Heart Aino

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Name:   Heart Aino (愛乃 はぁと)  —  CV:   Mikako Takahashi 「高橋美佳子」

Nation:    Japan  —  Bloodtype:    B   —  Birthday:   Jan 14

Sizes:   74 / 55 / 79  —   Height:   156cm  —  Weight:   46kg

Contents

Statistics

Life Modifier: 0 HP

Guts takes effect at: 40% HP

Guts damage reduction at 0% HP: 30%

Move List

Normal Moves


【2A】

A light kick to the opponents feet, this is a low and cancels into itself. You'll be using this for most of your close combo starters but if you use too many before the actual string, your 2C won't be able to reach so learn to hit confirm without using too many.


【5A】

A fast jab that can cancel into itself. This move is great as an anti air from a 5B clash. This won't hit the crouch animation for small characters though.


【2B】

A relatively long sweep, this is a low and is highjump cancellable. Mostly use as a hit confirm for choosing your combo from 2AxN. If they block it, you could do HJ9D for mixups.


【5B】

A backfist that you can jump cancel. It has a good bit of upper body clash that you could use as an anti air. 5B has great duration so you can also use it as a meat on your opponents wake up as well.


【6B】

Her new move, an overhead to the dome. This is a 20 frame overhead, but when you are in Extend, it becomes much faster, making it really hard to see (15 frames during Time Extend Force). Use it as much as you want when you get in on your opponent.


【2C】

Heart plants her feet together for a big sweep. This is also a low. During its start up, it has throw protection on it, giving you an big edge versus Kira. It doesn't have THAT much reach so be careful during your ground combos or it will whiff a lot


【5C】

A forward punch with a good bit of reach, you can jump cancel it too. Good for spacing and and for your IAD combos.


【6C】

Rather than an uppercut, it's a punch straight into the air that is air unblockable. Floats the opponent whether they are on the ground of the air.


【2E】

A blow straight up with both hands, also air unblockable. You could use this to bait out air techs near the corner, or do some tricks with the thunder arcana.


【5E】

Shoulder lean, another air unblockable. There a low of recovery on this move if you whiff.


【JA】

Heart turns has hits the opponent with a knee kick. This hits high. She has a hitbox all the way up her knee, so you could use this against opponents slightly above you as well. Good for a rising JA into a double jump A for your air-vs-air. You could use this as a rising overhead for characters with tall crouch animations as well.


【JB】

Your everyday jump kick. This also hits high. Usually used from an air dash or NH for jump ins.


【J4B】

J.Backfist, or so to say. Another high hitting move. Pretty strong if you use this from an air backdash.


【JC】

A slightly different motion from JE, but it's a downward swing with both arms that hits overhead. Has a really long untechable time, so you'll be seeing it in combos a lot


【JE】

Your other downward swing with both arms that hits overhead. Use as a combo ender or from an IAD for pressure.


Special Moves


Tekken Punch - 236ABC:

  • (Description) - Heart rushes forward for a straight punch. The A version is the fastest, and the B and C version have a windup before the charge forward. The B version gives the opponent a different trajectory when it blows them away. You can pick it up with 6D during combos. You can also pick up a combo from a Tekken punch from a 2C with 5A.
  • (A version) - Fastest start up
  • (B version) - Starts with a wind up; Modified launch vector
  • (C version) - Starts with a wind up; Wallslam; Reflects projectiles


Heartful Punch - 623ABC:

  • (Description) - With a "Doka~n!" Heart does a what is basically a shoryuken. It does have invincibility at the beginning, so you can use it as an anti air and reversal. The ABC versions differ in start up, amount of invincibility, and how high you jump up. If you whiff this move, you can't homing cancel it to cover your ass so be careful, because you'll be open for quite a while. However, you can cancel the ground part into EF, then connect that to 5A, but you'll need some practice to get used to it.
  • (Follow up) - 214ABC - After the punch, you can input this for a follow up that looks like Ribbon Beam. This will groundslam the opponent for a forced knockdown.


Clumsy Punch - 41236ABC:

  • (Description) - Heart looks like she's going for a Tekken Punch, then preforms a magnificent face-plant that hits overhead. You can't really do anything after hitting with this so you won't be using it much... but it's kinda cute so...


Ribbon Beam - 421ABC:

  • (Description) - Heart jumps up a little bit and hits the opponent with a beam that comes out of the ribbon on her arm. The ABC versions differing in start up and the distance covered in the hop. Ribbon Beam looks a lot like an overhead, but its not. One main use of this move is to use the C version on the opponent's wake up for a meaty cross up.


Special Kick - J214ABC:

  • (Description) - A fast dive kick that hits overhead. This move as a couple uses such as using it after a JE air combo ender to land quickly and continue your assault, or TK the move for some tricky pressure.

Super Moves


Love Tekken Punch 236A+B:

  • (Description) - A sugoi version of Tekken punch, or so to say. On hit, this will wall slam the opponent just like the C version of Tekken Punch. This cover a good amount of space, so use it when you don't think you can pick a combo up with the normal versions of Tekken Punch.


Sugoi Heartful Punch 623A+B:

  • (Description) - Just like the name says, it's a Sugoi, Heartful Punch. The first hit locks the opponent and heart proceeds the blow the opponent upward with quite the vigor. Strictly speaking, this is not a lock move, so it's not going to go through super/hyper armor. However, without a clean hit from the "lock", it just looks like a regular Heartful Punch.


Sugoi Special Kick j.214A+B :

  • (Description) - As you read it, a Sugoi, Special Kick. This hits overhead. This is mostly used as an ender for air combos. The shock when you hit the ground can hit the opponent too, but only if the kick didn't hit them.

Critical Heart


641236A+B (Let's Sugoi HeartFul Punch):

  • (Description) - Heart winds up with all her might, the lets out a Tekken Punch diagonally upwards. Sugoi enough to carry Heart to to other end of the screen. While Heart is on the ground winding up, you can also turn the stick around and around (like a record!) to power up the move even more. You don't actually have to spin it around too fiercely to get the full power out of the move, so take it easy and don't destroy your arcades control panel or your own stick (love your stick!). This is air blockable, but it guard crushes and does some chip damage, it can't actually KO the opponent though. During EF, Heart comes back from off the screen for a second hit. So, if the first hit guard crushes them, the second hit will hit them cleanly, making it actually an unblockable move.

Strategy

Arcana Evaluation

Combos

- 2A 2B 2C 236A 236AB

When in trouble, dial Love Tekken. This will wallslam the opponent so get used to having to deal with what may happen next.


- 2A 2B 2C (236A) 6D 5A JA (JB) JC (5A) JA JB [jc] JB JC JE

Basic homing combo. The second half of the combo, from 「JA (JB) JC」, has pretty long untechable time, so you can delay it and land the rest easy


- 2A 2B 2C 6D 5A 5C [IAD] JB J4B 6C [hjc] JB J4B [jc] JB JC JE

IAD combo If you delay 「[IAD] JB J4B」 enough, you can pick the combo up with 5A


- 2A 2B 2C [EFC] [step] 5B 6C JE JB JE JB 5B 6C JB J4B [jc] JB J4B 623C 214AB

An EF combo. To make the 「JE JB JE JB」 a bit less painful, let the opponent float as a high as possible from the 「5B 6C」. You don't need to be right next to the opponent for the 2C to the step, but you don't always get to hit it in place where you're comfortable with... in other words this combo needs practice.


- 2A 2B 2C [EFC] [step] 5B 6C JE JB JE JB 6C JB JC JE

EF combo with a JE ender. This looks a lot like the above combo, but it gets easier and easier to tech out of the end of it, so when you want to end with JE knockdown, this combo is a good example on how to shorten the combo for it.


- 2A 2B 2C 236B 5A 5C 236A 236AB

Corner combo. 236B really blows the opponent away, but if you are near the corner, you can pick it up with 5A


- 5A [jc] JA JC [land][jump] JA JB JC 6C [hjc] JB J4B [jc] JB JC JE

Combo off a clash to 5A anti air. Delay the 「JA JC」 and 「JA JB JC」 parts so that the opponent can't tech and you can stably finish the combo.

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