|
|
Line 477: |
Line 477: |
| {{Description|6|text= | | {{Description|6|text= |
| *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. |
| }} | | }} |
| }} | | }} |
Revision as of 00:13, 12 November 2019
Heart Aino
|
|
Health: 17,000
Prejump: 4F
Backdash Time 21F / Invul: 1-7 All
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run, Homing Dash
- Playstyle
- Rushdown, pressure
- Team role
- Point
|
Overview
Backstory
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.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- 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 side. You can cancel the following normals or specials into Homing Dash for 1 meter:
- 5BB
- 2B (Charged only)
- JA Smart Combo
- JB Smart Combo
- 236+A/B/C
- 214+A/B/C
- j.236+A/B/C
Normal Moves
4A
5A
5A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5A
|
1500
|
All
|
8
|
5
|
15
|
-3
|
|
5AA
|
1500
|
All
|
7
|
3
|
18
|
-4
|
|
5AAA
|
1500
|
All
|
10
|
3
|
28
|
-14
|
Turning back-fist
- Can cancel into 5B > 5BB > 2B etc for a combo extension
|
5AAAA
|
2500
|
All
|
10
|
5
|
34
|
-20
|
An upward-angled punch that's not quite an uppercut
- Send the opponent up and away on hit
- Not special or jump cancellable
|
|
5B
5B
Lightning Arcana shenanigans Actually a low hit, this catches everyone
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5B
|
1700 [2200]
|
All
|
11 [41]
|
3
|
27
|
-11 [-9]
|
First hit can be charged up for extra distance.
- 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
|
1700
|
All
|
15
|
3
|
-
|
-
|
- Can homing cancel
- Can be cancelled into 2B on hit for an air combo
|
5BBB
|
2000
|
Low
|
12
|
3
|
20
|
-4
|
- Knocks down on hit.
- Cancels into air specials.
- Will cause some characters DP to whiff. Vatista, Jin, and Mitsuru for example.
|
|
5C
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1000
|
Low
|
7
|
3
|
15
|
-4
|
A basic low kick. 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.
|
|
2B
2B
Fore!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1700 [2300]
|
All
|
12 [33]
|
3
|
27
|
-11
|
No head invul but can be charged.
- Values in [] refer to charged version
- On charged hit, opponent experiences an additional 5/10 hitstop on hit/counterhit
- Can homing cancel on charged hit only
- Gains clash properties vs. mid/high while charging (faster startup than 5B), projectile clashes create Roz Toxos
- Charged version 7~Active HBP Clash
- Full charged 2B cannot be jump canceled but can be homing canceled.
|
|
2C
j.A
j.B
j.C
j.C
We now have FRCs
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
j.C
|
-
|
-
|
-
|
-
|
-
|
-
|
j.4C
|
-
|
-
|
-
|
-
|
-
|
-
|
j.6C
|
-
|
-
|
-
|
-
|
-
|
-
|
j.8C
|
-
|
-
|
-
|
-
|
-
|
-
|
j.2C
|
-
|
-
|
-
|
-
|
-
|
-
|
The main mechanic staple to Arcana Heart side. 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
- Due to a bug/design oversight, if Heart does any normal homing move during the game, any cancel homings done afterwards will no longer provide 100 P2 scaling for the rest of the match.
- 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
Ground Throw
Ground Throw 5B+C
Front Throw Back Throw
|
|
Heartful Punch
Heartful Punch 5A+D (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
1200, 1500, 1500
|
Air Unblockable*2, All
|
10
|
2(4)12(7)5
|
26+8L
|
-39
|
Air
|
1100, 1400
|
All
|
7
|
3(6)12(7)5
|
Until L+8L
|
-
|
Followup Attack
|
1600
|
All
|
10
|
3
|
Until L+14L
|
-
|
- Ground version invul 1~27 All
- Air version invul 1~31 All
- Follow-up attack available by pressing A, B, or C
|
|
Skills
Roz Sfaira
Roz Sfaira
Clash Projectile
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1200
|
All
|
-
|
300
|
-
|
-
|
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
|
|
Iron Fist Punch
Iron Fist Punch 236A/B
PAAAAWNCHI
|
|
Roz Sfaira
Roz Sfaira 214A (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
1500
|
All
|
51
|
300
|
Total: 51
|
+25
|
Air
|
1500
|
All
|
51
|
300
|
Total: Until L+0L
|
-
|
- 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
|
|
Tria Sfaira
Tria Sfaira 214B (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
1500*3
|
All
|
61
|
X(3)X(3)X
|
Total: 70
|
+22
|
Air
|
1500*3
|
All
|
61
|
X(3)X(3)X
|
Total: Until L
|
-
|
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
|
|
Special Kick
Special Kick j.236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
A
|
2200
|
High
|
14
|
Until L
|
18L
|
-
|
B
|
2200
|
High
|
23
|
Until L
|
21L
|
-
|
- B version is slower but more advantageous and can be followed up with assist.
|
|
EX Iron Fist Punch
Roz Toxo
Roz Toxo 214C (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
2400
|
All
|
19
|
6
|
Total: 46
|
0
|
Air
|
2400
|
All
|
19
|
6
|
Total: Until L
|
-
|
Really fast fullscreen laser. Combos into 236BC in Resonance even at far distances for easy surprise punishes.
|
|
EX Special Kick
EX Special Kick j.236C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
2800
|
High
|
14
|
Until L
|
18JL
|
-
|
- 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.
|
|
Homing Cancel
Homing Cancel/Arcana Homing Certain Moves > C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
- 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 very 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
- Due to a bug/design oversight, if Heart does any normal homing move during the game, any cancel homings done afterwards will no longer provide 100 P2 scaling for the rest of the match.
- 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
5P
6P
6P Roz Toxo
Strong "MVC2" vibes
|
|
4P
4P 2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1500
|
All
|
(18)+10
|
6
|
28
|
-17
|
Seems to be mostly for punishing bursts, since it lacks range vertically and horizontally, and seems to come out behind the point character.
|
|
Distortion Skills
Iron Fist Punch of Love
Iron Fist Punch of Love 236B+C
BIONIC AAARR- wait wrong game
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5200 [6200]
|
All
|
7+8
|
12
|
39
|
-19
|
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
|
|
Amazing Heartful Punch
Amazing Heartful Punch 214B+C
Somewhere Elphelt Valentine is extremely happy about this.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1500, 3500 <1500, 800*14> [1500, 600*22]
|
All
|
4+4
|
3(7)9 <3(6)3*14> [<3(6)3*14,2*4,1*4>]
|
45+8L [<??+51L>]
|
-41
|
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.
|
|
Amazing Special Kick
Amazing Special Kick j.236B+C
|
|
Distortion Skill Duo
Iron Fist Punch of Love P during Distortion Skill
Pink Hawk Stinger
|
|
Astral Heat
Super Amazing Iron Fist Punch of Love 222B+C
S P I R I T B O M B
|
|
Navigation
|
To edit frame data, edit values in BBTag/Heart Aino/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
|