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.
Universal Mechanics
Forward Throw
Forward Throw 5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
-
-
-
??
Back Throw
Back Throw 4G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
-
-
-
??
Air Throw
Air Throw j.5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
SKD
-
-
??
Assist
Assist 5I
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
-
-
-
-
-
-
-
-
Requires SP Item.
Special Moves
5S
Peace Slash 5S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
97
-
-
-
-
-
-
-
1
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.
EX
109
-
-
-
-
-
-
-
0
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.
2S
Rising Heart 2S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
80
-
-
-
SKD
-
-
-
1
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.
EX
140
-
-
-
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.
4S
Rush Heart 6S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
90
-
-
-
SKD
-
SKD
-
1
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.
EX
120
-
-
-
HKD
-
HKD
-
-
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.
j.S
X-Calibur 4S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
80
-
-
-
-
-
SKD
-
1
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.
EX
100
-
-
-
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.
Dream Finish
5D
Elision Wave 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
300
-
-
-
HKD
-
-
-
4
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.
2D
Sky Love Arrow 2D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
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.
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.