Arcana Heart 3: A Starter’s Guide to Arcana Heart 3 Part 1
http://mizuumi.net/2011/03/05/a-starters-guide-to-arcana-heart-3-part-1/
This is the first in a series of articles intended to ease players into the latest in the Arcana Heart fighting game series developed by EXAMU. While a lot has been shown about the game, many players have some issues grasping core concepts in the game simply because of different they are from other “normal” fighters. To facilitate transitioning from other games and strengthen the scene as a whole, I will explain some of these mechanics and break down how they are implemented in matches, and in further articles, how they compare to other games you may have played.
I. Controls
Arcana Heart 3 is a five-button game, consisting of A, B, C, D, and E. On a six-button joystick layout, A B and C are located across the top row, while D and E are located on the bottom left and bottom right respectively; the bottom middle button is left unmapped. This is a very typical layout for other games in the genre, often categorized somewhat derogatorily as “anime fighters”. The first three buttons correspond to light, medium, and heavy attacks; the D button is used strictly for movement options, and the E button is used for Arcana commands as well as a heavier “Arcana attack”. The four-attack scheme is oftentimes confusing to many people, who came from other anime fighters with three attacks only. For those used to three-button fighters on stick, repositioning your grip may be necessary to access the E button since it will be used very frequently. For those on pad, it depends on personal preference but mapping D to a trigger and leaving the four attacks on the face of a PS2 pad may be ideal. There is no standardized pad layout, and with the advent of console being the new American tournament standard, pad is becoming a more common and accepted control scheme for fighters so use what works for you.
II. Movement
Movement should be the first concern for anyone looking to play Arcana at a decent level, simply because there are so many ways to move in the game and the screen is very tall. In addition to all the standard options of most modern fighters – walking, dashing and backdashing – Arcana has the additional movement choices given to anime fighters, namely airdashes and doublejumps. However, Arcana also has the additional choice of the homing button, which opens up literally dozens of movement possibilities. The homing button is used to escape pressure, challenge blockstrings, close in on an opponent, apply further pressure, execute combos, and more. Further articles will explain the intricacies of homing in detail, but for now just keep in mind that Arcana matches are typically fast and have a lot of aerial action, while still requiring good spacing and situation awareness to win.
III. Gameflow
Homing allows you to literally fly at your opponent regardless of where you are on the screen. Because of this, the concept of “neutral” is very different than other fighters. Mid-screen is, in fact, still valid for many characters to apply pressure, and even at full screen, there are character and Arcana-specific pressure options. In addition, there are other versions of homing which increase your flying speed, or methods to alter your trajectory in order to approach at a better angle or stop your approach entirely. Combined with the presence of guard cancels, which allow you to escape blockstrings, and the clash system, which lets you nullify moves which would otherwise be unavoidable, every move you make in a match can be baited or challenged. Very little pressure is guaranteed, ensuring that both players must be actively engaged in their match at a given time.
IV. Meters
Arcana Heart 3′s meter system is a little confusing at first but ends up ultimately easy to understand and manage compared to the previous games. Your super bar and homing bar are no longer separate; instead, there is a single three-bar gauge at the bottom for both supers and homing cancels. Using homing outside of canceling a move no longer costs meter, which is a large part of why Arcana Heart 3 is faster than its predecessors, as it allows for all the freeform movement without having to conserve meter for combos. In addition, the meter will automatically regenerate on its own if used. While this may sound too easy, your super bar actually does not increase in capacity unless you build meter while it is full, meaning that constantly using homing cancels, guard cancels, and supers will leave you with limited resources compared to someone else who is managing their usage. Arcana Heart 3 also combines the burst mechanic, which allows you to escape combos, with the Extend Force bar, which allows access to extra offense and attack options. Integrating these two mechanics in a single bar forces you to choose between escaping a combo that may lead to further momentum at the cost of sacrificing some attack options, or dealing with an opponent while waiting for a chance to utilize said options. Future articles will go in-depth into the specifics of managing meter according to the choice of Arcana and your personal style of play.
V. Character Choice
So now that you’re ready to finally get started, here comes the hardest part of the process: selecting a character to go with. While Arcana is definitely an offense-slanted game, the standard fighting game archetypes are all there: shotos, powerhouses, grapplers, pixies, zoners, and more. The sheer number of character combinations is intimidating at first: there are a total of 529 possible character combinations between the 23 characters and Arcanas. Of course, not every combination is viable, since some Arcana are suboptimal and some characters work best with only a few choices. The primary thing to remember is that selecting a character is just that: picking a character, not an Arcana. Selecting a character that appeals to your personal sensibilities comes first, and from that point on, it is a matter of selecting the proper Arcana to either make up for the character’s weakness or complement your playstyle further.