BBTag/Heart Aino

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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.
Playstyle
Heart Aino
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.

Homing Dash

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.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 12 -3 B
Level P1 P2
1 100 70


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 5 15 -3 B
5AA 1500 All 7 3 18 -4 B
5AAA 1500 All 10 3 28 -14 B
5AAAA 2500 All 10 5 34 -20 B
  • 5A has okay reach
  • 5AA vacuums on hit
  • 5AAA can cancel into 5B > 5BB > 2B etc for a combo extension
  • 5AAAA Send the opponent up and away on hit
    • Not special or jump cancellable
Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.
Version Level P1 P2
5B 4 [5] 90 85 [90]
5BB 4 100 85
5BBB 4 90 85

5B:

  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F


5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 3 24 -10 H

Like the Persona or BlazBlue 5Cs, where the startup is quick but is unsafe on block.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 3 15 -4 F

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.
Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2300] All 12 [33] 3 27 -11 B [7~Active HBP Clash]
  • No head invul but can be charged for HBP clash.
  • Full charged 2B cannot be jump canceled but can be homing canceled.
  • On charged hit, opponent experiences an additional 5 hitstop on hit, 10 on counterhit
  • Charged version 7~Active HBP Clash (3F faster than 5B), projectile clashes create Roz Toxos.
Level P1 P2
4 90 75 [95]
  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F
  • Can homing cancel on charged hit only


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3 24 -8 F

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

  • Cancelling into 214A makes it safe-ish.
Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 8 6 15 H
j.AA 1500 High 10 3 18 H
  • Can homing cancel
Version Level P1 P2
j.A 2 80 75
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 9 10 16 H
  • Can homing cancel
Level P1 P2
3 80 80


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln

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.
Level P1 P2
  • Costs 1 skill gauge if done as a cancel
  • Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
  • j.1/4/7C have 1-20F Inv All


Universal Mechanics

Ground Throw

5B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
BC 0, 1000×2 Throw 7-30 3 23 T
4BC 0, 2000 Throw 7-30 3 23 T
Version Level P1 P2
BC 0, 3, 4 100 50
4BC 0, 4 100 50

BC:

  • Minimum damage 2000


4BC:

  • Minimum damage 2000


Heartful Punch

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1200, 1500×2 Air Unblockable×2, All 10 2(4)12(7)5 26+8L -39 B 1~27 All
j.AD 1100, 1400, 1500 All 7 3(6)12(7)5 Until L+8L H 1~31 All
AD > X 1600 All 10 3 Until L+14L H
Version Level P1 P2
AD 4 80×2, 48 60, 100
j.AD 4 80 60, 100
AD > X 3 48 100

AD:

  • Final hit is considered a separate attack with P2: 100%
  • Minimum Damage 60, 75×2 (210)


j.AD:

  • Final hit is considered a separate attack with P2: 100%
  • Minimum Damage 55, 70, 75 (200)


AD > X:

  • Minimum Damage 80


Skills

Iron Fist Punch

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 All 13 4 20 -4 B
236B 2300 All 25 6 20 -2 B 7~18 HBP Clash
  • B version gains clash properties vs. mid/high on startup
  • Can homing cancel
Version Level P1 P2
236A 3 80 80
236B 4 80 85

236A:

  • Goes into first frame of recovery (20F) on hit/block
  • Minimum Damage 100


236B:

  • On Guard Point, hitstop for Heart and Opponent 19F
  • Goes into first frame of recovery (20F) on hit/block
  • Minimum Damage 115


Roz Sfaira

214A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500 All 51 300 Total: 51 +25 P
j.214A 1500 All 51 300 Total: Until L+0L P
  • 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
Version Level P1 P2
214A 3 80 80
j.214A 3 80 80

214A:

  • Minimum Damage 75


j.214A:

  • Minimum Damage 75


Tria Sfaira

214B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 1500×3 All 61 P(3)P(3)P Total: 70 +22 P
j.214B 1500×3 All 61 P(3)P(3)P Total: Until L+0L P

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
Version Level P1 P2
214B 3 80 80×3
j.214B 3 80 80×3

214B:

  • Each P in active frames represents a projectile spawned
  • Each shot is active for 300F
  • Minimum Damage 75×3 (225)


j.214B:

  • Each P in active frames represents a projectile spawned
  • Each shot is active for 300F
  • Minimum Damage 75×3 (225)


Special Kick

j.236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 2200 High 14 Until L 18L H
j.236B 2200 High 23 Until L 21L H
  • B version is slower but more advantageous and can be followed up with assist.
Version Level P1 P2
j.236A 3 80 80
j.236B 4 80 80

j.236A:

  • Minimum Damage 110


j.236B:

  • Minimum Damage 110


Roz Sfaira

Clash with Projectile

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All 300 P1

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
Level P1 P2
3 80 80
  • Minimum Damage 60


Extra Skills

EX Iron Fist Punch

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2600 All 13 8 20 -2 B

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

Level P1 P2
4 80 85
  • Minimum Damage 260


Roz Toxo

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 2400 All 19 6 Total: 46 0 P1
j.214C 2400 All 19 6 Total: Until L P1

Really fast fullscreen laser. Combos into 236BC in Resonance even at far distances for easy surprise punishes.

Version Level P1 P2
214C 4 100 85
j.214C 4 100 85

214C:

  • Minimum Damage 240


j.214C:

  • Minimum Damage 240


EX Special Kick

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2800 High 14 Until L 18L H
  • 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.
Level P1 P2
4 80 85
  • Minimum Damage 280


Homing Cancel/Arcana Homing

Certain Moves -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
  • 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.
Level P1 P2


Partner Skills

5P

Iron Fist Punch

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 4 30 -15 B

Pretty fast, straightforward combo extension assist with good blockstun.

Level P1 P2
4 70 85
  • Minimum Damage 100


6P

Roz Toxo

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 All (18)+28 6 Total: 70 -15 P

Fullscreen laser

  • Has a bit of startup, unlike EX laser.
Level P1 P2
4 70 85
  • Minimum Damage 120


4P

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+10 6 28 -17 B
  • 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.

Level P1 P2
3 70 80
  • Minimum Damage 75


Distortion Skills

Iron Fist Punch of Love

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5200 [6200] All 7+(72 Flash)+8 12 39 -19 B 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
Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Heart immediately enters recovery on hit/block
  • Minimum Damage 1612 [1798]


Amazing Heartful Punch

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500, 3500 <1500, 800×14> [1500, 600×22] All 4+(44 Flash)4 3(7)9 <3(6)3×14> [<3(6)3×14,2×4,1×4>] 45+8L [<??+51L>] -41 B 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.
Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Values in <> are when first hit successfully hits opponent
  • Minimum Damage 450, 120×14 (2130) [300, 90×22 (2280)]
  • If first hit whiffs, only does a second hit with base damage 3500 and minimum damage 30% (1050)


Amazing Special Kick

j.236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5800, 3000 [6800, 3000] High, All 4+(43 Flash)2 Until L(3)3 15 +1 H, P 1~4 All

There are two hitboxes on this move, the actual kick part, and the shockwave when Heart lands.

  • The kick is a high.
  • The shockwave is a mid.

In certain scenarios, when hitting with only the shockwave part of the attack, you can combo off of it with 4A/5A depending on height.

Level P1 P2
5, 4 80 60
  • Values in [] are for Enhanced version
  • Only does second hit if first hit whiffs
  • Minimum Damage 1914 [2108]


Distortion Skill Duo

Iron Fist Punch of Love

P during Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(93 Flash)+1 12 39 <84> -30 B 1~13 All
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Values in <> are on hit
  • Minimum Damage 2000 [2500]


Astral Heat

Super Amazing Iron Fist Punch of Love

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(80 Flash)+3 12 30+8L -29 B
  • Combos from literally anything
  • Can punish "safe" 5Cs on block if you're ready for it
Level P1 P2
5


External References

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