stiltman i have a question? say ur not that great wit sent. and u wanna use either watts or BH cable and sent which would u pick if u werent great wit sent thx in advance
Hmmmm. If you’re good with Sentinel, Watts is better, but if you’re not, having the third point character might not be a bad plan.
ok thx lol wat team would u suggest for me with bh? i want to use team watts but ehhh my sent sux i can barely wave dash lol i can only do FF combos and i need sents drones assist to keep me from magnetos [hate dat fucker]. but yea would BH cable and sent/y b an appropriate team? i can set up bh’s infinite wit cables assist then i switch out for cable and ahvb. anyways thanx in advance
Well, a couple of different things wrong with this statement.
For one thing, if you hit someone with BH on Watts, for all practical intents, they are dead. My DHC with that squad has been around for probably a good year, getting close to a year and a half now, so if you’ve got a chance to hit someone, trying an infinite into Cable is okay, but not as reliable as just killing them off with the DHC. There’s nothing wrong with using Sentinel’s drones on Magnetos (it’s what I do too… by all means, use 'em, they’re good for it), but the benefit for BH in this is having Commando to zone people off.
For another, don’t worry too much about the technical things about Sentinel if you’re playing Watts. At his best, Sentinel is not a wavedashing rushing freak, he’s a zoning and position character, and BH and Commando are his two absolute favorite assists in the game (IMO) for doing this. Learn your positions, learn your setups, learn your transitions and where you want each character and how to get them there. BH and Commando both help Sentinel play either offense or defense depending on what you’re trying to do and who your opponent is and what they’re trying to do – BH’s assist can work for trapping to keep people at full screen, or it can work to encourage them to stay near the ground and not try to move much while you’ve got the air-to-ground game going.
Either way, a good Sentinel keeps people guessing and keeps them in positions where you want them. Fancy, flashy wave dashing and combos is almost entirely optional. I’m notoriously unflashy in my own Sentinel play, but there are entire swaths of people in the NW who absolutely dread having to play me because they know I’m not typically going to let them do much and I’ll likely frustrate them to death. At the same time, they know my Sentinel’s good enough on a zoning offense that if I decide to open it up, it usually throws them off so much that I’m actually moving forward that it takes them by surprise and often messes them up.
aight koo i’ve been meaning to use sent for a longass time cuz hes really good from hat i’ve seen and i cant use him well. So how do you zone? i have fly patterns on keeping them pinnd but i dont have an unfly one. so can u tell me urs? if u can that would be great thx in advance
Stiltman, Can you put up Videos of your matches so that I can see them?
Also, where can I get good videos of team Watts in use?
The Stilt videos I know of are already shared on the GoForBroke2 DirectConnect hub if you want 'em - just search for Stilt. I think that encompasses all known Stilt vids, unless Stilt knows otherwise.
EDIT: And I try to label most all videos, so you can either search for “Blackheart” or “BH” (more commonly used) to find the Watts footage I know of.
WTF is Direct Connect?
Dood he phreek’n tells you what the f*** to do. Maybe if you would open your phreek’n eyes and learn to read you would realize he already told you what to phreeki’n do.
Your response to a week old post would be greatly appreciated if Preppy had not already helped me. Also, anyone who purposefully censors themselves is a “phreek’n” idiot.
Stiltman, can you take a mild side track for a litte bit and teach us Sentinel in the teams Sent, BH, Capcom and Sent, BH, Cable?
really isn’t anything new ya can do with sent/bh as opposed to the stuff you’ll find in the sent thread…
all ya have to do is learn proper zoning with sent, and the BH assist will just make him that much harder to get to.
for example…full screen away, cr.FP + BH assist, fly, cancel fly, cr.FP, lk drones (beam holds them down for bh assist, bh assist holds them down for second beam, delayed hit from BH assist keeps them down if they try to jump for lk drones)
after that you have a gap while you’re assist is un available.
best thing to do IMHO is to cr.FP, fly…
from here you mix it up depending on what your opponent is doing…
if they stay on the ground and are still like 3/4th the screen away, you can cancel fly and repeat what I stated above starting with the cr.FP + BH assist. (usually this isn’t an options unless your opponent has a slow character that can’t get to you, or their timing gets thrown and they mess up) also you have to beware of doing this against hailstorm happy storms, HSF happy sentinels and AHVB happy Cables
if they stay on the ground and are within half a screen of you (due to them dashing or what not), I’d say stay in flight, fly back if possible or FP them while calling an assist to give you space. I’d watch out with this one if they have psylocke
if they are at regular jump height and close (mostly due to an air dash), I’d stick with the above paragraph still. If you’re fast enough with fly, cancel fly style play you can also cancel flight and try to pick them off with a sj.lk, fly followed by any quick flight combos you can think of. Again watch out if they have psylocke
if they super jump and dash (a lot of mags and storms do this), you have quite a few options depending on what height they cancel into the dash from. You can either stay in fly and fly back and away from them (calling assist for space or damage upon opening if needed), stay in fly and fly under them (calling assist for possible damage from cross up), fly upback and try to cut them off with a FP and an assist, or maybe even cancel fly and call some RH drones for them to land on (if angles work to your favor)
another full screen set up you can do is cr.FP + BH assist, RH drones (hold so they go full screen), cr.FP, fly…(followed by the stuff I mentioned above depending on the situation)
There’s a lot of other stuff you could do, this is just like the basics. I’m sure Das and/or Stilt have more stuff for ya, I just thought I’d give a lil info since 5:00 a.m. and I still can’t sleep! If some of this doesn’t make since, I hope someone else can clear it up cuz once again, it’s 5:00 a.m. and I really don’t care right now lol
There are a number of things that BH gives you that plain Sentinel doesn’t. Sent/BH/Commando is probably, really, the best pair of assists Sentinel could ask for. A lot of people don’t like to do it because they don’t know how to play BH, but if you can put BH on point without embarassing yourself, then Sentinel’s about as powerful with this assist combination as he gets in the game. Sent/BH/Cable is more of a situation where you’re not necessarily having enough confidence that your Sent and BH are going to be able to tackle an opposing team without a third point char behind them, and/or you want to have a counter-AHVB in the back to keep people honest. Cable is also a lot quicker on the release than Commando is, but some angles he’ll just flat out miss people too, and he’s also far weaker for controlling the higher altitudes, obviously. Sent/Commando is still one of the nastiest pairings in the game, and Sent/BH just makes it a bunch more nasty and gives you a lot more options.
The mindset for Sent/BH/Commando as opposed to just Sent/BH can either go to a point where you play a game where the whole idea is to grind people down at a distance (Drew-Dub, who you can see against me in the one Sent/BH/Commando video where I started Sentinel, once remarked a year or two back that I do more with Sentinel at half to full screen than anyone else he’s ever seen), or you can play it much as you would any other Sent/other char/Commando team and use Sentinel more as a way of filling the meter for BH. However, if you go with the latter route, trapping judiciously in order to reset things at a distance and regain control of the pacing never hurts from time to time, and BH is still a good assist to encourage people to stay near the ground where Sentinel can attack them and keep them from going over the top.
There are two or three main positions and mindsets that you want people in with Sent/BH/Commando. One is staying near the ground and timid while you attack them either from low or high altitude with Sentinel, and BH and Commando are both fairly good for setting this up. However, that’s a long process that involves a lot of intimidation, and ultimately isn’t that much different from how you’d play Sent/Commando in any other offensive situation, so I won’t go as much into that. The second position is sitting at the ground at a distance, while you’re frustrating them to death. The third is trying to go up over the top, because about the only way to avoid getting stuck on the ground forever by Sent/BH once you’ve got them tied down at a distance (if they’re not Cable and simply blowing both chars away, that’s a different story) is to super jump up and go over the top somehow with enough horizontal speed that BH won’t just track and hit them. These last two are both situations that, once you’ve got the distance game established a bit, tie together neatly.
I’ll start with the super jumping, because it’s the part that people tend to have the most trouble setting up from in order to control where people are going, and it’s the main difference between my Sent/BH game and most other people’s. ANY character (aside from a metered Cable) can ultimately be set up and trapped if you’ve got the tools and you’re patient and smart about where and when to use them. I’m generally going to draw the example for Magneto and Storm, because these are the ones people typically have the most trouble locking down.
Once one of them goes up over your head, the first thing you want to do is remember not to try to go air to air with them for the most part. This is general Sentinel orthodoxy anyway, and it doesn’t change when you’ve got BH around. There are more messes that happen when you try to fly around air to air with a Magneto or Storm player than it’s generally worth for anything you’re actually going to gain up there, and the game plan isn’t to take the air away from them, it’s to take the ground away from them. Magneto and Storm, if you don’t give anything silly to them in the air, are only really all that dangerous at close range on the ground. Storm can be intermittently dangerous if she throws random typhoon/hail and if she’s got Sentinel’s drones with her close up on the ground, but a little flying back with Commando or a little altitude with Commando cures this in a hurry along with a few beams near the ground.
Once you’ve forced them up into the air, or if they’re doing it anyway, there are two different things you can do with Sent/BH/Commando that plain Sent/Commando doesn’t have as much of an option with. Option one is halfway stock Sent/Commando stuff… you fly around underneath them while they’re floating up over you so that they’re trying to guess madly which direction they need to block Commando. However, Sent/BH/Commando in particular is going to get more chances on this, because the airdashing straight up and down isn’t going to be as much of an option to them because of BH’s presence. Airdashing up and down doesn’t get you away from BH, only airdashing forward and backward. So you’ll be able to set this up a few more times than you would otherwise, above and beyond the usual desire to get over you if you’re simply being aggressive with other Sent/Commando combinations near the ground.
The other situation is more of a frustration game, which has a very powerful place. There are a lot of players who you can literally just slay horribly simply by frustrating them to death. In these cases, you fly backwards beneath them, giving a little bit of ground, and then put out a flying fierce when they come down low enough at about half the screen’s range, and call BH. Unfly, land, dash backwards, fierce/HSF when they come back down to the ground. It is extremely difficult to pushblock out of this sequence, because there’s enough different hits in the air and on the ground that even people who know it’s coming often have a lot of trouble getting out of it. I do know that a lot of people here are a bit poor about pushblocking out of blocked HSF, but even when I travel I don’t often see people get away from it who I know normally can do so to a fair degree. From here, if they don’t get out, you can throw one of a number of things. BH will be available again after the HSF, so you can do fierce/BH, and what you do after that is up to you.
If you’re stringing them out for a pure frustration game, fierce/BH/short drones will keep them locked down, and most of the time you can throw an additional cr. fierce afterwards, fly/unfly, and see what they do. If they stay near the ground, another cr. fierce, and then either fly over and short, fly over and fierce, or whatever. If they don’t stay near the ground, they’re probably going to go up and try to go over the top, which is ultimately what you want anyway, so you’ve succeeded in going from one advantageous position to another. All in all, this situation is about doing what chip damage you can, and giving them enough rope to hang themselves, once it’s all said and done.
If you’re aiming for more pure chipping because they’re not doing anything to kill themselves by frustration, then fierce/BH/rh drones will do more damage. However, this can be escaped cleanly regardless of what you do, so don’t do it against anybody who knows what they’re doing unless it’s (a) a test to see if they can get out of it, or (b) a change-up from the usual trap repititions that they won’t necessarily react to in time before you can throw a second cr. fierce, which will lock them down long enough that they won’t be able to avoid having the bombs drop on them if they’re not already out of the way. If you condition people to expect the quicker drones, they often won’t wake up in time to realize that the ones coming at them are too slow and that they need to get out of the way – their best answer for dealing with the faster drones is to sit still and just block them and wait, while their best answer for the slower ones is to give it a moment and super jump out before the bombs fall, but if they try to do the wrong one against the wrong kind of drones, it’s usually a bad idea. So unless you throw it at them and it turns out that they don’t realize you can get out of it, don’t do this one repeatedly, do it as a change-up so when they’re expecting the faster drones, and might not see amidst all the light and noise that the drones are slower (i.e. bombers) before you can throw that second cr. fierce to make sure they can’t get away. If you can get the second cr. fierce in and they’re stuck, you can fly in after them and attack or just keep raining cr. fierces at them to make the chipping that much worse, it’s up to you. If they do manage to get out of this, the only avenue of attack, really, is to go up over the top again, in which case even the worst case scenario still gets them off the ground and in a position where their options are pretty limited, and you can just go back into your setup motions when they come back down.
And, of course, if you just want to use the trap set up as a way to start attacking them air-to-ground, you can simply do fierce/BH and fly in on them. However, I almost never do this. Simple reason. If you’ve trapped them to this point with BH, you’ve got them under control. If you just go after them, you’re giving up the control, giving up the position, and frequently, you’re walking into a situation where they can call an AAA and you don’t have Commando to call back at it because BH’s still sitting out there. If I’m going to attack, it’ll be after I’ve gotten one of the other move sets in, just because sometimes they’ll figure I’m waiting for them to come to me (and often, I am, the point of giving them the opening to move is to give them just enough rope to hang themselves with), and so instead of coming to me they’ll just sit there and wait. Once in a while, I’ll attack them after the trap reps just to keep them honest so they don’t figure that sitting there is necessarily the best move, but I use this sparingly because it still gives up the full screen positioning that I’ve been working to set up, unless I’m just flat out switching gears and going into Sent/Commando mode more than Sent/BH mode.
With Sent/BH/Cable, a great deal of this isn’t really an option, just because Cable’s AAA doesn’t give you as much control. It’s pretty much entirely for defense near the ground and for counter-AHVBs, which forces you a great deal more into a defensive mindset. If you can frustrate people to death with that, neat, but it won’t work on patient enough players to get around the traps, so having the option to attack with Sent/Commando is generally better IMO. I don’t think I’ve used Sent/BH/Cable in a tournament since… probably February of last year, ironically in the tournament that Zach got me on tape, and even then I used it mainly on Taka just to see if he could find a way around it rather than anything else. (He did. Poo.)
hey dasrik or stiltman how does a blackheart team fight team santhrax with sent starting? i lost in a tourney because of santhrax and i really didnt much damage i mean i killed his sent and half of his storm n shit but i really dont know how to fight that fcukin team so any help would be kool im still using BH/Cable/Sonson thx in advance guys
Umm…Hi… I am a major newb when it comes to BH, so anyone willing to bear with me would be greatly appreciated!
How do you setup and what is BH’s infinite(s)? I saw some guy using Cyclops/Commando to setup something where BH use the rh demons and air-dash (I think) but don’t know how to start it or anything…How do you do his infinite solo? More importantly, are his infinites even worth a damn (i.e. do they do enough damage)? If not, what is the most effective and devastating combo that is a must to know? (Oh, and my team is BH/Sent/Commando with the occasional swap of Sent for Doom)…
Again, thanks in advanced for any help or replies!
Read “BH vs. Sentinel” thread and cross your fingers.
atruevato, litsen have cable on point and wait for chances, screw-ups, etc. against santhrax you do not have much room to be fancy. So just point and shoot by the way if i were you i would take out the little monkey cause it won’t help much or at least it wont agaainst santhrax, use capcom and call that sucker out when ever storm or sentinel gets close.
Against Storm? Whatever you’re smoking, I want some. :rolleyes:
– I don’t know where and how long have you’ve been playing but as for me i play in NY where the best of the game gather at and i’ve played them all so trust me kid i know wat im talking about. And to top it all i even managed to beat sanford with black/cable/capcom,
so if im telling you to sacrifice capcom to beat storm just take my word for it and do it and maybe you’ll get a win or two.
WELL, Mrs. JESUS!?
I’M NOT SURE IF YOU ARE OR ARE NOT DASRIK HOWEVER I AM GOING TO SAY THAT APPARANTLY I AM A LITTLE OUT OF TOUCH WITH MY GAME LATELY. THAT IS NOT TO SAY THAT MY COMMENTS ARE WRONG, :pleased: . ANYWAY, I WAS JUST IN CHINATOWN FAIR LAST WEEKEND AND GOT MY ASS HANDED TO ME ON A PLATTER DECORATED WITH POO-POO:sad: . SO IM GOING TO CHINATOWN MORE OFTEN TO GET BACK ON THE SADDLE. AND ON THE COMMENT ABOUT SANFORD, YOU MUST AT LEAST GIVE HIM SOME CREDIT THE GUY CAN EASILY RIP YOU APART IN SECS (OR AT LEAST MOST OF THE PEOPLE WHO GOES TO CHINATOWN).