with jump ins. Also, I had no idea that Extended Blast could do that but maybe I'm thinking of the wrong thing. Gah, guess I'm burying myself in the wiki tonight. Thanks for all the advice!
.ShotS Posted September 26, 2014 Posted September 26, 2014 Anytime I play a Fiona who is any decent, they usually use rising j.A as their main way to deal with homing approaches. 2B is still okay for low homing approaches and 5B for general stuff. 421 series for super yolo stuff. Blast is a super risky option that I really wouldn't consider too much against a good player. Their approach will most likely be safe against the blast and now you get hit AND you can't burst until you're out of EF.
purify Posted September 26, 2014 Posted September 26, 2014 That's true, j.A can work. But really, you usually have to hold whatever they're doing. ...that is if they're a good player, who knows what they're supposed to be able to get away with. I wouldn't say doing Blasts is good, but when you have no other reversals, it's occasionally not a bad idea. More often than not in my experience, people fighting Fiona tend more to disrespect her defensive options rather than approach in a way that's safe or baiting anything.
purify Posted September 26, 2014 Posted September 26, 2014 I filled out the rest of the normals on the wiki. Need to bug the guys about the images, I guess haha.
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