A few questions:
1]How easy is it to set up a situation like this
2]How easy is it to exploit this
3]What are the best ways and combos to exploit this for the kill
Setting it up is not that hard. People try to go over BH j. fierce all the time. The most common case has them trying to hit you and then they get hit in the back by the demonsā return. The problem is, trying to combo that into Commando after block stun just isnāt going to happen much in that situation.
However, sometimes your Magnus players will learn, hey, if you get over the demons, wait for them and donāt try to do anything until theyāre off the screen. This is fairly smart of them when they do, but if they start getting too predictable about it, this is when you can meet them in the air as theyāre going over and hit them. If theyāre normal jumping, thatās just grossā¦ something is probably going to happen that will get them hit, whether itās a tail knocking them back into demons or a guard break into demons. Either way, if you get the tail off without getting hit, you can pretty much call Commando after a brief delay at that point and trust that somethingās probably going to happen thatāll send them flying. After that, itās just a matter of getting used to the idea that comboing demons into Commando works the same as comboing anything else into Commando. The demons will keep them bouncing just long enough that youāll get back to the ground (this is why the slight delay on Commando call is necessary) in time to do something off of Commando.
It is something of a trick-shot tactic that probably wonāt happen much. I think Iāve gotten this particular situation to happen exactly once in my life, and that was in the afore-mentioned case of a Magneto player who was doing a lot of turtle-in-my-face tactics. There arenāt that many who are going to do that, but itās a good thing to keep in your back pocket for the ones that are, because turtle-in-your-face Magnus is probably more annoying and difficult to deal with than the more aggressive ones that at least will usually forget to block.
This reminds me of a combo I invented last week Sunday.
Opponent superjumps and air-dashes towards you, and you do thisā¦
1]Wait till you no longer have drones on screen
2]Call Sentinel-y when the sj icon disappears [or is about to disappear] and immediately sj lp,lk, micropause, airdash, lk, mp, mk, hk.
-The chain knocks them down into the drones
-The hk hits them off the drones
-Theyāre bouncing meaning that they are at risk big time.
3]Continuations of the Combo:
a-Jumping hk again, tag out to Cable/Ironman/Storm
b-Judgment day, DHC HSF [much better and more stable in this situation than one might think. DHC in Sentinel between the 29th and 35th hit.]. You have the option to launch [you MIGHT have to do a short dash; not likely though].
c-Launch, AC
d-Standing Hk, tag out to Cable/Ironman/Storm
e-HOD or InfernoXXHOD
The concept for this combo was born from the following combo. Iām sure someone thought of it first, but I had nobody to ask about this one, so I invented it myself [by taking the classic sj cancel combo and inserting drones into it to enhance itās powerā¦].
Dlk, [optional call of Sent-y], dmp [+optional call of Sent-y], [optional call of Sent-y], sj cancel lp, pause, airdash, lk, mp, mk, hk, land, and do whatever you want [theyāre bouncing from the hk]
-Basically, you select the best optional call point of Sentinel drones among the ones I mentioned earlier, and do your worst.
This can get brutal really fast. Youāve done 35-45% damage before youāve even got the chance to super their ass. The potential after the initial combo for extra damage is almost unlimited.
guys, Iāve been playing BH for the last 7 or 8 months. Some of the stuff you guys are saying is new to me, some od iys not but itās all good info. my question is have people tried using juggs w/BH and Sent? I play against a lot of scrubs so I havenāt been able to really test this team out. but I tend to use juggs dash assist and BHās zoning to keep up the pressure and work up the meter my only worry with this team thus far is a solid cable which Iāve yet to encounter. your thoughts on this would be greatly appriciated.
I donāt think Iāve tried that exact configuration. I might have, Iām not sure. You have Sent-BH zoning tactics in that team that can get kind of annoying fast, you have Sent-BH keep-out that can get annoying as well, you have my new anti-sj combo which I just found can be done alittle bit higher than I first thought it could, etcā¦
You also have semi-safe DHC outs for if you happen to have your headcrush blocked, juggernaut punches with sent drones cannot be punished because of the drones protecting your recovery in most cases, you can call Sent-y, jump, and splash the person, and you will probably recover before they can punish you [and if they try they risk eating the drones meaning that you can possibly combo themā¦]
Glitching Juggernaut isnāt hard in this team. jump back and forth hitting hp just before you land [so it doesnāt come out], then fire a random super and DHC out before it touches or advances past the first hit into Sentinel
The risks you faceā¦
-MM-a buster assist pierces armor instantly rendering the Jugg-b assist useless.
-All 3 characters as you mentioned are vulnerable to Cable.
-Drone assist tends to abort juggernaut punch
-My Sentinel has aborted headcrushes by canceling whatever Iām doing into normal lk drones and pulling them down into the path of the super.
-A team like MM, Cable, Jin would do okay against this. Even on a countercall, Juggernaut canāt hit MM.
-Storm-a aborts Jugg-a but takes awhile to come out.
-If you fall behind against a Storm, the Storm can run from you. If you get a good
-Due to the size of the characters
-Spiral MIGHT pose a problem. Learn how to guardcancel out of the trap or youāre fucked. There is one really cool thing here though.
Potential substitutions
=Juggernaut forā¦
Storm-b [BH, Storm-b, Sent-y], AA[is Capcom assist, then Cyc-b,], Cable [BH, Sentinel, Cable], Doom [Doom-b, Sentinel-y/a(that order of preference), BH-b]
Magneto-a [Magneto-a, BH-b, Sent-a/y(āaā if your Mags is stronger)/y(if your BH is stronger], Ironman [BH, IM-b, Sent-a/y(I prefer y)],
=BH forā¦
No one personally, but if I did and I kept Juggernaut, Iād grab either Storm or Doom.
=Sentinel forā¦
Nobody. Under no circumstances would I remove Sentinel unless I also remove Juggernaut. The only remote possible replacement would be with Storm.
My opinion is this. Is this a good team? Maybe, but only use it in casual play. A tournament player will use Cable, Storm, Sentinel, etcā¦ and youāre screwed.
Hmm, I might wanna try that team out in casuals. Keep in mind alot of people now like to abuse the tournament characters to the detriment of further advancement. I kinda do that too sometimes.
yeah, the team is fun for casual play, because getting tagged by deamons usually means eating a glitched juggernaut punch and quite a bit more if itās in the corner. and the drones offer amaxing cover for juggs and BH. Iām still coordinating the assists with sentinel up front, but yeah this team is really good at punishing careless people. I havenāt fought a good cable yet so I havenāt had to deal with al the various contingiencies. Still itās a fun team that puts a fantastic amount of pressure on people who arenāt sure what to expect.
Iāve got a BH team question:
Would Blackheart/ Dr. Doom/ Strider be good to use at all?
BH/Strider/Doom is probably the oldest Strider team in the game. Pretty much entirely built on a chipping offense where the main issue is to keep people from running away from either Strider or Doom. This was back in the day when people wouldāve started Doom instead of either Strider or BH, and when basically the entire game was based on runaway, lockdowns, and chip damage, while many games came down to the time limit. This team is probably older than either Alex Valleās old Strider/Doom/Commando or Clockworkās usual team.
If youāre going to use it, youād better be ridiculously good at playing without an AAA and in chasing people down. It has basically zero offense anywhere on the team that isnāt based on chip damage. Itās going to lose badly to Sentinel/Cyclops like most teams that rely on either Doom or Tron for their control game. I frankly would rather use BH/Doom/AAA if I was going to combine BH and Doom on a team, with the AAA probably being Commando, Cyclops, or Guile.
Well the thing is my Doom or my Strider are terrible, but BH is one of of the few higher up characters I actually wanted to learn. I was just trying to get a good chip damage team with him and I naturaly though of Doom/Strider.
But my other idea was BH/Magneto/AAA, but Iāve heard before that BH doesnāt go good with Magneto at all.
Really I want to have BH on my team,but without using Cap or Sent unless nessacry to do anything with him.
I actually donāt think BH/doom against sent/cyc is a landslide victory for sent. I say that goes in blackhearts favor if you play it right
Well, if BH doesnāt have at least something by way of AAAs to give Sentinel a solid reason to worry about getting over head, BH/Doom is in pretty bad shape against Sent/Cyclops. Sent/Cyclops over BHās head is death if Doom is all youāve got to throw into his way. Yes, itās quite true that getting there even without an AAA to stop him can be tricky, but if heās patient and relentless enough heāll get there eventually, and then youāre basically done. There are a lot of matchups where Sent/Cyclops is even meaner than Sent/Commando, and a Doom-based team is one of them.
dpossum: gief, cable, BH is one of the best BH teams in the game (or maybe I should say one of the best cable teams in the game).
BH is Cableās best assist at a distance (lock down trap for Cable that is second to none).
(metal) gief is Cableās best close up assist. Comes out no matter what, Gief stops everything (except another metal gief), hits on both sides, and best of all, it sets up 3x aHVB with EASE.
Iāve wrecked many GOOD Magneto teams (particularly MSP) with just using metal gief + BH. Itās just plain scary.
stick to it