BBTag/Heart Aino/Strategy

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Heart Aino


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.


Team Synergy

Point

Heart's primary gameplan is to get in, get the knockdown, and to start her vortex. Highly recommended to be a point character.
Assists that can lock down the opponent, or have a projectile that allows Heart to follow with homing are very valued in this position.

Anchor

Heart needs help getting in to start her gameplan up, so its recommended to not keep her as an anchor.
Despite this, she can hold her own in a 1v1 fight with the help of homing and EX homing. Using backhoming as a footsies/wiff-punish tool is crucial.
Heart's assist kit well-rounded allowing you to support your point character.

  • 4B has a deceptively big hitbox, and launches high enough for burst punishes.
  • 5B is fairly fast and decent combo filler. It also has ambiguous block stun allowing you to psuedo-lockdown your opponent.
  • 6B is a slower startup beam projectile, but can hit both point and assist characters, allowing your point character to have an easier time moving in.

Recommended Partners

(Synergy Tierlist from The Bearded One)

S Tier
Adachi, Akatsuki, Yumi, Hyde, Susanoo, Yu Narukami, Vatista

A Tier
Merkava, Naoto Shirogane, Blake, Jin, Waldstein, Yang, Ruby, Elizabeth, Yosuke, Azrael, Hilda

A- Tier
Nine, Es, Carmine, Rachel, Kanji, Teddie, Izayoi, Orie, Akihiko

B Tier
Labrys, Yuzuriha, Naoto Kurogane, Gordeau, Chie, Yukiko, Blitztank, Hakumen, Mika, Nu-13

C Tier
Jubei, Platinum, Linne, Ragna, Seth, Weiss, Mitsuru, Hazama, Makoto

D Tier
Aegis, Tager, Neo, Noel, Mai, Celica

General Tactics

Like in the comic, Heart's gameplan is to get in, get the knockdown, and start the vortex.
Using and abusing homing is going to be necessary to win with this character, so become familiar with her homing mechanic.

Okizeme

One of Heart's biggest strengths is to setup a safejump from any of her combo enders, from any screen position.
To do this, input instant j5C6 after any of these combo enders:

  • 236B
  • j.236B
  • 214BC
  • (Resonance Only) 236BC

Once the opponent has been conditioned to block, you can choose from various mixup options like:

  • jB xx j236B
  • jB > 2A
  • 2A
  • Throw

An assist to cover your mixup/enable conversions is very helpful here.

Like many safejump setups in BBTAG, you will lose to a command grab super or parry-style DP.
To combat this, you can intentionally slow down your homing if you think the opponent will wake up with this.

Blockstrings

Heart's safe ender blockstrings are fairly limited, and should be used to reset pressure with jump cancels and homing.

Meterless Options

  • 5A > jc > jXC
    • Homing direction dependent on if you expect a DP, push-block, reversal button/super, anti-air, etc.
  • 5AA > jc > jXC
    • Homing direction dependent on if you expect a DP, push-block, reversal button/super, anti-air, etc.
  • 5AA > 5B > 2B > 2C
    • Unsafe against long 8F normals

Metered Options

  • Anything into 214C
    • Its +0 on block so you could try to steal the turn back with 4A or 5A, but this is an expensive option, and poor reward if they get hit by 214C.
  • Anything into 2C > 236A > 6C > 5A > ...
    • Forward homing cancel into 5A to keep your turn. 236A > 6C leaves you at around +3 in frame advantage, so 6F buttons will get CH.
    • True combo if opponent is hit by 2C, and now in a juggle state.

Tips and Tricks

General Tips

  • 5AA has a vacuum effect which allows you to pull the opponent out of the corner. Since this is jump cancelable on block, you can create a left/right mixup.


Homing Related

Image from Duckator Guide.



  • Inputting [2] after homing lets you go for a quick low.
  • Inputting [6] after homing lets you approach faster, allowing for a fast high/low.
  • Inputting [9] after homing and while above the opponent, you'll always land on the other side.
    • Delaying jA to be after you cross up will let you convert off of the crossup.


Heart Aino 2[B] DP Punish Table

Below is a table you can use to determine if Heart can get an optimal punish off of a bad DP.
Additionally, non-Heart players can use this to measure and mitigate the risk they take against Heart when choosing to DP.

Definitions And Testing Methodology

  • On Block - If Heart is able to land Counter Hit 2[B] after blocking the first active frame of the DP.
  • On Wiff - If Heart is able to land Counter Hit 2[B] after seeing a wiffed DP and reacting to it.
  • On PB Bait - If Heart is able to clash and land with Counter Hit 2[B] when baiting push block. Bait technique used will be 4A > 2[B]
  • j1C Punish - If Heart is able to invul through a DP with j1C backhoming, land, and counter hit with 2[B]. j1C is done at minimum jump height.
  • Items styled as "Yes*" or "Probable" have notes that should be referred to.

The Table

View/Collapse CH 2[B] DP Punish Table:
Character On Block On Wiff On PB Bait j1C Punish Notes
Ragna the Bloodedge Yes Yes No Yes
Jin Kisaragi No Yes* Yes No On Wiff: Will need to avoid the first hit, and air dash in over the second hit
Noel Vermillion Yes Yes Yes* Yes On PB Bait: Will switch sides if done point blank
Rachel Alucard No No Yes No
Iron Tager No Yes Yes Yes
Hakumen N/A No Yes* No On PB Bait: Need to delay the 2[B], otherwise you will hit active frames
ν-No.13- (Nu-13) Yes Yes Yes* Yes* On PB Bait: Delay 2[B] otherwise a billion clashes happen and nobody wins.

On j1C Punish: Will need to move forward slightly to get into range

Hazama No Probable Yes No On Wiff: You need to be ready for the DP. Its fast. Not recommended.
Makoto Nanaya No Yes Yes* Yes On PB Bait: Only works with Makoto in Corner. Will switch sides if done point blank and hits very high. Wont be able to get 5[B] after.
Platinum the Trinity No Yes Yes No
Izayoi No Yes Yes Yes* On j1C Punish: Will need to move forward slightly to hit.
Azrael Yes Yes* Yes Yes* On Wiff: 2[B] during the downward strike of DP. Will clash and CH.

On j1C Punish: Need to move forward to connect against the doward strike of DP.

Celica A. Mercury Yes Yes Yes Yes
Nine the Phantom No Yes Yes Yes* On j1C Punish: Will need to move forward to be in range.
Naoto Kurogane No Yes* No No On Wiff: Only punishable if Kurogane stays on same side.
Susanoo No Probable Yes Yes On Wiff: You need to be ready for the DP. Its fast, and you're in a range that is hard to react to. Not recommended.
Es Yes Yes Yes Yes
Mai Natsume Yes Yes No Yes
Jūbei Yes* Yes Yes Yes On Block: Only punishable if you block low to avoid second hit. You can block high on first, and then 2[B] to avoid second hit
Yū Narukami Yes Yes No Yes
Yōsuke Hanamura N/A No Yes w/ OS No On PB Bait: Requires an Option Select depending on delay between 4A and 2[B]. Option Select w/ 2[B] > 5BBB.
  • No delay on 2[B]: Counter activates and clashes allowing 5B to come out, and will count as a DP Counter Hit.
  • Delayed 2[B]: 2[B] will CH with no counter activation, and 5B won't come out since you are airborn. Followup with 2[B] CH combo.
Chie Satonaka N/A No Yes w/ OS No On PB Bait: Requires an Option Select depending on delay between 4A and 2[B]. Option Select w/ 2[B] j1C (EX).
  • No delay on 2[B]: Counter activates, you will invul back and land. Followup will miss and switch sides. Delay 5B to punish followup. If 2[B] is delayed, 2[B] will CH and j1C will come out.
  • Delayed 2[B]: 2[B] will CH and j1C will come out. You have time to do standard 2[B] CH combo.
Yukiko Amagi No Yes Yes* Yes On PB Bait: Requires delay, otherwise Yukiko recovers safely.
Kanji Tatsumi N/A Yes Yes* Yes* On PB Bait: Requires delay, otherwise Kanji is safe.

On j1C punish: Will need to move forward slightly to hit.

Teddie Yes Probable Yes No On Wiff: Due to its range and recovery time, it is hard to punish, but its possible. Not recommended.
Naoto Shirogane N/A No Yes w/ OS No On PB Bait: Requires an Option Select depending on delay between 4A and 2[B]. Option Select w/ 2[B] > 5B. 2[B] > 5A also works.
  • No delay on 2[B]: Counter activates, and a loveball will appear. The timing is tight, but 5B will hit and will count as a DP Counter Hit.
  • Delayed 2[B]: 2[B] will CH with no counter activation, and 5B won't come out since you are airborn. Followup with 2[B] CH combo.
Mitsuru Kirijo No Probable No Yes On Wiff: Due to its recovery time and screen positioning (within mitsuru 5A range), it is hard to punish, but its possible. Not recommended.
Akihiko Sanada No Yes Yes Yes
Aegis No Yes Yes Yes* On j1C Punish: Will need to move forward to be in range.
Elizabeth N/A No Yes w/ OS No On PB Bait: Requires an Option Select depending on delay between 4A and 2[B]. Option Select w/ 2[B] > 5BBB.
  • No delay on 2[B]: Counter activates and clashes, allowing 5B to come out, and will count as a DP Counter Hit.
  • Delayed 2[B]: 2[B] will CH with no counter activation, and 5B won't come out since you are airborn. Followup with 2[B] CH combo.
Labrys Yes Yes Yes* No On PB Bait: Requires delay, otherwise Labrys recovers safely.
Tohru Adachi No Yes* Yes w/ OS Yes* On PB Bait: Requires an Option Select depending on delay between 4A and 2[B]. Option Select w/ 2[B] > 5BBB.
  • No delay on 2[B]: Counter activates and clashes, allowing 5B to come out, and will count as a DP Counter Hit.
  • Delayed 2[B]: 2[B] will CH with no counter activation, and 5B won't come out since you are airborn. Followup with 2[B] CH combo.

On Wiff: 2[B] after counter will clash and hit the followup. On j1C Punish: Will need to do 2[B] after landing to hit before followup, or clash/hit the followup. Additional Note for Adachi: You should always OS 2[B] 5B against him in these situations.'

Hyde Yes Yes No Yes
Linne Yes* Yes No Yes* On Block and j1C Punish: 2[B] when she is falling. This will autocorrect your 2[B] direction
Waldstein No Yes* Yes No On Wiff: You can 2[B] Walds arms. Hurtbox extends out to the closest claw joint to his wrist.
Carmine No Probable Yes* No On Wiff: Due to its range and recovery time, it is hard to punish, but its possible. Not recommended. On PB Bait: Will only work on delay 2[B].

Additional Note for Carmine: There are a lot of clash frames for his DP. Be cautious if your opponent knows about clash cancelling.

Orie Yes Yes No Yes Addtional Note for Orie: 2[B] at the apex of her DP. Recovers fairly quick after landing.
Gordeau Yes* Yes Yes* Yes* On Block and j1C Punish: Only punishable by 2[B] if you block the tip of the starting animation. Otherwise he will crossup and 2[B] won't have time to charge and correct for side swap.

On PB Bait: Requires delay, otherwise you lose the trade.

Merkava Yes Probable Yes* Yes On Wiff: Due to its recovery time and screen positioning, it is hard to punish, but its possible. Not recommended.

On PB Bait: Must do 2[B] without delay, otherwise 2[B] will wiff. Immediate 2[B] will switch sides, hit behind, and high, but can 2[B] CH combo still.

Vatista Yes* Yes Yes* Yes On Block: Must block low to punish with 2[B]. On PB Bait: Must do immediate 2[B] otherwise it will wiff.

Additional Note for Vatista: Character cannot be counterhit ever, making 2[B] openings limited by meter.

Seth Yes Yes No Yes
Yuzuriha Yes Yes Yes Yes Additional Note for Yuzuriha: Loveballs will come out when clashing with slashes of the DP. During testing, these did not interfere with CH 2[B] combos.
Hilda No No Yes* No On PB Bait: Requires delay, otherwise you lose the trade.
Mika Yes Yes Yes* Yes On PB Bait: Use 5A 2[B] to bait PB. 4A results in either wiffing, or hitting too high, and preventing CH2[B] combos.
Ruby Rose No Probable Yes Probable On Wiff and j1C Punish: Due to its recovery time and screen positioning, it is hard to punish, but its possible. Not recommended.
Weiss Schnee No Probable Yes Probable On Wiff and j1C Punish: Due to its recovery time and screen positioning, it is hard to punish, but its possible. Not recommended.
Blake Belladonna Yes Yes Yes Yes
Yang Xiao Long No Probable No Probable On Wiff and j1C Punish: Due to its recovery time and screen positioning, it is hard to punish, but its possible. Not recommended.
Neo Politan No No Yes No
Heart Aino Yes Yes Yes* Yes On PB Bait: Must do 2[B] without delay, otherwise 2[B] will wiff. Immediate 2[B] will switch sides, hit behind, and high, but can 2[B] CH combo still.
Yumi No Probable Yes Yes On Wiff: Due to its recovery time and screen positioning, it is hard to punish, but its possible. Not recommended.
Akatsuki N/A No Yes w/ OS No On PB Bait: Requires an Option Select depending on delay between 4A and 2[B]. Option Select w/ 2[B] > 5BBB.
  • No delay on 2[B]: Counter activates and clashes, allowing 5B to come out, and will count as a DP Counter Hit.
  • Delayed 2[B]: 2[B] will CH with no counter activation, and 5B won't come out since you are airborn. Followup with 2[B] CH combo.
Blitztank N/A No Yes* No On PB Bait: Requires delay, otherwise you lose the trade.

Fighting Heart

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