Some random thread corrections (even I learned something in this thread!):
Iron Man’s Proton Cannon does not cause FS.
Blackheart can sj.jab just as fast in the Saturn version as he can in the arcade (6 jabs in one super jump). However, he cannot chain sj.jabs into themselves in the Saturn version.
Magneto can, in fact, airdash while flying in the Saturn version. Only Iron Man had this ability removed.
Magneto and Iron Man cannot airdash with 3P button, but Blackheart can.
More Blackheart Inferno properties:
I was trying to figure out why I always get a SJ when I try to HOD after a connected Inferno. Here is the deal- you cannot super until the little demon glyph circle on the ground disappears. For Lightning and Ice, the glyph circle stays for quite a while, while it disappears very quickly for Fire. It’s pretty easy (assuming you get a decent random demon draw) to combo Fire Inferno into HOD without hitting them OTG. I almost always use Lightning, so I ended up getting SJs when I tried to combo HOD (because the glyph circle was still there).
Another note; Blackheart will actually stand there for different lengths of time depending on which element you choose. So essentially, Lightning is only safer than Fire if they actually block it, because if you whiff, he stands there longer for Lightning than he does for Fire. He stands there longest for Ice, so when you combine that with Ice’s early-ending attack frames, it’s the least safe, by far. (blocked or whiffed)
So here’s a comprehensive elemental breakdown:
Lightning- latest (slowest) time until attack frames come out, latest time until last attack frame is done (so safest recovery if blocked), slow glyph circle, drains opponent’s meter if connected (about 1/8th of one level), long animation for BH (but slightly shorter than Ice). edit: most damage
Ice- fast attack speed, attack frames finished early (least safe if blocked), slowest glyph circle, longest animation for BH. Widest hitboxes? (the animation is significantly wider than Fire’s, but I didn’t notice a significant difference in actual hit detection) edit: slightly less damage than Lightning
Fire- fast attack speed, attack frames finished early, quickest glyph circle, shortest animation for BH. edit: least damage by far, about half that of Lightning
Offhand, it would seem to make sense that the easiest Inferno to combo into HOD would also be the least safe, and vice versa. Yet the Ice Inferno is harder than Lightning (the glyph circle for Ice lasts WAY longer than the other two). I’m still not sure what the benefit of the Ice Inferno is. (edit: I figured it out; you trade recovery for damage, as compared to Fire)
In a nutshell, rated 1 - 3 (3 = good)…
Lightning:
Attack speed- 1
Safety if blocked- 3
Safety if whiffed- 1.3
Damage- 3+ (meter draining)
Comboability into HOD- 1.5
Ice:
Attack speed- 3
Safety if blocked- 1
Safety if whiffed- 1
Damage- 2.8
Comboability into HOD- 1
Fire:
Attack speed- 3
Safety if blocked- 2
Safety if whiffed- 3
Damage- 1
Comboability into HOD- 3
Testament X: I’m not sure if you got that aircombo out of Gem Activation to work, or if it was just theory, but when I tried it, it wasn’t even close to feasible. They bounce downwards when it hits them out of the air.