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Offline Curbeh

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[Arcana Discussion] El Sa
« on: April 29, 2011, 07:13:22 pm »
Elsa Arcana Discussion Thread



Wind
Wind is one of those arcana that can dramatically increase a character's midscreen zoning and mixup potential. The use of Win'ds Fast fall can turn any blockstring or communion confirm into a deadly series of guesses.

Aura
Out of the other in-fighters, Elsa's homing speed is on the slower side. The extra movement options makes it easier to space without having to use homing. You can also increase the damage output of air to air hits.

Fortia
As you may already know, all of Elsa's B moves (2B 5B 6B) are jump cancellable. Combining the fast fall with IAD strings will keep your opponent on their toes at all times. When using Wind, your E's also become jump cancellable. You can use this as well to extend blockstrings, mix up your opponent or achive meterless combos. Elsa has an easy combo route into 2E, so you can use your newly jump cancellable 2E for combos that do decent damage and cost you zero meter. The most important part of this fact is that you'll gain meter much faster then you would otherwise and you have new windows of meter management. Due to wind, you won't have to spend AG or FG like you would with other arcana. So you can spend meter on defensive and or offensive homing cancels and use your force on bursts and mixups instead of EF combos. The only thing about this is that the placement of communio is rather high, making confirms into 214C unoptimal when outside the corner. They will be sent way too far away. You won't the the corner carry, but you can circumvent this fact by confirming into A or B communio when mid screen. Luckily Wind helps to make up for this fact with the fast fall. You can just go for mixups when midscreen.

Verox
This fast fall is godly for Elsa's mixups and pressure. There are two different sets of mixups that you can run with wind. For one, after an A or B comminio hit, you can use the fast fall after a dash momentum rising jump A for a fourway, depending on your timing. To be specific, you can cancel the fastfall before you hit the ground with JA to make it seem that you are going for the low and hit them with an overhead. In the corner you can just use an IAD to fast fall for your mixup. You could also use 2C -> Tornado in order to catch any haphazard tech attempts. You can also do Gloria -> 236E and then a cross over for your mix up.

Scutum
6GC is also a good tool for getting people off of you regardless of what character you are playing. The only problem is that it will still cost you 1 meter, and Elsa already has a good, debatably better answer with 6GC - 623A->EFC -or- 623B/C -> 623C. Wind 6GC will get your opponent off of you in most situations, but Elsa doesn't really have any moves that will help steal momentum after the push block. Basically, it will just move them away from you. You could try to send out a sonic boom after the push block but this won't work on everyone (Scharl/Nazuna/Kira/Saki/Elsa/Lilica/etc).

Altaria
Air dash cancels... I actually have not found a good use for this. Further experimentation needed.

Skris
When zoning and the like midscreen, The extra projectiles are great for helping to get in on your opponent. Elsa's inate projecjiles are somewhat lack luster for zoning and the sonic booms help a lot.

Vertex
The tornado is a good "haha you can't come here" tool. So tossing it out when you have time is nice. It is also good for catching techs after a sweep after communio. You can also 2D cancel your JE after a combo and use a tornado before you land to punish buttons.

Abolere
You won't use Wind blaze for too much. It does combo from kyre though. Could be used as an unburstable, final confirm.

Falx
Much like Super Love Beam, you won't use this very often.

So...
Wind Elsa is a good choice for anyone looking for a solid variation of Elsa. You lose a bit of health, but the things you get in compensation are way better.


Fire
A current, and extremely popular variation of  Elsa right now. A one-chance type of character that creates destructive resets off many confims.

Souka Shou
The main contributer to Fire-Elsa's power. This changes just about any, low height communio or normal combo confirms from a mixup opportunity into a high damage reset. There are two different resets when using fire. For combos combos, you want to use EF off Kyire  and a B communio after a few hits (...421X [EFC] [66] 5A JA JB 214B). From there hit them with A fully charged 5E. Make sure not to do the E too early (because it will combo) or too late (they could get out and punish). The timing isn't super hard but does require some practice for the correct timing. The other way is with low height communio confirms. This is for things like Air to air hits or Anti airs. After you've hit them with communio, use a fully charged 2E for the reset. After the reset, you do not need to Homing cancel like you do for Sacred. A jump into Neutral Homing is sufficent. There are Fire arcana specific combos that you can follow up with. All of the resets do a ton a damage and can even go into another reset if the communio was dropped early enough. If you're really good, you can do the resets of 6GC -> 623A -> EFC and the like.

Souka Tousui
Blowing stuff up during EF. You mostly only use this as a way to get into your reset with EFCs.

Kasen Yoku
This is a good fireball for Elsa. Moves at a decent speed and is unreflectable. This is pretty good on characters like Nazuna due to it's nature. With a Homing cancel, it is also easy to combo off of.

Kakou En
At neutral, you don't have much to do with blaze. However, this is a very important part of Elsa's meterless confirms off 5[E] resets. You can also incorperate this into the follow ups from 2[E] resets for damage.

Gouten Shou
You already have a good DP.

Kakou Ha
Elsa does not have much use for this. You could theoretically use this a blockstring tool if you wanted too though.

Soushi Taisei
Elsa does not have any good confirms or uses for Fire Arcana Blaze

So...
Fire + Elsa is a very strong combination. It comes with similar perks to Luck but without the guessing games before the extra damage. Fire Health is decent and and FG recovery is average.


Time
Time Elsa is a rare pick that does have merit. Out of all of the different combinations of Elsa, Time has the most expensive, but best okizeme out of any other combination of Elsa. Perhaps the best okizeme out of any other character.

Causality
Clones. As always, clones are good for okizeme, you won't use them off all normal communio confirms. After a normal, low height confirm into 214A, you could place a clone very quickly then go for a very careful mixup. You'll finish making the clone right before they come out of communio hit stun, so you'll need to be aware of any mashing out or reversals. They they are going to behave, go ahead and go for your left/right with an IAD or Emptiness. 2[E] Clone is important for Elsa's huge knockdown, I'll explain it in a bit.

Impurity
It's nice to have but you may not use this that much as you already have a good DP. It does take some risk out of raw DPs though ([44] > 623A). But you alreayd have 4C as an anti air so you will not be using it in that department. You could always use this against people with deep jump ins though (Scharl, Nazuna).

Emptiness
Akuma teleport. Elsa does not have much use for this in combos, this poses a problem as one good combo for time Elsa is with 421X > [6HC]. You'll be using this as a mix up tool or a "lol now I'm behind you" tool for the most part. You could do ~6B > 5E > [6HC] 5A -> for random 6B hit midscreen but you might want to use that meter you'd be burning for Time Elsa Oki.

Freedom from Words
Double speed. Almost too fast with Elsa, X factor level 3 fast. Kind of changes her EF combo so make sure you look it up. You mostly just need to and a JC after two JE JA loops though. This is still good for mixups since you move ridiculously fast.

Freedom from Bondage
Timeball. This is great for okizeme and you can place it midscreen to help discourage aggressive homing towards you. You can place this out after a sweep after a 214C [66] 2C set up. This will practically force them to behave in the corner as Time ball is very hard to challenge when it is out and active. After they are blocking it and or tech into it, you can have your way with them.

Infinite Light
Stop, Ham(ry.  Elsa has a really cool set up using IL. Basically, after a confirm on the ground into IL. You hit them with a knock down move (214AB) and a Float move (A time clone's 2[E]) at the same time. This will force them about as high as a high float move... but they can't do anything about it. They won't be able to tech at all untill the lay flat on the ground, at time the will get up as if they choose to not tech. This give you have huge amount of time to do whatever you want. This is actually the perfect time to use Time blaze and kill them off. If you don't have EF, you can use the time to set up a grand oki scheme. IL is still good for General oki if you lack the 2 meters it would take to use the time specific set up.

Original Unproducedness
Takes a long time, but you have the perfect set up for this. You can even use the big oki set up again during IL if you have another 2 meters before it ends.  Think of this as a flashy reset.

So...
Time is extremely okizeme oriented. You can run this on characters with good reversal or that are just big. Also against characters that don't have a way to get out of Time Blaze

Water
Water Elsa is another rare pick. It works well on super abare characters and players. The main game plan is to force your opponent into the corner, then have your way with them with the water balls to help take hits for you.

Cadus
Your E moves will have added block and hit stun. This comes in handy for pressure. 5E or {E} is good after 6B since both normals move Elsa forward a good bit. Allowing you to stay in a run mixups, this is similar to how Wind works with nE pressure. I'm not sure of what your frame advantage comes out to with Water Es but its good enough to keep your safe. Do watch out for guard cancels though, so don't be too predictable.

Pugnacrum
No Chip. It's not like you'll be sitting around forever but having no chip damage is nice...

Nimbus
Every move will give you water slow. You won't really go out of your way to use this for mix ups unless you were trying to keep yourslef safe from something unsafe. Due to the water slow on very move, your EF combos will change a good bit.

Pluvia
These are great in the corner. Water balls will take hits for you as you go for whatever you want to open your opponent up. When you have the in the corner, X3ball is better. But if you are mid screen and you want something to super power your anti airs or use trace balls with, then a single ball is fine. Safe the meter for when you have them cornered. Careful, with elsa the balls come out a bit high, which is why X3balls as it sets one water orb a bit lower. If you lay out a regular orb. Be careful of low hitting moves and chibis.

Stilla
This will make one water ball at a time follow you around the screen. This can help you play more aggressive with less risk. It's not super useful as it takes time to get a ball out, THEN use trace ball. But it is nice if you can find the time to use this and have one or even two balls follow you.

Cataracta
This is good when your water orbs are about to fade away. Water fall does a fair amount of chip damage and still causes water slow, so you can go for another mix up attempt after forcing them to block this.

Nitrum
This command grab does pretty good damage for the meter it uses. Throw it in with Water Es and mix it up with jump cancels to throw your opponent up. This makes Elsa being next to you even scarier. A blocked jump move into to this move after a step is good. Good as th finishing blow or against Petra due to her command dodge.

Perpluvium
This is what you want to set up in the corner. With these, Elsa can pretty much do whatever she wants to do with out having to worry about opponents cutting in. This will eat up DPs, super reversal, pokes and the like. Combined with the water cmdthrow and 5E, this situation is very threatening for your opponents. This is good against petra as her dodge really messes with Elsa's okizeme game. If you can't land a hit after 5-6 seconds, convert the orbs to water falls and have one more attempt to land a hit.

Regnum
You won't use this very much at all. Still needs experimentation. However, since Water's FG timings are on the poor side, I doubt you'd want to use this that much

So...
Water Elsa is pretty interesting against abare play styles and characters since you can force situations where your opponent has to respect the water balls and not have to sacrifice damage. Do note that Water has pretty bad FG timings. You won't get the most out of this if you have to burst.

Tyr
Tyr is similar to Love in terms of force gauge, meter gain and health. But its special moves don't compliment Elsa as well as Love's projectiles at neutral. However, Tyr has something that makes it very good against characters like huge characters like Cathy, Nazuna, and Kira.

Speed Rutschen
Your E's get faster as you sync with Tyr. You need to raw EF  A LOT for it to make a real difference.

Strength Feder
The more you use EF. The stronger you ge during EF. This can substatially increase the  amount of damage that you do during EF if you always confirm into EF combo early game. You'll also decrease burst and EF recovery. You won't use this midscreen too much like Petra in order to quickly increase your syncronization with Tyr, but it never hurts to raw EF when you have the chance or EFC to keep your self safe instead of using HCs.

Shock Lehm
Tyr Buster. Since you don't see it too much, it often comes as a surprise. A tad bit slow but packs a good bit of hit and block stun and goes a across the whole screen. If your opponent is messing around on the ground on the other side of the screen, then go a head and let this rip.

Splinter Salomo
The start up is a bit slow on Tyr run, but you get a good amount of advantage after making them block this. You could use this to space midscreen as the hitbox is huge and you move a good bit across the screen. This could help you deal with Kira in the air so that you don't have to directly challenge JC or JE. Again, due to its advangage it also makes for a good block string tool. Just make sure that you're not too predictable with when you use it. Remember that you can also use this in air.

Slash Kruger
This does not have too many uses, but you can use it as a reset from 421X. It doesn't actually combo but it is air unblockable. If they tech they will eat the hit and get launched into the air.

Limit Daluege
The main point of using this arcana. As you may already know this move owns large characters up really bad. And Elsa has the perfect too for making someone stay put and use the cage. After a communio confirm, sweep them and super cancel into cage. After that you can have your way against large characters since they will wake up into the cage. You could go for high/lows or Guard crush them with a charge E move. After that hit them with 5A/5B until the cage disappears and then pick the hit up into a combo, then into communio. Then do the same thing again. You may want to use different arcana against Nazuna or Kira, but this move is definitely worth has worth against Cathy as there is little that she can do about it due to her size.

Strength Gottfried
Unlike Slash, you can combo into this from 421X. You can use it to finish your opponent off.

So...
This arcana makes Cathy cry. And its better since you can force this on to her without abandoning damage. You could use this on characters that have good jump in moves due to the Tyr dash.
« Last Edit: May 18, 2011, 03:30:28 am by Curbeh »
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Offline Curbeh

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Re: [Arcana Discussion] El Sa
« Reply #1 on: April 29, 2011, 07:25:52 pm »
Love
My personal favorite variation of Elsa. Love is a great arcana on its own. I often joke that its broken due to its great balance of abilities and stats. You can add these to Elsa to help create variation to her okizeme-centric game.

Fengari
Reflect E. You won't actually use this that much due to the fact that Elsa already has a good set of moves that reflect. It still comes in handy when you want to reflect a large number of projectiles at the same time and you're not comfortable with using 4C (Love's triple balls).

Torapezio
Slow fall. This is an interesting capability. It would be better if you could do it from a single jump, but you can still use this as a gimmick spacing tool, okizeme and bait tool. This is another move that is just good to know that you have, you won't necessarily use it that much.

Ekrixi
Forcefully opens a -> ASu to all of your super moves. Basically, you can chain supers into love arcana super during EF. Due to the nature of Elsa's super moves, you won't use this that much. It still lacks some experimentation so I'll let you know of what I find upon messing with it more.

Roz Sfaira
Love ball. This is a great move. Always have one on the screen when you have a spare moment. It is a proven statistic that love balls make getting in 72.6% easier. The way that it starts of slow makes it a good barrier at first. Then as it homes in a speeds up, you can move in with it to assist you with your assault. This move is reflect bait though. Make sure you stay out of reflect zones while being aggressive so that you don't get hit by your own love ball. This move is also a good okizeme tool, again due to its slow speed when it first comes out. Using this (near a corner) after a sweep after a combo ending in communio will punish air techs directly. The ball will either hit them or force them to block. Either way you can follow up with 4C and then into a combo.

Roz Tóxo
Laser. Another good move. Love beam has infinite horizontal reach and can easily punish full screen shenanigans. This is good because you don't have a move with this kind of reach until you have 3 bars. Your XH is strong but it takes a bit of time to come out. The one think about using using the love beam with Elsa is that it comes out a hit high. It will whiff just about everyone's crouching hit box and all of the chibi's when standing. So be careful against Konoha and Ange as they can really make you pay for whiffing. Otherwise it will tag most of the gay characters that do gay stuff at a gay range (Maori, Petra, Nazuna, Catherine, etc.). If you're just spacing mid-screen with it, put a love ball out first as cover, then let the lasers rip.

Roz Kyklos
Shield. Even though Elsa (and the love arcana) can easily reflect projectiles, the shield has worth in using as there are a lot of things that you cannot reflect. It comes out slow but it will eat 90% of the projectiles in the game. Dice, fireballs, flowers, thunder, boulders, you name it. This makes it good for dealing with projectiles that aren't so easy to deal with, but are easy to read. The projectile that comes out starts off slow just like the love ball, but it speeds up a decent bit and has homing capabilities rivaling Magnet's Trigger (Magnet balls). It also lasts forever so it will chase your opponent down almost to the ends of the... stage. You can still reflect it but you'll get in for free in most cases when this is on the screen. It hits multiple times so its easy to convert into a combo.

Tria Sfaira
Triple balls. This is funtionally the same as the love ball, but you get three and it cost a meter. It does seem that the speed up and move faster than regular balls. It is rather decent for extra screen coverage when combined with a single love ball. You can use this as a mix up too after communio midscreen. After you get a communio confirm, super cancel into triple balls and go for a cross over mix up with the balls. You could also use it in the corner to force your opponent to block longer.

Ouránio Tóx
Super Laser. You will almost never use this. It's start up is slow and and Elsa has almost zero combo route's into this. You might as well just use your XH or triple balls whenever you would even think to use super love beam.

Ílios Sfaira
Blaze ball. Very easy to set up situations with blaze balls. Most of the time use could use this as a kill reset after a communio confirm. Stick them with communio then 2[E] reset and EFC into the blaze. Very worth it as the finishing blow since the love ball does retarded damage and is air unblockable.

So...
Love Elsa is probably the most stable Elsa. She'll have good meter gain, force gauge stats useful specials and arcana blaze as well as no change to her life modifier. Your E's don't get changed in any major way so you also have access to damaging resets using earily communio confirms and 5[E].
« Last Edit: May 18, 2011, 03:30:57 am by Curbeh »
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Offline Hakami

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Re: [Arcana Discussion] El Sa
« Reply #2 on: April 29, 2011, 08:24:18 pm »
olé?

on topic: wow, nice info so far!
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Offline Imma beat my meat while I'm locked up

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Re: [Arcana Discussion] El Sa
« Reply #3 on: May 04, 2011, 08:41:08 pm »
Elsa won't get anywhere near Yoriko's neck

Offline someAzNdude

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Re: [Arcana Discussion] El Sa
« Reply #4 on: May 05, 2011, 02:38:46 pm »
Elsa won't get anywhere near Yoriko's neck
That is what YOU think  :laffo:
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Offline orka

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Re: [Arcana Discussion] El Sa
« Reply #5 on: May 05, 2011, 02:42:58 pm »
When did Elsa turn Mehican? :slowpoke:

Offline Rei

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Re: [Arcana Discussion] El Sa
« Reply #6 on: May 05, 2011, 03:23:34 pm »
Elsa won't get anywhere near Yoriko's neck
That is what YOU think  :laffo:
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Offline RIL

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Re: [Arcana Discussion] El Sa
« Reply #7 on: May 05, 2011, 04:24:43 pm »
Touch of death ftw
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Offline Curbeh

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Re: [Arcana Discussion] El Sa
« Reply #8 on: May 09, 2011, 03:01:35 am »
Added Time
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Offline eirei

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Re: [Arcana Discussion] El Sa
« Reply #9 on: May 09, 2011, 10:54:20 am »

Offline Rei

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Re: [Arcana Discussion] El Sa
« Reply #10 on: May 09, 2011, 04:50:20 pm »
:fireelsa:
J6C
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Re: [Arcana Discussion] El Sa
« Reply #11 on: May 10, 2011, 12:43:46 am »
Who made that smiley
Thats godlike
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Re: [Arcana Discussion] El Sa
« Reply #12 on: May 10, 2011, 08:20:22 am »
Who made that smiley
Thats godlike

Xie did
:nazuna: :heart: :fireelsa:

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Re: [Arcana Discussion] El Sa
« Reply #13 on: May 18, 2011, 03:31:30 am »
Added Water Tyr and Love
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Offline RIL

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Re: [Arcana Discussion] El Sa
« Reply #14 on: July 14, 2011, 09:57:11 pm »
Borrowing Curbeh's template to add one. Not perfect, but there can always be changes.

Thunder

A choice that helps Elsa in one of her weaknesses being a poor clash game. Having the options to clash gives her more leeway in her offense and be able to force her way in. Thunder's attributes can help Elsa hold up in clash battles.

Falim

Adds Clash to your charged Es. Good for forcing clash on your opponents  when your opponents are approaching you, though it's relatively situational.


Ensium

Adds Clash to your dash. You can use this to clash and play a bit more aggressively. This is very good option to force clash on your opponents as your clash options are a bit limited without thunder. It also allows Elsa to be able to stand up to characters that outclash her. This passive trait is a good option to approach your opponent on the ground.


Cearst Versa
Everything gets Clash frames. You can use this in neutral and in pressure like Ensium if needed.



Scarto Elm
Zaps your opponent in their current position. Ok for making your opponent block and harassing fullscreen, but not good when they are close because it leaves you wide open for punish.




Crioch
You have a very good DP already. Still not a bad get off me tool and helps in clash battles. Like a DP this can be baited, so be careful.






Fearg Long
Great for midscreen okizeme after a communio confirm. You can set this up easily with a sweep into 2c and cancel into this super. Should the opponent airtech, you can 4c to punish their airblock as the bolt will put them in blockstun. You can also setup mixups off of it. This super can be held and released, but it will get canceled out if you get hit or wait too long to release it.





Emlon Enado
Pillar of thunders, not too much use for this move for Elsa.





Brodeur Anam
Arcana blaze. You won't use this at all due to the slow startup and unreliability.








So...
Thunder Elsa helps her weakness in terms of clash ability. Despite having a little bit more options to force clash on the ground. Offensive still needs to be calculative when approaching because you still lack clash for air to air.





I'll do more when I can. A bit drained at the moment to think of anything else.







« Last Edit: July 15, 2011, 01:35:42 am by RIL »
GG:Millia  AH3:[:elsa:] :weiss: :kamui: :akane:
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