Combo Notation Guide | |||||||||
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Combo List
Routes
Solo
Stuff xx = Anything that can combo into 5b (examples: 5aaa, 4a5a, 2a5aa, j.a5aaa)
# | Combo | Position | Difficulty | Notes | |
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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 | |
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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 | |
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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