Hokuto no Ken/Mr. Heart: Difference between revisions

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===BD Throw===
===BD Throw===
[[Image:Mr. Heart-BD.png]]<br>
[[Image:Mr. Heart-BD.png]]<br>
A running bear grab that can make for a scary mixup option on non-attentive opponents. Can combo into itself during combos for an infinite
A running bear grab that can make for a scary mixup option on non-attentive opponents. Unique to Mr. Heart, this BD throw can grab crouching opponents. Can combo into itself during combos for an infinite


===Heavy Strike===
===Heavy Strike===

Revision as of 17:15, 14 February 2021

Mrheartportrait.jpg

Introduction

MrHeartportrait.png
Mr. Heart is a 'grappler' type character, and he plays similarly to the grappler characters in other ARC games. Specifically, he moves very slowly and has no forward dash. Mr. Heart also has no Boost gauge, but his Banishing Strike still functions identically to other character's in that he is able to do a follow-up wallbounce combo. He is also able to use his Aura to perform a special Guard Cancel that can be followed up with a combo. As you would expect of a grappler character, he has a large amount of grab type moves, including both a grab super move and grab Fatal KO(which is the only FKO in the game that cannot be comboed into). While fairly decent on both the offensive and defensive, his poor maneuverability is what causes Mr. Heart to be considered a weak character. Because of his slow speed Mr. Heart is often unable to get out of disadvantageous situations without taking a risk. That said, he has extremely high potential, and is quite capable of overcoming his bad matchups.



Let's break it down:

Strengths:

  • Is able to confirm into kill combos from his unique Guard Cancel (which functions like a Banishing Strike) on almost every character.
  • Can gain super armor for free to setup favorable trades.
  • Only has a guard bar in the mirror match.
  • Doesn't have to manage boost, as he has non.
  • Forces your opponent to play in a very different manner, as most conventional tactics will outright lose.


Weaknesses:

  • No Boost and slow movement speed means Mr. Heart has trouble going anywhere without taking big risks or fishing for a stray hit.
  • Bad matchups against a large amount of the cast, directly related to his inability to move around, some matchups are near unwinnable against a skilled opponent.
  • Range is generally quite poor outside of Earthcrush.
  • Overhead mostly useless leads to a weak mixup game.
  • Because of the lack of Boost, Mr. Heart is overly dependent on Aura both for defense and offense.


Before diving right into the combos be sure to familiarize yourself with Mr. Heart's special/super moves and his unique normals.

Normal Moves

Standing

A

Mr. Heart-A.png
One of Mr. Hearts most important anti-air normals, it serves both as combo filler, anti-air and combo starter.

B

Mr. Heart-B.png
Not nearly as good as crouch B, but still occasionally useful. Is used in some combo enders to stuff some extra damage before a Heart's A.
Can combo into Earthcrush.

C

Mr. Heart-C.png
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.

D

Mr. Heart-D.png
A launcher that can be chained into from standing A. Is used heavily in combos and as a hit confirm. Not a very good button to press in neutral though.

Crouching

A

Mr. Heart-2A.png
A quite fast and good reaching jab. Usually best used in conjuction with crouching B to hit confirm.

B

Mr. Heart-2B.png
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.

C

Mr. Heart-2C.png
See Standing C. Also doesn't hit low but launches on charged hit for an Earthcrush style combo. Not worth the risk though.

D

Mr. Heart-2D.png
A slow sweep that doesn't hit low and can't be cancelled into anything. Punishable on block and low reward on hit. Try to avoid using this normal.

Air

A

Mr. Heart-j.A.png
A good air-to-air poke that can be special cancelled into AB air grab.

B

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

C

Mr. Heart-j.C.png
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 or takes chip damage.
In general an alright air button as well just for its range. Hitstuns for a very long time as well.

D

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

Other

6A

Mr. Heart-6A.png
A medium speed overhead that will knockdown on hit but is not cancelable at all, can be chained into Heart's A on deep corner hit.

Throw

Mr. Heart-Throw.png
A regular throw that allows for combos when the opponent is thrown into the corner.

BD Throw

Mr. Heart-BD.png
A running bear grab that can make for a scary mixup option on non-attentive opponents. Unique to Mr. Heart, this BD throw can grab crouching opponents. Can combo into itself during combos for an infinite

Heavy Strike

Mr. Heart-Heavy.png
A regular Heavy Strike with extremely good range. But like all other Heavy Strikes it's quite risky to go for.

Banishing Strike

Mr. Heart-Bani.png
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.

Special Moves

No Escape

63214A
Mr.Heart-NoEscape.png

Bring it on!

214A -> 6
Mr.Heart-Bring.png

Earthcrush

214B or D
Mr.Heart-EarthCrush.png

Earthquake

(Air) 2B
Mr.Heart-Earthquake.png

Dunk Receive

623A or C
Mr.Heart-DunkReceive.png

Kenpou Goroshi

214214A (Uses 1 Bar Aura)
Mr.Heart-Kenpogoroshi.png

Heart's A

236236A (Uses 1 Bar Aura)
Mr.Heart-HeartsA.png

It hurts!!

Activation

236236C (Uses 1 Bar Aura)
Mr.Heart-ItHurts.png

Big Hug

236A
Mr.Heart-BigHug.png

Meat Cross

(Air) 236B
Mr.Heart-Cross.png

Big Typhoon

(Air) 236C
Mr.Heart-Typhoon.png

Body Throwing

(Air) 236D
Mr.Heart-Body.png

Meat Dunk

(Air) 236E
Mr.Heart-MeatDunk.png

It really hurts!!

236CD (Fatal KO)
Mr.Heart-FKO.png

Combos

Basic Combos

High Jump Combos

Since Mr.Heart does not have a Grave Shoot launcer he has to use 214+B (Earthcrush) to start high jump combos. Simply hold up and you'll super jump cancel it on hit. Note that Earthcrush will not launch airborne opponent. While you can cancel into Earthcrush from any lights, cr.B has the most range and is generally the best poke button, it is still worthwhile to simply throw out Earthcrush from mid-range as you will still get the full confirm.

Sidenote: It is not possible to combo from 214+D, but it is still a good poke that can be super jump cancelled and let you approach.

Earthcrush BnB

~214+B > jc > j.A > j.A+B > ((j.A+B) > 236236+A)

5 Hits, 38 damage and alright meter build, but most importantly it puts the opponent full screen and closer to the corner. If you are already at the corner you can hit another j.A+B as your opponent hits the ground against certain characters like Raoh or Shin and follow up with a super grab (236236+A "Heart's A"). Going for the extra air grab is a bit of a risc though, as whiffing it means you cannot hit the super.

If you have super meter and you're not near the corner, it is possible to do:

Midscreen Heart's A confirm

~214+B > jc > j.C > land > 236236+A ("Heart's A")

As the opponent cannot tech at all if they are hit by j.C.

If you can hit cr.B it is advisable to go for a Banishing Strike combo instead, as they overall deal more damage, though it might not combo at certain ranges.

In short, try and hit Earthcrush (214+B) as much as possible, but keep in mind that the big damage is in Banishing Strike combos.

Banishing Strike Combos

Other Basic Combos

Advanced Combos

Dizzied Opponent Combos

Other Advanced Combos

Itteyo! Combos

Dribble Combos

Basic Dribble Combos

High Jump Dribble

Double High Jump Dribble

Advanced Dribble Combos

Boost Jump D Dribble

Banishing Debounce Dribbles

Other Advanced Dribbles

Dribble Followups

Throw Combos

Fatal KO Combos

Other Important Combos

Matchups

Kenshiro

X

Raoh

X

Toki

X

Shin

X

Rei

X

Juda

X

Thouther

X

Jagi

X

Mr. Heart

X

Mamiya

X


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Jagi
Juda
Kenshiro
Mamiya
Mr. Heart
Raoh
Rei
Shin
Thouther
Toki