Arcana Heart for PS2 - Lieselotte Guide Version 1.00 by Joshua Vaughn, a.k.a. Mikadok on GameFAQs/GameSpot and I Kei I on Gaia Online and Shoryuken.com = = = = = = = = Copyright info = = = = = = = = Copyright 2008 Joshua Vaughn All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. = = = = Legend = = = = U = Up D = Down F = Forward B = Back u/f = up/forward d/f = down/forward d/b = down/back u/b = up/back qcf = quarter-circle forward, or d, d/f, f qcb = quarter-circle back, or d, d/b, b hcf = half-circle forward, or b, d/b, d, d/f, f hcb = half-circle back, or f, d/f, d, d/b, b dp = Dragon Punch motion, or f, d, d/f 360 = full circular motion j. = jumping s. = standing c. = crouching dj. = double jumping IAD = instant air dash (A) = Light Attack (Square) (B) = Medium Attack (Triangle) (C) = Strong Attack (Circle) (S) = Special Attack/Homing button A+S (R2) = Throw. There are two normal throws for each, done with A+S neturally or with left or right held, respectively. For most of the characters, the neutral throw is a mulithit throw that will launch their opponent. Others have a multihitter that will leave their opponent in a stun long enough to follow up with a combo. A+B+C (L1) = A.Act or Arcana Activation + = Means to press any noted directions and buttons simultaneously, such as in f+A * = Means that a move can be executed in the air as well. When buttons are noted together without separation, such as in ABC, it means to press noted attack buttons simultaneously. = = = = = = = = = Other notations = = = = = = = = = When explaining combos later in the guide, the number notation normally seen in refernce to games such as the Guilty Gear and Soul Calibur series may be used. For those unfamiliar, here is a small explanation that will hopefully clarify it. The notation in question coincides with the numberpad on your computer keyboard. 7 8 9 4 5 6 1 2 3 So in short, 8 would be up, 2 would be down, 4 would be left, and 6 would be right, with the other numbers representing the diagonal directions. In other words, the motion qcf+A would be abbreviated thorugh the number system as 236A. = = = = Terms = = = = OTG = Off The Ground. Basically means that a move can pick up or hit a knocked down opponent, so long as they don't tech roll. TK = Tiger Knee (explained in detail below) (SC) = Move can be Super Cancelled HC = Homing Cancel. Press S just as any physical attack either lands or is guarded. This will allow you to cancel the animation of a move, similar to Roman Canceling from the Guilty Gear series, though it also allows you to literally home in on your opponent's location by holding the button, sending you dashing or flying wherever they are as you would when normally holding the button. Needless to say, this is important to know so that you can take any combo opportunities a launcher might present. FHC = Forward Homing Cancel. The same as the aforementioned Homing Cancel, except you will dash straight forward instead of taking to the air or being able maneuver yourself in any sort of angle during the dash. Done by pressing forward as you do an HC. BHC = Backward Homing Cancel. The same as a Homing Cancel in every way except for the fact that your character will make a small movement backward before dashing forward. Done by pressing backward as you do an HC. Backward Homing Cancels have small windows of invincibilty on them until the initial backward movement is complete. GHC = Guard Homing Cancel. Just as with a normal Homing Cancel, except that, as the name implies, this is done as you guard an opponent's attack. As with a normal Homing Cancel, there are three variations, those being neutral, backward and forward. The forward variation is crucial to remember, since as you move forward a barrier of sorts forms in front of your character for a scant moment or two that will clash with any subsequent physical attacks. Utilize this to keep yourself on the offensive as much as possible. Tech Recover = S when knocked down, as you hit the ground, or during a strong knockback as you're about to hit the wall. Not all moves allow a tech recovery. = = = = = = = = = = = Why use Lieselotte? = = = = = = = = = = = "Liese", as she's so affectionately called by many Arcana Heart players, can be much more difficult to learn than most any other character, and rightfully so. Having been dubbed the "Eddie/Zato-1" of Arcana Heart, her playstyle with her "sister" Elfriede allow for some of the most confusing setups and elaborate juggles in the game. Like Eddie, however, she will take much work for anyone to learn and play effectively. Played properly, however, she's easily one of the most versatile characters. = = = Pros = = = + Elfriede assist. + Small height, second only to Konoha overall (crouching/standing). + Long range and good priority on normals with Elfriede inside the suitcase. = = = Cons = = = - Steep learning curve. - Attacks suffer a range and power deficiency without Elfriede inside the case. - If Elfriede is KO'd, her game is cut sharply. - Special moves can be cumbersome to use, since they rely on positioning overall. - Opponent must be cornered for her more effective loops. = = = = = = Lieselotte = = = = = = Normals to keep in mind - - - - - - - - - - - - - - Something in particular to note with Liese's normals: Any normal pertaining to usage of Elfriede will have the same effect on the opponent if Elfriede is active or downed, but will suffer in the range and power departments because of the fact that the suitcase will be all that Liese will have to attack with. A - It might be odd that I didn't specify which A attack is noteworthy. Quite simply put, this is because all of them, be she standing, crouching or jumping, are noteworthy, and for the same reason, that being the speed at which she attacks. Liese has one of the fastest A attacks in the game, and she swings twice to boot, which makes it good for clashing situations. s.B - On its own, it's only useful for comboing into, as well as the occasional clash, but it has an interesting quirk to it that makes it rater noteworthy, that being that this move provides Liese with projectile reflection. Though it won't reflect EVERY projectile, this can definitely be used to your advantage. j.B - This one is rather fast to execute for a midair B strike, and it will clash with most any move that it meets in midair, so it's a good one to use for jump-in or dash-in attempts. j.C - This one, while slow to execute, has good priority, and great reach, if Elfriede is within the suitcase. It's also one of the few j.C attacks that can be jump-cancelled. - - - - Movelist - - - - - - = = = = = = = = Command Moves = = = = = = = = f+B - Elfriede speings from the suitcase, striking upward. As the look of the attack tells on its own, it's a decent enough move to use to intercept an incoming aerial opponent. What's more is that the strike is jump cancellable, which means that if you hit with it, you can follow up for extra damage, so long as the opponent isn't TOO far off. f+C - Liese's universal wallslam move, this one, like anyone else's can be charged, and is unblockable on approach from the air. d+C in midair - Liese brings the suitcase down hard at her opponent. This move knocks an aerial opponent towards the ground, but outside of that function, there's not much else to note about it. d/f+C - Your standard launcher. It's a bit slower to execute than some other launchers, but has a bit more priority as a tradeoff, so it isn't as liable to clash as other launching attacks. Throws - - - - A+S - Lieselotte smacks the opponent a few times, launching them upward for you to follow up. Nothing special to note with this one that other throws of the same ilk don't allow. b or f+A+S - Liese smacks the opponent with the suitcase, sending them a good distance before unceremoniously falling on their backs. A good throw to use when you want to distance yourself from your enemy, and one of the easiest ways to do so. j.A+S - Same as her b or f+A+S throw, except in the air. Of course, the higher up you are, the further the enemy will go sailing. = = = = = = = = Special Moves = = = = = = = = Crimson Gaze: hcb,f+A, B or C in close Lieselotte's command grab. While doing a bit less damage than her normal grab, it has the enviable ability of being able to switch up an opponent's controls, so this can definitely factor into buying yourself time to create setups and whatnot, as well as generally opening up your opponent for punishment if the switch isn't something they're used to, let alone ready for. *Soul Split: qcf+A, B or C This will summon Elfriede, who emerges from the suitcase rolling through the air Blanka style, then slashes as she hits the ground. An effective zoning and combing tool overall, but if it becomes an anticipated move, you'll be doing nothing more than endangering Elfriede, which you don't want to do. Once summoned, Elfriede functions much in the same manner as Eddie from Guilty Gear, moving in conjunction with your directional presses and attacking with different strikes depending on the button pressed. An interesting thing to note is that you can crouch with either d/f or d/b and make Elfriede move while remaining stationary. This can be crucial to know for positioning the puppet. Repeated d/f presses will result in Elfriede moving forward much more quickly. ==Do the following after summoning Elfriede== Coffin: qcf+A, B or C This summons the puppet back into the suitcase. The main thing to keep in mind is if Elfriede is in the middle of ANYTHING, she will finish that action before returning to the suitcase, so keep this in mind when striking or setting any orbs out, because you're left entirely stationary and open during this. Of course, you want to be as close to the puppet as possible whenever you summon it back so the time you spend standing about is as small as possible. *Submission: qcb+A, B or C Liese sets an orb out that rotates. When Elfriede is within the suitcase or down, the orb is dim and inactive, but when she's out and about, she'll rush to wherever you set the marker and do a rolling strike, followed by a swipe of its claws. Contrary to the way this move looks, it doesn't hit the opponent low. The two hits come one after the other, however, so it can be used for a decent beginning for guardstrings. *Cruel World: d,d+A, B or C Elfriede moves to wherever you set the orb, delivering a rapid barrage of slashes, the last one wallslamming the opponent. Like with Submission, this doesn't strike low, despite it's looks, however, if your opponent decides to guard it while standing, you can strike them low and open them up for the rest of the strikes. *Insanity: rdp+A, B or C Elfriede glows as she sails across the screen to wherever you set the orb, damaging the opponent if she comes into contact with them. It happens fairly rapidly, so striking her with anything less than a projectile is a dangerous thing for your opponent to do. It's a given, then, that this move should be used to start most of your guardstrings off. For even more pressure, you can place an orb for Cruel World right after, and Elfriede will follow up with that immediately upon ending her flight. *Gatekeeper: f,b,f+A, B or C Setting one of these orbs sets Elfriede to teleport to wherever you set it, whether it's high in the air or low to the ground. Uses for this usually depend on the situation. For example, it can obviously be used to summon Elfriede back to wherever you are on the battlefield if you're distanced from your opponent to save yourself the trouble of going in close to rescue her. In other, more elaborate cases, though, you can also use this to get Elfriede close to your enemy to aid in setups and mixups. *Summoning: hcb+A, B or C Elfriede will begin to crawl towards the direction you placed this orb. While she's set on her way, you can make her strike with B or C, respectively, and she'll still follow up on any other set orbs after reaching her destination. ***Side notes on the orbs: A maximum of 5 of these orbs can be set out, and the order in which Elfriede will execute each action depends on the order the orbs are set out. They can be placed before summoning Elfriede. In some cases, this can prove to be beneficial, like during a knockdown, or after a Crimson Gaze. Otherwise, you'd do best to set orbs after summoning the puppet. = = = = = = = Super Moves = = = = = = = Deception: qcf+A+B Elfriede delivers a multitude of slashes much like in her Cruel World attack, with the last hit wallslamming the opponent the same way. This move in particular paves the way for some of Liese's more drawn out, yet more damaging and elaborate, loops and combos when used properly, due to the eighth hit bouncing the opponent. This is important to know not only for combo potential, but also because of the fact that Elfriede will remain inside the suitcase should you HC at the eighth hit. This is also a good move to use during a FHC while guarding. If your opponent continues to strike at you or attempts most anything else, this will catch them, and you can press on from there. *Deathwish: qcb+A+B Elfriede comes out and latches onto the opponent, siphoning at their health. It doesn't do much damage, but that isn't the point of this attack. The main focus on this move is the opening it creates for you to set orbs about if it catches your opponent. This can be comboed into if you're close enough and if the attack you use before cancelling into this leaves your opponent in enough hitstun. j.B during an aerial combo, for example. = = = = = = = = = = = = = = Recommended Arcana usage = = = = = = = = = = = = = = Of course, I myself would encourage whomever plays to use any arcana that they feel befits them best. These are just my personal recommendations for Arcana for Liese to use. *Moriomoto, the Arcana of Nature: Not having any passive effects, and the techniques behind it being subpar at best for most anyone else, this arcana actually suits Lieselotte rather well. Planting seeds amidst youe mixups of orbs and whatnot can make them that much more effective, and being able to combo into the life siphoning super this provides, thus prolonging Liese's combat time, can make fighting her more than a little annoying for your opponent. *Gier, the Arcana of Shadow: Like Moriomoto, Gier possesses no passive effects. However, the mindgames upon your opponent's wakeup that this can provide can make things more than a little hectic for your opponent to keep up with. Also, Gier can give Elfriede a bit of cover during an advance. With proper usage, it can almost eem as if though your opponent is facing off against three opponents at once. *Anutpada, the Arcana of Time: Having your forward Homing dash turned into a teleport that takes you far across the screen (and possibly behind your opponent) can befuddle their gameplan by quite a large marging when they suddenly find themselves trapped between you and Elfriede. Having to watch their back and their front, they may think twice about taking certain courses of action. = = = = Combos = = = = This will cover some of Lieselotte's combos. Requirements for execution (corner, aerial, arcana requirements etc.) will be noted when necessary. Unless otherwise stated, Elfriede must be inside the case at the start of each of these combos. - A-B(after 1st hit of A)-236B or C - dash in, A-B-236A; After hitting 236A, B or C in this or the above mentioned combo, you can follow with B to have Elfriede hit the opponent for a bit more damage, and to prevent their recovery. - dash in, A-B-236AB - B-C-236AB; If Elfriede isn't in the case, there will be a delay before the super activates, and it won't combo. - B-C-236AB->FHC at the eighth hit of the move->A-j.A-B(after second hit of A)-dj.A-B(after first hit of A)-6C; you can substitute 6C in this combo for 214AB to have Elfriede siphon health from the opponent and buy you time for other things, or, if Moriomoto is your arcana, you can substitute 6C for 236236S to draw health from them. - with the opponent cornered and Elfriede in the case, A-B(after 1st hit of A)-236A-A-j.A-B-dj.A-B(after first hit of dj.A)-6C. After the aerial 6C, Elfriede should hit the opponent with her C attack, which should send the opponent back into the air. Follow up with j.B-dj.B-6C, or substitute the final 6C for 236236S if you have Moriomoto as your arcana. = = = = = = = = = = = = = = Summary/General playstyle = = = = = = = = = = = = = = Lieselotte is an interesting character in that, due to her having Elfriede, she can fight you at either long range or in close, or, with practice, even both at the same time, so it goes without saying that once you learn Liese, you'll play her however you see fit. No matter how you go about playing her, however, there are things you'll want to keep in mind at all times. Keep all of your puppet's moves in mind. You want to be able to set Elfriede to take the best course of action possible in any given situation, be it making a hasty retreat or pressing a daunting offense. You also want to keep an eye on your puppet's health gauge. Three hits, and Elfriede is out of commission, putting Liese in a world of trouble as far as managing the general flow of the match goes. When you do summon Elfriede to attack outside of the case, make sure you stay within a reasonable enough range so that you can summon her back as quickly as possible. Arcana like Moriomoto and Gier can help in keeping Elfriede relatively safe, as well as pressing an offense when you need to do so. = = = = = = I hope that this guide is helpful to whomever may read it. Any missed info will be added in updates to the guide with proper credits given. = = = = = = = = Special Thanks = = = = = = = = - To Atlus, for releasing this gem of a game stateside. Here's hoping for an Arcana Heart 2 release in the near future. :) - To a good friend offline, for pre-ordering this for me. - To my friends for being willing to delve into this wonderful fighting game (and several others as well) with me.