Description A style built for close combat, this scroll focuses on attacking the opponent in their center, their very soul. Strike swift and true, as a Heartseeker would. Created by Shana Credits @Shana (sprite animations+text) @Gonsegon (inspiration and sprite help) @SajinShasaya (inspiration and design help) @tinytinytintin (inspiration and sprite animations) @Tengu (inspiration and design help) @12characters (inspiration and sprite help) Capcom (owner of the sprites) Supporters (you all deserve credit!) Spoiler: Spreadsheet for the  Scroll Contest Stance OpinionHeartseeker is a direct and efficient style, inspired by Cammy. It features an excellent kit for knocking opponents off the map, and rushing down opponents in a 1vs1 fight. At first glance, Heartseeker looks like a very unremarkable scroll, because of its combos being very basic and lacks any combo longer than 4 inputs. But what's underlooked about this scroll is the quickness and range of its attacks, as well as it possessing a back grab. It can instantly start terrifying wake-up mindgames with its combos ending as short as 3 hits; this will constantly threaten [on wake-up] an unblockable 2-hit stun launcher that can angle twice + ignore attacks, as well as grabs that negate side-blocking. The PPK punch combo also deserves a special mention because of it having massive movement for a combo finisher, which can possibly lead to safety if angled away from a blocking opponent, or closing the gap against drifters (opponents that move around for positional advantage). Shout-out to @tinytinytintin for dramatically improving the overall design of all the sprites, as well as the combos. Shout-out to @SajinShasaya for inspiring me; his scroll's success inspired me to explore the world of scroll creation. Shout-out to @Gonsegon for his amazing sprite lessons. Special shout-out to supporters: your support matters so much! With your support, this scroll caught the dev's attention, and is now an official scroll! Petal Drive Punch Combo PPPP 80, 95, 135, 160  *final hit is a knockdown The first and second punch is similar to Muay Thai's, and shares similar properties to it. The third punch has great hitboxes, great blockstun, great hitstun, and great recovery. The fourth punch has large peripheral hitboxes on the right, and is unsafe on block. The rest of the attacks can be delayed well. Bee Sting Punch Mix-Up PPK 80, 95, 70+70+70  *final hit is a multi-hit knockdown The final attack is extremely unsafe if blocked in close range, however, it will be safe if spaced correctly. This attack recovers fast, similar to Lucha Libre's roll attack. This attack can be delayed well, and its transition from the second punch is very quick. Whiplash Kick Fencer KKKK 90, 100, 130, 160  *third hit knocks the opponent up for a fencer-combo *final hit is a knockdown The first kick's properties match Shoot Boxing's first kick (very fast, high hitstun/blockstun, and good recovery). The second kick's properties is similar to the first kick, except that it has peripheral hitboxes on the right and a longer frontal hitbox. The third kick has the properties of the second kick, except that it has peripheral hitboxes on the left, and lifts the opponent up for a fencer. The fourth kick has anti-air hitboxes, and is unsafe on block. The fourth kick can be delayed by a lot. All the kicks have hitboxes below the kicking leg. The rest of the attacks can be delayed well. Taking Flight Kick Launcher KK(G+K) 90, 100, 160  *final hit is a launcher The kick launcher is very fast, and transitions very quickly from the second kick. Unsafe on block, but will recover quickly. This final attack has great peripheral hitboxes, and has an anti-air hitbox. The launcher has hitboxes below the kicking leg, and can be delayed a lot. It's also notable that this launcher can dodge attacks. Vine's Thorn Kick Mix-up K(Pcharge) 90, 180/195/220 [270/285/310] *final hit is a knockdown (uncharged/semi-charged) + stun launcher (fully-charged) The charge input has great peripheral and frontal range, and deals more knockback depending on how long it's chanrged. The uncharged and the semi-charged attack is unsafe on block. The fully-charged is an unblockable stun launcher. It is also notable that the semi-charge and fully-charged gets enhanced movement and invincibility frames. The time required to fully-charge is 1 second. Crash Landing Groundhit kG  standing  grounded *standing opponent gets knocked down The groundhit can slide off edges, and has massive frontal range Delta Through Front Grab (G+P)  *cannot saver wake-up Similar to Kenpo's front grab, but it will make you turn around to face the opponent during the grab. Gyro Clipper Back Grab (G+P)  The same grab as Lucha Libre's. Queen's Capture Counter (G+K)  The same counter as Combat Sambo's.