Arcana Heart 3 LOVEMAX SIXSTARS!!!!!! XTEND

Arcana Heart 3 LOVEMAX SIXSTARS!!!!!! XTEND

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True Masochism
By LovelyDollParis
A Koshmar (Punishment Arcana) compendium.
   
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Intro


"A being tasked with setting right the wrongs of the world, Koshmar is linked to the Arcana of Sin, Sorwat. As a result of her contract with him, Elsa was able to cheat death." (Apparently, a "him".) Koshmar's gameplay is a good embodiment of "punishment", with the weakest defense rating in the game (tied with Plant/Moriomoto), the largest offensive rating in the game, multiple types of counters, unblockable attacks, an intense life-or-death Extend Force, and moves that help your combos. If you make a mistake, you can get punished hard, but you can punish your opponent's mistakes hard too.
E moves


Koshmar makes your ground E moves unblockable when fully charged. However, fully charged E moves won't launch.



Semi-charge will still launch, but the timing on combos will be tougher. You have to learn different combos with fully charged attacks. You can combo a fully charged E move into any of Koshmar's specials. You can also cancel into homing, Extend Force, or Blaze.
236 E


A simple, low hitting projectile. It covers the entire screen, and moves fast.
214 E






A strange, make-shift counter. Uses clash frames to imitate a counter. The attack comes out the same if your opponent does or does not hit you. Doesn't protect from behind or against low attacks. The attack launches your opponent across the screen and into the wall (recoverable). Air unblockable. Hitbox is the same size for every character, but is moved to their head, so taller characters won't activate it on some low hits. The move is not air OK, despite what the game tells you.
623 E


Two simple hits. Good for combos. Air OK.
236236 E


Two hits, like 623 E, followed by a third, that bounces the opponent off the ground.
214214 E




A proper counter. When activated, performs two quick slashes, followed by a third, that launches your opponent across the screen and into the wall (recoverable). Works from behind, and will turn you around. Doesn't activate with some very low hits, but you still won't take the hit.



Which low hits activate counter depend on your character. Kamui's 2B and 2C don't activate counter on Zenia, but Konoha can counter 2B; still not 2C, though.
Extend Force
Normal

EF offense

EF defense

Koshmar's Extend Force increases damage dealt by 18% and increases damage recieved by a whopping 40%. You don't want to get hit in EF. This is on top of you and your opponent's decreased life from Koshmar. EF also makes Koshmar's specials and supers count as two hits for every one hit. This adds more damage and affects combo scaling.





This Extend force can end the game quickly.
Eclipse


Fourteen quick slashes. Good for finishing combos, but leaves you VERY vulnerable if whiffed or blocked. It may be worth it to go for it in neutral to get out of Extend Force if you think your opponent will hit you, but it's very risky.
Blaze






A gigantic attack that covers most of the screen. It's unblockable, but still hard to land. Your opponent pretty much needs to mess up hard, or not know what's happening. It has a long wind up, during which your opponent can hit you out of the attack, or use Extend Force invincibility to avoid the hit. It doesn't quite reach across the entire screen. Only use when your opponent has a huge cool down time, or if they don't know it's unblockable... or you can combo into it from uncharged 2E. An easier way to do it, and the only way out of that method is to burst.
If you have any more information,
let me know. I'll look into it. Probably.