Hokuto no Ken/Mr. Heart: Difference between revisions

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[[File:Mrheartportrait.jpg|right]]
{{Infobox Character HNK
==Introduction==
|name=Mr._Heart
{| style="width:100%" cellpadding=10 border="0"
}}
|-
| [[Image:MrHeartportrait.png|left]]
| 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.
|}
<br><br>
Let's break it down:
<br><br>
 
'''Strengths:'''
* Is able to confirm into kill combos from his unique Guard Cancel (which functions like a Banishing Strike) on 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 none.
* 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 [[Mr._Heart/Special_Moves#Earthcrush|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.
 


{{TOClimit|3}}


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


==Normal Moves==
==Normal Moves==
==Standing==
===Standing===
===A===
===== <span class="invisible-header">5A</span> =====
[[Image:Mr. Heart-A.png]]
{{MoveData
 
|image=Mr. Heart-A.png
5F Startup, 4F Active on both hits, +3 on block<br>
|name=5A
<br>
|linkname=5A
One of Mr. Hearts most important anti-air normals, it serves both as combo filler, anti-air and combo starter.
|subtitle=
 
|caption=
===B===
|data=
[[Image:Mr. Heart-B.png]]
{{AttackData-HNK
 
|Damage=
9F Startup, 4F Active, -5 on block<br>
|Guard=Mid
<br>
|Startup=5
Not nearly as good as crouch B, but still occasionally useful. Is used in some combo enders to stuff some extra damage before a [[Mr._Heart/Special_Moves#Heart.27s_A|Heart's A]].<br>
|Active=4,4
Can combo into [[Mr._Heart/Special_Moves#Earthcrush|Earthcrush]].
|Recovery=
|Hit Adv=
|Block Adv=+3
|description=One of Mr. Hearts most important normals, it serves as a combo filler, anti-air and combo starter.
}}
}}


===C===  
===== <span class="invisible-header">5B</span> =====
[[Image:Mr. Heart-C.png]]
{{MoveData
|image=Mr. Heart-B.png
|name=5B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=9
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=-5
|description=Not nearly as good as crouch B, but still occasionally useful. Is used in some combo enders to stuff some extra damage before a [[Mr._Heart#5A|Heart's A]].
}}
}}


29F Startup (with no charge), 4F Active, -4 on block<br>
===== <span class="invisible-header">5C</span> =====
<br>
{{MoveData
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.
|image=Mr. Heart-C.png
|name=5C
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=29 (Uncharged)
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=-4
|description=*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.
}}
}}


===D===
===== <span class="invisible-header">5D</span> =====
[[Image:Mr. Heart-D.png]]
{{MoveData
|image=Mr. Heart-D.png
|name=5D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=10
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=-24
|description=A launcher that can be chained into from standing A. 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.
}}
}}


10F Startup, 4f Active, -24 on block<br>
===Crouching===
<br>
===== <span class="invisible-header">2A</span> =====
A launcher that can be chained into from standing A. 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.
{{MoveData
|image=Mr. Heart-2A.png
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=7
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=+7
|description=A quite fast and good reaching jab. Usually best used in conjunction with 2B to hit confirm.
}}
}}


==Crouching==
===== <span class="invisible-header">2B</span> =====
===A===
{{MoveData
[[Image:Mr. Heart-2A.png]]
|image=Mr. Heart-2B.png
|name=2B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Low
|Startup=7
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=+6
|description=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.
}}
}}


7F Startup, 4f Active, +7 on block<br>
===== <span class="invisible-header">2C</span> =====
<br>
{{MoveData
A quite fast and good reaching jab. Usually best used in conjunction with crouching B to hit confirm.
|image=Mr. Heart-2C.png
 
|name=2C
===B===
|subtitle=
[[Image:Mr. Heart-2B.png]]
|caption=
 
|data=
7F Startup, 4F active, +6 on block<br>
{{AttackData-HNK
<br>
|Damage=
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.
|Guard=Mid
 
|Startup=17 (Uncharged)
===C===
|Active=4
[[Image:Mr. Heart-2C.png]]
|Recovery=
 
|Hit Adv=
17F Startup (with no charge), 4F Active, -4 on block<br>
|Block Adv=-4
<br>
|description=*Has one hit of armor
See [[Mr._Heart/Normal_Moves#C|Standing C]].
See [[Mr._Heart/Normal_Moves#C|Standing C]].
Also doesn't hit low but launches on charged hit for an Earthcrush style combo. Not worth the risk though.
Also doesn't hit low but launches on charged hit for an Earthcrush style combo. Not worth the risk though.
}}
}}


===D===
===== <span class="invisible-header">2D</span> =====
[[Image:Mr. Heart-2D.png]]
{{MoveData
|image=Mr. Heart-2D.png
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=35
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=-22
|description=A slow, overhead sweep that can't be cancelled into anything and doesn't lead into anything except seeing your opponents cool combo when they punish it. Try to avoid this normal, unless you like seeing cool combos.
}}
}}


35F Startup, 4F Active, -22 on block<br>
<br>
A slow sweep that hits high and can't be cancelled into anything. Punishable on block and low reward on hit. Try to avoid using this normal.


==Air==
===Air===
===A===
===== <span class="invisible-header">j.A</span> =====
[[Image:Mr. Heart-j.A.png]]
{{MoveData
|image=Mr. Heart-j.A.png
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=10
|Active=6
|Recovery=
|Hit Adv=
|Block Adv=
|description=A good air-to-air poke that can be special cancelled into AC air grab.
}}
}}


10F Startup, 6F Active<br>
===== <span class="invisible-header">j.B</span> =====
<br>
{{MoveData
A good air-to-air poke that can be special cancelled into AB air grab.
|image=Mr. Heart-j.B.png
|name=j.B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=13
|Active=6
|Recovery=
|Hit Adv=
|Block Adv=
|description=Can occasionally be used as an instant air-dash pressure tool, but is otherwise primarily used to adjust the height in wall bounce combos.
}}
}}


===B===
===== <span class="invisible-header">j.C</span> =====
[[Image:Mr. Heart-j.B.png]]
{{MoveData
|image=Mr. Heart-j.C.png
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=13 (Uncharged)
|Active=40
|Recovery=
|Hit Adv=
|Block Adv=
|description=*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.<br>


13F Startup, 6F Active<br>
<br>
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===
[[Image:Mr. Heart-j.C.png]]
13F Startup (with no charge), 40F Active<br>
<br>
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.<br>
In general an alright air button as well just for its range. Hitstuns for a very long time as well.
In general an alright air button as well just for its range. Hitstuns for a very long time as well.
}}
}}


===D===
===== <span class="invisible-header">j.D</span> =====
[[Image:Mr. Heart-j.D.png]]
{{MoveData
 
|image=Mr. Heart-j.D.png
9F Startup, 40F Active<br>
|name=j.D
<br>
|subtitle=
Mr. Heart's crossup tool, also an alright jump-in button, combo extender (in wall bounce combos) and suprisingly often win air-trades.
|caption=
 
|data=
==Other==
{{AttackData-HNK
===6A===
|Damage=
[[Image:Mr. Heart-6A.png]]
|Guard=High
 
|Startup=9
23F Startup, 4F Active, -20 on block<br>
|Active=40
<br>
|Recovery=
A medium speed overhead that will knockdown on hit but is not cancelable at all, can be chained into [[Mr._Heart/Special_Moves#Heart.27s_A|Heart's A]] on deep corner hit.
|Hit Adv=
 
|Block Adv=
===Throw===
|description=Mr. Heart's crossup tool, also an alright jump-in button, combo extender (in wall bounce combos) and suprisingly often win air-trades.
[[Image:Mr. Heart-Throw.png]]
}}
 
}}
4F Startup, 4F Active<br>
<br>
A regular throw that allows for combos when the opponent is thrown into the corner.


===BD Throw===
[[Image:Mr. Heart-BD.png]]


17F Startup (without movement), 9F Active<br>
===Other===
<br>
===== <span class="invisible-header">6A</span> =====
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
{{MoveData
|image=Mr. Heart-6A.png
|name=6A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=23
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=-20
|description=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 [[Mr._Heart#5A|Heart's A]]
}}
}}


===Heavy Strike===
===== <span class="invisible-header">Throw</span> =====
[[Image:Mr. Heart-Heavy.png]]
{{MoveData
|image=Mr. Heart-Throw.png
|name=Throw
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=4
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=
|description=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.
}}
}}


34F Startup, 4F Active<br>
===== <span class="invisible-header">BD Throw</span> =====
<br>
{{MoveData
A regular Heavy Strike with extremely good range. But like all other Heavy Strikes it's quite risky to go for.
|image=Mr. Heart-BD.png
|name=BD Throw
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=17 (Without movement)
|Active=9
|Recovery=
|Hit Adv=
|Block Adv=
|description=*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.
}}
}}


===Banishing Strike===
===== <span class="invisible-header">Heavy Strike</span> =====
[[Image:Mr. Heart-Bani.png]]
{{MoveData
|image=Mr. Heart-Heavy.png
|name=Heavy Strike
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=34
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=
|description=A regular Heavy Strike with great range, but like all other Heavy Strikes it's quite risky to use.
}}
}}


18-33F Startup, 4F Active, -8 on block<br>
===== <span class="invisible-header">Banishing Strike</span> =====
<br>
{{MoveData
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 [[Mr._Heart/Special_Moves#Bring_it_on.21|Guard Cancel]]) that can often lead to 50% without meter, or 100% with it.
|image=Mr. Heart-Bani.png
|name=Banishing Strike
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=18-33
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=-8
|description=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 [[Mr._Heart/Special_Moves#Bring_it_on.21|Guard Cancel]]) that can often lead to 50% without meter, or 100% with it.
}}
}}


==Special Moves==
==Special Moves==
===No Escape===
===== <span class="invisible-header">No Escape!</span> =====
'''63214A'''<br>
{{MoveData
[[File:Mr.Heart-NoEscape.png]]
|image=Mr.Heart-NoEscape.png
 
|name=No Escape!
Mr. Heart vacuums the opponent in, gaining 1 hit of armor. 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!
|input=63214A
 
|subtitle=
===Bring it on!===
|caption=
'''214A -> 6'''<br>
|data=
[[File:Mr.Heart-Bring.png]]
{{AttackData-HNK
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=*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!
}}
}}


===== <span class="invisible-header">Bring it on!</span> =====
{{MoveData
|image=Mr.Heart-Bring.png
|name=Bring it on!
|input=214A -> 6
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=
A special combo starting counter and projectile reflector, Mr. Heart puffs out his chest and sends the opponent away similar to a Banishing Strike. If 6 is held, Mr. Heart will follow the opponent. Cannot counter low attacks, and has a small amount of punishable recovery, making it a bit risky. Takes off 1 star on hit.
A special combo starting counter and projectile reflector, Mr. Heart puffs out his chest and sends the opponent away similar to a Banishing Strike. If 6 is held, Mr. Heart will follow the opponent. Cannot counter low attacks, and has a small amount of punishable recovery, making it a bit risky. Takes off 1 star 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.
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.
}}
}}


===Earthcrush===
===== <span class="invisible-header">Earthcrush</span> =====
'''214B or D'''<br>
{{MoveData
[[File:Mr.Heart-EarthCrush.png]]
|image=Mr.Heart-EarthCrush.png
|name=Earthcrush
|input=214B/D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=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 it's 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. B version takes 1 star on counter hit, D version takes 1 star on hit and 2 on counter 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 it's 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. B version takes 1 star on counter hit, D version takes 1 star on hit and 2 on counter hit.
===== <span class="invisible-header">Earthquake</span> =====
{{MoveData
|image=Mr.Heart-Earthquake.png
|name=Earthquake
|input=j.2B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High (First hit)
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=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.
}}
}}


===Earthquake===
===== <span class="invisible-header">Dunk Receive</span> =====
'''(Air) 2B'''<br>
{{MoveData
[[File:Mr.Heart-Earthquake.png]]
|image=Mr.Heart-DunkReceive.png
|name=Dunk Receive
|input=623A/C
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=*C version has one hit of armor
An anti-air grab with extreme range. The A version has quick startup, while the C version has delayed startup, forward movement, and 1 hit of armor. Key part of your defense and combos, leading to an infinite on a few characters. Very strong move. 623A has slightly less recovery than 623C, allowing you to link a D Earthcrush for an extra star. 1 star on hit.
}}
}}


A poor air move with very few uses. Sends out an unblockable shockwave along the ground that knocks down the opponent. Thanks to its long startup and poor recovery, you don't get much out of it even if it does manage to hit. At best, it can be used to stall your momentum on a jump.
===== <span class="invisible-header">Kenpou Goroshi</span> =====
{{MoveData
|image=Mr.Heart-Kenpogoroshi.png
|name=Kenpou Goroshi
|input=214214A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=Mid (Initial clubs), High (Falling clubs)
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=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. These falling clubs will hit overhead, and take off 1 star on normal hit and 2 on counter hit. The initial clubs will not take off any stars. 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.  


===Dunk Receive===
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.
'''623A or C'''<br>
}}
[[File:Mr.Heart-DunkReceive.png]]
}}


An anti-air grab with extreme range. The A version has quick startup, while the C version has delayed startup, forward movement, and 1 hit of armor. Key part of your defense and combos, leading to an infinite on a few characters. Very strong move. Takes off 1 star on hit.
===== <span class="invisible-header">Hearts A</span> =====
{{MoveData
|image=Mr.Heart-HeartsA.png
|name=Hearts A
|input=236236A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=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. Takes off 1 star on hit. Interestingly, this move is able to grab the opponent '''out of normally invincible moves such as DPs or supers.'''
}}
}}


===Kenpou Goroshi===
==Itteyo!!==
'''214214A (Uses 1 Bar Aura)'''<br>
{{MoveData
[[File:Mr.Heart-Kenpogoroshi.png]]
|image=Mr.Heart-ItHurts.png
 
|name=Activation
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. These falling clubs will hit overhead, and take off 1 star on normal hit and 2 on counter hit. The initial clubs will not take off any stars. 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.
|input=236236C
 
|subtitle=
===Heart's A===
|caption=
'''236236A (Uses 1 Bar Aura)'''<br>
|data=
[[File:Mr.Heart-HeartsA.png]]
{{AttackData-HNK
 
|Damage=
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. Takes off 1 star on hit.
|Guard=
 
|Startup=
==It hurts!!==
|Active=
===Activation===
|Recovery=
'''236236C (Uses 1 Bar Aura)'''<br>
|Hit Adv=
[[File:Mr.Heart-ItHurts.png]]
|Block Adv=
 
|description=Like Dragon Install, but you've got diabetes.
Like Dragon Install, but you've got diabetes.


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.
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.
}}
}}


===Big Hug===
'''236A'''<br>
[[File:Mr.Heart-BigHug.png]]
Launching command grab. Nothing too special, but can lead to some decent combos, along with being a key part in Typhoon loops.
===Meat Cross===
'''(Air) 236B'''<br>
[[File:Mr.Heart-Cross.png]]
A wide aerial swing that knocks the opponent to the ground. Useful as part of Typhoon loop enders. Takes 1 star on regular hit, applies a Banishing Strike effect and takes 2 stars on counter hit.
===Big Typhoon===
'''(Air) 236C'''<br>
[[File:Mr.Heart-Typhoon.png]]
'''MAWARI!'''
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, and the grounded version is jump cancellable. Applies a Banishing Strike effect and takes 1 star on counter hit.
===Body Throwing===
'''(Air) 236D'''<br>
[[File:Mr.Heart-Body.png]]
Aerial command grab. Relatively large range, and used most often in Typhoon enders. Takes off 1 star on counter hit.
===Meat Dunk===
'''(Air) 236E'''<br>
[[File:Mr.Heart-MeatDunk.png]]
Another aerial command grab. Has no whiff animation, and can be used as an OTG after jB. Takes off 1 star on hit.
==It really hurts!!==
'''236CD (Fatal KO)'''
[[File:Mr.Heart-FKO.png]]
8F startup (pre super flash), 0F Post flash<br>
<br>
FKO command grab with almost nonexistent combo options. Sadly, it has slightly less range than Heart's A 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.
==Combos==
===Player 2 Side Difference===
Mr. Heart is unusually affected by a player side glitch; when playing as player 2, all of his attacks gain increased hitsstun. This allows new combo opportunities, such as looping BD or 623A grabs on new characters, or allowing other combos to be performed with a bit more leniency than normal.
==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'''
{| style="width:100%" cellpadding=10 border="1"
|~214+B > jc > j.A > j.A+C > ((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.
'''Alternate Earthcrush BnB'''
{| style="width:100%" cellpadding=10 border="1"
|~214+B > jc > j.C > 5D > (j.C)
|}
Alternate confirm that takes advantage of the jump cancel on 5D to build a hit of armor. In the corner, this can be used for a high/low mixup; early airdash jC to land and then 2B, late airdash jC to hit them overhead and confirm into 2B Earthcrush.
If you have super meter and you're not near the corner, it is possible to do:
'''Midscreen Heart's A confirm'''
{| style="width:100%" cellpadding=10 border="1"
|~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===
Note that Mr. Heart's 214A Guard Cancel acts as a Banishing Strike, all of these combos can be performed off
'''Basic Banishing Strike Combo'''
{| style="width:100%" cellpadding=10 border="1"
|[https://www.youtube.com/watch?v=WgqQk8PYzW4 2B > CD+6 > 5D > j.D > 5D > 623C > 5A(1) > 623A > (214B)]
|}
Your basic Banishing Strike confirm. Used from midscreen to the corner, it gives decent damage and takes off 2 stars. The 214B can OTG for extra damage, but you sacrifice positioning.
'''Basic Metered Banishing Strike Combo'''
{| style="width:100%" cellpadding=10 border="1"
|[https://www.youtube.com/watch?v=UMvDwLXTRIc 2B > CD+6 > 5D > j.D > 5D > j.D > 5D > 63214A > 236236A]
|}
An easy way to cash out meter for big damage. Takes off 2 stars.
'''Fullscreen Banishing Strike Combo'''
{| style="width:100%" cellpadding=10 border="1"
|[https://www.youtube.com/watch?v=jyStvxdVw7g 2B > CD+6 > delay > 5D > 214D > (jC)]
|}
Basic fullscreen combo. Sends them to the corner and allows you to set up your super armor. Takes off 2 stars.
===Other Basic Combos===
'''214A Counter/Corner Throw Combo'''
{| style="width:100%" cellpadding=10 border="1"
| 5A > 5D > 623C > 5A(1) > 623A
|}
Same basic ender as your basic Banishing Strike combo.
'''Metered 214A Counter/Corner Throw Combo'''
{| style="width:100%" cellpadding=10 border="1"
| 5A > 5D > 214B > jA > jAB > 236236A
|}
==Itteyo! Combos==
===Typhoon Loop Combos===
Note that '''ALL''' combos in this section have been tested and performed on P1 side; more or otherwise different routes are possible with P2, but the aim of this section is to show combos that can be performed regardless.
Most Typhoon Loops are very similar, differing mainly in their opener (Depending on screen position) and in their ender (Slight adjustments based on character). Mr. Heart effectively has "freestyle" confirms; as long as you can get them bouncing off the wall high enough, you can start and end a Typhoon Loop. The combos in this section are not to be taken as hard and fast rules, and serve more as example combos in very common situations.
'''All but Kenshiro'''
{| style="width:100%" cellpadding=10 border="1"
|[https://youtu.be/YSINaghTc1c 2B > CD+6 > 5D > 236236C > 5A(1) > 5D > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB > j236E]
|}
Standard 1 bar route. Before the 623A ender, you should have about 29-30 hits.
'''Kenshiro'''
{| style="width:100%" cellpadding=10 border="1"
|[https://youtu.be/ScAmym707pg 2B > CD+6 > 5D > 236236C > 5A(1) > 5D > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(2) > j236D > jB > j236E > 236C]
|}
For Kenshiro, the jump cancel on the ender 236C > j236C requires a slight delay to keep him from bouncing upwards. The final 236C hits OTG.
===Corner Typhoon Loop Combos===
'''Universal Corner Typhoon Loop'''
{| style="width:100%" cellpadding=10 border="1"
|[https://youtu.be/MCVx4AIiCzg 2B > CD+6 > 5B > 5B > 5D > 236236C > 236C > j236C(5) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB > j236E]
|}
Universal combo, with the exception of Kenshiro's standard ender due to his hurtbox.
===Corner To Corner Typhoon Loop Combos===
'''Toki, Kenshiro'''
{| style="width:100%" cellpadding=10 border="1"
|[https://youtu.be/Ee1uEUaz2BI 2B > CD+6 > delay > 5D > sjD > 5D > 236236C > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D]
|}
The slight delay needed on Kenshiro's basic Typhoon Loop is still required here.
'''Shin, Jagi, Raoh, Rei, Souther, Mamiya'''
{| style="width:100%" cellpadding=10 border="1"
|[https://youtu.be/XEWUQbM9Cg0 2B > CD+6 > delay > 5D > sj, delay IAD jD > 236236C > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB > 236E]
|}
Some characters need 236E and some only need jB.
'''Juda'''
{| style="width:100%" cellpadding=10 border="1"
|[https://youtu.be/4U1OVOBaX-I 2B > CD+6 > delay > 5D > sj, delay IAD jB > 236236C > 236C > j236C(6) > j236B > 5D > {236C > 236A}X8 > 623A > 236C > j236C(4) > j236D > jB]
|}
==Alternate Loops==
===BD Grab Loops===
'''Basic BD Loop'''
{| style="width:100%" cellpadding=10 border="1"
| 2B > CD+6 > 5D > 236236C > BDxN
|}
Comedically easy kill combo that works on Rei, Shin, and Raoh. Also works in the corner.
'''Corner Throw/214A Counter BD Loop'''
{| style="width:100%" cellpadding=10 border="1"
| 5A > 5D > 236236C > BDxN
|}
===623A Loop===
On Rei and Jagi, 623A can be looped in the corner. Any corner combo that leads into 623A or 623C can be converted into this loop. As P2, Shin and Raoh can also be looped in the same way.
==Throw Combos==
'''Standard throw combo'''
{| style="width:100%" cellpadding=10 border="1"
| Back throw (into corner) > 5A > 5D > 623C > 5A(1) > 623A
|}
Standard combo.
'''Basic BD Loop'''
{| style="width:100%" cellpadding=10 border="1"
| Back throw (into corner) > 5A > 5D > 236236C > BDxN
|}
Simple yet threatening corner BD combo.
==Fatal KO Combos==
'''The Only One You Have'''
{| style="width:100%" cellpadding=10 border="1"
| (During Itteyo!) 5A(1)/5B > FKO
|}
Not too impressive, but it exists.
==Other Important Combos==
==Matchups==
===Kenshiro===
-After Kenshiro uses Musou Tensei, make sure to take caution when using Earthcrush, as he can parry even a fullscreen D Earthcrush to get in your face and punish you for huge damage.<br>
-He can use Tenha Kassatsu to trade with Kenpou Goroshi from anywhere on screen, although you'll win in damage.<br>
-Be mindful of when you charge jC in neutral, as a dashing 5D from Kenshiro can reach very far very fast, and most likely will result in you getting hit if the opponent is attentive.<br>
A fairly difficult match. Ken has powerful pokes that easily contest you at B Earthcrush range, an extra tool to call out guard cancels should you get predictable, and a consistent way to punish fullscreen Earthcrushes. 5D can easily out-lame you if you attempt to play reactively, and Musou Tensei can easily let him ignore fullscreen harassment. Be wary of attempting to float at him after Kenpou Goroshi, as his 623A can easily anti air you and give him time to recover to block the clubs. Liberal use of 5A or guard cancel to scare him out of IAD pressure resets is a must, along with preemptive B Earthcrushes to stuff his grounded approaches.
His large hurtbox however allows BD grab loops on P2 side and some unique confirms via j.236D > j.236C routes in the corner and off of guard cancels, along with some slightly extended corner combos.
===Raoh===
-Musou Tensei, much like when fighting Kenshiro, is extremely dangerous and must be taken into account when trying to harass Raoh at mid or fullscreen, doubly so thanks to Raoh's kill potential.<br>
-Raoh's j.236C is your main roadblock in this match; deflecting with 214A or trading with D Earthcrush to punish his landing recovery is a must here. <br>
-Watch out for Raoh's charged jC, as when charged it will stall his momentum in the air, throwing off your anti air timings.<br>
-If the Raoh player has a bar of aura and knows the matchup, consider Kenpou Goroshi sealed. Raoh can respond with Tenshou Honretsu from anywhere on the screen for massive damage and stars, and win the exchange every single time.<br>
Probably your hardest matchup next to Toki. Raoh is an infamous brick wall for Heart, and is allowed a lot of freedom in this match. Watch out for him charging at fullscreen or attempting a grounded 236C and be prepared to snipe with D Earthcrush. After Raoh gets Musou Tensei, it only gets harder. Easy ways to negate Earthcrush, Kenpou Goroshi, or even punish super armor charging with boost, Raoh is practically a zoner after you lose the life lead.
On the bright side, Raoh is laughably easy to combo for Heart. Any guard cancel, normal throw, or banishing strike confirm can be easily turned into a BD grab infinite as P1 or P2, and P2 has access to the 623A infinite as well. Raoh also suffers from not being able to switch his guard as fast, buffing your own 5D IAD pressure a small bit. Get a hit, and make it count.
===Toki===
-Resist the urge to guard cancel 2D; teleports will easily make it whiff, wasting your meter and giving him a free chance to punish.<br>
-Even at close range, Toukei Kohou actually has such little recovery that Toki can recover and send it back at you with his own reflector after you reflect it with 214A.<br>
-Toki cannot be BD grab or 623A looped regardless of P1/P2 side differences.<br>
You all knew it was coming.
Toki's long range and movement options completely out class yours, and are a large part of what makes this matchup so difficult. One minute he can dance around you like a fly, and the other he can be zoning you to hell and back. Practice IB'ing his blockstrings into 2D, as its plus otherwise. You can interrupt 2D > 623B > 2A on IB with 5A or BD throw, and possibly force a trade with 2B if you have super armor stocked. Watch charging armor, as Toki can easily teleport on top of you and either punish or start his oppressive pressure game. Even worse, his small and strange hitbox introduces combo issues; Toki can often fly over you or react strangely to the wall during Typhoon loops, and allows him to ignore both BD and 623A infinites. May your guard cancels be swift, blocks be instant, and nerves be steel.


Somehow, despite his small hurtbox, you can perform the same combo extensions with j.236D > 236C as Kenshiro.
{{MoveData
|image=Mr.Heart-BigHug.png
|name=Big Hug
|input=236A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=Launching command grab. Nothing too special, but can lead to some decent combos, along with being a key part in Typhoon loops.
}}
}}


===Shin===
X


===Rei===
{{MoveData
-623A/C is one of the only moves that can directly beat Rei's Danko Sousaiken. Be on the ready when you see his charging animation as he might delay it to throw off your timing.<br>
|image=Mr.Heart-Cross.png
-Guard cancel is incredibly effective against Rei's common IAD flowchart, as is 5A. <br>
|name=Meat Cross
-Both BD and 623A infinites are possible on Rei as both P1 and P2, giving you easy access to combo routes.<br>
|input=j.236B
-Rei is one of the few characters without a particularly strong way to respond to Kenpou Goroshi. If you're not confident in your execution (or very confident in your 623A infinite execution) the super can be abused to great effect.
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=A wide aerial swing that knocks the opponent to the ground. Useful as part of Typhoon loop enders. Takes 1 star on regular hit, applies a Banishing Strike effect and takes 2 stars on counter hit.
}}
}}


Somehow, this might be your best matchup. Heart is somewhat of an 'anti-Rei'. A large suite of anti airs, plentiful combo routes, multiple strong ways to call out his aerial pressure combined with Rei's relatively weak answers to many of Mr. Hearts tactics grant you a matchup that might actually feel even. Savor it folks, you won't get another one like this.


Rei's best tactic is to zone you with air fireballs and play runaway. 214A can help nullify this threat, but you have few ways of getting around them directly. His blockstrings have several good guard cancel points, as many of them involve him staying aerial, such as 2B 2D IAD, any blocked j.236D, etc. Without meter to guard cancel his mix is still dangerous, but IBing his buttons and using 5A to call out his airdash approaches is a powerful tactic thanks to its great hitbox.
{{MoveData
|image=Mr.Heart-Typhoon.png
|name=Big Typhoon
|input=236C/j.236C
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=*'''MAWARI!!'''
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. Applies a Banishing Strike effect and takes 1 star on counter hit.
}}
}}


X


===Juda===
{{MoveData
X
|image=Mr.Heart-Body.png
|name=Body Throwing
|input=j.236D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=Aerial command grab. Relatively large range, and used most often in Typhoon enders. Takes off 1 star on counter hit.
}}
}}


===Thouther===
X


===Jagi===
{{MoveData
X
|image=Mr.Heart-MeatDunk.png
|name=Meat Dunk
|input=j.236E
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=Another aerial command grab. Has no whiff animation, and can be used as an OTG after jB. Takes off 1 star on hit.
}}
}}


===Mr. Heart===
If you're actually playing this matchup, put down the sticks and buy your fellow Mr. Heart main a beer. You've both earned it.


===Mamiya===
{{MoveData
X
|image=Mr.Heart-FKO.png
|name=It really hurts!!
|input=236CD (Fatal KO)
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=FATAL KO
|Guard=
|Startup=8F startup (pre flash), 0F post flash
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=FKO command grab with almost nonexistent combo options. Sadly, it has slightly less range than Heart's A 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.
}}
}}




{{Navbox-HNK}}
{{Navbox-HNK}}
[[Category:Hokuto no Ken]]
[[Category:Hokuto no Ken]]

Latest revision as of 03:40, 18 November 2021

Introduction

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.

Pros Cons
  • Is able to confirm into kill combos from his unique Guard Cancel (which functions like a Banishing Strike) on 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 none.
  • Forces your opponent to play in a very different manner, as most conventional tactics will outright lose.
  • 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.


Mr._Heart
HNK Mr. Heart portrait.jpg
Character Data

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

5A
5A
Mr. Heart-A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 5 4,4 - - +3

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

5B
5B
Mr. Heart-B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 9 4 - - -5

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.

5C
5C
Mr. Heart-C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 29 (Uncharged) 4 - - -4
  • 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.

5D
5D
Mr. Heart-D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 10 4 - - -24

A launcher that can be chained into from standing A. 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.

Crouching

2A
2A
Mr. Heart-2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 7 4 - - +7

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

2B
2B
Mr. Heart-2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Low 7 4 - - +6

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.

2C
2C
Mr. Heart-2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 17 (Uncharged) 4 - - -4
  • Has one hit of armor

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

2D
2D
Mr. Heart-2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 35 4 - - -22

A slow, overhead sweep that can't be cancelled into anything and doesn't lead into anything except seeing your opponents cool combo when they punish it. Try to avoid this normal, unless you like seeing cool combos.


Air

j.A
j.A
Mr. Heart-j.A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 10 6 - - -

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

j.B
j.B
Mr. Heart-j.B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 13 6 - - -

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

j.C
j.C
Mr. Heart-j.C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 13 (Uncharged) 40 - - -
  • 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 an alright air button as well just for its range. Hitstuns for a very long time as well.

j.D
j.D
Mr. Heart-j.D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 9 40 - - -

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
6A
Mr. Heart-6A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- 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 A

Throw
Throw
Mr. Heart-Throw.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - 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.

BD Throw
BD Throw
Mr. Heart-BD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - 17 (Without movement) 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.

Heavy Strike
Heavy Strike
Mr. Heart-Heavy.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - 34 4 - - -

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

Banishing Strike
Banishing Strike
Mr. Heart-Bani.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 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.

Special Moves

No Escape!
No Escape!
63214A
Mr.Heart-NoEscape.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • 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!

Bring it on!
Bring it on!
214A -> 6
Mr.Heart-Bring.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid - - - - -

A special combo starting counter and projectile reflector, Mr. Heart puffs out his chest and sends the opponent away similar to a Banishing Strike. If 6 is held, Mr. Heart will follow the opponent. Cannot counter low attacks, and has a small amount of punishable recovery, making it a bit risky. Takes off 1 star 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.

Earthcrush
Earthcrush
214B/D
Mr.Heart-EarthCrush.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid - - - - -

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 it's 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. B version takes 1 star on counter hit, D version takes 1 star on hit and 2 on counter hit.

Earthquake
Earthquake
j.2B
Mr.Heart-Earthquake.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High (First hit) - - - - -

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.

Dunk Receive
Dunk Receive
623A/C
Mr.Heart-DunkReceive.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • C version has one hit of armor

An anti-air grab with extreme range. The A version has quick startup, while the C version has delayed startup, forward movement, and 1 hit of armor. Key part of your defense and combos, leading to an infinite on a few characters. Very strong move. 623A has slightly less recovery than 623C, allowing you to link a D Earthcrush for an extra star. 1 star on hit.

Kenpou Goroshi
Kenpou Goroshi
214214A
Mr.Heart-Kenpogoroshi.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - Mid (Initial clubs), High (Falling clubs) - - - -

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. These falling clubs will hit overhead, and take off 1 star on normal hit and 2 on counter hit. The initial clubs will not take off any stars. 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.

Hearts A
Hearts A
236236A
Mr.Heart-HeartsA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - - - - - -

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. Takes off 1 star on hit. Interestingly, this move is able to grab the opponent out of normally invincible moves such as DPs or supers.

Itteyo!!

Activation
236236C
Mr.Heart-ItHurts.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Like Dragon Install, but you've got diabetes.

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.


Big Hug
236A
Mr.Heart-BigHug.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - - - - - -

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


Meat Cross
j.236B
Mr.Heart-Cross.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High - - - - -

A wide aerial swing that knocks the opponent to the ground. Useful as part of Typhoon loop enders. Takes 1 star on regular hit, applies a Banishing Strike effect and takes 2 stars on counter hit.


Big Typhoon
236C/j.236C
Mr.Heart-Typhoon.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid - - - - -
  • MAWARI!!

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. Applies a Banishing Strike effect and takes 1 star on counter hit.


Body Throwing
j.236D
Mr.Heart-Body.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Aerial command grab. Relatively large range, and used most often in Typhoon enders. Takes off 1 star on counter hit.


Meat Dunk
j.236E
Mr.Heart-MeatDunk.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Another aerial command grab. Has no whiff animation, and can be used as an OTG after jB. Takes off 1 star on hit.


It really hurts!!
236CD (Fatal KO)
Mr.Heart-FKO.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
FATAL KO - 8F startup (pre flash), 0F post flash - - - -

FKO command grab with almost nonexistent combo options. Sadly, it has slightly less range than Heart's A 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.


Game Navigation

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