BBTag/Heart Aino: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
==Overview==
!Heart Aino
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Heart_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=Heart is a very simple and fast paced rushdown character. She has a very interesting movement option called homing dash where she can fly around the screen like an animal. This also allows her to have very simple and interesting Okizeme options (meaning built in mixups basically). The back variant of this dash (backhoming) is frame one invulnerable and still tracks the opponent, meaning she also has one of the most broken and dumb defensive options in fighting games. If you like fast paced, annoying, easy, fun, and dumb characters, Heart might be for you}}
||
{{BBTag/Infobox
{{#lsth:BBTag/Heart Aino/Data|SystemData}}
| fastestAttack = [[#5A|5A]] (6F)
;Movement Options
| reversal = [[#Heartful Punch|A+D]] (10F)<br/>[[#Iron Fist Punch of Love|236B+C]] (15F)<br/>[[#Amazing Heartful Punch|214B+C]] (8F)
* Double Jump, 1 Airdash, Dash Type: Run, Homing Dash
}}
{{ProsAndCons
|intro=
|pros=
*Very fun and interesting movement
*The ability to invuln through a lot of moves on both offense and defense
*Great mixup options
*Some of the best punish options
*One of the best point characters
*Anti meta
*Open ended/unique playstyle
*Great lariat
*Will make others very upset
|cons=
*Polarizing MUs
*No dedicated anti air
*Assists are lacking
*Will make others very upset


;Playstyle
}}
:Playstyle Archetypes go here
 
;Team role
:Team role goes here
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>
==Overview==


{{card|width=4
|header=Unique Ability: Homing Dash
|content=
An exclusive universal mechanic used by ''Arcana Heart'', Heart can press {{clr|3|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!


===Backstory===
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==
===<big>{{clr|1|4A}}</big>===
{{BBTag Move Card|game=BBTag
|input=4A
|description=


===Playstyle===
}}




===Strengths/Weaknesses===
===<big>{{clr|1|5A}}</big>===
{|  
{{BBTag Move Card|game=BBTag
|-style="text-align:left;"
|input=5A,5AA,5AAA,5AAAA
! Strengths !! Weaknesses
|versioned=input
|- style="vertical-align:top;text-align:left"
|description=
| style="width: 50%;"|
* {{clr|1|5A}} has okay reach
*Saki is 100% gay for Heart
* {{clr|1|5AA}} vacuums on hit
| style="width: 50%;"|
* {{clr|1|5AAA}} can cancel into {{clr|2|5B}} > {{clr|2|5BB}} > {{clr|2|2B}} etc for a combo extension
*Easily pushed over
* {{clr|1|5AAAA}} Send the opponent up and away on hit
|-
** Not special or jump cancellable
|}
<br clear=all/>


<br clear=all/>
5A and 5AA are jump cancellable which is great for pressure. They are also throw cancellable which means you can fish for a TRM.
 
Important thing to note is that once 5A connects at the end of a combo it is almost impossible for the opponent to untech if you mash 5aaaa in succession including if you press an additional A for cross raid.


{{#lst:BBTag/Heart Aino/Data|Links}}
<br clear=all/>


==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
{{MoveData
|image=BBTag_Heart_4A.png |caption=
|name=4A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|4A}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Heart_5A.png |caption=
|input=5B,5BB,5BBB
|image2=BBTag_Heart_5AA.png |caption2=
|versioned=input
|image3=BBTag_Heart_5AAA.png |caption3=
|description=
|image4=BBTag_Heart_5AAAA.png |caption4=
First hit can be charged up for extra distance.
|name=5A
 
|data=
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 {{clr|2|2[B]}} for a punish read, or {{clr|1|236A}} to be safe.
{{AttackDataHeader-BBTag|version=yes}}
* Values in [] refer to charged version
{{!}}-
* On charged hit, opponent experiences an additional 5/10 hitstop on hit/counterhit
{{AttackVersion|name=5A}}
* Fully charged travels about half-screen
{{#lsth:BBTag/Heart Aino/Data|5A}}
* Gains Clash properties while charging, nullifying any head/body attacks but being vulnerable to lows. Being hit by a projectile shoots out a Roz Sfaira.
{{!}}-
* 10~Active HBP Clash
{{AttackVersion|name=5AA}}
* Fully charged splats enemy upon wall hit.
{{#lsth:BBTag/Heart Aino/Data|5AA}}
----
{{!}}-
*{{clr|2|5BB}} can be cancelled into {{clr|2|2B}} on hit for an air combo
{{AttackVersion|name=5AAA}}
*Can homing cancel
{{#lsth:BBTag/Heart Aino/Data|5AAA}}
*Cancels into air specials.
{{!}}-
----
{{AttackVersion|name=5AAAA}}
*{{clr|2|5BBB}} knocks down on hit.
{{#lsth:BBTag/Heart Aino/Data|5AAAA}}
*Will cause some characters DP to whiff. Vatista, Jin, and Mitsuru for example.
{{!}}-
*Looks kinda cute.
{{Description|7|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Heart_5B.png |caption=
|input=5C
|image2=BBTag_Heart_5BB.png |caption2=
|description=
|image3=BBTag_Heart_5BBB.png |caption3=
Like the Persona or BlazBlue 5Cs, where the startup is quick but is unsafe on block.
|name=5B
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Heart Aino/Data|5B}}
{{!}}-
{{Description|7|text= Can be charged up for extra distance.
* Fully charged looks to travel about half-screen
}}
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Heart Aino/Data|5BB}}
{{!}}-
{{Description|7|text=
}}
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Heart Aino/Data|5BBB}}
{{!}}-
{{Description|7|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBTag_Heart_5C.png |caption=
|name=5C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|5C}}
{{!}}-
{{Description|6|text= Seems to be like the Persona or BlazBlue 5Cs, where the startup is quick but is unsafe on block.
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Heart_2A.png |caption=
|input=2A
|name=2A
|description=
|data=
Much like her {{clr|1|5A}}, suffers from lack of range, but sometimes you have to make do with what you have. Life isn't always easy.
{{AttackDataHeader-BBTag}}
*Hits low. How about that.
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|2A}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=BBTag_Heart_2B.png |caption=
|name=2B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|2B}}
{{!}}-
{{Description|6|text=* Has clash property when charging up


* Can be homing cancelled on hit if charged fully
===<big>{{clr|2|2B}}</big>===
}}
{{BBTag Move Card|game=BBTag
|input=2B
|description=
* No head invul but can be charged for HBP clash.
* Full charged {{clr|2|2B}} cannot be jump canceled but can be homing canceled.
* On charged hit, opponent experiences an additional 5 hitstop on hit, 10 on counterhit
* Charged version 7~Active HBP Clash (3F faster than {{clr|2|5B}}), projectile clashes create Roz Sfaira.
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
 
{{MoveData
===<big>{{clr|3|2C}}</big>===
|image=BBTag_Heart_2C.png |caption=
{{BBTag Move Card|game=BBTag
|name=2C
|input=2C
|data=
|description=
{{AttackDataHeader-BBTag}}
A longer-reaching low than her {{clr|1|2A}}, but obviously less safe
{{!}}-
*Cancelling into {{clr|1|214A}} makes it safe-ish.
{{#lsth:BBTag/Heart Aino/Data|2C}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBTag_Heart_jA.png |caption=
|image2=BBTag_Heart_jAA.png |caption2=
|name=j.A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Heart Aino/Data|j.A}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Heart Aino/Data|j.AA}}
{{!}}-
{{Description|7|text=
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Heart_jB.png |caption=
|input=j.A,j.AA
|image2=BBTag_Heart_jBB.png |caption2=
|versioned=input
|name=j.B
|description=
|data=
*Can homing cancel
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.B}}
{{#lsth:BBTag/Heart Aino/Data|j.B}}
{{!}}-
{{AttackVersion|name=j.BB}}
{{#lsth:BBTag/Heart Aino/Data|j.BB}}
{{!}}-
{{Description|7|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBTag_Heart_jC.png |caption= Homing dash
|name=j.C
|input=
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.C}}
{{#lsth:BBTag/Heart Aino/Data|j.C}}
{{!}}-
{{AttackVersion|name=j.4C}}
{{#lsth:BBTag/Heart Aino/Data|j.4C}}
{{!}}-
{{AttackVersion|name=j.6C}}
{{#lsth:BBTag/Heart Aino/Data|j.4C}}
{{!}}-
{{AttackVersion|name=j.8C}}
{{#lsth:BBTag/Heart Aino/Data|j.4C}}
{{!}}-
{{AttackVersion|name=j.2C}}
{{#lsth:BBTag/Heart Aino/Data|j.4C}}
{{!}}-
{{Description|7|text= The main mechanic staple to Arcana Heart side. Fly towards the opponent somewhat slowly. Use j.4C to "hop" backwards before flying forward


* You can cancel normals or specials into this for 1 meter
===<big>{{clr|2|j.B}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.B
|description=
* Can homing cancel


* You can use air normals to cancel the flight
* Flight can be "steered" up or down while you approach. Steering down can allow you to land early, and steering up gives you a higher approach angle.
}}
}}
}}


<br clear=all/>


<br clear=all/>
===<big>{{clr|3|j.C}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.C
|description=
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/{{clr|3|7C}}) has invulnerability on frame 1-20 until they begin moving forward
* 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.
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=BC,4BC
|versioned=input
|description=


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{MoveData
|image=BBTag_Heart_5AAA.png |caption=
|image2=BBTag_Heart_2B.png |caption2= Front Throw
|image3=BBTag_Heart_GroundThrow.png |caption3= Back Throw
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|BC}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">Heartful Punch</font> ======
 
{{MoveData
===<big>Heartful Punch</big>===
|image=BBTag_Heart_HeartfulPunch.png |caption=
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
|image2=BBTag_Heart_HeartfulPunchFollowup.png |caption2=
{{BBTag Move Card|game=BBTag
|name=Heartful Punch
|input=AD,j.AD,AD > X
|input=5A+D (Air OK)
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
{{AttackVersion|name=Ground |subtitle=}}
{{#lsth:BBTag/Heart Aino/Data|AD}}
{{!}}-
{{AttackVersion|name=Air |subtitle=}}
{{#lsth:BBTag/Heart Aino/Data|j.AD}}
{{!}}-
{{AttackVersion|name=Followup Attack|subtitle=}}
{{#lsth:BBTag/Heart Aino/Data|AD > A/B/C}}
{{!}}-
{{Description|7|text=
}}
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Iron Fist Punch</font> ======
===<big>Iron Fist Punch</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
|image=BBTag_Heart_IronFistPunch.png |caption=
{{BBTag Move Card|game=BBTag
|input=236A/B
|input=236A,236B
|name=Iron Fist Punch
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* B version gains clash properties vs. mid/high on startup
{{!}}-
* Can homing cancel
{{AttackVersion|name=A}}
{{#lsth:BBTag/Heart Aino/Data|236A}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Heart Aino/Data|236B}}
{{!}}-
{{Description|7|text=
}}
}}
}}
====== <font style="visibility:hidden" size="0">Roz Sfaira</font> ======
{{MoveData
|image=BBTag_Heart_RozSfaira.png |caption=
|input=214A (air OK)
|name=Roz Sfaira
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Heart Aino/Data|214A}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Heart Aino/Data|j.214A}}
{{!}}-
{{Description|7|text= * Orb tracks the opponent to an extent; if the opponent jumps over them they will not track


* Can be cancelled into homing with 5C for one meter
 
}}
===<big>Roz Sfaira</big>===
{{InputBadge|{{clr|1|214A}} (Air OK)}}
{{BBTag Move Card|game=BBTag
|input=214A,j.214A
|versioned=input
|description=
* Orb tracks the opponent to an extent; if the opponent jumps over them they will not track
* Can be cancelled into homing with {{clr|3|5C}} for one meter
}}
}}


====== <font style="visibility:hidden" size="0">Tria Sfaira</font> ======
{{MoveData
|image=BBTag_Heart_TriaSfaira.png |caption=
|input=214B (air OK)
|name=Tria Sfaira
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Heart Aino/Data|214B}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Heart Aino/Data|j.214B}}
{{!}}-
{{Description|7|text=* Three orbs this time!


* Orbs will track the opponent
===<big>Tria Sfaira</big>===
{{InputBadge|{{clr|2|214B}} (Air OK)}}
{{BBTag Move Card|game=BBTag
|input=214B,j.214B
|versioned=input
|description=
Slower startup than A version but makes three orbs that fly in sequence (for more stun/harder to avoid)
 
* Orbs will track the opponent to an extent; if the opponent jumps over them they will not track


* Can be cancelled into homing with 5C
* Can be cancelled into homing with {{clr|3|5C}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Special Kick</font> ======
 
{{MoveData
===<big>Special Kick</big>===
|image=BBTag_Heart_SpecialKick.png |caption=
{{InputBadge|{{clr|1|j.236A}}/{{clr|2|B}}}}
|input=j.236A/B
{{BBTag Move Card|game=BBTag
|name=Special Kick
|input=j.236A,j.236B
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
*B version is slower but more advantageous and can be followed up with assist.
{{AttackVersion|name=A}}
{{#lsth:BBTag/Heart Aino/Data|j.236A}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Heart Aino/Data|j.236B}}
{{!}}-
{{Description|7|text=
}}
}}
}}


<br clear=all/>
 
===<big>Roz Sfaira</big>===
{{InputBadge|Clash with Projectile}}
{{BBTag Move Card|game=BBTag
|input=Projectile Clash
|description=
{{clr|2|5B}} or {{clr|2|2B}} clashing with projectiles while charging will spawn a Roz Sfaira orb projectile for every hit.
* Orb tracks the opponent to an extent; if the opponent jumps over them they will not track
}}
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Iron Fist Punch</font> ======
===<big>EX Iron Fist Punch</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBTag_Heart_IronFistPunch.png |caption=
{{BBTag Move Card|game=BBTag
|input=236C
|input=236C
|name=EX Iron Fist Punch
|description=
|data=
Faster and farther than meterless versions. Also wallbounces on hit for easy followup.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|236C}}
{{!}}-
{{Description|6|text=
}}
}}
}}
====== <font style="visibility:hidden" size="0">Roz Toxo</font> ======
 
{{MoveData
 
|image=BBTag_Heart_RozToxo.png |caption=
===<big>Roz Toxo</big>===
|input=214C (air OK)
{{InputBadge|{{clr|3|214C}} (Air OK)}}
|name=Roz Toxo
{{BBTag Move Card|game=BBTag
|data=
|input=214C,j.214C
{{AttackDataHeader-BBTag}}
|versioned=input
{{!}}-
|description=
{{AttackVersion|name=Ground}}
Really fast fullscreen laser. Combos into 236BC in Resonance even at far distances for easy surprise punishes.
{{#lsth:BBTag/Heart Aino/Data|214C}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Heart Aino/Data|j.214C}}
{{!}}-
{{Description|7|text=
}}
}}
}}
====== <font style="visibility:hidden" size="0">EX Special Kick</font> ======
 
{{MoveData
 
|image=BBTag_Heart_SpecialKick.png |caption=
===<big>EX Special Kick</big>===
{{InputBadge|{{clr|3|j.236C}}}}
{{BBTag Move Card|game=BBTag
|input=j.236C
|input=j.236C
|name=EX Special Kick
|description=
|data=
*Combos into ground normals.
{{AttackDataHeader-BBTag}}
*Can be TK'd for a fast overhead that can be comboed out of solo if special kick is initiated low enough, or on counter hit at normal jump height.
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|j.236C}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">Homing Cancel</font> ======
 
{{MoveData
===<big>Homing Cancel/Arcana Homing</big>===
|image=BBTag_Heart_jC.png |caption=
{{InputBadge|Certain Moves -> C}}
|input=Certain Moves > C
{{BBTag Move Card|game=BBTag
|name=Homing Cancel/Arcana Homing
|input=Homing Cancel
|data=
|description=
{{AttackDataHeader-BBTag}}
* 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.
{{#lsth:BBTag/Heart Aino/Data|Homing Cancel}}
* 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
{{Description|6|text=
* The following moves can be Homing Cancelled:
}}
** {{clr|2|5BB}}
** {{clr|2|2B}} (Charged only)
** JA Smart Combo
** JB Smart Combo
** 236+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}
** 214+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}
** j.236+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}
** j.214+{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}
*<span style="color:red">'''You cannot block while in EX homing state.'''</span>
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
===<big>{{clr|5|5P}}</big>===
{{MoveData
{{InputBadge|Iron Fist Punch}}
|image=BBTag_Heart_IronFistPunch.png |caption=
{{BBTag Move Card|game=BBTag
|input=Iron Fist Punch
|input=5P
|name=5P
|description=
|data=
Pretty fast, straightforward combo extension assist with good blockstun.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|5P}}
{{!}}-
{{Description|6|text= Looks like a pretty straightforward combo extension assist.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
|image=BBTag_Heart_RozToxo.png|caption=Strong "MVC2" vibes
|input=Roz Toxo
|name=6P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|6P}}
{{!}}-
{{Description|6|text= Fullscreen laser


* Is fullscreen
===<big>{{clr|5|6P}}</big>===
 
{{InputBadge|Roz Toxo}}
* Is a laser
{{BBTag Move Card|game=BBTag
|input=6P
|description=
Fullscreen laser
*Has a bit of startup, unlike EX laser.
}}


For the reasons listed above, this will probably be the assist used most in neutral.
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|{{clr|2|2B}}}}
|image=BBTag_Heart_2B.png |caption=
{{BBTag Move Card|game=BBTag
|input=2B
|input=4P
|name=4P
|description=
|data=
* deceptively big range
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|4P}}
{{!}}-
{{Description|6|text= * deceptively big range


Seems to be mostly for punishing bursts, since it lacks range vertically and horizontally, and seems to come out behind the point character.
Seems to be mostly for punishing bursts, since it lacks range vertically and horizontally, and seems to come out behind the point character.
}}
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Iron Fist Punch of Love</font> ======
===<big>Iron Fist Punch of Love</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
|image=BBTag_Heart_IronFistPunchOfLove.png |caption=BIONIC AAARR- wait wrong game
{{BBTag Move Card|game=BBTag
|input=236B+C
|input=236BC
|name=Iron Fist Punch of Love
|description=
|data=
Crosses the screen quickly with a big punch. Has no invul once the punch begins moving forward, so you won't be able to do this through projectiles or anything.
{{AttackDataHeader-BBTag}}
*Non-resonance version can link into {{clr|1|4A}} if done off a high enough juggle
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|236BC}}
{{!}}-
{{Description|6|text= Crosses the screen quickly with a big punch. Has no invul once the punch begins moving forward, so you won't be able to do this through projectiles or anything.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Amazing Heartful Punch</font> ======
 
{{MoveData
===<big>Amazing Heartful Punch</big>===
|image=BBTag_Heart_AmazingHeartfulPunch.png |caption=Somewhere Elphelt Valentine is extremely happy about this.
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|input=214B+C
{{BBTag Move Card|game=BBTag
|name=Amazing Heartful Punch
|input=214BC
|data=
|description=
{{AttackDataHeader-BBTag}}
Does more damage than 236BC, but with a much smaller hitbox. Mostly for combo enders.
{{!}}-
*Has an initial hitbox right in front of Heart. Will not deal full damage if the first hit whiffs.
{{#lsth:BBTag/Heart Aino/Data|214BC}}
{{!}}-
{{Description|6|text=
}}
}}
}}
====== <font style="visibility:hidden" size="0">Amazing Special Kick</font> ======
 
{{MoveData
 
|image=BBTag_Heart_AmazingSpecialKick.png |caption=
===<big>Amazing Special Kick</big>===
|input=j.236B+C
{{InputBadge|{{clr|2|j.236B}}+{{clr|3|C}}}}
|name=Amazing Special Kick
{{BBTag Move Card|game=BBTag
|data=
|input=j.236BC
{{AttackDataHeader-BBTag}}
|description=
{{!}}-
There are two hitboxes on this move, the actual kick part, and the shockwave when Heart lands.
{{#lsth:BBTag/Heart Aino/Data|j.236BC}}
* The kick is a high.
{{!}}-
* The shockwave is a mid.
{{Description|6|text=
 
}}
In certain scenarios, when hitting with '''only''' the shockwave part of the attack, you can combo off of it with {{clr|1|4A}}/{{clr|1|5A}} depending on height.
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Iron Fist Punch of Love</big>===
|image=BBTag_Heart_IronFistPunchOfLove.png |caption= Pink Hawk Stinger
{{InputBadge|{{clr|5|P}} during Distortion Skill}}
|name=Iron Fist Punch of Love
{{BBTag Move Card|game=BBTag
|input=P during Distortion Skill
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
 
{{!}}-
{{#lsth:BBTag/Heart Aino/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=
}}
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Super Amazing Iron Fist Punch of Love</big>===
|image=BBTag_Heart_SuperDuperAmazingIronFistPunchOfLoveIliosSfaira.png |caption= S P I R I T  B O M B
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|input=222B+C
{{BBTag Move Card|game=BBTag
|name=Super Duper Amazing Iron Fist Punch of Love+Ilios Sfaira
|input=222BC
|data=
|description=
{{AttackDataHeader-BBTag}}
*Combos from literally anything
{{!}}-
*Can punish "safe" 5Cs on block if you're ready for it
{{#lsth:BBTag/Heart Aino/Data|222BC}}
{{!}}-
{{Description|6|text=
}}
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>
 
==Colors==
*[https://blazblue.wiki/wiki/Heart_Aino#Palettes Color Palettes on https://blazblue.wiki]


==Navigation==
==Navigation==
{{#lsth:BBTag/Heart Aino/Data|Links}}
<center>{{Character Label|BBTag|Heart Aino|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Heart Aino/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Heart Aino]]
 
[[Category:BlazBlue Cross Tag Battle]]
{{BBTag/Navigation}}

Latest revision as of 14:42, 8 April 2024


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Overview

Overview
Heart is a very simple and fast paced rushdown character. She has a very interesting movement option called homing dash where she can fly around the screen like an animal. This also allows her to have very simple and interesting Okizeme options (meaning built in mixups basically). The back variant of this dash (backhoming) is frame one invulnerable and still tracks the opponent, meaning she also has one of the most broken and dumb defensive options in fighting games. If you like fast paced, annoying, easy, fun, and dumb characters, Heart might be for you
Heart Aino
BBTag Heart Portrait.png
Health
17,000
Prejump
4F
Backdash
21F (1~7F Inv All)
Unique Movement Options
Arcana Homing
Homing Cancel
Fastest Attack
5A (6F)
Reversals
A+D (10F)
236B+C (15F)
214B+C (8F)
Pros
Cons
  • Very fun and interesting movement
  • The ability to invuln through a lot of moves on both offense and defense
  • Great mixup options
  • Some of the best punish options
  • One of the best point characters
  • Anti meta
  • Open ended/unique playstyle
  • Great lariat
  • Will make others very upset
  • Polarizing MUs
  • No dedicated anti air
  • Assists are lacking
  • Will make others very upset


Unique Ability: 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

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 12 -3 B
Level P1 P2
1 100 70


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 5 15 -3 B
5AA 1500 All 7 3 18 -4 B
5AAA 1500 All 10 3 28 -14 B
5AAAA 2500 All 10 5 34 -20 B
  • 5A has okay reach
  • 5AA vacuums on hit
  • 5AAA can cancel into 5B > 5BB > 2B etc for a combo extension
  • 5AAAA Send the opponent up and away on hit
    • Not special or jump cancellable

5A and 5AA are jump cancellable which is great for pressure. They are also throw cancellable which means you can fish for a TRM.

Important thing to note is that once 5A connects at the end of a combo it is almost impossible for the opponent to untech if you mash 5aaaa in succession including if you press an additional A for cross raid.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 [2200] All 11 [41] 3 27 -11 [-9] B 10~13 HBP Clash [10~43 HBP Clash]
5BB 1700 All 15 3 ??+12L H
5BBB 2000 Low 12 3 20 -4 F

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 Sfaira.
  • 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
  • Cancels into air specials.

  • 5BBB knocks down on hit.
  • Will cause some characters DP to whiff. Vatista, Jin, and Mitsuru for example.
  • Looks kinda cute.
Version Level P1 P2
5B 4 [5] 90 85 [90]
5BB 4 100 85
5BBB 4 90 85

5B:

  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F


5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 3 24 -10 H

Like the Persona or BlazBlue 5Cs, where the startup is quick but is unsafe on block.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 3 15 -4 F

Much like her 5A, suffers from lack of range, but sometimes you have to make do with what you have. Life isn't always easy.

  • Hits low. How about that.
Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2300] All 12 [33] 3 27 -11 B [7~Active HBP Clash]
  • No head invul but can be charged for HBP clash.
  • Full charged 2B cannot be jump canceled but can be homing canceled.
  • On charged hit, opponent experiences an additional 5 hitstop on hit, 10 on counterhit
  • Charged version 7~Active HBP Clash (3F faster than 5B), projectile clashes create Roz Sfaira.
Level P1 P2
4 90 75 [95]
  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F
  • Can homing cancel on charged hit only


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3 24 -8 F

A longer-reaching low than her 2A, but obviously less safe

  • Cancelling into 214A makes it safe-ish.
Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 8 6 15 H
j.AA 1500 High 10 3 18 H
  • Can homing cancel
Version Level P1 P2
j.A 2 80 75
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 9 10 16 H
  • Can homing cancel
Level P1 P2
3 80 80


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln

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 1-20 until they begin moving forward
  • 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.
Level P1 P2
  • Costs 1 skill gauge if done as a cancel
  • Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
  • j.1/4/7C have 1-20F Inv All


Universal Mechanics

Ground Throw

5B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
BC 0, 1000×2 Throw 7-30 3 23 T
4BC 0, 2000 Throw 7-30 3 23 T
Version Level P1 P2
BC 0, 3, 4 100 50
4BC 0, 4 100 50

BC:

  • Minimum damage 2000


4BC:

  • Minimum damage 2000


Heartful Punch

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1200, 1500×2 Air Unblockable×2, All 10 2(4)12(7)5 26+8L -39 B 1~27 All
j.AD 1100, 1400, 1500 All 7 3(6)12(7)5 Until L+8L H 1~31 All
AD > X 1600 All 10 3 Until L+14L H
Version Level P1 P2
AD 4 80×2, 48 60, 100
j.AD 4 80 60, 100
AD > X 3 48 100

AD:

  • Final hit is considered a separate attack with P2: 100%
  • Minimum Damage 60, 75×2 (210)


j.AD:

  • Final hit is considered a separate attack with P2: 100%
  • Minimum Damage 55, 70, 75 (200)


AD > X:

  • Minimum Damage 80


Skills

Iron Fist Punch

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 All 13 4 20 -4 B
236B 2300 All 25 6 20 -2 B 7~18 HBP Clash
  • B version gains clash properties vs. mid/high on startup
  • Can homing cancel
Version Level P1 P2
236A 3 80 80
236B 4 80 85

236A:

  • Goes into first frame of recovery (20F) on hit/block
  • Minimum Damage 100


236B:

  • On Guard Point, hitstop for Heart and Opponent 19F
  • Goes into first frame of recovery (20F) on hit/block
  • Minimum Damage 115


Roz Sfaira

214A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500 All 51 300 Total: 51 +25 P
j.214A 1500 All 51 300 Total: Until L+0L P
  • Orb tracks the opponent to an extent; if the opponent jumps over them they will not track
  • Can be cancelled into homing with 5C for one meter
Version Level P1 P2
214A 3 80 80
j.214A 3 80 80

214A:

  • Minimum Damage 75


j.214A:

  • Minimum Damage 75


Tria Sfaira

214B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 1500×3 All 61 P(3)P(3)P Total: 70 +22 P
j.214B 1500×3 All 61 P(3)P(3)P Total: Until L+0L P

Slower startup than A version but makes three orbs that fly in sequence (for more stun/harder to avoid)

  • Orbs will track the opponent to an extent; if the opponent jumps over them they will not track
  • Can be cancelled into homing with 5C
Version Level P1 P2
214B 3 80 80×3
j.214B 3 80 80×3

214B:

  • Each P in active frames represents a projectile spawned
  • Each shot is active for 300F
  • Minimum Damage 75×3 (225)


j.214B:

  • Each P in active frames represents a projectile spawned
  • Each shot is active for 300F
  • Minimum Damage 75×3 (225)


Special Kick

j.236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 2200 High 14 Until L 18L H
j.236B 2200 High 23 Until L 21L H
  • B version is slower but more advantageous and can be followed up with assist.
Version Level P1 P2
j.236A 3 80 80
j.236B 4 80 80

j.236A:

  • Minimum Damage 110


j.236B:

  • Minimum Damage 110


Roz Sfaira

Clash with Projectile

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All 300 P1

5B or 2B clashing with projectiles while charging will spawn a Roz Sfaira orb projectile for every hit.

  • Orb tracks the opponent to an extent; if the opponent jumps over them they will not track
Level P1 P2
3 80 80
  • Minimum Damage 60


Extra Skills

EX Iron Fist Punch

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2600 All 13 8 20 -2 B

Faster and farther than meterless versions. Also wallbounces on hit for easy followup.

Level P1 P2
4 80 85
  • Minimum Damage 260


Roz Toxo

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 2400 All 19 6 Total: 46 0 P1
j.214C 2400 All 19 6 Total: Until L P1

Really fast fullscreen laser. Combos into 236BC in Resonance even at far distances for easy surprise punishes.

Version Level P1 P2
214C 4 100 85
j.214C 4 100 85

214C:

  • Minimum Damage 240


j.214C:

  • Minimum Damage 240


EX Special Kick

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2800 High 14 Until L 18L H
  • Combos into ground normals.
  • Can be TK'd for a fast overhead that can be comboed out of solo if special kick is initiated low enough, or on counter hit at normal jump height.
Level P1 P2
4 80 85
  • Minimum Damage 280


Homing Cancel/Arcana Homing

Certain Moves -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
  • 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
  • You cannot block while in EX homing state.
Level P1 P2


Partner Skills

5P

Iron Fist Punch

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 4 30 -15 B

Pretty fast, straightforward combo extension assist with good blockstun.

Level P1 P2
4 70 85
  • Minimum Damage 100


6P

Roz Toxo

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 All (18)+28 6 Total: 70 -15 P

Fullscreen laser

  • Has a bit of startup, unlike EX laser.
Level P1 P2
4 70 85
  • Minimum Damage 120


4P

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+10 6 28 -17 B
  • deceptively big range

Seems to be mostly for punishing bursts, since it lacks range vertically and horizontally, and seems to come out behind the point character.

Level P1 P2
3 70 80
  • Minimum Damage 75


Distortion Skills

Iron Fist Punch of Love

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5200 [6200] All 7+(72 Flash)+8 12 39 -19 B 1~16 All

Crosses the screen quickly with a big punch. Has no invul once the punch begins moving forward, so you won't be able to do this through projectiles or anything.

  • Non-resonance version can link into 4A if done off a high enough juggle
Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Heart immediately enters recovery on hit/block
  • Minimum Damage 1612 [1798]


Amazing Heartful Punch

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500, 3500 <1500, 800×14> [1500, 600×22] All 4+(44 Flash)4 3(7)9 <3(6)3×14> [<3(6)3×14,2×4,1×4>] 45+8L [<??+51L>] -41 B 1~17 All

Does more damage than 236BC, but with a much smaller hitbox. Mostly for combo enders.

  • Has an initial hitbox right in front of Heart. Will not deal full damage if the first hit whiffs.
Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Values in <> are when first hit successfully hits opponent
  • Minimum Damage 450, 120×14 (2130) [300, 90×22 (2280)]
  • If first hit whiffs, only does a second hit with base damage 3500 and minimum damage 30% (1050)


Amazing Special Kick

j.236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5800, 3000 [6800, 3000] High, All 4+(43 Flash)2 Until L(3)3 15 +1 H, P 1~4 All

There are two hitboxes on this move, the actual kick part, and the shockwave when Heart lands.

  • The kick is a high.
  • The shockwave is a mid.

In certain scenarios, when hitting with only the shockwave part of the attack, you can combo off of it with 4A/5A depending on height.

Level P1 P2
5, 4 80 60
  • Values in [] are for Enhanced version
  • Only does second hit if first hit whiffs
  • Minimum Damage 1914 [2108]


Distortion Skill Duo

Iron Fist Punch of Love

P during Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(93 Flash)+1 12 39 <84> -30 B 1~13 All
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Values in <> are on hit
  • Minimum Damage 2000 [2500]


Astral Heat

Super Amazing Iron Fist Punch of Love

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(80 Flash)+3 12 30+8L -29 B
  • Combos from literally anything
  • Can punish "safe" 5Cs on block if you're ready for it
Level P1 P2
5


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To edit frame data, edit values in BBTag/Heart Aino/Data.


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