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Tips for beating Fiona in AH3LM (as Angelia)

a guest Oct 23rd, 2016 212 Never
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  1. Tips for beating Fiona in AH3LM (as Angelia):
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  3. 1. First of all, you have to know about Excalibur so you don't get cheesed-out by it. It's an air-unblockable, overhead super with a huge hitbox. If possible, dodge it by holding 4D during the super flash. If you're in the air, this is the ONLY way to not get hit; if you're already homing, you're getting hit.
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  5. Punishing Excalibur: the air version is fully-punishable on the ground. The ground version, however, leaves Fiona in an OTG state once she hits the ground (like Angelia's dropkicks), meaning you can't do a combo on her. The best option is to go for a setup: because her recovery has a fixed timing, you can easily set up a 50/50, sandoori, 4-way, etc. mixup that she has to block once her recovery is over.
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  7. By the way, all her 623x specials and Excalibur have one hit of armour. They can't really be used as reversals.
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  9. 2. Dealing with her air normals pressure: this is tricky. If you can clash with them (e.g. Angelia 5B), it's really strong b/c of Fiona's slow, limited options out of clash. Depending on the situation, you may be able to hit her out of them with jA or ground normals. Reversals work well, e.g. Angelia's 623A+B (vertical halo beam) works as an upper-body-invul reversal. If they're not prepared for / not OSing 4D, you could use that to dodge the jump-in. After blocking a jump-in, Angelia can do 4GC (4D) j[4]6A, which should beat her trying to jump again or use 2A -- but will lose to 5B, 2B, and probably dash 5A. EFC (A+B+C) on block is an option as well, but if you time it wrong it'll just be safe-jumped.
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  11. 3. Dealing with her air normals at neutral: try to make her whiff them, then home-in to rush her down. From long distance, because you can home-in on different trajectories or vary the speed between normal (5D), fast (5D delay D), and slow (5D hold back, optionally speed-up later with D), it's not easy for her to hit you air-to-air reliably. At closer ranges, if you can either make her block or whiff a normal by using just your jumps and air dash, that's ideal.
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  13. Once she whiffs an air normal or is otherwise committed to landing, force her to block after she lands, then begin your pressure / mixups / guard-cancel baits. By default, she has no reversal options and if she does 4D to dodge your jump-in you can OS it by mashing 5B/2B after your jump-in. She may block the jump-in, guard-cancel forward and attempt to throw you, or perhaps guard-cancel back and use j214x (but this will probably lose to 5B/2B after your jump-in). She may EFC cancel after blocking a few hits. That's the extent of her options w/o specific Arcanas. Fire and Ice can give her a reversal super (236236E); Lightning gives her 5[E]/2[E] as options to force a clash (and 623E as an invul response to clashes); Earth gives her 5[E]/2[E] with upper-/lower-body superarmour; Wind allows her to pushblock.
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  15. Basically, once you bait EFC a few times so she's afraid to use it (or if her burst / force gauge is in cooldown), you can be relatively liberal with your pressure / mixups while she's blocking.
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  17. 4. Dealing with her "vortex" after air knockdown: best option is to vary your tech direction (neutral/back) and timing (tech/don't). IIRC, she can't cover all the tech options, e.g. if she's expecting late/no tech I don't think she can do anything about neutral tech -> mash / jump-back. You may also be able to get away with back-tech into immediate special-cancel like Angelia [4]6x or [2]8x, because the timing to meaty someone after back-tech is later than the first frame you can special-cancel it.
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  19. If you want to try it yourself (to learn the weaknesses of the "vortex"), end an air combo with j214C, then hold 8D to cancel it upon landing, hold 8/9/6 to maneuver over and at some point press 6D~C to speed across and cross-up (or not) with jC.
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