m (Being hit during 5[B]/2[B] creates (Roz Toxo -> Roz Sfaira)) |
|||
(94 intermediate revisions by 19 users not shown) | |||
Line 1: | Line 1: | ||
{ | {{BBTag_Construction_Card}} | ||
| | ==Overview== | ||
{{BBTag/CharacterLinks}} | |||
| | <div id="home-content" class="home-grid"> | ||
|| | {{card|width=4 | ||
[[ | |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 | ||
| fastestAttack = [[#5A|5A]] (6F) | |||
| reversal = [[#Heartful Punch|A+D]] (10F)<br/>[[#Iron Fist Punch of Love|236B+C]] (15F)<br/>[[#Amazing Heartful Punch|214B+C]] (8F) | |||
* | }} | ||
{{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 | |||
}} | |||
</div> | |||
{{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! | |||
{{ | |||
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= | |||
}} | |||
=== | ===<big>{{clr|1|5A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5A,5AA,5AAA,5AAAA | |||
* | |versioned=input | ||
* | |description= | ||
* | * {{clr|1|5A}} has okay reach | ||
* | * {{clr|1|5AA}} vacuums on hit | ||
* | * {{clr|1|5AAA}} can cancel into {{clr|2|5B}} > {{clr|2|5BB}} > {{clr|2|2B}} etc for a combo extension | ||
* | * {{clr|1|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. | |||
}} | }} | ||
===<big>{{clr|2|5B}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=5B,5BB,5BBB | ||
|versioned=input | |||
|description= | |||
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 {{clr|2|2[B]}} for a punish read, or {{clr|1|236A}} to be safe. | |||
{{ | |||
{{ | |||
* Values in [] refer to charged version | * Values in [] refer to charged version | ||
* On charged hit, opponent experiences an additional 5/10 hitstop on hit/counterhit | * On charged hit, opponent experiences an additional 5/10 hitstop on hit/counterhit | ||
* Fully charged travels about half-screen | * 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 | * 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 | * 10~Active HBP Clash | ||
* Fully charged splats enemy upon wall hit. | * Fully charged splats enemy upon wall hit. | ||
---- | |||
{{ | *{{clr|2|5BB}} can be cancelled into {{clr|2|2B}} on hit for an air combo | ||
*Can homing cancel | |||
{{ | |||
* | |||
*Cancels into air specials. | *Cancels into air specials. | ||
---- | |||
*{{clr|2|5BBB}} knocks down on hit. | |||
*Will cause some characters DP to whiff. Vatista, Jin, and Mitsuru for example. | |||
*Looks kinda cute. | |||
}} | }} | ||
===<big>{{clr|3|5C}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=5C | ||
| | |description= | ||
| | Like the Persona or BlazBlue 5Cs, where the startup is quick but is unsafe on block. | ||
}} | }} | ||
{{ | ===<big>{{clr|1|2A}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2A | ||
| | |description= | ||
{{ | 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. | ||
*Hits low. How about that. | *Hits low. How about that. | ||
}} | }} | ||
{{ | ===<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. | |||
* On charged hit, opponent experiences an additional 5 | |||
* | |||
}} | }} | ||
{{ | ===<big>{{clr|3|2C}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2C | ||
| | |description= | ||
A longer-reaching low than her {{clr|1|2A}}, but obviously less safe | |||
*Cancelling into {{clr|1|214A}} makes it safe-ish. | |||
*Cancelling into 214A makes it safe-ish. | |||
}} | }} | ||
{{ | ===<big>{{clr|1|j.A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
| | |input=j.A,j.AA | ||
|versioned=input | |||
|description= | |||
*Can homing cancel | |||
}} | }} | ||
{{ | ===<big>{{clr|2|j.B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
| | |input=j.B | ||
|description= | |||
* Can homing cancel | |||
}} | }} | ||
=== | |||
{{ | ===<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 | |||
{{ | |||
* Back homing (j.1/4/7C) has invulnerability on frame 1 until they begin | |||
* You can cancel normals or specials into this for 1 meter | * 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 | * 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 | * 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. | * 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;"/> | <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= | |||
}} | }} | ||
{{ | ===<big>Heartful Punch</big>=== | ||
| | {{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=AD,j.AD,AD > X | |||
| | |versioned=input | ||
|description= | |||
{{ | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
===<big>Iron Fist Punch</big>=== | |||
{{ | {{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=236A,236B | ||
|versioned=input | |||
{{ | |description= | ||
* B version gains clash properties vs. mid/high on startup | |||
{{ | * Can homing cancel | ||
* | |||
}} | }} | ||
{{ | ===<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 | ||
* | |||
*Can homing | |||
}} | }} | ||
===<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 | * 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}} | ||
}} | }} | ||
{{ | ===<big>Special Kick</big>=== | ||
| | {{InputBadge|{{clr|1|j.236A}}/{{clr|2|B}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=j.236A,j.236B | |||
|versioned=input | |||
{{ | |description= | ||
{{ | |||
*B version is slower but more advantageous and can be followed up with assist. | *B version is slower but more advantageous and can be followed up with assist. | ||
}} | }} | ||
===<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;"/> | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
===<big>EX Iron Fist Punch</big>=== | |||
{{ | {{InputBadge|{{clr|3|236C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=236C | |input=236C | ||
| | |description= | ||
Faster and farther than meterless versions. Also wallbounces on hit for easy followup. | |||
}} | }} | ||
{{ | |||
| | ===<big>Roz Toxo</big>=== | ||
| | {{InputBadge|{{clr|3|214C}} (Air OK)}} | ||
{{BBTag Move Card|game=BBTag | |||
|input=214C,j.214C | |||
|versioned=input | |||
{{ | |description= | ||
Really fast fullscreen laser. Combos into 236BC in Resonance even at far distances for easy surprise punishes. | |||
}} | }} | ||
{{ | |||
| | ===<big>EX Special Kick</big>=== | ||
{{InputBadge|{{clr|3|j.236C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.236C | |input=j.236C | ||
| | |description= | ||
*Combos into ground normals. | *Combos into ground normals. | ||
*Can be TK'd for a fast overhead that can be comboed out of solo on counter hit. | *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. | ||
}} | }} | ||
{{ | ===<big>Homing Cancel/Arcana Homing</big>=== | ||
{{InputBadge|Certain Moves -> C}} | |||
| | {{BBTag Move Card|game=BBTag | ||
|input=Homing Cancel | |||
|description= | |||
* 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: | |||
* Can be used for mixup. Neutral homing canceling a ground move will put you in the | ** {{clr|2|5BB}} | ||
* Steering down can allow you to land early, and steering up will give you a higher approach angle. | ** {{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 style="clear:both;"/> | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
===<big>{{clr|5|5P}}</big>=== | |||
{{ | {{InputBadge|Iron Fist Punch}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=5P | |||
|description= | |||
Pretty fast, straightforward combo extension assist with good blockstun. | |||
{{ | |||
}} | }} | ||
{{ | ===<big>{{clr|5|6P}}</big>=== | ||
{{InputBadge|Roz Toxo}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=6P | |||
|description= | |||
Fullscreen laser | |||
{{ | |||
*Has a bit of startup, unlike EX laser. | *Has a bit of startup, unlike EX laser. | ||
}} | }} | ||
{{ | ===<big>{{clr|5|4P}}</big>=== | ||
| | {{InputBadge|{{clr|2|2B}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=4P | |||
|description= | |||
* 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. | ||
}} | }} | ||
Line 544: | Line 323: | ||
==Distortion Skills== | ==Distortion Skills== | ||
===<big>Iron Fist Punch of Love</big>=== | |||
{{ | {{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=236BC | ||
| | |description= | ||
| | 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 {{clr|1|4A}} if done off a high enough juggle | |||
{{ | |||
*Non-resonance version can link into 4A if done off a high enough juggle | |||
}} | }} | ||
{{ | ===<big>Amazing Heartful Punch</big>=== | ||
| | {{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=214BC | ||
| | |description= | ||
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. | *Has an initial hitbox right in front of Heart. Will not deal full damage if the first hit whiffs. | ||
}} | }} | ||
{{ | |||
| | ===<big>Amazing Special Kick</big>=== | ||
| | {{InputBadge|{{clr|2|j.236B}}+{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.236BC | ||
|description= | |||
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 {{clr|1|4A}}/{{clr|1|5A}} depending on height. | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
===<big>Iron Fist Punch of Love</big>=== | |||
{{InputBadge|{{clr|5|P}} during Distortion Skill}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=Distortion Skill Duo | |||
| | |description= | ||
{{ | |||
{{ | |||
}} | }} | ||
Line 605: | Line 369: | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Super Amazing Iron Fist Punch of Love</big>=== | |||
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=222BC | |||
|description= | |||
| | *Combos from literally anything | ||
{{ | *Can punish "safe" 5Cs on block if you're ready for it | ||
{{ | |||
{{ | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Colors== | |||
*[https://blazblue.wiki/wiki/Heart_Aino#Palettes Color Palettes on https://blazblue.wiki] | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|BBTag|Heart Aino|size=36px}}</center> | ||
{{notice|To edit frame data, edit values in [[ | {{BBTag/CharacterLinks}} | ||
{{ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{BBTag/Navigation}} |
Latest revision as of 14:42, 8 April 2024
The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
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) |
- 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
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 |
Colors