SNK Heroines: Tag Team Frenzy/Love Heart

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SNKH Love Heart Profile.png

Gameplay Overview

Notable normals: Far.H, Dash Attack - Far Heavy is notable for Love. This has nice range, and is good to use to check people trying to IAD on approach. Love’s Dash Attack has some good range and a nice vertical to it while moving her forward a good bit of space. The speed of the move is good, too, making it a nice punishment tool in certain situations.

Normal Moves

c.L
c.L
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
5L 30 - - - - - - - 0

??

5LL - - - - - - - - -

??

5LLL - - - - - - - - -

??

c.H
c.H
5H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 - - - - - - - -

??

f.L
f.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 - - - - - - - -

??

f.H
f.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 - - - - - - - 0

??

j.L
j.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 - - - - - - - -

??

j.H
j.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 - - - - - - - -

??

66H
66H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
80 - - - - - - - -

Wall-bounce on hit.

Throws

Forward throw:

  • xxx dmg
  • Causes (soft or hard knockdown)


Back throw:

  • xxx dmg
  • Throws opponent


Air throw:

  • Throws opponent behind

SP

Assist:

Special Moves

5S - Peace Slash

  • Love slashes twice with an energy sword. This move comes out pretty quick and has really nice horizontal reach. It can be used twice in a combo, but the second time around, only the first hit will connect. If it hits an airborne opponent, it’ll groundbounce them. 97 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • Love adds a third slash that wallbounces the opponent. Like the normal version, this can be used twice in a combo. If the second one hits, only two of the three hits will connect, and the opponent will be groundbounced. 109 damage.


2S - Rising Heart

  • A rising sword attack. This doesn’t have much horizontal range to it, but has really good vertical range. The recovery’s iffy, so you won’t be able to follow up on it naturally. What’s interesting, though, is that this has a hit of armor to it at the start, when Love’s holding the sword in front of herself, and it’s strong enough to even stop a super in its tracks. If you’re bold, go for it. 80 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of this has a little more horizontal range to it, and hits twice. The recovery’s about the same as the standard version, so the same rules apply. It has straight up invul on startup, though, as opposed to the standard version’s armor. 140 damage.


6S - Rush Heart

  • Love rushes forward to hit with an uppercut. The startup for this is very obvious, but you can follow it up if it hits, and it’s obviously pretty decent for use in juggles. 90 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • This version of the Rush Heart is multiple hits, and becomes active pretty early in. It can hit up to 5 times, and the recovery’s great, making it great to add to juggles. Still punishable if blocked, though. 120 damage if all 5 hits connect.


4S - Sky Anchor

  • A two-hit forward somersaulting kick. Despite the way it looks, it primarily hits in front of Love Heart at a low angle, so it doesn’t make it all that great to add it to juggles. The second hit puts the opponent in a hard knockdown state. This is good if you want to hit someone with a super, or you have an item to scoop them off the floor with, but otherwise, this won’t get much use. 80 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • Like the EX Rush Heart, everything about this version of the move is better. It hits five times AND groundbounces if it connects. While the recovery of it is also much better, allowing you to follow up with other stuff, it IS punishable if the opponent mashes L or has an exceedingly good cl.H. 100 damage.

Dream Finish

5D

Elision Wave

  • Love slashes with her energy sword, sending out a wave that starts out slow, then speeds up as it goes. This move can OTG, so moves that cause a hard knockdown can be followed up by this. Very punishable if the opponent jumps the wave, though. 300 damage. SP cost: 4 bars.


2D

Sky Love Arrow

  • Love comes down with a multi-hitting dive kick. This can hit up to 5 times, and the angle she comes down can let her bypass a decent bit as she goes, if it’s spaced properly. This has startup invul to it. 350 damage if all 5 hits connect. SP cost: 4 bars.

Combos

IAD = Instant Air Dash

cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)

far. = Far (i.e, doing a Light or Heavy farther away from the opponent)

xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)

~ = Means you press the next command immediately after (i.e, cl.H~2D)

jc. = Jump Cancel

dj. = Double Jump

walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.

dash = This means to dash to close distance.

Mid-screen, 1000 health

1: j.H, L,L,H, 6S, far.H~6S, cl.H, jc.L, 66H, IAD.H, 66H, 5D (501 damage)

2: j.H, L,L,L~6S, far.H~6S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2D (510 damage)

3: j.H, L,L,H, 66H, far.H~6S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 5D (515 damage)

Mid-screen, 500 health

1: j.H, L,L,H, 66H, far.H~6S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2S xx 2D (511 damage)

2: j.H, L,L,L~6S, far.H~5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S(one hit) xx 2D (522 damage)

3: j.H, L,L,H, 66H, far.H~6S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S, 2S xx 2D (547 damage)

Opponent in corner, 1000 health

1: j.H, L,L,L~6S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2S xx 2D (488 damage)

2: j.H, L,L,H, cl.H, IAD.L, 5S, far.H~6S, 66H, IAD.H, 66H, 2D (499 damage)

Opponent in corner, 500 health

1: j.H, L,L,L~6S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S, 2S xx 2D (508 damage)

2: j.H, L,L,H, cl.H, jc, IAD.L, 5S, far.H~6S, 66H, IAD.H, 66H, 2S xx 2D (515 damage)

Corner-to-Corner, 1000 health

1: L,L,H, 66H, dash, IAD.H, 66H, dash, cl.H, jc, IAD.L, 66H, 6S xx 5D (459 damage)

2: L,L,H, 66H, dash, IAD.H, 66H, 5S, cl.H, jc, IAD.L, 66H, 2D (459 damage)

Corner-to-Corner, 500 health

1: L,L,H, 66H, dash, IAD.H, 66H, 5S, cl.H, jc, IAD.L, 66H, 6S xx 2D (477 damage)

2: L,L,H, 66H, dash, IAD.H, 66H, dash, far.H~6S, cl.H, jc, IAD.L, 66H, 6S, 2S xx 2D (507 damage)

Videos

SNK Heroines - Love combos by Mikadok

Costumes

SNKH Love Heart 1.png
SNKH Love Heart 2.png
SNKH Love Heart 3.png


External Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina