BH can handle Cable very well as long as you aren’t just SJing and throwing demons. This is actually my preferred match up. I really like playing against Cables with BH.
Now, for “handling” Cable. Basically do what Dasrik said. Doesn’t sound like helpful advice on it’s own, but that’s the basis for putting together a strategy against him. With this in mind, you’re to follow your opponents habits so that you pretty much know where they’re going to be on the screen. Once you get to this point, there is really only three scenarios that you have to consider along with where you are on the screen opposed to Cable.
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If they’re at SJ height they’re probably calling their assist to control the ground while they take to the air. Depending on the assist they’re calling you’ll either want to j.F over it or ground dash under it. If you’re already on them, you can just sj after them to keep the pressure on or wait for them to come down.
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If they’re at NJ height, they’re probably doing a j.FP to unibeam or throwing grenades while calling their assist. Again depending on the assist they’re using, you’ll want to handle this differently. You can either sj.RH and ad cancel to pressure them with attacks from the demons, or ground dash under everything and potential punish them and their assist.
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If they’re at ground height, they’re probably repeating FPs and calling assist to keep you pinned while they chip. In this case, you can try to pin them with a sj.RH and follow the demons after an ad, nj and ad to get closer and try to counter with an assist, or ground dash under the shots and beware of skimitars and aa assist. The ground dash is risky in this case, but the payoff is huge if you get in with it.
Basically instead of trying to jump your way in, which is what Cable wants and is prepared for you to do, let them do their zoning crap and dash under everything since BH has a 4th plane to work with that Cable virtually can’t cover. I’ve been preaching the use of his ground dash for years and no one seemed to consider it, but it’s so good when used right. Once they’re hesitant to take to the air due to his GD you control the air and the match. Keep in mind that you can also use InfernoxxJD to keep them honest as well when they’re overly aggressive in the air. Furthermore, as is any tactic, these tactics are most effective when Cable doesn’t have tons of meter. When he does you just have to be more careful with your choices.
One last thing. Keep in mind that you ARE going to get chipped by Cable. However, as long as you except this fact, you’ll find that you can more than make up for the chip your taking with the damage you’ll deal when you get through a pattern that they think is safe. This idea is the same as when playing Sentinel or Strider/Doom.
Thanks, BHKing. I’m kinda terrible at giving advice lately. ^_^;
Thanks, what you posted is great stuff and lol helps me understand dasrik’s post a little better. Great stuff guy’s I’ll try this stuff out next time I play.
I’m trying to play BH/ sent/ cable
(cable’s role aside from anti air is mainly to play decoy)
Haha so does mine! Initially i picked him up only for his homing assist against sentinels. But there’s lot’s more to him than expected.
no problem sir.
No problem to you too sir. What do you mean by playing Cable like a decoy? As for there being a lot more to BH than expected… just wait til you see the tutorial vid that me and some other people are working on :wgrin:
I mean like just him being there on the team makes the opponet a little more cautious than usual. I can get away with a couple of the mistakes i make just because of cable. I use him mainly for his anti-air.
Can’t wait for that vid!
oh gotcha. I believe they hesitate b/c of the threat of counterxxAHVB. With BH on point, you should be building meter for that purpose if you have enough meter, all the while, trying to pressure and combo into superxxHSF.
yo, how’s everyone. I’ve been out of the game for a while now, but i just read about someone using BH/Cable/sentinel. Well that game is not so bad, but is not beginner’s level game, so if you are loosing with that team is not because you suck. It is because, it is a hard game to play. In a nutshell it is a counter type of game, but to be able to counter your opponent you need to know the game, WELL.
If you looking for a good way to learn blackheart and be competitive at the same time then play, BH/Cable/capcom. It’s an easy game, and blackheart is the star. However, you wont go too far with that team it is not built for mainstream mvc2. But, it is a good platform to get your BH lvl up, before you move to other things like:
1)Blackheart/sentinel/capcom
2)blackheart/storm/capcom (doesn’t look good on paper but it works)
3)Blackheart/cable/cyclops ( BH infinites, not my thing though)
4)Blackheart/cable/doom (old school)
there are more teams but, i just wanted to mention a few…
P.S. i read about the use of BH ground dash, and all i have to say is AHVB!! I
if you are not that good with blackheart, groun dashing is a sure way of
getting your self killed. Stick to nj AD and Sj AD, just be smart about it
and be patient, u’ll get there. But, it is better to switch or counter AHVB
if you have cable and make it a cable fight.
Will bh’s crouching wp/wk beat out anything magneto does?(besides his jump adf wk)
there’s only one real way to get better with BH and his ground dash and that’s to use it. It’s 100% safe from AHVBs if they are calling their assist and super jumping.
as for the c.jp/c.lk. don’t try to beat anyone out with the c.lk. If you’re going to try to beat mag at the start of a match with a ground attack, c.jp is your best bet. I believe it’ll beat out anything but his c.lk. you’ll even beat that out too if they didn’t glitch and can’t time the attack right at the beginning of the match. Personally, I like to start matches with j.jp + assist followed by his ad. If they jump and attack, j.jp will beat out their attack the majority of the time. If they do a standing attack, you’ll beat them out or trade hits if you’re quick enough. If they do a crouching attack, you’ll both miss and your assist will become a shield as you come down at a different angle than it from the ad. The 3rd possibility is the most risky, but what do you have to lose if you have no confidence in your defense at the start of a match?
haha thx that makes alot of sense. And correct I have almost zero confidence at the start of the match. It’s like rock, paper, sicissors.
J. jp sound’s promising though, have to give it a try.
I wouldn’t count on it. The ground dash is actually vulnerable at its opening and ending frames for BH’s full standing position (which means you can’t dash on reaction to AHVBs) and for extra frames in a crouching position. It’s good for tricks, but it’s not something you can build a strategy around.
Only ground dash if they super jump or when you call drones (or such) against someone that is NOT Cable. Ground dash against cable only works if he screws up an AHVB and winds up being a bit too high. The ground dash is actually kinda useful when used in conjunction with drones and FP demons (they’ll track you somewhat as you’re underground so it can set up crossup games.
Real talk tho…Fuck Marvel…Magnus makes this game ASS!!
@ the start of my matches i usually do c.lp, it beats most characters in the game but magneto. Even without the switch glitch, he is faster than Blackheart. When fighting magneto, at the start of the match just block down, 80% of the time they’ll start with a c.lk. But if you want to really make sure that they start with the c.lk, act like you going to do the switch glitch with BH. Then just pushblock when he does the c.lk, always works for me. It gives me space to start my fierce demon blockade, and annoy the hell out of those infinite happy bastards.
Jumping straight up and blocking is the best opening move vs. Magneto.
Hollow
592
I can’t see how. Before you jump, you go into standing frame. Which means your not blocking low. c.lk Bait, right?
If you jump straight up, they cannot hit you low. Jumping forward or backward leaves you open for a frame, but jumping up does not. The tricky part is blocking immediately after.
gouki10
594
Mag can stop jumping up with s.lp + assist, c.mk, into whatever from there so he still has the mind game factor in his favor. Mag owns everyone on intro except himself.
This is true, but it doesn’t change that jump up is BH’s best move. It is a 50/50 shot, and most Mags players don’t employ a strategy that makes their assist vulnerable unless they are certain it will connect.