BBTag/Heart Aino/Combos

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 Heart Aino
Combo Notation Guide
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+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Routes

Solo

Stuff xx = Anything that can combo into 5b (examples: 5aaa, 4a5a, 2a5aa, j.a5aaa)

# Combo Position Difficulty Notes
The Day 1 Stuff xx 5bb 2b j.aa 5bbb 236b Any [1] Very Easy Day 1 Combo. Recommended for people who are new or just want to sub Heart. Link
THE BNB Stuff xx 5bb 2b delay j.b delay j.b 4a 5aaa 5bbb 236b Any [3] Medium The BNB. Recommended for people who want to main Heart. Tricky at first, worth it to master Link
Safety Combo Stuff xx 5bb 2b j.aa JC j.aa j.236b Any [1] Very Easy Safety route if you get a really wonky confirm. Avoid if possible as the knockdown is not as good Link
Sideswitch BNB Stuff xx 5bb 2b IAD j.b j.b 4a 5aaa 5bbb 236b Any (Preferrably back to corner) [3] Medium Sideswitch route. j.b j.b timing is near immediate for this Link
Basic 1 Meter Route Stuff xx 5bbb 236b 6c 5aaa 5bbb 236b Any [1] Very Easy Basic 1 Meter route. Not the best, but does around 8.5k if you go for crossraid after 6C Link
Situational 1 Meter Route Stuff xx 5bb 2b delay j.b delay j.b 4a 5aaa 5bbb 236b 6c 5aaaaa Any [3] Medium Does less damage than the route above, but useful in a situation where you build the bar at the end and can kill with cross raid Link
Basic Meter Dump Stuff xx 5bb j.236b 6c 5a 5bb j.236b 6c 5a 5bbb 214bc Any [2] Easy Basic 4 Meter route. If you want to dump 3 meter instead omit the first homing cancel section. Link
Important 5a Punish Route! 5a 5bb j.236b 6c 5a 5bb 2b delay j.b delay j.b 4a 5a 5bbb 236b Any [3] Medium Important punish combo! Does a shitload of damage, especially if you end in cross raid after j.b j.b (it's like 10k wtf). Link
Important 5[b] Punish Route! (Midscreen) 5[b] 236b 6c 5bbb 236b 6c 5bbb 236b Midscreen [2] Easy Basic 5(b) midscreen burst punish combo. Does a shitload of damage. For meterless do 4a into BNB after the first 236b Link
Important 2[b] Punish Route! (Midscreen) 2[b] 4a (whiff) 5[b] 236b 6c 5bbb 236b Midscreen [2] Easy Basic 2(b) midscreen burst punish combo. Does a shitload of damage. Link
Important 5[b] Punish Route (Corner) 5[b]bb 236b 6c 5bbb 236b 6c 5bbb 236b Corner [2] Easy Basic 5(b) corner burst punish combo. Does a shitload of damage especially when dumping CC Link
Important 2[b] Punish Route (Corner) 2[b] 4a (whiff) 5[b]bb 236b 6c 5bbb 236b Corner [2] Easy Basic 2(b) corner burst punish combo. Does a shitload of damage especially when dumping CC Link
Basic Cross Combo Theory After 236b in a combo 5P j.236b (CC) 5P j.236b 5P 214BC Depends [2] Easy Very Basic CC Theory [None]

Other Important Stuff

# Combo Notes
2C Starter 2c 236a 6c BNB 2c is a very important tool in Heart's blockstrings, this is very important to get down!
J.236b/c Pickup j.236b or c (land) 6c 2a/5a BNB Very important to be able to do this as you will use j.236b and c a decent amount
Low to ground J.236C j.236c (low to ground or counter hit) 2a BNB you can combo off of j.236c without additional meter if you are low enough or counter hit the opponent
236B Starter 236b 6c BNB On the off chance you get a raw 236B
J.B Counterhit j.b (counter hit) 5a BNB counter hit j.b is one of the more consistent ways of getting a combo off of an air to air
Throw Combo throw xx bnb throw just leads into her bnbs

Other Routes (Not Very Important)

# Combo Notes
Meterless Homing Cancel Route Stuff xx 5bb 2b j.aa 8JC j.5c j.aa (land) j.aa (land) 5a 5bbb 236b Good corner carry, but you have to be extremely careful about the combo timer! Use as little buttons before the first j.aa Link
Midcombo DP Routing Stuff xx 5bb AD (no follow up) j.aa 8JC j.5c j.aa (land) 5a 5bbb 236b Also tight with the combo timer. Used if you want to build partner gauge a bit more than usual Link
Wacky Homing Mixup Routing Stuff xx 5bb 2b delay j.b delay j.b 4a 5aa j.aa Leads into a wackier homing mixup when they groundtech. Usually they cannot airtech if you don't do 5aaa after 4a Link

Combo Theory

Most of Heart's High Damage comes from punishes. It is very important you learn those routes as it will severly punish the opponent for attempting to DP or burst versus Heart.

Outside of punishes, her damage is actually relatively low off her basic mixups. To subvert this she has really good ways to go into crossraid at the end of combos as it is nearly impossible for the combo untech timer to not allow you to finish your autocombo into crossraid after 5a connects. She also has really good minimum damage on her 214BC. Because of this, it is easy to tack on extra minimum damage to the end of your combos.

Her routing is overall very cut and dry. The first two tables are what you should aim to know/incorporate into your gameplan. I find it hard to recommend her combos in the 3rd table named Other Routes (Not Very Important). You dont get more damage than her BNBs and the combo timer is a lot stricter with these routes. However mileage may vary and you might prefer to go for a corner carry route over a sideswitch route, or want to attempt to punish backtech/be more plus with the midscreen oki setup.

Video Examples



External Documents and References

https://docs.google.com/spreadsheets/d/11RJCYjPDlfHcdM9KV-JjCqUVPPsH6oFFDeaUxSCzQ8o/edit#gid=1115838130 Same routes as the Tables above but easier to read


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