Nitroplus Blasterz: Heroines Infinite Duel/Heart: Difference between revisions

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Not double jump cancelable, but still special cancelable.  Causes a soft-knockdown.
Not double jump cancelable, but still special cancelable.  Causes a soft-knockdown.


Very important move for Mora.
 





Revision as of 14:15, 21 December 2015

Heart

Profile

Name: Heart

Debuted in:

Voice Actor:

Introduction:

Summary

Heart has tools for almost every situation. She also has homing (as seen from the Arcana Heart franchise) from the air and is the only character to have this mechanic

Command List

If you are having trouble reading inputs, check out the Notation section!


J.4B - ?

J.D - ?

236 A/B/C - Tekken Punch

623 A/B/C - Heartful Punch

421 A/B/C - Ribbon Beam

22 A/B/C - ?

j.214 A/B/C - Special Kick

236+AB - Love Tekken Punch

632+AB - Sugoi Heartful Punch

j.214+AB - Sugoi Special Kick

236236+BC - It's a Really Sugoi Love Punch


Normals

5A 2A [6A / cl.B] st.B 2B 5C 2C [5E/2E] is basic chain route. Any deviations from that route will be noted as an additional or limited.


5A - ? frames

Jump cancelable. Doesn't hit crouchers unless they have a taller crouching hitbox, can catch some jump ins but don't rely on it as an anti.

6A - ? frames

Jump cancelable. Anti air with a good amount of range. Does not hit crouchers. Also used in combos, can be chained into from almost all grounded normals


cl.B - ? frames

Jump cancelable. Mainly combo material.


st.B - ? frames

Jump cancelable. One of heart's longer range moves.


5C - ? frames

jump cancelable, good normal for both pressure and combo material. Hits crouchers


5E - ? frames (? frames when fully charged)

Not jump cancelable, but still special cancelable. Shoulder rush that's slightly unsafe but the special cancel trait allows for certain frame traps. It's on the slow side, so be careful about over using it. Not bad to use once in awhile, especially if you escape or special cancel it.


2A - ? frames

Not jump cancelable, Standard 2A, hits low and combos into itself.


2B - ? frames

jump cancelable, similar to 2A but has some more range.


2C - ? frames

Jump cancelable. Used in combos but also good as an anti air. In combos on grounded opponents, this move has a small amount of horizontal range so you need to be close. As an anti it, it will catch things almost on top of you and in front and above. Has some start up so be mindful when using it as an anti air.


2E - ? frames

Not jump cancelable, but still special cancelable. Standard sweep, knocks down. Cancel into a special to do a combo.


j.A - ? frames

Double jump cancelable. While it lacks range, it's very good an air to air or even air to ground. The knee and the arm both have hitboxes.


j.B - ? frames

Double jump cancelable. Standard j.B, can cross up, Really good for air to ground.


j.C - ? frames

Not double jump cancelable, but still special cancelable. Has some horizontal range but not much, works well as a air to ground, can cross up but not reliable as a cross up.


j.E - ? frames

Not double jump cancelable, but still special cancelable. Causes a soft-knockdown.



Specials

j.4B - ? - ? frames

Heart has sticks her arm out. Your go to for air to air normals. Decent start up, combine this with homing and you could easily win most air to air situations.

j.D - ? - ? frames This is homing. If you played the arcana heart (AH) series, you have an idea of it. Heart can only use homing from the air, it replaces her air roll (she doesn't have an air roll period). Similar to the AH3 series, homing does not cost anything, however it does have a height restriction. Also unlike, AH3 you cannot speed up your homing but using a normal after homing startup does give you some more momentum. After homing is iniated you move towards the opponent and can somewhat control where you're flying and landing by pressing/holding a direction.

236 A/B/C - Tekken Punch

Heart's lunge punch.

236A - ? frames. Only knockdowns on airborne opponents, meaning standing or crouching opponents will stay standing. Slight unsafe but not easily punishable.

236B - ? Frames. Hearts winds up a little before hitting the opponent, will knockdown standing and crouchin.

236C - ? Frames. Heart winds up even more before the punch. wallbounces on hit, mainly combo fodder


623 A/B/C - Heartful Punch

Reversal. Air OK The heart does have a hitbox First hit is ground-to-ground. Second and third hit is anti-air. Different versions have different properties?

623A - ? frames. Goes vertical the least, has the least amount of recovery, unsure of amount of invulnerability.

623B - ? frames. Goes a little bit higher, unsure of amount of invulnerability.

623C - ? frames. Reach for the stars, unsure of amount of invulnerability.


421 A/B/C - Ribbon Beam

Heart leaps forward and produces a heart projectile, hits mid, can jump over lows.

214A - ? frames. Short movement and fastest.

214B - 25 frames. Medium movement and slightly slower.

214C - 30 frames. furthers movement, can cross over at certain distances and whiff completely at close range.


22 A/B/C - ?

The projectiles used from the Love arcana of Arcana Heart

22A - ? frames. Heart produces a single love ball. Has tracking properties

22B - ? Frames. Heart produces a laser that reaches full screen

22C - ? frames. Heart produces three love balls this time. Has more start up than just one love ball.


j.214 A/B/C - Special kick

A dive kick.

j.214A - ? frames. The quickest version.

j.214B - ? frames, slightly slower but moves a bit forward.

j.214C - ? frames, slower than b version but moves further.

Supers

236+AB - Iron Fist Punch of Love -  ? frames pre-superflash + ? frames post-superflash

Super version of tekken punch. Wallbounces on hit and can be picked up after it lands


623+AB - Childplay - ? frames

Ex DP.


j.214+AB - Abyss of Nightmare - ? frames

EX dive kick, if the move whiffs, it produces a shockwave which hits low.

Variable Rush

? frames?

?

All Variable Rushes allow you to do a sequence of attacks depending on if you hit the A, B, or C button. If you press nothing, the VR will end. If your VR is blocked, you have the option to press nothing, or keep attacking. Even if you keep attacking, you could still stop at any time, assuming you don't execute the final attack.

Depending on what combination of buttons you use, you can come up with some useful strings.


A A A

1st button:

2nd button:

3rd button:


B B B

1st button:

2nd button:

3rd button:


C C C

1st button:

2nd button: 3rd button:


Lethal Blaze

236236 BC - Super Duper Amazing Iron Fist Punch of Love

Heart winds up and punches diagonally upwards. There are two versions, the double tekken punch version and the arcana infused version. The latter does more damage and requires you to spin the stick for it to take place

Combos

Please check out the Notation section, for help on understanding how to read and write combos!


No Meter

Metered and Partners

Blast

Links

Colors

Click the pictures to see the full resolution.




General
Controls
Notation
HUD
System
FAQ
Characters
Ein
Al Azif
Mora
Ruili
Anna
Saya
Ignis
Muramasa
Ethica
Saber
Ouka
Sonico
Heart
Homura
Partners
Natsumi
Henri
Dragon
Kaigen
Another Blood
Miyuki
Aoi
Yoishi
Mugen
Amy
Angela
Yuki
Akane
Franco
Sakura
Alushia
Spica
Carol
Sonico
Iria