HNK/Heart

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Overview

Overview

The lumbering titan of HnK, Mr. Heart is a big-body bruiser with an unusual playstyle and a very interesting kit. While he's often considered the worst character in the game due to reasons we'll get into, he remains an enduringly popular and unique character in the competitive scene.

Mr. Heart has a weird set of buttons. His moves are either incredibly fast with awful reach or horrendously slow with exceptional reach. He has very few inbetween buttons, making it difficult for him to control neutral. Instead of playing out a neutral game by contesting space with his buttons, Heart mostly plays the game by dragging opponents towards him with No Escape!HNK Heart 63214A.pngGuardStartupRecoveryAdvantage- before reacting to what they try to do. If they try and jump away, he nabs them with his anti-air command grab. If they stay still, Heart can begin his own offense. And if they attack, they've made a terrible mistake.

Heart's counterHNK Heart 214A.pngGuardStartupRecoveryAdvantage- is a highly active move that can use aura to improve its capabilities. If Heart catches someone with his counter and spends aura, he can use the followup like a Banishing Strike and fling him and his opponent across the screen. From here, Heart can initiate his Iteeyoo!!HNK Heart 236236C.pngGuardStartupRecoveryAdvantage- install and begin an infinite combo. On paper, this gameplan is rather interesting—drag his opponents to him, then go for an insane punish based on what they do.  This is sounding familiar...

Unfortunately, Heart is way too slow to reliably set this gameplan in motion. Heart cannot boost, is rather slow, and takes up a huge portion of the screen by himself. HnK is a game with many highly mobile characters, making it difficult to get his gameplan started. As well, Heart is always at risk of being ToD'd himself thanks to his huge size. The many powerful top tiers in this game can make his life an absolute hell, and he's often considered the worst character in the game as a result.

That said, Heart is still a unique, fan-favorite character with a lot to like. If you can handle blocking for long periods of time and live for the thrill of robbing a round like its nothing, you've got to give Heart a try.
Heart
HNK Heart Portrait.png
Damage Taken
100%
Jump Startup
8f
Backdash
1f

Pros and Cons

 Heart is a lumbering grappler character who is capable of turning his defense into a one-shot offense.

Pros
Cons
  • Defensive Titan: Heart is the only character in the entire game to not have a Guard Bar unless he is in the mirror match. This allows him to confidently block with gusto, bolstered further by his unique defensive options, including a devastatingly fast defensive command grabHNK Heart 623A.pngGuardAirthrowStartupRecoveryAdvantage-. His ability to get Super Armor from most of his special moves also allows him to make normally risky trades much easier to deal with.
  • Unique Guard Cancel: Heart's counterHNK Heart 214A.pngGuardStartupRecoveryAdvantage- can be used during blockstun for half a bar of Aura. If used in this way, it functions like a Banishing Strike, allowing him to convert any successful launch into a Touch of Death combo against the entire cast.
  • Iteeyoo Install: Heart's install super Iteeyoo!!HNK Heart 236236C.pngGuardStartupRecoveryAdvantage- gives him several new moves and unique combo opportunities. Many of his higher-damage Iteeyoo combos can kill outright or set up for dangerous situations in the next round.
  • Play My Game: Heart's weird gameplan and unique defensive potential make him a walking knowledge check. Players who lack a good strategy to counter his gameplay style will find themselves deeply confused by his unconventional kit.
  • Anti-Rei: Heart actually has a pretty good matchup against  Rei due to the latter's emphasis on jumping. This is easily countered by Heart's anti-air command grab and No Escape!HNK Heart 63214A.pngGuardStartupRecoveryAdvantage- special, forcing Rei into many unfavorable positions.
  • Fat, Slow, and Huge: Heart is wide and tall, making him combo food for most of the cast. Worst of all, he is hideously slow and has no access to Boost whatsoever, making him unable to keep up with most of the cast.
  • Meter Addicted: Heart desperately needs as much Aura as he can get for offense and defense. Converting into Iteeyoo loops can often be difficult without a large amount of meter stocked up.
  • Awful Offense: Hearts normals are either tiny and fast, or huge and extremely slow. He has poor mixup potential and rarely gets good reward off of any of his potential options. He often relies on dragging opponents to him, wherein he sets them up for his defensive game.
  • Matchup Hell: Heart has losing matchups against the majority of the cast, especially the top tiers. That being said, he is definitely capable of winning against top tier characters.
  • Execution: Should Heart drop one of his Iteeyoo combos, he has effectively surrendered the round to his opponent. To make matters worse, some combos don't even work if he's player 1.

Unique Mechanics

HNK Heart Iteeyoo Gauge.gif Iteeyoo!! Gauge

Iteeyoo!!HNK Heart 236236C.pngGuardStartupRecoveryAdvantage- will make Mr. Heart run constantly run toward his opponent and gives him access to new moves such as a launching command grabHNK Heart 236A.pngGuardThrowStartupRecoveryAdvantage-, a spinning attack that bounces the opponentHNK Heart 236C.pngGuardAllStartupRecoveryAdvantage-, as well as new movement options like a wall jump.

On the flip side, Mr. Heart cannot block and instead receives one hit of armor, and when the install ends, he will be put in a recovery animation that is punishable.

Normals

5A

5A
Guard Damage Startup Active Recovery On-Block Star Damage
All 4x2 5 4,4 4 +3 0

One of Mr. Hearts most important normals, it serves as a combo filler, anti-air and combo starter.

On-Hit Boost Gain Aura Gain GC Level
2

5B

5B
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 9 4 12 -5 0

Not nearly as good as crouch B, but still occasionally useful. Is used in some combo enders to stuff some extra damage before Heart's 236236A.

On-Hit Boost Gain Aura Gain GC Level
2

5C

5C or 5{C} or 5[C]
Version Guard Damage Startup Active Recovery On-Block Star Damage
5C lvl0 All 14 29~39 4 16 -4 0
5C lvl1 All 14~28 40~69 4 16 -4 0
5C lvl2 All 28~56 74-153 4 16 -4 [1]
  • Has one hit of armor.

This move should almost never be used. It has an incrediblity long startup time, which is only worth it if you can get the full charge damage wise. It is also neither special or normal cancelable, although it can be used in a gimmicky blockstring due to its range and hit of armor.

Version On-Hit Boost Gain Aura Gain GC Level
5C 4
5{C} 4
5[C] 4
  • 5C
  • 5{C}
  • 5[C]

5D

5D
Guard Damage Startup Active Recovery On-Block Star Damage
All 18 10 4 36 -24 0

A launcher that can be chained into from 5A. Is used heavily in combos and as a hit confirm. Can be jump cancelled allowing IAD pressure from strings such as 2B > 5D/5A > 5D. Not a very good button to press in neutral though.

On-Hit Boost Gain Aura Gain GC Level
4

2A

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 7 4 3 +7 0

A quite fast and good reaching jab. Usually best used in conjunction with 2B to hit confirm.

On-Hit Boost Gain Aura Gain GC Level
3

2B

2B
Guard Damage Startup Active Recovery On-Block Star Damage
Low 6 7 4 9 +6 0

Mr. Heart's most trusted companion and main poke, this baby not only has alright range, it also combos into Banishing Strike or Earthcrush (depending on range) on hit. Use it often.

On-Hit Boost Gain Aura Gain GC Level
5

2C

2C or 2{C} or 2[C]
Version Guard Damage Startup Active Recovery On-Block Star Damage
2C lvl0 All 17 17~37 4 16 -4 0
2C lvl1 All 17~35 38~67 4 16 -4 0
2C lvl2 All 35~70 72~141 4 16 -4 [1]
  • Has one hit of armor.

See 5C. Also doesn't hit low but launches on charged hit for an Earthcrush style combo. Not worth the risk though.

Version On-Hit Boost Gain Aura Gain GC Level
2C 4
2{C} 4
2[C] Grave Launch 4
  • 2C
  • 2{C}
  • 2[C]

2D

2D
Guard Damage Startup Active Recovery On-Block Star Damage
High 14 35 4 34 -22 [1]
DON'T PRESS 2D
On-Hit Boost Gain Aura Gain GC Level
4

j.A

j.A
Guard Damage Startup Active Recovery On-Block Star Damage
High 6 10 6 6 0

A good air-to-air poke that can be special cancelled into AC air grab.

On-Hit Boost Gain Aura Gain GC Level
2

j.B

j.B
Guard Damage Startup Active Recovery On-Block Star Damage
High 6 13 6 9 0

Can occasionally be used as an instant air-dash pressure tool, but is otherwise primarily used to adjust the height in wall bounce combos.

On-Hit Boost Gain Aura Gain GC Level
2

j.C

j.C or j.[C]
Version Guard Damage Startup Active Recovery On-Block Star Damage
j.C lvl0 High 15 13 40 8 0
j.C lvl2 High 15~46 24~38 40 8 0
  • Has one hit of armor.

Holding this button will make Mr. Heart float in the air, and if he lands without launching the attack, he will gain one hit of super armor that lasts until he gets hit, takes chip damage, or performs another armored move such as 5C or 623C.

In general, it's an alright air button just for its range. Comes with plenty of hitstun.

Version On-Hit Boost Gain Aura Gain GC Level
j.C 4
j.[C] 4
  • j.C
  • j.[C]

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
High 15 9 50 8 0

Mr. Heart's crossup tool, also an alright jump-in button, combo extender (in wall bounce combos) and suprisingly often win air-trades.

On-Hit Boost Gain Aura Gain GC Level
4

Command Normals

6A

6A
Guard Damage Startup Active Recovery On-Block Star Damage
High 23 4 -20

A relatively fast overhead that shares its animation with 5D, but cannot be canceled. Unfortunately its poor reward on hit and bad frame advantage stop it from being very useful. On a deep corner hit, you can OTG with Heart's 236236A.

On-Hit Boost Gain Aura Gain GC Level

Universal Mechanics

Throw

6C or 4C
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 4 4

A sideswitching throw that allows for combos when the opponent is thrown into the corner. A great mixup option that leads to huge damage or even death vs some characters. Has an incredibly short whiff animation that can let you 623A or 5A an opponent that jumps out.

On-Hit Boost Gain Aura Gain GC Level

Kick Throw

B+D
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 17 (minimum) 9
  • Has one hit of armor.

Probably the best BD Throw in the game. Unique to Mr. Heart, this BD Throw can grab crouching opponents and combo into itself during Itteyo!! When performed far away from the opponent, Mr. Heart will wait for a bit and then begin to run at the opponent, and throw them when he reaches them.

On-Hit Boost Gain Aura Gain GC Level

Grave Shoot

Heart does not have a Grave Shoot.

Heavy Strike

A+B
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable 34 4

A regular Heavy Strike with great range, but like all other Heavy Strikes it's quite risky to use.

On-Hit Boost Gain Aura Gain GC Level
Stagger

Banishing Strike

C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 18-33 4 -8

One of Mr. Heart's most important moves. Anytime it's possible try to confirm into Banishing Strike as the follow up boost is free. It is also an essential combo starter (just like his Guard Cancel) that can often lead to 50% without meter, or 100% with it.

On-Hit Boost Gain Aura Gain GC Level
Banishing Launch

Special Moves

No Escape!

63214A
Guard Damage Startup Active Recovery On-Block Star Damage
  • Has one hit of armor.

Mr. Heart vacuums the opponent in with his powerful lungs. This will pull in the opponent from anywhere, letting you extend wall combos, change their jump arc, pull them in from neutral, etc. Get creative!

On-Hit Boost Gain Aura Gain GC Level

Bring it on!

214A
Guard Damage Startup Active Recovery On-Block Star Damage
Normal
  • Takes off 1 star on hit.
  • If 6 is held, Mr. Heart will follow the opponent.
  • Counters highs and mids but not lows.

A special combo starting counter and projectile reflector, Mr. Heart puffs out his chest and sends the opponent away similar to a Banishing Strike. Cannot counter low attacks, and has a small amount of punishable recovery, making it a bit risky.


Guard Cancel
  • Costs .5 bars of Aura.
  • Applies Banish launch on hit.

If done during blockstun, it functions as a unique Guard Cancel that takes half a bar of Aura, and applies a Banishing Strike effect, allowing for deadly combos. One of your most important tools.

On-Hit Boost Gain Aura Gain GC Level

Earthcrush

214B or 214D
Version Guard Damage Startup Active Recovery On-Block Star Damage
Earthcrush B All
Earthcrush D All
  • 214B takes 1 star on counterhit.
  • 214D takes 1 star on hit and 2 on counterhit.
  • Applies Grave launch on hit.

One of your most important moves, Earthcrush functions as Mr. Hearts primary long range tool and Grave Shoot. B version is right in front of Heart, and D version is full screen but has slower startup. Sadly its hitbox isn't as large as the sprite would make it out to be, but it's still a key part of your neutral and combo game.

Version On-Hit Boost Gain Aura Gain GC Level
214B
214D
  • 214B
  • 214D

Earthquake

j.2B
Guard Damage Startup Active Recovery On-Block Star Damage
High (strike), All (quake)

A unique aerial slam. Sends out an unblockable shockwave along the ground that knocks down the opponent. Stalls your air momentum, allowing you to mix up opponents trying to anti air or tech chase. Due to its long recovery, you don't get much advantage on hit.

On-Hit Boost Gain Aura Gain GC Level

Dunk Receive

623A or 623C
Version Guard Damage Startup Active Recovery On-Block Star Damage
Dunk Receive A Airthrow
Dunk Receive C Airthrow
All Versions

An anti-air grab with extreme range. Key part of your defense and combos, leading to an infinite on a few characters. Very strong move.


623A
  • Takes 1 star on hit.

The A version has slightly less recovery, allowing a link into 214D for an extra star.


623C
  • Takes 1 star on hit.
  • Has one hit of armor.

Delayed startup, but comes with extra forward movement and 1 hit of armor.

Version On-Hit Boost Gain Aura Gain GC Level
623A
623C
  • 623A
  • 623C

Super Moves

Kenpou Goroshi

214214A
Guard Damage Startup Active Recovery On-Block Star Damage
Mid (initial clubs), High
  • Costs 1 bar of Aura.
  • Falling clubs take 1 star on hit and 2 on counterhit.
  • Initial clubs will not take off any stars.

The club super. Completely invincible after the super flash, Mr. Heart sends out 7 spinning clubs, each of which can hit multiple times. About a second after all clubs leave the screen, 3 will fall back down from offscreen, one landing in each corner and one landing midscreen. If you can force the opponent to block this super point blank, it does an incredible amount of Guard Gauge damage, letting you set up a Guard Break if in the corner.

With two bars of aura, you can force an unblockable setup via the falling clubs. Use the first Kenpou Goroshi, force the opponent to block low, and then immediately perform another Kenpou Goroshi. While the opponent is stuck blocking low, the long screen freeze will let the overhead clubs come back down on the opponent and will combo them into the 2nd set of clubs.

On-Hit Boost Gain Aura Gain GC Level

Hearts A

236236A
Guard Damage Startup Active Recovery On-Block Star Damage
Throw
  • Costs 1 bar of Aura.
  • Takes 1 star on hit.

The #1 command grab. Huge range, catches prejump, will OTG for combo extensions, and can do nearly 50% by itself. Huge use of aura, but if it hits its well worth it. Interestingly, this move is able to grab the opponent out of normally invincible moves such as DPs or supers.

On-Hit Boost Gain Aura Gain GC Level

Iteeyoo!!

Activation

236236C
Guard Damage Startup Active Recovery On-Block Star Damage
  • Costs 1 bar of Aura.

Itteyo is the most important part of Mr. Heart's combo game, giving him access to a multitude of new options such as a wall jump, full horizontal air control, new special moves, altering the properties of BD throw and FKO allowing them to be combo'd into, and a constant single hit of armor. Unfortunately, in this state Heart both cannot block and is always running towards the opponent, making using it in neutral basically a death sentence and turning a dropped combo into a horrifying scramble situation, especially when coupled with its long recovery.

On-Hit Boost Gain Aura Gain GC Level

Big Hug

236A
Guard Damage Startup Active Recovery On-Block Star Damage
Throw

Launching command grab. Nothing too special but can lead to some decent combos, along with being a key part in Typhoon loops.

On-Hit Boost Gain Aura Gain GC Level

Meat Cross

j.236B
Guard Damage Startup Active Recovery On-Block Star Damage
High
  • Takes 1 star on hit and 2 on counterhit.
  • Applies Banish launch on hit.

A wide aerial swing that knocks the opponent to the ground. Useful as part of Typhoon loop enders.

On-Hit Boost Gain Aura Gain GC Level

Big Typhoon

236C or j.236C
Version Guard Damage Startup Active Recovery On-Block Star Damage
Big Typhoon All
  • Takes 1 star on counterhit.
  • Applies Banish launch on hit.

By far the best part of Itteyo. As the name implies, Heart becomes a spinning typhoon, bouncing the opponent up and around. Both versions are cancellable into other Itteyo moves on hit, and the grounded version is jump cancellable.

Version On-Hit Boost Gain Aura Gain GC Level
236C Banishing Launch
  • 236C

Body Throwing

j.236D
Guard Damage Startup Active Recovery On-Block Star Damage
Airthrow
  • Takes 1 star on counter hit.

Aerial command grab. Relatively large range, and used most often in Typhoon enders.

On-Hit Boost Gain Aura Gain GC Level
  • No whiff animation

Meat Dunk

j.236E
Guard Damage Startup Active Recovery On-Block Star Damage
Airthrow
  • Takes 1 star on hit.

Another aerial command grab. Has no whiff animation, and can be used as an OTG after jB.

On-Hit Boost Gain Aura Gain GC Level

Fatal K.O

It really hurts!!

236C+D when opponent has 0 stars
Guard Damage Startup Active Recovery On-Block Star Damage
Throw FATAL KO 8+0

FKO command grab with almost nonexistent combo options. Sadly, it has slightly less range than 236236A and cannot grab prejump, along with a short amount of startup before it goes active. Thankfully, after the super flash appears, the opponent cannot do anything to escape. Best to think of it as an extremely high risk/high reward BD throw.

On-Hit Boost Gain Aura Gain GC Level

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