well i ccould get the combo down just not the throw …any hlelp on that
yea i was messing with BH last nite,
and well i think theres something new i learn with him,
wut i did is launch HP(pigs) dash and then a combo,
i aint sure if its a reset or something but yea , can any of u guys try it out and then tell me wut u think??
Scrubtastic question but I have to ask anyway,
Is there any use for Judgment Day (air or ground) and Dark Thunder that won’t get you raped? Or is Blackie strictly goblins/pigs/inferno->HOD/assists?
judgement day on ground is what you use when you hit cable with the inferno, when cable is no where near the corner of the screen.
air judgement day is what i use if i know i can safely chip him, i also use it the moment i see the SK goblins hit him. or since i play BISon (black heart/ice man/ sonson) when up against sentinel (luring him) i hyper jump SK goblins, air judgement day… when sentinel goes into fly mode up and is heading towards me the mment i see him “above” my judgement day demons, i DHC into ice mants arctic attack. what happens is the screen drops to icemans lvl causing to you fall to judgement day demons and get hit with the arctic attack too.
against ice man, judgement day chips him so thats good thing. and also im not 100% sure about it but if you inferno + judgemnt day, if times right you can connet another infeno + judment day (ground judgement days) and repeat. ive only sucessfully done it twice though.
as for the dark thunder, the LP ive never ever ever even used it. the HP one that goes diagonal upward, well ive used it maybe 2-3 times of all this time ive ever used him. mainly just a surprise for fly away storm, sent in fly mode, or hyper jump doom. and i usually just throw it out, just out of the blue (and when its clear that ive got the game won anyways). and i dont even recommend you doing it. dont base your game on that.
and ps use black heart to zone and keep them trap, not to run away.
Thankies. Also, yes, as a matter of fact I do use Blackie for annoyance and trap setups. BH+Doom and BH+Sentinel are what I’ve used since forever. I still suck though. =p
Well, I should bump my “How to tell if your BH sucks” thread again, but yes, there are other things useful.
See earlier post for dark thunder on Sentinel off of BH/Commando. Not going to retype it all here.
Judgment day air can be used in a couple of ways on Sentinel. If he throws a HSF that you can get over the top of, air judgment day is the best way to punish it unless Storm is his second char. In addition, if you’ve got a flying Sentinel, throw an air judgment day that you know he can get over the top of, bait him into flying up after you, and then cancel it into a horizontal super on the ground (either Sentinel or Cable work well for this). Since Sentinel’s flight is relative to where you are on the screen, he’ll be forced to go from flying high up in the air (over the demons coming down) into a low-to-medium altitude nearer the ground (almost always, right in the middle of where the demons that have already passed off the aerial screen are landing on the ground). The HSF is somewhat more iffy than the GHVB, but either one will often work and either way it’s a great way to throw a Sentinel player for a loop.
Ground judgment day is usually a halfway safe DHC swap setup.
You’re missing the tail and jab pokes in your list of what BH’s about. If you forget his pokes, you’re not really playing BH.
I would disregard Franx’s advice for what to do with Cable with a hit with BH if you have Team Watts with BH starting. I would actually use either inferno/HOD or inferno/armageddon, whiff cancel into DHC HSF at the right height (aka “StiltMan DHC” ). That’s going to do a hell of a lot more damage than anything comboed into inferno/JD. If Cable’s taken any significant damage and you’ve got three meters (and by the time you get a hit on Cable, you probably will have it), that’s his head on a plate.
Can’t believe I forgot about the Tail of Jesus and the j.jab. It did save my ass a few times. Thanks! I’ll read through the preious pages again.
How much priority does BH’s jumpback or jump whatever lp [or lk whichever’s better] have vs other character’s air attacks? [Mags, Storm, whatever]
If BH’s lp has priority anywhere near Cables and he has team Watts, BH can kill Mags if he attempts to triangle jump him for free.
Also, at mid-screen, I found a way to combo an inferno off Capcom vs Sentinel. It’s only in this combo, and you must blitzkreig it.
In Rapid-fire succession [dlk+capcom, dmk, inferno]
-Optionally cancell to a super at the end and DHC out
-You have to be relatively close for this to work
-Doable off a jump-in
-Any delay anywhere before the inferno hits, and the inferno WILL miss-track. [as usual]
I tested this on my dreamcast today. It works. Thinking back, I did this in the arcade too.
Unfortunately, this is the only MID-SCREEN scenario where the Capcom assist will combo with the inferno on Sent properly at all. All other situations will cause miss-tracks.
This hampers the usefulness of the combo.
This works reliably if the Magneto player doesn’t have Psylocke on call or drones on screen. Since most Mags players do, I wouldn’t recommend it. Just keep your distance.
Well what you said is pretty much an artificial corner situation.
I have to agree with you on all counts here. This is more of an experimental back-up plan for just in case. Then it’s less scary if my BH accidentally lets Mags in.
Thank you. That’s actually a very good description of it.
More questions later should my searches not turn up what I’m looking for.
i am curious who wins? BH or cable?? 1 on 1
W or w/o meter? =p IMHO that can be a stalemate, but I’ll leave 'rik to answer that better.
Stiltman,
I’ve been attempting to execute that Sent/BH trap you were doing
during your Olympia 4-17 vids against Ondrej, but I’ve been unsuccessful so far.
It looks like you cancelled Sent’s cr.fp with BH assist and then threw Sent’s RH drones. I know I’m wrong with this interpretation
If you could explain it, that would be greatly appreciated.
-oh and sorry if this should be in a Sent thread.
Olympia 4/17 vids? Those exist? Wow, I didn’t know those were floating around?
Basically, my main Sent/BH trap against a grounded or aerial opponent is to throw a flying fierce, call BH, land, back to full screen, cr. fierce/HSF, fierce/BH and some sort of drones. Most of the time I bring the short drones because, if they don’t somehow manage to pushblock cancel out of the fierce/HSF off of BH (which is actually not just brain-dead easy due to all the block stunning that happens in there at weird intervals) there is not a way to escape it or reliably retaliate for it if you don’t have a loaded Cable. I usually pull the drones in at medium height most of the way along the screen and then guide them either down to a grounded opponent or up to an opponent who tries to super jump over them (but will get stopped by BH’s delayed second hit from doing so).
However, once in a while, I will change it up with the roundhouse drones instead. Against a player who isn’t familiar with the varieties of Sent/BH traps, it does enough extra block damage that it’s worth seeing if a given opponent knows how to get out of it. If you just throw the fierce/BH/bomb-drones, there’s an absolutely silly-long window of escape after BH’s inferno goes away and before the bombs drop. However, that window can be narrowed considerably by throwing a second cr. fierce after you recover from throwing the drones. There’s still a gap there before you can force them to block, but it’s very small, and if they don’t get out before the second laser is blocked, then they’re stuck having to block the bombs, too.
However, since it is escapable, under normal circumstances I will take the guaranteed block damage of the ram-drones trap over the gamble for the possible extra block damage of the bomb-drones change-up basically every time, unless (a) I’m playing against a player who I don’t think is used to it and I’m curious to see if they know how to get out of it so I’ll try it and see what they do, (b) I’m playing against a player who I know can probably get out of it but I think they’re slow enough in their reaction speed that they won’t see that the drones are coming slowly until I can get that second laser off, © I’m playing against the player who I’ve tried it on out of curiosity and I know they can’t get out of it now, and/or (d) I’m simply desperate and taking a gamble because I need to get the damage.
If I recall correctly, I believe (a), ©, and (d) all applied at different points of the game. I was in trouble, needed to try to crank out as much damage as I could, figured it was worth trying the change-up trap to see if he could get out of it, and when I saw that he couldn’t, I rammed it down his throat rather mercilessly. However, even if you’re up against opposition that doesn’t play against enough Sent/BH to know how to escape it, I wouldn’t recommend using the bomb-drones changeup excessively, because they’re bound to figure out how to get out of it eventually and it’s most effective when you save it for the change-ups to throw people off anyway, to keep people off balance. It is worth throwing out there once in a while just to keep people on their toes, but it’s not a good idea to use it every single time unless you’re in a jam against someone who isn’t used to it… which is exactly what I was in.
Just to be REALLY fucking random and insert scrub stuff into a good thread, you can combo BH’s supers from Colossus AAA (duh). It does pretty good damage, and you can combo into either HoD or Judgement day, and it ends up doing roughly the same damage. You combo with assist+Forward instead of Short, or the Inferno will miss-track. I dunno if Colossus AAA has a good angle for any BH teams (think Cammy AAA or Ruby Heart’s anchor assit), but since one of my old teams was Spiral/BH/Cyclops (which is a really good team…for Cyclops), and an alternate version of that was to use Colossus for Magneto insurance (hyper armor, walk/jump/tackle forward and call appropriate assist vs non-Cable), just thought I’d interject that. And speaking of randomness and interjections, complete collection of Schoolhoue Rock is on DVD.
edit: also, since someone mentioned Dark Thunder- I was playing mvc2 vs the cpu at like 5 AM after a night of no sleep…and CPU Wolverine took out like 1.5 of my characers just by rushing me down and using Dark Thunder assist. :wtf: Using it to knock my assists off the screen…
TS-Hmm I can’t imagine life with a BH assist that isn’t “Inferno” but maybe I’ll go nuts someday and try that out, in casual play with friends.What was your team during that playthrough?
I don’t remember, but I’ve been trying to learn Anakaris a little bit, so that might have been one of the people. Him or Sabretooth. Whatever it was, it was probably random…but still… Was probably more like 1.7 characters, too.
BTW, BH/Colossus combos do 75-90 points o damage vs Cable, depending on how you time it. Combo to Judgement day xx HSF, launch into regular air combo does like 80-90%
Ha ha ha I put him on ground assist to sometimes when im just playing for fun! like felicia/ black heart (on ground assist)… i use it when my ground combo is about to end, then i dash in ground combo again, call that assist jump behind them, ground combo… lol.
As the person who’s stuck out with BH, I just want to say…
Don’t play Blackheart, he ruined my life.
Peace.
Is this sarcasm or you really dont like black heart?
The two things i know we had in common was you play two characters that i play with. mvc2: black heart and i beleive you play GGXX: Baiken.
But oh well, Ima continue to use black heart. Im sure you have your own reasons for dropping him.