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
~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
~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
~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
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
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
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
5A > 5D > 623C > 5A(1) > 623A |
Same basic ender as your basic Banishing Strike combo.
Metered 214A Counter/Corner Throw Combo
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
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
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
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
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
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
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
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
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
Back throw (into corner) > 5A > 5D > 623C > 5A(1) > 623A |
Standard combo.
Basic BD Loop
Back throw (into corner) > 5A > 5D > 236236C > BDxN |
Simple yet threatening corner BD combo.
Fatal KO Combos
The Only One You Have
(During Itteyo!) 5A(1)/5B > FKO |
Not too impressive, but it exists.