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BBTAG - Heart-Mika notes

Jan 30th, 2020
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  1. Heart combos:
  2.  
  3. A-Starters:
  4. 5AAA > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (6127 dmg; no safejump)
  5. > j.C~AA > 5A > 5BBB > 236B (6294 dmg)
  6. ~> j.AA > 5A > 5BBB > 236B (6321 dmg; GOTO)
  7. > 5BB > 2B > hjc > j.AA > j.236B (6395 dmg)
  8. > 5BB > 2B > 9jc > j.AA > jc > j.AAB > j.A+D (6553 dmg)
  9. ~> j.B~B > 4A > 5AAA > 5BBB > 236B (6544 dmg; harder GOTO)
  10. > 5AAA > 5BBB > 236B (6666 dmg; harder GOTO)
  11. 5A > 5BB > 2B ~> j.AA > 5A > 5BBB > 236B (6340 dmg; GOTO)
  12. ~> j.B~B > 4A > 5AAA > 5BBB > 236B (6627 dmg; harder GOTO)
  13. > 5AAA > 5BBB > 236B (6867 dmg; hardest GOTO)
  14. > 5AAA > 5BB > 2B > hjc > j.AA > j.236B (7004 dmg)
  15. > 5A > 5BB > 2B > jc ~> j.BB > 4A > 5AAAA (7058 dmg; gives only in corner Oki)
  16.  
  17. A-Starters metered:
  18. 5AAA > 5BB > 2B > 9jc ~> j.AA > j.236C > 5AAA > 5BBB > 236B (6649 dmg; 1 bar)
  19. > 5BBB > 214B+C (8226 dmg; 2 bar)
  20. > j.236C > 5AAA > 5BBB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (7300 dmg; 1 bar)
  21. > 236B-6C > 5A > 5BB > 2B > 9jc > j.AA > 9jc > j.BB > j.A+D (7583 dmg; 1 bar)
  22. > 5BBB > 236B-6C > 5AAA > 5BBB > 236B (7396 dmg; 1 bar; GOTO)
  23. > 5A > 5B > 236B+C > 4A > 5BBB > 214B+C (10564 dmg; Corner; 5 bar)
  24. > 5BBB > 236B-6C > 5BB > j.236B+C (4 bar; test me)
  25. > 236C > 5AAA > 5B > 236B+C > 4A > 5B > 236B+C (10898 dmg; Corner; 5 bar)
  26. 5A > 5BBB > 236B-6C > 5AAA > 5BBB > 236B (8019 dmg; 1 bar; GOTO)
  27. > 5BBB > 236B-3C > 5BB > 2B > jc ~> j.BB > 5A > 5BBB > 236B (8469 dmg; 1 bar)
  28. > 5BBB > 236B-3C > 5A > 5BBB > 236B (9129 dmg; 2 bar)
  29.  
  30.  
  31. B-Starters:
  32. 5BB > j.236C > 5AA > 5BB > 2B > 9jc ~ j.AA > 5BBB > 236B (7496 dmg; 1 bar)
  33. 5BBB> 236B-6C > 5AAA > 5BBB > 236B (7813 dmg; 1 bar; GOTO)
  34. 5BBB > 236B-6C > 5BB > 2B > 9jc ~ j.AA > 5BBB > 236B+C (9909 dmg; 3 bar)
  35. {5B}B > 5AAA > 5BBB > 236B (cancelling when clashing; 6444 dmg)
  36. 5BBB > 236C > 5AAA > 5B > 236B+C > 4AA > 5BBB > 215 B+C (10816 dmg; Corner; 5 bar)
  37.  
  38. 5[B] > 236B > 4AAAA > 5BBB > 236B (6828 dmg; GOTO)
  39. > 5BB > 2B > 9jc > j.AA > 9jc > j.AA > j.236B (6995 dmg)
  40. 5[B]BB > 236C > 5AA > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (8555 dmg; Corner or when clashing; 1 bar)
  41. 5[B] > 2[B]-5C[7] > j.236C > 5A > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (9795 dmg; Corner; 2 bar)
  42. 2[B] > 5C[7] > j.236C > 5A > 5BB > 2B > jc > j.AA > 5BBB > 236B (9321 dmg; 2 bar)
  43. j.A+D > https://youtu.be/JT_FN4Y9eMc?t=417 test me
  44.  
  45. CH 2B > 5AAA > 5BBB > 236B (5501 dmg)
  46. > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (5692 dmg; GOTO)
  47. CH 2[B] > (4A) > 5[B] > (236A) > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (8154 dmg; GOTO)
  48. > 5BBB > 236B (7724 dmg)
  49. > 236B-6C > 5BBB > 236B (9892 dmg)
  50. > 5AAAA~A (11083 dmg)
  51. ~> 236B > 4AAAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (6017 dmg test me; kinda unstable)
  52.  
  53.  
  54. C-Starters:
  55. 2C > 236C > 5AAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (6972 dmg: Corner, can also be done midscreen with walk up but really hard and unstable; 1 bar)
  56. 2C > 236A~6C > 5AA > 5BB > 2B > 9jc ~> j.AA > 5AA > 5BBB > 236B (7485 dmg; 1 bar; extremely hard)
  57.  
  58.  
  59. Throw-Combos:
  60. T > 5AAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (4857 dmg; can also j.AAB at start but is super unstable; GOTO)
  61. test me j.BB combos
  62. > 9jc > j.AA > 5BBB > 214B+C (7026 dmg; very hard)
  63. > 5A > 5BB > 2B > 9hjc > j.AA > 5BBB > 236B (4984 dmg; iffy; harder GOTO)
  64. > 236B > 4AAAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.ABB > j.A+D (5124 dmg; iffy timing; input B-pawnchi when they go up in the air)
  65. > 4AAA > 5BB > 2B > 9hjc > j.AAB > 9jc > j.AA > 236B (5020 dmg; Corner)
  66. > 4AA > 5B > 236B+C > 4AAAA > 5BBB > 214B+C (8178 dmg; Corner & 4 bar)
  67.  
  68.  
  69. Heart & Mika Partner-Combos:
  70. 5AAA > 5BBB > 236B~6P > 6 > 5AAA > 5BBB > 236B (7392 dmg)
  71. > 5[B] > {236A} > 5AAA > 5BBB > 236B (8210 dmg; GOTO)
  72. 5AAA > 5P+[B]B > [P]+[D] > j.236B+]D[~[D] > 214A+]D[~]P[ > 44 > 5AAAA > 5BBB > hjc > j.AA > jc > j.AAB > A+D (5564 dmg; own Twitter-post; immediately go into 5B to stop them from escaping)
  73. > 214B+]D[~]P[ > 44[B] > 236B > 4AAAA > 5BBB > hjc > j.AA > jc > j.AB > A+D
  74. > 236B (6405 dmg)
  75. > j.236A or j.236C > Mika 2A (makes it gapless and DP-safe; with C-version giving combo-option if it hits)
  76. > 2B > 236B+]D[ > Mika 2A (to mix the timing up or get a 5B-route reset; hold 2B longer to push Mika again to your side)
  77. 2C > 5P-236A > 5AAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (6867 dmg)
  78.  
  79. 4P~[6] > 5AAA > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (5235 dmg; Burst-Punish)
  80. test me https://youtu.be/LWnnDGD6HD0?t=155 4P~[6] > 5BB > 2B > jc ~> j.AA > 5AAA > 5BBB > 236B
  81. https://youtu.be/LWnnDGD6HD0?t=285 5AA > 5BB > 2B > jc ~> j.AA > 5AAA > 5BBB > 236B
  82.  
  83.  
  84. Burst-Baits:
  85. j.B > 2A > 5A > 236B
  86. > 2B
  87. > 5BB > j.236A~6C > 5AA > 5BBB > 236B > 4|5P > 236[B] > CC > jc > j.4C (https://youtu.be/LWnnDGD6HD0?t=441)
  88. when in CC use a special like 236B which you can then cancel into 1C on reaction (if armor-frames of 236B not already do that)
  89.  
  90. Pressure-strings:
  91. Do NOT press a direction while jumping or you will slow down and not reach them in time if they backtech; also use 5P therefore;
  92. Midscreen use 9j to get backtech and corner 7j;
  93. Midscreen you have to confirm them backteching and delay your jumping-attack!
  94. 236B|j.236B > 9|7j.5C > j.5A+5P > Block > 5AAA > 5BBB > 236B (4802 dmg; when they get hit by the overhead the assist puts them airborne so use jumping combo or easy ender)
  95. > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (4970 dmg)
  96. > 2A > 5A > 5BB > 2B > 9jc ~ j.AA > 5A > 5BBB > 236B (5072 dmg; when you low-hit them; all 5As is just 3dmg more and this lets you burst-bait better)
  97. > 9jc > j.A > CC > 4P > 5[B] > ... (fuzzy with rising j.A; when hit use CC and assist for extension)
  98.  
  99.  
  100. Heart notes:
  101. jBB combos do more damage and they're more consistent in combos where the opponent is hit in the air.
  102. honestly the main reason people dont use them is that they are hard to do
  103. but they are def worth if you can do them
  104. Yeah jBB is worth it if you get a high hit confirm. You have more time to connect 5A
  105.  
  106. Hearts astral and combo routes are real nice. Her astral punishes safe 5Cs too lol
  107. Her Astral is the only 4f move in the entire game that can be used as a reversal from ground block; so she gets punishes no other character has access to; against some options that are normally safe.
  108.  
  109. 5AA can vacuum people out of the corner for mixups (5AA > 5P+jc > 9hj.C > j.B)
  110. https://youtu.be/YqKc8SAeWDg?t=699
  111.  
  112. when baiting DP/yukikaze along with very fast antiairs (ragna 5B); baiting with j1C after 5AA blockstring has gotten me a lot of mileage
  113.  
  114. Pro tip for burst punishes with 236B
  115. If they burst during your clash armor with 236B, if you hold down the B, the 236B will come out to CH them
  116. But if you release the B and press 5B again, after absorbing it with the 236B clash armor, you can get 5B instead of 236B starter; depending on your preference
  117.  
  118. You can also punish bursts with homing cancel j.1C on 5BB, 5BBB can low profile some bursts and 236B can do the thing mentioned above
  119. if you think they are gonna burst the 5BB before you are able to homing cancel it (can't homing cancel just after 5B) you can go for 5B 2[B] for a hard call out or
  120. use the aforementioned strategy to press the button and try holding it after their burst, or just 2B to continue combo normally
  121.  
  122. using j.5C homing and going for j.B CH combos into 5AA after landing at most heights, can even sideswap sometimes
  123.  
  124. try me
  125. use laser on fullscreen to make them block then j.C in
  126. close up jump over them; then j.5C~5|4 to get back on same side and hit them with tha overhead
  127. Astral after a blocked 5C
  128.  
  129. test me
  130. CH 2B does do the whole 236B 4A thing; but it's a weird delay. You can also just link 5B.
  131. 236B/A CH into 5A barless pickups
  132. 2[B] and 5[B] burst baits relying on actually getting a CH
  133. neutral homing j.B CH is an easy combo starter if they try to air to air you
  134. If you are solo and want the best bang for your buck after a 2B CH with 2 bars just use 1 bar on homing cancel after 236B
  135. end combo with 236B and you'll have 9k with homing oki
  136. If you decide to go for assist; cc + super you should reach around 12k
  137. If you are solo then 5BBB 236B homing cancel 5BBB 236B would do more damage after 2B CH than 5BBB super
  138. Also; 5b hitbox is deceptively high so you might just have to release earlier in order to hit it off of 2B CH
  139. corner: CH 2[B] > wait until they start to descend > 5[B]BB > 236B > 6HC > 5BBB > 236B > Partner assist that can pickup and has the longest untech time > 5[B] > Cross Combo > 5BB (continued off of 5[B]) > Partner assist > 5BBB (+ Partner assist if you can) > 214B+C
  140. that does about 14k
  141. mid screen: CH 2[B] > wait until they start to descend > 5[B] (hits high) > 236A (wiffs) > 5BBB> 236B> 6HC > 5BBB > 236B > Partner assist that can pickup and has the longest untech time > 5[B] > Cross Combo > 5BB (continued off of 5[B]) > Partner assist > 5BBB (+ Partner assist if you can) > 214B+C
  142. if you have 2 starting bar; you will be able to build enough for the 3rd
  143. i will also do j236B after CH 2[B] connects to kill time as well
  144. it doesnt kill all the time; but it makes it less likely for you to hold 5[B] too early
  145. 214A and 214B also hit the opponent if you want to feel good about using loveballs for once
  146. Either you want to hit them with 236B after 5[B] or you want to whiff 236A and hit 5B after 5[B]
  147. whiffing a 4A while they fly actually makes this consistent
  148. Make CC-combos with 5BB > j.236B > 4P > repeat > CC+4P > [P]+5BB~]P[+5B > 214B+C
  149. try if you can continue a combo if you DHC immediately after Mika
  150. As Heart/Ruby, with a 5BBB ender near corner into 214A + 5p, the loveball will hit meaty, the ruby 5p will steal corner for a sandwich,
  151. the "pushback" of using the loveballs after 5BBB pushes heart far enough back that it still catches forward tech in corner,
  152. aswell as backtech, can transition into CC into 4p while blocking and then running whatever mix I want.
  153. the ball will hit meaty, if they dp I will be blocking while ruby 4p or me after blocking will punish, same for super
  154. pushblock won't save them pretty much
  155. Can make it pretty burst safe if they get hit
  156. It's weird but some people legit have trouble to get their dp out and just get hit by the meaty ball
  157.  
  158. ===============================================================================================================================================================
  159.  
  160.  
  161. Mika combos:
  162. end in 2C for safejumps
  163.  
  164. A-Starters:
  165. 5AAA > 5BB > 2C > 2B > jc ~ j.AA > j.236B > 5AAA > 5BB > 214B (5990 dmg; can also use 5B 2C at end for safejump; GOTO)
  166.  
  167.  
  168. B-Starters:
  169. 5BB > 2C > 2B > jc ~ j.AA > j.236B > 5AAA > 5BB > 2C > 2B > 214B (6748 dmg; for oki; NEW easiest; also works with cmd-IAD; GOTO)
  170. > 2C > 2B > jc > j.AA > j.236B (6539 dmg; safejump)
  171. ~> 2B > jc > IAD > j.AA > j.236B > 5AAA > 5BB > 2C > 2B > 214B (alternate method todo the combo)
  172. > 2B > jc ~ j.A > j.236B > 5AAA > 5B~B~B > 2C > 2B > 214B (6837 dmg; NEW hardest)
  173. > 6A > --//-- (6767 dmg; NEW easier)
  174. j.[B] > 5AAA > 5BB > 2C > 2B > jc > j.AA > j.ABC (5964 dmg)
  175. > 5BBB > 2C > 2B > 214B (5654 dmg)
  176. 5AAA > 5BB > 2C > 2B > 236B-6X > 5AAA > 5BB > 214B|2C2B > 236B+C (Corner; 1 bar)
  177. 5BBB > j.AAB > 2B > hjc > j.AAB > jc > j.AA > 236A-2X (Corner)
  178. 5BB > 2C > 2B > 236B-6X > 5AAA > 5BBB > 2C > 2B > 214B (Corner)
  179.  
  180.  
  181. C-starters:
  182. 2C > 2B > jc ~ j.AA > j.236B > 5AAA > 5BB > 2C > 2B > 214B (5940 dmg)
  183. j.[B] > jc > j.[B] > 5AAA > 5BB > 2C > 2B > hjc > j.AAB > jc > j.ABC (6590 dmg)
  184. 214C > 6 > 5BB (4344 dmg; minicombo for midscreen; 1 bar)
  185.  
  186.  
  187. Throw-Combos:
  188. T > 6AAA > 5BB > 2C > 2B > hjc > j.AAB > jc > j.ABC (4765 dmg; good corner-carry; GOTO)
  189. > j.AB > 236B-2X (4813 dmg; better oki)
  190. T > 6AAA > 5BB > 2C > 2B > 236B9X > j.A > jc > j.ABC (4827 dmg; iffy don't use)
  191.  
  192.  
  193. Mika & Heart combos:
  194. 5AAA > 5BBB > 236A-9A~5P > 5AAA > 5BB > 214B (6151 dmg)
  195. 5BBB > 236A-9A~5P+[D] > hjc > j.C+]D[ > 5AAA > 5BBB > 236B (7527 dmg; active-switch; GOTO)
  196. > 236A-9A~5P > 5AAA > 5BB > 2C > 2B > 214B (6905 dmg)
  197. > hjc > j.AC (7455 dmg; doesn't work on many characters it seems)
  198. 5P+5B > j.C~D > 6 > 5AAA > 5BBB > 236B (7128 dmg)
  199. 5BB+5P > j.C~D > 6 > 5A > 5BBB > 236B (7371 dmg)
  200. 5B+5P > j.[B] > j.C~D > 6 > 5A > 5BBB > 236B (7528 dmg; active-switch)
  201. 5B+5P > j.[B] > j.C~D > 6 > 5AAA > 5BBB > 236B (7671 dmg; active-switch)
  202. 5BB+5P > j.[B] > j.C~D > 6 > 5A > 5BBB > 236B (7832 dmg; Corner; active-switch)
  203. something like mika 5b+p j.[B] j.c+switch into heart 5bbb 236b deals 7500 damage
  204. 5B+p j.[B] j.[B] 5b 2b j.aa j.aac is 7700 damage
  205.  
  206. 4P~[6] > 5AAA > 5BB > 2C > 2B > hjc > j.AA > jc > j.ABC (4594 dmg; Burst-Punish)
  207. > j.AB > 236B-2B (4659 dmg)
  208.  
  209.  
  210. Mika notes:
  211. ???
  212. 2C > 2B > j.A > j.236B wont work on:
  213. Izayoi
  214. Celica
  215. Susan
  216. Jubei
  217. Vatista
  218. Blake
  219. Requires no delay between 2C > 2B:
  220. Noel
  221. Es
  222. Yosuke
  223. Gordeau
  224. Tank
  225. Requires Very Specific 2C >2B timing:
  226. Jin
  227. Rachel
  228. Naoto.S
  229. Requires a Different Specific 2C > 2B timing:
  230. Naoto K
  231. Weiss
  232. In conclusion; don't do this route
  233.  
  234. 5BB shot:
  235. Will wallbounce if only the explosion portion connects; in which case you can cancel into 236B to continue your combo from anywhere on the screen.
  236. Frame trap against a decent portion of the cast; can force mix-up situations with 214A.
  237.  
  238. What is Mika looking to do after a 214X ender?
  239. in corner sj back iad jb is an all techs safejump
  240. sets up for fuzzies; can do just jumpforward icjb if they respect it
  241. icjb iad high/low is pretty much unreactable
  242.  
  243. What can mika do in order to make sandwich blockstrings?
  244. 2b 236a is a true blockstring up close
  245. then just call assist before crossing up
  246. then u get to do whatever you want
  247. or you can just do like 5a/2a jump iad+assist
  248. oh yeah in sandwich you can do like whatever
  249.  
  250. 2b swap 214b is dp safe
  251. and then you are still advantage bc you can just react to their jump
  252. well dp safe mix is important when people realize the situations and start mashing
  253. even just doing stuff like 5a 2a assist 5a 2a assist can make people panic once you give them enough reason to be scared
  254. What do you mean with DP-safe there? That you can swap to your partner and block?
  255. yeah thats what it means
  256. That only works for some DP then
  257. no its safe against every dp
  258. you have to buffer the 214b
  259. like do 2b then 214b+d before 2b even hits
  260. that way you'll switch asap
  261. and the opponent wont be able to punish
  262. you mean 2B > 214B is a tight gap?
  263. i mean it has a gap if you use it solo obviously
  264. its dp safe when you switch to a partner
  265. So 2B has such long blockstun you can input 214B, then active-switch and still blocka DP. That is how it works I guess?
  266. yes
  267.  
  268. you can do unblockables with single hit assists like susanoo
  269. the theory behind it is
  270. theres a 4f startup period during jumps where you cant block
  271. if you meaty grab them on their wakeup with an assist covering those jump startip frames immediately
  272. they will either get grabbed or hit by the assist
  273. with mika you can't be safe when you do it
  274. none of her assists last after active swap
  275. but basically if an assist stays active after swapping you're able to have swapped and still get the meaty assist and throw
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