Arcana Heart 3/AH3LMSS/Heart Aino

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Heart Aino

Profile

Shockingly innocent and overflowing with energy, Heart believes that there is no such thing as a truly bad person. Having grown up watching every superhero TV show in existence, she shares her heroes' loathing of wickedness and deceit. Heart helps her mother run the family restaurant, Cafe Aino, where she waits tables and oversees the day-to-day operations of the business. She loves making sweets and dreams of the day she is able to make something worthy of putting on the cafe's menu. She is a cat and dog person, and causes no end of trouble for her family by bringing home every stray she happens across.

Her best friend is Saki Tsuzura, whom she has known since childhood. Heart would do anything for Saki, even when Saki wishes she wouldn't. She will meddle in other people's business in the name of LOVE and Justice, whether her help is wanted or not. Upon hearing that Japan is yet again in danger, she sets off with her Arcana, Partinias, to help. Seeing that Saki and Petra are also going to help, Heart insists on assisting with their efforts.

Overview

Easy to learn, rushdown character with good buttons and high damage output. Unlike DPs in most games, her DP (Heartful Punch) is not one of her better anti-airs, 6C fills that role instead.

Recommended Arcana

  • Love: Provides great stats, including meter build and regeneration which lets Heart utilize effective tactics with Heartful Punch. Love Ball is a strong projectile that forces opponents to maneuver around it and Heart can combo from a Love Beam very easily, leading into big damage.
  • Lightning: Allows Heart to clash with the opponent's attacked while charging her 5E and 2E normals. This makes her 2E even better, since after the clash she can let the 2E continue and it will come out in only 4 frames. This beats the majority of the opponent's options.

Normal Moves

5A
5A
LMHeart5A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500 All - 3 2 11 -1 A

A fast standing jab that can cancel into itself, which makes it a great pressure tool. Will not connect on characters with shorter crouching hitboxes.

5B
5B
LMHeart5B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1200 All - 8 4 12 0 B

Gives you a bit longer range than 5A along with a few extra benefits. With the extra range and (late) clash frames this turns into a tool to control space as well as continue pressure from the air with it's jump cancel.

‘’Clash Frames 6~11’’

5C
5C
LMHeart5C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2200 All Sp, Su, J 10 6 13 +2 C

Another amazing normal. A punch that has great range. Early clash frames, jump cancelable, and is a hitconfirm for some Arcanas like Plant. Also has the added bonus of forcing restanding for some good post knockdown mixup

5E
5E
LMHeart5E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2200 Mid Sp, Su 12 6 19 -2 D

‘’Clash Frames 8~17’’

Charged 2700 Unblockable - 34 3 35 - E

A shoulder charge with pretty good recovery for what it is. Carries whatever passive attributes your Arcana gives you from frames 1-7, and some pretty good clash after that. On charge this move is unblockable.

‘’Clash Frames 33~43’’

2A
2A
LMHeart2A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500 Low/Air - 4 2 11 -1 A

One frame slower than her 5A, but still nothing to scoff at. It has a bit less range than the standing equivalent but can still cancel into itself, confirm into most ground combos, and is as good for pressure as 5A.

2B
2B
LMHeart2B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000 Low/Air - 6 4 13 -2 B

Another good low! Pretty good range and is high jump cancelable which you can use to extend pressure with homing, or mixup with any of her fantastic air normals.

2C
2C
LMHeart2C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1900 Low/Air Sp, Su 14 1 20 0 C

Heart's sweep. On hit you have some of your best options to convert damage from this move, and even good meterless damage in the corner. This move is throw invulnerable after some of it's startup.

‘’Throw Invincible frames 7~29’’

2E
2E
LMHeart2E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2300 Mid Sp, Su 12 7 16 ±0 D

‘’Clash on hand frames 9~11’’
‘’Reflect on upper body frames 9~18’’

Charged 2900 Unblockable Sp, Su 28 4 17+12 - E

Heart swings for the fences with this normal. The most notable thing about this normal is that it has projectile reflect on frames 10-22, making this Heart's only option to reflect on the ground. Can be used as a late anti-air because of how low it hits to the ground, comboable with homing. Carries passive properties from your Arcana on frames 1-5, some mid frame clash and is also unblockable on charge.

‘’Clash Frames 33~43’’

6B
6B
LMHeart6B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1500 High/Air Sp, Su 20 3 18 -4 -

Heart's standing overhead. Unsafe on block without cancelling it with Extend Force or Homing, but has decent damage if it connects. It also has faster start up while in Extend Force.

6C
6C
LMHeart6C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2400 Mid Sp, Su, J 10 3 17 +1 -

You really can't go wrong with the C button. Same startup as 5C, similar early clash frames, and still jump cancelable. It has longer recovery but it has a pretty good tradeoff. This move is air unblockable and has a really nice hitbox. This makes it a very good, fairly safe anti-air with some pretty good damage conversion possibilities.

‘’Clash Frames 1~5’’

j.A
j.A
LMHeartjA.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600 High/Air Sp, Su, J 4 6 15 - -

Another good normal on the A button. Really good hitboxes in front of her, and above her (it can even hit behind her!). Hits high so you can use this move for an instant overhead. Also a really good homing normal.

j.B
j.B
LMHeartjB.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1500 High/Air Sp, Su, J 6 4 23 - -

This move is an amazing move to use with speed homing. It also plays an important part in combos because of it's low hitbox, which helps to float the opponent after a move like j.C or j.E which sends them to the ground. Good for crossups as well.

j.C
j.C
LMHeartjC.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2400 High/Air Sp, Su 12 6 20 - -

j.C has a nice, big hitbox to it and some really convenient early clash frames. Both of those things make it an incredibly strong button to press on homing.

‘’Clash Frames 2~8’’

j.E
j.E
LMHeartjE.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Low/Air Sp, Su 12 6 17 - -

A very important air normal. Heart takes both hands and smashes them downward. This move is your only air normal that has projectile reflect, and a very convenient hitbox that makes it a good normal to use as a cross up. This is also your go-to normal for ending combos because it groundslams, which helps to set up whatever knockdown options you have.

‘’Reflect Frames 10~22’’

j.4B
j.4B
LMHeartj4B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000 Low/Air Sp, Su, J 6 4 17 - -

Heart sticks her arm out and clashes everything. This move has a lot of clash frames, and is generally a pretty good move to throw out in clash because of that. Offers pretty good horizontal range for an air normal.

‘’Clash Frames on body frames 1~2’’
‘’Clash frames on arm frames 6~9’’

Throws

Neutral Throw
Throw
LMHeart2E.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500, 1500 Throw - 5 1 23 - -

Leaves opponent airborne.

Lever Throw
Lever Throw
LMHeartThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Throw - 3 1 23 - -
Air Throw
Air Throw
LMHeartAirThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Throw - 3 1 23 - -

Special Moves

Heartful Punch
Heartful Punch
623X
AH3 Heart Heartful Punch.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 1200, 700, 960 Mid, All*2 Su 3 3,3(15)3 11+12 -23 -

Heart's A DP. Her fastest special reversal (3 frames!) but also the shortest distance.

‘’Completely Invincible frames 1~3’’
‘’Throw Invincible frames 4~5’’

B 1400, 700, 960 Mid, All*2 Su 6 4,13(9)3 21+12 -38 -

‘’Completely Invincible frames 1~7’’
‘’Throw Invincible frames 8~10’’

C 1600, 700, 960 Mid, All*2 Su 8 6,13(9)3 31+12 -50 -

‘’Completely Invincible frames 1~10’’

j.A 1800, 1050 Mid, All*2 Su 3 8(9)3 Till L+12 - -

‘’Completely Invincible frames 1~4’’

j.B 2200, 1050 Mid, All*2 Su 5 11(9)3 Till L+12 - -

‘’Completely Invincible frames 1~6’’

j.C 2600, 1050 Mid, All*2 Su 6 11(9)3 Till L+12 - -

‘’Completely Invincible frames 1~7’’

Heartful Punch Follow-up
Heartful Punch Follow-up
214X after any 623X
AH3 Heart Ribbon Beam.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1500 Mid Su 15 5 29 - -
Iron Fist Punch
Iron Fist Punch
236X
AHLMSS Heart Iron Fist Punch.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 2200 All - 12 4 15 +9 D

The A button travels the least, but comes out the fastest. This makes it ideal for extending combos off of a sweep. Can be Extend Force Canceled as well as Homing Canceled which makes it a very strong move to use to continue combos.

B 2500 All - 17 6 16 +4 D

Slower startup, farther travel. This move can be used to combo midscreen in very specific situations, but this is the version you will use in the corner off of sweep.

C 3000 All - 26 13 13 +4 E

The slowest, and farthest traveling version. This one carries an interesting property though: projectile reflect. Be careful with the spacing, because even with projectile reflection you can still be punished for being careless with this version.

Iron Fist Punch (Tumble)
Iron Fist Punch (Tumble)
41236C
LMHeartClumsyPunch.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1500 H/A - 34 8 36 -21 D

Heart's special move overhead, or rather slowverhead. Heart winds up like she's going for the C version of Iron Fist Punch but instead trips and faceplants. Hits overhead, slow move. Can be used to open up respectful opponents, Be careful with this move, it cannot be canceled or followed up, making it a pretty big risk.

Ribbon Beam
Ribbon Beam
421X
AH3 Heart Ribbon Beam.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 1500 All - 21 6 15 +6 B

The most notable buffed version, comes out very fast, and can now be used to combo off of 2C with no meter. Not amazing damage but nice for when you find a confirm and have no meter. A microdash can help to stabilize a combo if you get pushed far out.

B 1500 All - 26 6 13 +8 B

Not a terrible lot to say about this move, it's slower than the A version (slow enough that you can't combo into it), and does not cross up. Can be used if you really get someone scared and they're crouching.

C 1500 All - 29 9 5 +13 B

The slowest and farthest traveling version. Will cross up on crouchers. Can be used to detonate left/right arcana based oki if you get someone that's respecting you too much. Can hit cross up if you're deep enough.

Special Kick
Special Kick
j.214X
AH3 Heart Special Kick.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2100 H/A - 22 Till L 8 L - D

Special dropkick. The only difference between the versions is the distance traveled during the little tumble animation during startup. Can be canceled before landing.

Super Moves

Amazing Heartful Punch
Amazing Heartful Punch
623AB
AH3 Heart Amazing Heartful Punch.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Ground 6500 All - 2 3,12(9)3 31+17 -54 C, D, B
Air 5663 All - 4 3,12(9)3 Till L+17 - A, D, B

EX DP, there are two versions. One with an extended animation and one without for if the super doesn't lock. First hit is air unblockable, so it's good for a quick confirm into some damage.

Iron Fist Punch of Love
Iron Fist Punch of Love
236AB
AHLMSS Heart Iron Fist Punch of Love.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 5000 Mid - 10 8 18 +1 D
Charged 7000 Mid - - - - - D

Quick combo ender, unburstable so it's suitable for confirms into a quick kill. No longer air unblockable so it's main use is for confirming into a quick kill. Can still connected when delayed after 2C for some time. Charged version now guard crushes.

Special Kick of Love
Special Kick of Love
j.214AB
AH3 Heart Special Kick of Love.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Hit 5000 H/A - 7 Till L 32 L - D

Air combo ender, can be canceled into from almost all of your air combo routes. In Love Max you have to make a call between ending for damage (this) or arcana based okizeme, the cancel point is gone.

Shockwave 3000 L - - - - - D

Shockwave when you hit the ground is a low!

Critical Heart

Super Duper Amazing Iron Fist Punch of Love
641236AB
AH3 Heart Super Duper Amazing Iron Fist Punch of Love1.png
Spin to win
Spin to win
AH3 Heart Super Duper Amazing Iron Fist Punch of Love2.png
Normal
Normal
AH3 Heart Super Duper Amazing Iron Fist Punch of Love3.png
Full spin follow-up
Full spin follow-up
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 8000~12000 All - 5 15 Till L+20 - -

Heart spins her arm and does a Tekken Punch at a 45 degree angle. Spin your stick after the super flash to get more damage. Can be comboed into from 5C/6C.

Extend Force 8000~12000, 2940~4200 All - 5 15 Till L+20 - -

If you perform this while in Extend Force Heart will do a second punch off of the wall at the same angle. First hit guard breaks.

Combos

Solo Combos

  • 2A > 2B > 2C > 236B > 236A+B (6016)
  • 2A > 2B > 2C > 236A > 6D > 5A > 6C > Super Jump > j.A > j.B > j.4B > Jump Cancel > j.A > j.B > j.C > j.623C > j.214C (7877)
  • 6B > 236B > 6D > 5A > Jump > j.A > j.B > j.4B > Jump Cancel > j.A > j.B > j.C > j.623C > j.214C (8110)
  • j.A/B > j.A > j.B > j.C > j.623C > j.5DD (Homing Cancel) > j.A > j.B > j.C > j.623C > j.214C (7365)
  • 2A>2B>2C>421A> 66 >5A >6C >jA>jB>j4B>djc >jB>jC>623x>214x
  • 2A > 2B >2C > 236A > EFC >66 >5A > 5C > iad > jB > j4B >land 6C > super jump > jA > jB > j4B > djc > jB > jC > jE
  • 2E>EFC>jump>5D>jE>jB>jE>jB > djc >jB> jC > jE
  • 2A > 2B > 2C >236A > EFC > 5A >6C > jC >jE > jB > djc > jB jC jE

Arcana Combos

Videos

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