HNK/Heart/Combos

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 Heart


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
HT =  Heart
JA =  Jagi
JU =  Juda
KE =  Kenshiro
MA =  Mamiya
RA =  Raoh
RE =  Rei
SH =  Shin
SO =  Souther
TO =  Toki

Player 2 Side Difference

Heart is unusually affected by a player side glitch; when playing as player 2, all of his attacks gain increased hitsstun. This allows new combo opportunities, such as looping BD or 623A grabs on new characters, or allowing other combos to be performed with a bit more leniency than normal.

Beginner.png Beginner Combos

High Jump Combos

Since Mr.Heart does not have a Grave Shoot launcer he has to use 214+B (Earthcrush) to start high jump combos. Simply hold up and you'll super jump cancel it on hit. Note that Earthcrush will not launch airborne opponent. While you can cancel into Earthcrush from any lights, cr.B has the most range and is generally the best poke button, it is still worthwhile to simply throw out Earthcrush from mid-range as you will still get the full confirm.

Sidenote: It is not possible to combo from 214+D, but it is still a good poke that can be super jump cancelled and let you approach.

Earthcrush BnB

~214+B > jc > j.A > j.A+C > ((j.A+C) > 236236+A)

5 Hits, 38 damage and alright meter build, but most importantly it puts the opponent full screen and closer to the corner. If you are already at the corner you can hit another j.A+B as your opponent hits the ground against certain characters like Raoh or Shin and follow up with a super grab (236236+A "Heart's A"). Going for the extra air grab is a bit of a risc though, as whiffing it means you cannot hit the super.


Alternate Earthcrush BnB

~214+B > jc > j.C > 5D > (j.C)

Alternate confirm that takes advantage of the jump cancel on 5D to build a hit of armor. In the corner, this can be used for a high/low mixup; early airdash jC to land and then 2B, late airdash jC to hit them overhead and confirm into 2B Earthcrush.


If you have super meter and you're not near the corner, it is possible to do:

Midscreen Heart's A confirm

~214+B > jc > j.C > land > 236236+A ("Heart's A")

As the opponent cannot tech at all if they are hit by j.C.

If you can hit cr.B it is advisable to go for a Banishing Strike combo instead, as they overall deal more damage, though it might not combo at certain ranges.

In short, try and hit Earthcrush (214+B) as much as possible, but keep in mind that the big damage is in Banishing Strike combos.

Banishing Strike Combos

Note that Mr. Heart's 214A Guard Cancel acts as a Banishing Strike, all of these combos can be performed off

Basic Banishing Strike Combo

2B > CD+6 > 5D > j.D > 5D > 623C > 5A(1) > 623A > (214B)

Your basic Banishing Strike confirm. Used from midscreen to the corner, it gives decent damage and takes off 2 stars. The 214B can OTG for extra damage, but you sacrifice positioning.

Basic Metered Banishing Strike Combo

2B > CD+6 > 5D > j.D > 5D > j.D > 5D > 63214A > 236236A

An easy way to cash out meter for big damage. Takes off 2 stars.

Fullscreen Banishing Strike Combo

2B > CD+6 > delay > 5D > 214D > (jC)

Basic fullscreen combo. Sends them to the corner and allows you to set up your super armor. Takes off 2 stars.

Other Basic Combos

214A Counter/Corner Throw Combo

5A > 5D > 623C > 5A(1) > 623A

Same basic ender as your basic Banishing Strike combo.

Metered 214A Counter/Corner Throw Combo

5A > 5D > 214B > jA > jAB > 236236A

Itteyo! Combos

Typhoon Loop Combos

Note that ALL combos in this section have been tested and performed on P1 side; more or otherwise different routes are possible with P2, but the aim of this section is to show combos that can be performed regardless.

Most Typhoon Loops are very similar, differing mainly in their opener (Depending on screen position) and in their ender (Slight adjustments based on character). Mr. Heart effectively has "freestyle" confirms; as long as you can get them bouncing off the wall high enough, you can start and end a Typhoon Loop. The combos in this section are not to be taken as hard and fast rules, and serve more as example combos in very common situations.


Easy route, All but Kenshiro

2B > CD+6 > 5D > 236236C > 5A(1) > 5D > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB > j236E

Standard 1 bar route. Before the 623A ender, you should have about 29-30 hits.


Easy route, Kenshiro

2B > CD+6 > 5D > 236236C > 5A(1) > 5D > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(2) > j236D > jB > j236E > 236C

Kenshiro will often stop bouncing off the wall at 27 hits, so you may want to omit the final 236C > 236A for consistency. The jump cancel on the ender 236C > j236C requires a slight delay to keep him from bouncing upwards. The final 236C hits OTG.

Advanced Typhoon Loop

2B > CD+6 > 5D > 236236C > 5A(1) > 5D > 236C > j236C(6) > j236B > 5D > {236C > 236A}X6 > 236C > Backwards jump j236C > j236B > 236C > Backwards jump 623A > Ender

An advanced Typhoon Loop concept that will work on the whole cast. The 236B whiff during the backwards jump 236C must be inputted as 214B. The attached video has an input display to show this. Importantly, this route will set you up to end with a BD Grab loop when P2, or the standard 623A > 236C link ender as shown in the Easy Routes. Kenshiro's unique jump cancel is still required.

Corner Typhoon Loop Combos

Universal Corner Typhoon Loop

2B > CD+6 > 5B > 5B > 5D > 236236C > 236C > j236C(5) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB > j236E

Universal combo, with the exception of Kenshiro's standard ender due to his hurtbox.

Corner To Corner Typhoon Loop Combos

Toki, Kenshiro

2B > CD+6 > delay > 5D > sjD > 5D > 236236C > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D

The slight delay needed on Kenshiro's basic Typhoon Loop is still required here.


Shin, Jagi, Raoh, Rei, Souther, Mamiya

2B > CD+6 > delay > 5D > sj, delay IAD jD > 236236C > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB > 236E

Some characters need 236E and some only need jB.


Juda

2B > CD+6 > delay > 5D > sj, delay IAD jB > 236236C > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB

Alternate Loops

BD Grab Loops

Basic BD Loop

2B > CD+6 > 5D > 236236C > BDxN

Comedically easy kill combo that works on Rei, Shin, and Raoh. Also works in the corner.

Corner Throw/214A Counter BD Loop

5A > 5D > 236236C > BDxN

623A Loop

On Rei and Jagi, 623A can be looped in the corner. Any corner combo that leads into 623A or 623C can be converted into this loop. As P2, Shin and Raoh can also be looped in the same way.

Throw Combos

Standard throw combo

Back throw (into corner) > 5A > 5D > 623C > 5A(1) > 623A

Standard combo.

Basic BD Loop

Back throw (into corner) > 5A > 5D > 236236C > BDxN

Simple yet threatening corner BD combo.

Fatal KO Combos

The Only One You Have

(During Itteyo!) 5A(1)/5B > FKO

Not too impressive, but it exists.


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