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Arcana HeartEdit

Normal MovesEdit

5A
Damage
500
Guard
All
Startup
3
Active
2
Recovery
11
Frame Adv
-1
Level
A
A fast standing jab that can cancel into itself, which makes it a great pressure tool. Doesn't connect on characters with shorter crouching hitboxes.
5B
Damage
1200
Guard
All
Startup
8
Active
4
Recovery
12
Frame Adv
0
Level
B
Gives you a bit longer range than 5A along with a few extra benefits. With the extra range and (late) clash frames, this turns into a tool to control space as well as continue pressure from the air with it's jump cancel.
5C
Damage
2200
Guard
All
Startup
10
Active
6
Recovery
13
Frame Adv
+2
Level
C
A punch with great range. Has early clash frames, is jump cancelable, and is a hitconfirm for some Arcanas like Plant. Also has the added bonus of forcing restanding for some good post knockdown mixup.
5E
Damage
2200 (Normal)
2700 (Charged)
Guard
Mid (Normal)
Unblockable (Charged)
Startup
12 (Normal)
34 (Charged)
Active
6 (Normal)
3 (Charged)
Recovery
19 (Normal)
35 (Charged)
Frame Adv
-2 (Normal)
Level
D (Normal)
E (Charged)
A shoulder charge with pretty good recovery for what it is. Carries whatever passive attributes your Arcana gives you from frames 1-7, and some pretty good clash after that. Is unblockable when charged.

BlazBlue: Cross Tag BattleEdit

TBA

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