Difference between revisions of "BBTag/Heart Aino"

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Revision as of 13:02, 25 October 2019

Heart Aino
BBTag Heart Aino Portrait.png
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.
  • 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






Normal Moves

4A
4A
BBTag Heart 4A.png
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.
5A
5A
BBTag Heart 5A.png
BBTag Heart 5AA.png
BBTag Heart 5AAA.png
BBTag Heart 5AAAA.png
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.

A straight punch

  • Has okay reach
5AA

A side-kick

  • Vacuums on hit
5AAA

Turning back-fist

  • Can cancel into 5B > 5BB > 2B etc for a combo extension
5AAAA

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
BBTag Heart 5B.png
Lightning Arcana shenanigans
BBTag Heart 5BB.png
BBTag Heart 5BBB.png
Actually a low hit, this catches everyone
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

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
  • Can homing cancel
  • Can be cancelled into 2B on hit for an air combo
5BBB
  • Knocks down on hit.
  • Cancels into air specials.
5C
5C
BBTag Heart 5C.png
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.

Seems to be like the Persona or BlazBlue 5Cs, where the startup is quick but is unsafe on block.

2A
2A
BBTag Heart 2A.png
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.
2B
2B
BBTag Heart 2B.png
Fore!
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.

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
2C
BBTag Heart 2C.png
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.A
j.A
BBTag Heart jA.png
BBTag Heart 5BB.png
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.A
j.AA
  • Can homing cancel
j.B
j.B
BBTag Heart jB.png
BBTag Heart jBB.png
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.B
  • Can homing cancel
j.BB
  • Can homing cancel
j.C
j.C
BBTag Heart jC.png
We now have FRCs
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

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
  • 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
BBTag Heart 5AAA.png
BBTag Heart 2B.png
Front Throw
BBTag Heart GroundThrow.png
Back Throw
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.
BC
4BC
  • 100% minimum damage (2000)
Heartful Punch
Heartful Punch
5A+D (Air OK)
BBTag Heart HeartfulPunch.png
BBTag Heart 5BB.png
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.
Ground
Air
Followup Attack
  • 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
BBTAG Heart RozSfaira.png
Clash Projectile
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 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
BBTag Heart IronFistPunch.png
PAAAAWNCHI
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.
A
B
  • B version gains clash properties vs. mid/high on startup
  • Can homing cancel
Roz Sfaira
Roz Sfaira
214A (air OK)
BBTag Heart RozSfaira.png
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.
Ground
Air
  • 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)
BBTag Heart TriaSfaira.png
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.
Ground
Air

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
BBTag Heart SpecialKick.png
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.
A
B
  • B version is slower but more advantageous and can be followed up with assist.


Extra Skills

EX Iron Fist Punch
EX Iron Fist Punch
236C
BBTag Heart IronFistPunch.png
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.

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

Roz Toxo
Roz Toxo
214C (air OK)
BBTag Heart RozToxo.png
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.
Ground
Air

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
BBTag Heart SpecialKick.png
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.
  • Combos into ground normals.
  • Can be TK'd for a fast overhead that can be comboed out of solo.
Homing Cancel
Homing Cancel/Arcana Homing
Certain Moves > C
BBTag Heart jC.png
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.
  • 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.


Partner Skills

5P
5P
Iron Fist Punch
BBTag Heart IronFistPunch.png
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.

Pretty fast, straightforward combo extension assist with good blockstun.

6P
6P
Roz Toxo
BBTag Heart RozToxo.png
Strong "MVC2" vibes
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.

Fullscreen laser

  • Has a bit of startup, unlike EX laser.
4P
4P
2B
BBTag Heart 2B.png
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.
  • 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.


Distortion Skills

Iron Fist Punch of Love
Iron Fist Punch of Love
236B+C
BBTag Heart IronFistPunchOfLove.png
BIONIC AAARR- wait wrong game
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.

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
BBTag Heart AmazingHeartfulPunch.png
Somewhere Elphelt Valentine is extremely happy about this.
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.

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
BBTag Heart AmazingSpecialKick.png
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.


Distortion Skill Duo

Iron Fist Punch of Love
P during Distortion Skill
BBTag Heart IronFistPunchOfLove.png
Pink Hawk Stinger
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.


Astral Heat

Super Amazing Iron Fist Punch of Love
222B+C
BBTag Heart SuperAmazingIronFistPunchOfLove.png
BBTag Heart SuperAmazingIronFistPunchOfLove2.png
S P I R I T B O M B
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.

Combos from literally anything


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