BBTag/Heart Aino

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Overview[edit]
Overview

Lore:Shockingly innocent and overflowing with energy, Heart believes that there is no such thing as a truly bad person. In the name of love and justice, she meddles in other people's business yet again.
Playstyle
An orthodox and balanced character, she specializes in using her fists to throw lively punches. Using the high-speed movement provided by "Homing" towards the opponent, Partinias' protection will strengthen her close-range attacks.
Pros Cons
  • High solo damage potential.
  • Full-screen grounded pressure options via 214 specials.
  • Has one of the best air mobility in the game thanks to Homing Dash
  • Incredible corner carry potential
  • Has no Head invincible attacks, armored attacks has long startup.
  • Because armor is using clash properties during startup, opponent has the opportunity to beat out clash armor with a fast low by clash canceling.
  • Range is short.
  • Being a staple exclusive universal mechanic to Arcana Heart side, Homing Cancels burn through meter quickly.
Homing Dash

An exclusive universal mechanic used by Arcana Heart, Heart can press j.C to homing dash towards the opponent. Hold a direction while doing it to influence the angle Heart starts dashing to throw off the opponent's anti-air tming. The back directions even giver her a bit of invincibility!

You can cancel almost any normal or special into Homing Dash for 1 meter by pressing C. The following hit after the cancel will have P2 set to 100.

Normal Moves[edit]

4A[edit]

5A[edit]

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 [2200] All 11 [41] 3 27 -11 [-9] 10~End of Active HBP Clash
5BB 1700 All 15 3 ??+12L - -
5BBB 2000 Low 12 3 20 -4 -

[edit]

First hit can be charged up for extra distance.

The charged version is a pretty nasty attack, as it leads to devastating follow-ups if it connected. Even on block, it's a menace to someone who mashes. You can cancel it to delayed 2[B] for a punish read, or 236A to be safe.

  • Values in [] refer to charged version
  • On charged hit, opponent experiences an additional 5/10 hitstop on hit/counterhit
  • Fully charged travels about half-screen
  • Gains Clash properties while charging, nullifying any head/body attacks but being vulnerable to lows. Being hit by a projectile shoots out a Roz Toxo.
  • 10~Active HBP Clash
  • Fully charged splats enemy upon wall hit.

  • 5BB can be cancelled into 2B on hit for an air combo
  • Can homing cancel

  • 5BBB knocks down on hit.
  • Cancels into air specials.
  • Will cause some characters DP to whiff. Vatista, Jin, and Mitsuru for example.
  • Looks kinda cute.

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.C - - - - - - -
j.4C - - - - - - -
j.6C - - - - - - -
j.8C - - - - - - -
j.2C - - - - - - -

[edit]

The staple mechanic from Arcana Heart. Fly towards the opponent somewhat slowly. Neutral homing flies straight at the opponent, directional homing flies briefly in the chosen direction before homing in on the opponent.

  • Back homing (j.1/4/7C) has invulnerability on frame 1 until they begin homing
  • You can cancel normals or specials into this for 1 meter
  • Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
  • You can use air normals, specials or DP to cancel the flight
  • Flight can be "steered" up/down/left/right while you approach. Steering down can allow you to land early, and steering up gives you a higher approach angle.



Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Heartful Punch[edit]

5A+D (Air OK)


Skills[edit]

Roz Sfaira[edit]

Clash with Projectile

Iron Fist Punch[edit]

236A/B

Roz Sfaira[edit]

214A (air OK)

Tria Sfaira[edit]

214B (air OK)

Special Kick[edit]

j.236A/B


Extra Skills[edit]

EX Iron Fist Punch[edit]

236C

Roz Toxo[edit]

214C (air OK)

EX Special Kick[edit]

j.236C

Homing Cancel/Arcana Homing[edit]

Certain Moves > C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

[edit]

  • Homing can be performed in the four cardinal directions, and can be steered while flying
  • Can be used for mixup. Neutral homing canceling a ground move will put you in the air at a very low height for a fast overhead while forward homing cancel will keep you on the ground for a quick low.
  • Steering down can allow you to land early, and steering up will give you a higher approach angle.
  • Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
  • The following moves can be Homing Cancelled:
    • 5BB
    • 2B (Charged only)
    • JA Smart Combo
    • JB Smart Combo
    • 236+A/B/C
    • 214+A/B/C
    • j.236+A/B/C
    • j.214+A/B/C


Partner Skills[edit]

5P[edit]

Iron Fist Punch

6P[edit]

Roz Toxo

4P[edit]

2B


Distortion Skills[edit]

Iron Fist Punch of Love[edit]

236B+C

Amazing Heartful Punch[edit]

214B+C

Amazing Special Kick[edit]

j.236B+C


Distortion Skill Duo[edit]

Iron Fist Punch of Love[edit]

P during Distortion Skill


Astral Heat[edit]

Super Amazing Iron Fist Punch of Love[edit]

222B+C


External References[edit]

Navigation[edit]


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