BBTag/Heart Aino

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Overview
Overview
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.

 Heart Aino 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 have 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.


Heart Aino
BBTag Heart Aino Portrait.png
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

5A

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5A
5AA
5AAA
5AAAA

  • 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

5B

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5B
5BB
5BBB

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

  • 5BBB knocks down on hit.
  • Cancels into air specials.
  • Will cause some characters DP to whiff. Vatista, Jin, and Mitsuru for example.
  • Looks kinda cute.

5C

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

2A

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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

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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

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

  • Cancelling into 214A makes it safe-ish.

j.A

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j.A
j.AA

  • Can homing cancel

j.B

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j.B
j.BB

  • Can homing cancel

j.C

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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

Ground Throw

5B+C

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BC
4BC

  • 100% minimum damage (2000)

Heartful Punch

5A+D (Air OK)

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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

Clash with Projectile

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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

236A/B

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A
B

  • B version gains clash properties vs. mid/high on startup
  • Can homing cancel

Roz Sfaira

214A (air OK)

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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

214B (air OK)

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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

j.236A/B

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A
B

  • B version is slower but more advantageous and can be followed up with assist.


Extra Skills

EX Iron Fist Punch

236C

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

Roz Toxo

214C (air OK)

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Ground
Air

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

EX Special Kick

j.236C

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  • 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/Arcana Homing

Certain Moves > C

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  • 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


Partner Skills

5P

Iron Fist Punch

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Pretty fast, straightforward combo extension assist with good blockstun.

6P

Roz Toxo

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Fullscreen laser

  • Has a bit of startup, unlike EX laser.

4P

2B

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  • 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

236B+C

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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

214B+C

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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

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

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Combos from literally anything


External References

Navigation

To edit frame data, edit values in BBTag/Heart Aino/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.