SNK Heroines Tag Team Frenzy

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  • Information for this wiki comes from two sources:

Game Systems

Button Config (use layout picture)

Arcade Layout:
Light Heavy Item
Guard Special Dream Finish
L+G = Throw
H+G = Tag
4/6+G = Roll
[During Guard] 4/6 = Guard Cancel

L > L > H = basic blowback combo 66 (Dash) > H = also causes blowback L>L>L>S>D = Basic/Common combo

Tag Combo Basics: [First Chara] dH / S > TAG cancel > dH

Default PS4 Controller Button Config:
□		Light
△		Heavy
X		Throw
○		Special
R1		Dream Finish
R3		Use Item
R-Stick	Use Item (With direction influenced positioning)
Default Switch Controller Button Config:
Y			Light
X			Heavy
B			Throw
A			Special
R			Dream Finish
R Stick Button	Use Item
R-Stick Tilt		Use Item (With direction influenced positioning)

(button notation here)


                  up (u)
 (ub)  up left - 7 8 9 - up right (uf)
     (b)   left - 4 5 6 - right (f)

(db) down left - 1 2 3 - down right (df)
                  down (d)

General Gameplay Overview

  • Your buttons are L(Light/Weak), H(Heavy/Strong), S(Special), Throw, Guard, Dream Finish (Will be referred to as D for ease), and Tag.
  • Unlike other SNK games, you can air dash here. Air dashing is very important for mobility, since air dashes are very quick. Instant air dashing -- hereafter referred to as IAD -- is especially important if you want to increase your overall damage output.
  • Guarding is relegated to a button in SNK Heroines, as opposed to holding away from the opponent. Holding the Guard button puts up a shield that will block everything that’s not a normal throw. You can roll by pressing left or right while guarding, and you can air dodge by pressing Guard while airborne. Air dodging stops any forward momentum you might have had as you sway away, but you give up any aerial offense you may have planned to do. This WILL, however, let you avoid anything, even throws. Be cautious, though, as you can be punished if you land in their face afterward. Rolling takes you past an opponent or their attacks, but you can be thrown during the latter end of a roll, as well as hit as you’re coming out of one, so that’s something to look out for.
  • Speaking of guarding, your shield has a limit to what it can take. If it takes one too many hits, it’ll shatter, and your character will be left stunned. It should be noted that guarding against supers doesn’t deteriorate your shield at all. Other ways your shield can deteriorate, though, are with Guard Cancel rolls, done by pressing left or right while blocking an attack. Guard Cancel evasions take away some of your SP to do, but unlike standard rolls, they’re totally invincible all the way through. In the event that your Spirit Gauge, or SP, is too low, however, your shield will deteriorate faster every time you do a Guard Cancel roll. Be very careful so you don’t waste all your resources! Editor note: (props to @HBJohnXuandou on Twitter for pointing this out to me)
  • One last point about guarding is that while you’re holding up your shield, your SP won’t regenerate, so be mindful about balancing your SP.
  • The majority of your normals can only be hit once during a combo without a reset in the juggle state. SP items (technically assists based on your partner) will reset the juggle state when they hit the opponent, while other items will give you room for raw tags, which will reset the juggle state as well. Thief Arthur is the only exception to this rule.
  • Dash attacks are an exception to the above rule. If you can hit a dash attack during a juggle, it will connect. It will wallsplat and crumple the opponent, regardless of height. If you do another dash attack after, it will knock the opponent down, but they can still be juggled, since you can tag when it hits. Another dash attack from your tagged character will wallsplat and crumple them again.
  • If you start a combo with a jumping normal on a standing opponent, this normal can be hit a 2nd time to continue your juggle, but no more after without resetting. Thief Arthur, as with other certain cases, is an exception to this rule.
  • Almost every character can pop the opponent into the air with a close Heavy attack that can be jump cancelled to follow it up. The exceptions to this are Kula, Luong, and Mian, all of which will be detailed later.
  • Speaking of being airborne, jumping is important in this game. Air dashes are fast, and are a great way to close the distance in a hurry. However, it does bear mentioning that doing so can and will get you hurt severely by anyone that’s on the ball. Heavy attacks and jumping attacks put people into a juggle state, while standing Light attacks let the opponent flip out and land on their feet. If you wonder why jumping attacks aren’t usually noted in the character sections later on, it’s because most characters have pretty decent jumping Light attacks (for some, it’s their jumping Heavy attacks) that can be used as an air-to-air, and by and large, those aren’t too hard to suss out. The main point, though, is that you should be careful about how and when you should take to the air. Keep air dodging in mind, as well as your spacing, so you don’t eat a hard punish for trying to leave your feet.
  • Like in a standard KOF game, certain special moves can be used multiple times in a combo, provided you can actually hit them.
  • Ground throws can be broken. Air throws and command throws can't be broken. Standard Throws deplete 1 and ½ bars of your opponent’s Spirit Energy (SP) as well as doing damage to them. Throws make you invulnerable to items until the throw is done, as do certain super animations.
  • Unlike with some throws in KOF, you can't Fall Break a throw once it's happened, regardless of the throw. It is possible to OTG the opponent after a throw.
  • Speaking of, you can break your fall in quite a few situations by pressing Guard as you’re about to hit the floor. You can press left or right and Guard to roll in the desired direction as you tech the fall. You can’t do this to throws or certain moves that cause a hard knockdown state, however.
  • Your Spirit Gauge (SP) is directly tied to your health gauge. The less health you have, the more SP you have. Special moves typically take slightly more than one bar of SP, tag cancels take about two and a half bars of SP (neutral tags don’t incur a cost), and supers take 4 bars of SP. Your SP will slowly replenish on its own, and will replenish faster as you fight. If a character isn’t currently active, their SP will replenish faster still.
  • Counter hits deplete SP as well as health. The stronger the counter hit, the more SP you lose, with supers depleting 1 and ½ bars.
  • If your SP hits 0, and you do a special move, it will be suuuper weak and won't produce any knockdown.
  • Your partner's SP gauge is separate from yours; you can see it underneath your main character's SP/Health gauge.
  • Raw tags have invul, so you can use them to evade attacks.



  • Items appear in bubbles. Items you receive are random.
  • Items are granted if you fulfill certain criteria during a match. These are also random.
If you Guard Crush your opponent, you have a 100% chance of receiving an item.
If your health falls below 20%, you have a 100% chance of receiving an item (only once per battle). This item will ALWAYS be an SP item.
If you’re stunned, you have a 100% chance to receive an item (only once per battle).
If you cause a certain amount of damage during a combo, you’ll get an item. The chance of getting one depends on the damage you do.
If you TAKE a certain amount of damage during a combo, you have a chance of getting an item. The chance likewise depends on the damage you’re taking.
Successfully throw break and you have a 50% chance of getting an item.
Knock your opponent into the wall, and you have a 40% chance of getting an item.
Get knocked into the wall, and you have a 30% chance of getting an item.
  • Items can be used at almost any time, whether you're being hit, stunned, or whatever else is happening. You can’t use items during certain supers, however.
  • You can only hold one item at a time. Picking up another won’t let you receive it, unless it’s the SP item, which will take the place of the one you have.
  • You can press left or right on the analog to make your partner set most items on the corresponding side. Pressing UP or DOWN will make that item drop differently.


  • Certain items (Mine, Springboard, Time Bomb, Hurricane, Wrecking Ball) can OTG on hard knockdowns, allowing for continuation of combos. This includes crumple animations.
  • Mine: Can be placed left or right, putting it in front of or behind the opponent, respectively. You can place it directly under someone’s feet by pressing up or down. 80 damage.
  • Springboard: Can be placed left or right, putting it in front of or behind the opponent, respectively. You can place it directly under someone’s feet by pressing up or down. 20 damage.
  • Time Bomb: Can be placed left or right, putting it in front of or behind the opponent, respectively. You can place it directly under someone’s feet by pressing up or down. Takes about 4 seconds to explode, and you can invul through the explosion. 120 damage.
  • Hurricane: Can be placed left or right, putting it in front of or behind the opponent, respectively. You can place it directly on someone’s position by pressing up or down. The Hurricane is persistent enough to hit people that are in lengthy invul frames if they don’t get out of it. 40 damage.
  • Wrecking Ball: Can be placed left or right, putting it in front of or behind the opponent, respectively. If it hits a grounded opponent, it puts them in a hard knockdown state. If they're already in a hard knockdown state, it won't pick them up, but will hit them. It also won’t flatten an airborne opponent, instead popping them up, allowing for juggle continuations. As long as it’s on the screen, it’s an active attack, hitting with roughly each rotation, so you can effectively chase it to upkeep a juggle. It’s also VERY noteworthy that this thing is insane in regards to durability, as it should be, able to take out super projectiles. You’re just not going to stop this thing if it rolls onscreen. 150 damage.
  • The Sand item causes a re-stand if it hits an opponent. Can be placed left or right, dropping it in front of or behind the opponent, respectively. You can drop it directly on someone’s position by pressing up or down. It can hit a jumping opponent and force them to stand on the ground, but won't hit them if they've been popped into the air. You CAN, however, hit someone with the Sand item during a crumple stun, re-standing them. If you tag as the Sand is falling and it hits, it won't stick them to the ground. If it sticks them and you tag, they're set free. If you tag before the Sand can form, it won't come out, and you'll have wasted the item. If you tag just as the Sand is forming, but before it can fall, it will still stick the opponent if it hits.
  • The Daimon item stuns either person that's grounded. If you are in the air at all (example, Love's Sky Anchor, Mui Mui's far.5H), it won't affect you.
  • The Banana peel item saps away five units of SP and gets you a knockdown, but of course, will only hit a standing opponent. It can't be blocked. Can be cast left or right, or dropped directly on the opponent’s position, 10 damage.
  • The Poison does 10 damage if it hits the opponent, and will slowly drain their health while it’s in effect. Though you can block the poison vial, it will still poison you regardless. Can be placed left or right, dropping it in front of or behind the opponent, respectively. You can drop it directly on someone’s position by pressing up or down.
  • The Wall item can take two hits before it crumbles. As the name suggests, it creates a small wall, which actually allows for mid-screen corner shenanigans (wallbounces and the like), but it can be jumped over. Can be placed left or right, putting it in front of or behind the opponent, respectively, and put in the center of the screen with up or down.
  • The Washbasin will groundbounce an airborne opponent, but they’ll barely budge if hit while standing. Can be placed left or right, dropping it in front of or behind the opponent, respectively. You can drop it directly on someone’s position by pressing up or down. 100 damage.
  • As mentioned before, Springboards work with throws, hard knockdowns, and crumple stuns. The latter can be used to set up raw tag scenarios to set up reeeally lengthy combos.
  • It should be noted that items and SP items are NOT reflectable, so avoid or block them.
  • The EX item does exactly as advertised, allowing you to do EX versions of your special moves, changing their properties or the number of hits they can do. EX moves DO NOT take away any SP meter, and they count as separate moves, so you can use the EX item to extend combos even further. This boost does not apply to supers, though.
  • Many SP items can OTG, and will reset the juggle state so you can lengthen a combo.

SP Items:

Damage noted is bare, outside of combos; all attack moves can reset juggle state.

Athena - Heals you for 1 and ½ bars of health.

Kula - Sends out a giant snowflake that re-stands if it hits. Regardless of which direction you press, the snowflake will always come from behind your character. 50 damage.

Mai - Sets a flame mine that can OTG. Can be cast left or right, or directly under the opponent’s feet by pressing up or down. 250 damage.

Nakoruru - Sends out a bird projectile. 200 damage.

Love - Sends out an Elision Wave. 200 damage, can OTG, will groundbounce if it hits at all.

Leona - Sets out a huge Baltic Launcher. Can be cast left or right, or used in the center by pressing up or down. 10 hits, 200 damage if they all connect.

Mui Mui - Casts a brief field around your character that knocks the opponent back if it hits. 100 damage.

Luong - Recovers two bars of SP; also speeds up your SP recovery.

Sylvie - Casts a lightning bolt that puts the opponent in an extended hitstun state. Will freeze the opponent in a hitstun state in midair; Good for setting up raw tag situations, can be cast left or right, or directly on the opponent’s position by pressing up or down. 80 damage.

Yuri - Gives two bars of SP back, buffs attack strength.

Zarina - Sets out a flower patch that gradually heals you as long as you can stand in it.

Mian - Grants you 5 seconds of armor. Armor protects from supers as well, but is vulnerable to throws.

Shermie - Rolls a plushie(?) out onto the screen. 30 damage, depletes ALL of the opponent's SP meter.

Terry - Places a star that explodes into a Power Geyser. This star appears in front of your character, regardless of where they are, so positioning is important. Can OTG, 200 damage.

Thief Arthur - She heals a slight bit of health while covering her ally in her wind energy, allowing them to absorb health from their opponents as they damage them for a short period of time.

Combo System

You might be thinking to yourself by this point that the game's system doesn't really lend itself well to lengthy combos, since people can get items pretty frequently, and those combos can be interrupted by said items. While that's true, part of the draw in doing them is the dynamic itself. Since the items received are almost always random (save for the SP item you get when in "Finish Chance" status), you have to gauge whether or not continuing the beatdown is the smart thing to do in a situation. They may get something that doesn't help them get you off of them, only giving them back a bit of health or SP, or something that's easily dealt with, or they might even opt to keep whatever they get to use it at what they feel is a more crucial point in time, so being able to do combos is still just as important here as it can be anywhere else. For this, we'll only cover solo combos for characters. There are quite a few team combinations between all the characters, and part of the fun is in finding your own tag based combos. We WILL, however, cover the basics behind the tag system in regards to combos, so here we go~

Tag System Stuff -

  • You can do a quick switch to your ally as any physical attack is connecting, whether it's blocked or not, and as any projectile is being thrown. These quick tags take roughly 2.5 SP bars from the incoming character to do them.
  • You do NOT have a large invul window after a quick switch, but you have JUST enough to act immediately from one, allowing you to block or dodge something that's happening, or even to invul through it, if you know you can.
  • Once you've tagged in during a combo, doing so again isn't possible. You CAN, however, set up situations to do raw tags in the middle of combos using certain items, which won't use up your quick tag opportunity. If you've already done one, though, it won't reset it.
  • Tagging in during a combo resets the juggle and wallsplat properties. Whether it's a raw tag or a quick one during a combo, you can use all normals and special moves with the incoming character to do entire combos again, making knowing your positioning and character specific combos important.

Using Leona and a Mine item as an example, you can hit a close Heavy (both hits), then a Dash Attack to wallsplat them. Set a Mine under them as they crumple. If you try to do another close Heavy with Leona, it will whiff, but if you tag before the Mine explodes, the incoming character can use another close Heavy, and continue from there.

  • Last, the most common points you'll likely see raw tags happening during combos is during the usage of certain items, such as the Mine, Springboard, or Hurricane, with certain SP items, such as Kula's or Leona's, to name a couple. The most common points to quick tag usually depend on what exactly you want to go for during a combo, but without items in play, they're typicially best used when you can launch someone, during moves that give lengthy windows, like Leona's Baltic Launcher or Mai's Ryuuenbu, or in some cases, JUST after a tossed projectile. Just remember that you can't tag out while you're airborne.

With the basics behind the tag stuff out of the way, we'll touch on solo combos from different positions and health values (SP values should be max), to give an idea of what you can do to lead in to more stuff. This won't take items into account.


If it wasn't clear by the time you hit this point, or you just skipped ahead, we're going with the usual numeric notations here. For the quick explanation on that, look at the numberpad on the right side of most keyboards. 8 is up, 2 is down, 4 is left, and 6 is right, so if, for example, you see something that says 66, it means to double tap forward. Other noteworthy notations that will be used are as follows:

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.

Also, this should be generally common knowledge, but universally, L,L,H as a chain finishes with a Dash Attack that wallbounces. This will be seen quite a bit.


Athena Asamiya

Kula Diamond

Mai Shiranui


Leona Heidern

Yuri Sakazaki


Sylvie Paula Paula


Love Heart



Mui Mui

Terry Bogard

Thief Arthur


Customization Information

(info on costumization here)

External Links

(link to google doc of SNKH gameplay tweets)

Reference Links

SNK Heroines Tag Team Frenzy
Athena Asamiya · Kula Diamond · Mai Shiranui · Nakoruru · Leona Heidern · Yuri Sakazaki · Shermie · Sylvie Paula Paula · Zarina · Love Heart · Mian · Luong · Mui Mui · Terry Bogard ·

DLC: Thief Arthur · Skullomania