BBTag/Heart Aino

From Dustloop Wiki
Overview
Overview

An orthodox and balanced character, she specializes in using her fists to throw lively punches. Using the high-speed movement provided by "Homing" towards the opponent, Partinias' protection will strengthen her close-range attacks.

Pros
Cons
  • High solo damage potential.
  • Full-screen grounded pressure options via 214 specials.
  • Has some of the best air mobility in the game thanks to Homing Dash.
  • Incredible corner carry potential.
  • Clash frames will reflect projectiles as Roz Sfaira.
  • Has no Head invincible attacks, armored attacks have long startup.
  • Armor can be clash cancelled into a low, which will not be armored through.
  • Range is short.
  • Being a staple exclusive universal mechanic to Arcana Heart side, Homing Cancels burn through meter quickly.

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.
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
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (10F)
236B+C (15F)
214B+C (8F)

Normal Moves

4A


5A


5B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 [2200] All 11 [41] 3 27 -11 [-9] 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 Toxo.
  • 10~Active HBP Clash
  • Fully charged splats enemy upon wall hit.

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

5C


2A


2B


2C


j.A


j.B


j.C

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

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.




Universal Mechanics

Ground Throw

5B+C


Heartful Punch

5A+D (Air OK)


Skills

Iron Fist Punch

236A/B


Roz Sfaira

214A (Air OK)


Tria Sfaira

214B (Air OK)


Special Kick

j.236A/B


Roz Sfaira

Clash with Projectile



Extra Skills

EX Iron Fist Punch

236C


Roz Toxo

214C (Air OK)


EX Special Kick

j.236C


Homing Cancel/Arcana Homing

Certain Moves -> C

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


Partner Skills

5P

Iron Fist Punch


6P

Roz Toxo


4P

2B



Distortion Skills

Iron Fist Punch of Love

236B+C


Amazing Heartful Punch

214B+C


Amazing Special Kick

j.236B+C


Distortion Skill Duo

Iron Fist Punch of Love

P during Distortion Skill



Astral Heat

Super Amazing Iron Fist Punch of Love

222B+C


External References

Navigation

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