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.
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.
EX
140
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-
-
SKD
-
-
-
-
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.
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.
EX
100
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-
-
SKD
-
SKD
-
0
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.
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.
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.