BBTag/Heart Aino

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Heart Aino
BBTag Heart Portrait.png

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[edit]


32px Heart Aino
Lore: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.

Homing Dash[edit]

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

Playstyle[edit]

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.
Pros Cons
  • 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.



Normal Moves[edit]

4A[edit]
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.
1000 All 6 3 12 -3 -

5A[edit]
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.
5A 1500 All 8 5 15 -3 -

A straight punch

  • Has okay reach
5AA 1500 All 7 3 18 -4 -

A side-kick

  • Vacuums on hit
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[edit]
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 1700 [2200] All 11 [41] 3 27 -11 [-9] 10~Active HBP Clash

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.
  • Looks kinda cute. UwU

5C[edit]
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.
800+ High 22 3 24 -10 -

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

2A[edit]
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.
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[edit]
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.
1700 [2300] All 12 [33] 3 27 -11 [7~Active HBP Clash]

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[edit]
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.
1700 Low 13 3 24 -8 -

A longer-reaching low than her 2A, but obviously less safe

  • Cancelling into 214A makes it safe-ish.

j.A[edit]
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 1000 High 8 6 15 - -
  • Can homing cancel
j.AA 1500 High 10 3 18 - -
  • Can homing cancel

j.B[edit]
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 1500 High 9 10 16 - -
  • Can homing cancel
j.BB 1700 High 12 3 24 - -
  • Can homing cancel

j.C[edit]
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 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 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[edit]

Ground Throw[edit]
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 0, 1000*2 Throw 7-30 3 23 - -
4BC 0, 2000 Throw 7-30 3 23 - -
  • 100% minimum damage (2000)

Heartful Punch[edit]
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 1200, 1500, 1500 Air Unblockable*2, All 10 2(4)12(7)5 26+8L -39 1~27 All
Air 1100, 1400 All 7 3(6)12(7)5 Until L+8L - 1~31 All
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[edit]

Roz Sfaira[edit]
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.
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[edit]
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 2000 All 13 4 20 -7 -
B 2300 All 24 6 20 -7 7-17 HBP Clash
  • B version gains clash properties vs. mid/high on startup
  • Can homing cancel

Roz Sfaira[edit]
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 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[edit]
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 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[edit]
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 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.



Extra Skills[edit]

EX Iron Fist Punch[edit]
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.
2600 - 13 8 20 -9 -

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

Roz Toxo[edit]
Roz Toxo
214C (air OK)
BBTag Heart RozToxo.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 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[edit]
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.
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[edit]
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.
  • 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


Partner Skills[edit]

5P[edit]
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.
2000 All (18)+13 4 30 -12 -

Pretty fast, straightforward combo extension assist with good blockstun.

6P[edit]
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.
2400 All (18)+28 6 Total: 70 -15 -

Fullscreen laser

  • Has a bit of startup, unlike EX laser.

4P[edit]
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.
1500 All (18)+10 6 28 -17 -
  • 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[edit]

Iron Fist Punch of Love[edit]
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.
5200 [6200] All 7+8 12 39 -19 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

Amazing Heartful Punch[edit]
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.
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 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.

Amazing Special Kick[edit]
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.
5800 [6800] High, All 4+2 Until L(3)3 15 - 1-4 All


Distortion Skill Duo[edit]

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.
2000 [2500] All 1+1 12 39 <84> -30 1-13 All



Astral Heat[edit]

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.
- All 1+3 12 30+8L -29 -

Combos from literally anything


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