Arcana Heart/Kasuga Maori

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Introduction

  • Maori Kasuga春日 舞織 (Kasuga Maori?) (cv. Maki Tsuchiya)

The Kasuga family is renowned for its expertise at performing purification rituals and assisting in all matters related to the Elemental world. Maori lives with her older sister Tsuzune and her younger sisters, Koito and Kouta. She does her best to take care of her younger sisters, and through hard work and discipline, the family tries to maintain the generations-old traditions of the Kasuga shrine. The Ministry of Elemental Affairs has requested that Maori and her sisters use their powers to investigate the skies of Tokyo.

The Kasuga family has been performing blessings, exorcisms, purifications, and other rituals for centuries. These techniques have been passed down from generation to generation. Maori is the second oldest of the Kasuga family. She is in charge of directing her sisters during the rituals. Tsuzune, the oldest, is often in front of Maori. She takes the position of attacker, as well as guardian. Tsuzune’s Elemental powers are not quite as strong as Maori’s, but her physical strength is unmatched, the younger sisters, Koito and Kouta, are often behind Maori and assume the role of support. When the entire family’s strength is combined, they can unleash a magic arrow that has never failed to repel demons.

Move list

Throws


4/6AD: Throws the opponent to the opposite side, downs the opponent.

5AD: Neutral throw that wall slams the opponent.

j.AD: Air throw that slams the opponent onto the ground. Opponent bounces off the floor, can be followed up.


Normal moves


2A: Crouching two finger poke angled downward

  • Very short range - can be blocked high - jump cancelable

2B: Throws top out, it arcs upwards going in a small circle.

  • Short range - can be blocked high - jump cancelable

2C: Throws top out in a large arc going up then down and back.

  • Mid-Long range - 2 hits - downs the opponent - slow start up

5A: Standing two finger poke angled downward

  • Very short range - jump cancelable

5B: Underhand thrust with top in hand

  • Short range - jump cancelable

5C: Swings top over head and down in a 120 degree-ish angle

  • Short-Mid range - downs the opponent in the air - jump cancelable - start up clash

jA: The same two finger poke but in the air

  • Short range - jump cancelable

jB: Throws top out at an angle downward

  • Short range - jump cancelable

jC: Throws top out in a arc going in a circle

  • Short-Mid range - downs the opponent in the air


Command Normals


6C: Maori thrusts both hands out with top in hand

  • Short-Mid range - wall slams opponent - air unblockable - unblockable when fully charged

3C: Maori throws top out in a large arc going upward

  • Short-Mid range - launches opponent - air unblockable - unblockable when fully charged

6A: Maori throws top over her head in a large arc coming down

  • Short range - overhead properties - slow start up

3A: Maori throws top out and it travels the floor going forward and back

  • Short range - 2 hits - can't be blocked high

6B: Maori throws top out and it travels the floor going forward and back

  • Long range - 2 hits - can't be blocked high

3B: Maori throws top out a small distance away, top spins in place.

  • Short range - 3 hits - can be blocked high - slow start up


Special Moves


Sekka no Mai: - 623A/B/C (in the air): Whips out a rope and throws out a top

  • A version top moves forward on the ground, B version stays still, and C version moves back. All versions can be blocked high

Ouka no Mai - 623A/B/C (on the ground): Whips out a rope that latches onto the opponent

  • A version hits opponents in the air(air unblockable) in a high angle, B version extends away from Maori at mid height, C version hits low(can't be blocked high). All versions have long range and launches the opponent.

Tsumujikake - 421A/B/C: Maori calls out nee-san. Nee-san comes dashing off screen and punches the opponent on contact

  • A/B/C versions differ by the speed and distance nee-san comes out by going from slowest to fastest/furthest. Air unblockable.

Raishin Otoshi - 22A/B/C: Maori calls out nee-san. Nee-san comes diving out of the sky in a almost vertical line with a kick

  • A version nee-san drops down a short distance away from Maori, B version nee-san drops mid distance, and C version tracks the opponent. Overhead properties, can be followed up.

Hikejikake - 236 OR 214A/B/C: Maori calls out the twins. Twins come flying out on giant paper cranes.

  • 236x a twin comes out off screen from behind Maori, 214x a twin comes out from off screen behind the opponent. A/B/C versions differ from the height and angle the twins fly in by, A version twins comes in low and arcs high, B version twins comes and leaves mid height, and C version twins comes in high and arcs low.


Super Moves


Hama no Shishiku - 421AB: Maori calls out nee-san. Nee-san comes out and does away with those who pick on Maori... Nee-san drops in with a kick of fury and leaves with an explosive punch.

  • It's like a fusion of 22C and 423C, this super tracks and wall slams the opponent. Recommended super for combo enders.

Taima no Zuikaku - 236AB: Maori calls out the twins. The twins come out one after the other on flaming paper cranes and gang up on the opponent.

  • Very slow start up. First twin comes out low behind Maori which launches the opponent, second twin comes out high opposite side of Maori which downs the opponent on final hit(second sister tracks). Opponent bounces on the floor after final hit of second twin, follow up is possible.

Karaito no Ya - 641236AB: One of Maori's few special moves that doesn't involve the family...or does it... Maori magically whips out a bow and fires a magic arrow at the opponent using her top as the arrow head.

  • Nothing much to say about this super... it is one hit and it travels across screen pretty fast, little recovery time. Good to use for punishing arcana specials.

Karaito no Ya Kobu - 41236AB (during the start-up of Karaito no Ya): Same as above, cept now nee-san is brought in to support Maori. Think DBZ family kamehameha... >_>

  • Same as above. Does more damage and uses up an extra super gauge, follow up is now possible.

Karaito no Ya Kamukura: - 41236AB (during the start-up of Karaito no Ya Kobu): Same as above, cept the twins come in also. Family Kamehameha seriously...

  • Same as above. Does even MORE damage and uses up an extra super gauge, easier to follow up.

Strategy

Character Summary:

Maori is a mid to long range lock down type fighter who's weak in close ranged combat she depends on all her gimmicks to deal damage and requires alot of work to deal the same amount that other characters can do. Maori needs good spacing to fully abuse her capabilities, close ranged fighting should be avoided as she lacks the speed and range in her normals to combat most characters, thus Maori will get beat out most of the time in close quarters.

Strats:

  • Try to keep at least half a screen away from the opponent
  • Spam the family constantly (214/236x twins, 22x nee-san)
  • When going in for the offensive, its always good to throw out sister/top before hand (ie. 214/236x twins, j.623x aerial top throw)
  • j.C is your best friend, throw it out when you find yourself being chased
  • 3A is an awesome low poke, use it often when you're on the offensive
  • HC6 421C/22A against block strings is a good defensive tool, use it often but be careful this isn't a guaranteed hit, the opponent can avoid it with HC4 if they are quick to react
  • It is good to end block strings with 214/236x twins, it allows you to continue pressure
  • Abuse 22x nee-san, this is one of Maori's best move as it is an overhead and leads to big damage combos. You can throw in 22x nee-san randomly in block strings to catch people off guard and when it hits you can follow up with a combo
  • 623A(ground) is air unblockable, take advantage of this and use it on opponents above you in the air
  • Always try to follow up after throwing out the twins, never leave a chance to combo the opponent.
  • 5C has start up clash, so it is perfect for anti IAD rush down purposes. Abuse this and follow up the clash with 5A

Combos

The BBC loop

This loop is the staple combo that Maori has, she has no other way to deal great damage other than this loop and the advance loop. Here's an easy way to start the loop, get in close: 22A nee-san drop follow up with 5A 5B j.B(half second delay)j.C land 5B j.B(half second delay)j.C and repeat. The loop can only go for 3 reps before the opponent can tech out so you might want to end the 3rd rep with 5B into 623A. There is a slight variation of this loop and it involves double jumping and it goes like this: j.A j.B dj.A(half second delay)dj.C land 5A 5B and repeat. This version is useful in cases where the opponent is too high to start the BBC loop.

Advance Technique - Family Attack Buffer

  • 412361c~AB (hcf+db c~AB)

This high level technique allows you to call out Nee-san's punch AND perform the twin crane super simultaneously, this takes ALOT of practicing to get down, the half circle forward(41236) buffers the crane super and then downback(1) completes the input to perform Nee-san punch. After the directional inputs you MUST hit C then AB almost simultaneously. This technique opens up alot of offensive options because this can be comboed and can be followed up for BIG damage. You can also buffer the arrow super instead of the twins by doing 6412361c~AB but it's not as useful as the twins super. (Doing this buffer during arcana activate mode will result in doing the arcana blaze super instead of the twins/arrow)

Simple Ground Combo - No Homing Cancels/Super Gauges

  • 5A 5B 6B 5C 421C

This combo doesn't do that much damage but it wall slams the opponent, giving you some breathing room to start pressure game up

Simple Ground Combo 2 - No Homing Cancels, uses one Super Gauge

  • 5A 5B 6B 5C 623B/C 421AB(Nee-san drop super)

Very basic combo, most people who just started using Maori will end up doing this combo alot. Damage is decent, wall slams the opponent

Standard Combo - Uses one Homing Cancel and no Supers

  • 5A 5B 6B 5C 623B/C HC5 j.A j.B dj.A dj.C

A standard ground combo into air combo that ends with knock down. Maori's air combos are a little weird, you need to delay the input of chaining the normals by a little otherwise it won't register. Decent damage, knock down

Advance Wall Combo - Uses two Homing Cancel and one Super

  • (opponent needs to be near the wall) 5A 5B 6B 5C 623B/C HC5 j.A j.623C HC2 j.A dj.C(opponent lands on the top you threw out earlier from the 623C and juggles the opponent slightly) on the way down j.B land [5B j.B(delay)j.C]x3 5B 623A 421AB(super)

This combo deals good damage but needs some practicing to get down, if you don't find the top on the floor after you knock the opponent down with j.C then you're either not close enough to the wall when you did the combo or you canceled the j.623C too fast with the HC2 in most cases it's the latter, adjust accordingly. (Combo needs to be altered a little if you're using the Wind arcana, instead of HC2 after j.623C do HC3 since HC2 with Wind will bring you back to the ground)

Advance Loop - The Rope and Sister Loop

  • Mid screen - 5A 5B 6B 5C > 623B/C > HC6 > dash 22A(opponent gets dragged down from the sky by nee-san) > (before the opponent reachs the ground from 22A)3A 5B > BBC loop x3 > 5B 623A > HC6 > whiff 5C 22B > (opponent bounces off the floor a little from the 22B)dash 5B > BBC loop x3 > 5B 623A > HC6 > whiff 5C 22B > (opponent bounces off the floor a little from the 22B)dash 5B > BBC loop x3 > 623A > 421AB
  • Corner version - same as the combo above just replace dash with 5C whiff after the first HC6

What is said between the highlighted parenthesis is the expected result from the 22A/B, if you're getting something else you're doing it wrong

  • This combo cannot be performed on Lilica and Konoha and works on Kira only in the corner, the loop needs to be tweaked for Lieselotte as she don't bounce off of 22A/B and can't be picked up by 3A, remove 3A and BBC follow up with just 623x. This combo needs a regular 6D to be performed, so the Time arcana and the Rock Arcana are out of the picture.


Arcana Specific Combos


The Poison Loop

The loop that people don't want to be put in, this combo does a devastating amount of damage taking about 80% to 99.9% health from the opponent. While this combo is no different than Maori's advance loop besides 236D from Dieu Mort being added into the combo, poison will contribute to the damage output by ALOT. Poison damage is the main reason why this combo does so much damage, because poison damage drains health at a steady rate it isn't hindered by damage scaling so even if damage scaling is at 5% poison will still do the same amount which at this point will probably do more damage than the combo you're performing on the opponent. This combo can only be done with the opponent at the corner, here's how to do it:

  • (at the corner) 5A 5B 5C > 623B/C > HC6 > 5C whiff 22A > 3A 5B > BBC loop x3 > 623A > HC6 > 5C whiff 22B > 236D(poison mist) > dash j.B delay j.C > land > 5B > BBC loop x3 > 623A > HC6 > 5C whiff 22B > 236D(poison mist) > 623A > 236AB(twin crane super) > A+B+C arcana activate(burst) while opponent is getting hit by second crane at the top of the screen > (opponent bounces on the floor) 5B > j.B j.C > 5B > 623A > HC6 > 5C whiff 22B > 236D(poison mist) > dash j.B delay j.C > 5B > BBC loop x3 > 623A > HC6 > 5C whiff 22B > 236D(poison mist) > dash j.B delay j.C > 5B > BBC loop x3 > 623A > HC6 > 5C whiff 22B > 236D(poison mist) > dash j.B delay j.C > 5B > BBC loop x3(end with j.C)

236D must be done after the recovery of Maori's 22B, if done correctly the opponent bounces off the floor a little and into the poison mist which semi launches the opponent into the air for the j.B follow up. The Japanese makes it look easy to do on youtube vids but this combo is in no way EASY to perform, there are plenty of places to mess up at whether its getting 22B to hit correctly or getting 236D to come out at the right time, keep practicing your execution and you'll eventually get it down.

  • This combo cannot be performed on Lilica and Konoha and works on Kira only in the corner, the loop needs to be tweaked for Lieselotte as she don't bounce off of 22A/B and can't be picked up by 3A, remove 3A and BBC follow up with just 623x. This combo needs a regular 6D to be performed, so the Time arcana and the Rock Arcana are out of the picture.


The Lightning Loop

Coming soon...

Frame Data