OG Blackheart reposts

This is all from the crayfish file in general strategy:

Anatomy of Inferno by 3pwood april 2k1

I was thinking about writing a FAQ for BH in which I was planning to include this choice tidbit about Blackhearts infernos detailing how they hit, why you sometimes get infernos that hit once right at the beginning and then once right at the end and how to use this knowledge to your advantage. I decided against writing the FAQ, but I figured ‘Why deprive the gaming world of this information?’

Anatomy of an Inferno:

The collumn of the Inferno Actually consists of two half-collumns, one on top of the other. These columns are capable of hitting throughout the entire time the inferno is on the screen, but each half-column only hits once (whether that hit is blocked or connects does not matter).

Graphical representation:
T = top part
B = bottom part

TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
BBBB <–normal jump height
BBBB
BBBB
BBBB
BBBB

This double-column construction explains almost all of the ‘strange’ hiting properties of the inferno, like why when you block an inferno on a super jump, you have to block the inferno again on the way down (that’s you fallling into the bottom column), and why you need to superjump twice to escape the sentinel/BH trap when it is done with Roundhouse drones (you have to jump up and block the top column to neutralize it before you can escape).

It also explains those odd double-hitting infernos you sometimes see where the enemy is hit once right when the inferno comes out and once as it disapears. You see, ordinarily you either hit with the bottom column which immediately throws the enemy up into the top column, or you hit with just the top column, and by the time the enemy has fallen back down from their long spiral, the inferno has disapated. There is a range, however, that is high enough to be fully within the top column, yet low enough that when the enemy falls back down into it’s range the bottom column will still be there. This range is, fortunately, at about the height that a Cyclops b-assist brings your opponent up to. The timing varies slightly from character to character, and of course Cable, the one person you wouldn’t want to just Inferno XX HOD (because of AHVB during forced dash), seems to have hardest timing of all. Cyclops, however, is easy.

In any case, the fact that the inferno hits right at the end, means that Blackheart is recovering just as his opponent is being thrown, helpless, back up into the air. There are many options available to him at this point. Here are a few suggestions:

-Extend Combos: Intead of doing a normal Inferno XX HOD, you can do a double hitting inferno and follow it up however you like. A personal favorite of mine is to hit the opponent with a high dark thunder as they are coming down and cancel that into HOD.

-Infinite Combo: Just keep doing double-hitting infernos. The timing’s tough but you can keep them bouncing. Finish it however you like.

-Switch out: Time a s.roundhouse so that the demons connect as your opponent is coming down. When they hit, switch to another one of your characters. The fact that the demons connect in the air makes this inescapable.
The switchout will, of course act as a setup for your next character. If your next character is someone like Magneto or Cable, switching out is often the best way to do damage.

Well, that’s that. I hope you found this informative. If not, I apologize. If I screwed up anywhere, I’m sorry but it’s almost 4am.

-Threepwood

Forums - 22 Tricks for Playing Rushdown Blackheart
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Posted by DeathFromAbove on 07:05:2001 12:20 PM:
22 Tricks for Playing Rushdown Blackheart
Feel free to ask questions about the following:

(1)When you attack DURING Blackheart’s air dash, it causes the airdash to travel
further across the screen, and move faster. It also causes the airdash to last
longer. A quick look:
normal airdash: 1/3 of a screen, very quick
airdash + LP: 1/2 of a screen, very quick
airdash + LK: 1/2 of a screen, recovers a bit quicker than LP
airdash + HP: Full screen, very long duration. This also causes the demons to be
spaced apart much farther than they normally would, providing excellent cover
during the dash.
airdash + HK: Full screen, very long duration, The demons also travel downwards
at a much different angle than they normally would.

(2)Best jump-in: jump forward, air dash forward, LK, LK after the dash ends. A
good way to get in close.

(3)Crossover jumpins: HP & HK. Jump forward as if you’re going to jump-in, then
do an airdash forward, and do HP or HK during the airdash. Blackheart will fly
over their head, but the demons will hit them from the front. When done with HP,
the individual demons will hit the opponent from behind, 1 at a time, causing
many opponents to block wrong.

(4)Dash-in and call an invulnerable AAA (Ken, Cyclops, Psylocke, etc.), and just
block until you hit the ground. A good change-up from the LK->LK, if they are
using AAA. Stuffs their assist, and gives you a chance to kill it. Of course, be
prepared to protect your assist, by crossing over the opponent, or doing a
LK->HK.

(5)There are 3 seperate heights during BH’s SJ at which airdashing is most
effective.
a. high: full SJ height: HK is effective from this range. Save your airdash for
afterwards to get rid of the bad lag.
b. low: just above 1 screens height. Cancel your SJ with an airdash quickly
after jumping. HP and HK are both effective when done during the airdash.
c. medium: just above the height to which an AHVB will reach when curved upward.
Pretty much only for use against Cable. HK is effective during the airdash. HP
is effective onthe way down after the airdash.

(6)Use his ground dash at close range, once you call in your helper. It will
crossover the opponent, protecting your helper. It will also add to the chaos of
trying to block correctly. Basic idea is: C.LK + call helper, dash forward. This
works better if the assist doesn’t push them too far back (like Cyclops
unfortunately does).

(7)Guardbreaks. Everyone knows you can jumpback with HP all day with Blackheart
against rush characters. What isn’t obvious is that the HP demons do an
excellent job of guardbreaking any character onscreen foolish enough to do a
normal jump. Capitalize on this by calling in a quick assist when you see them
block a demon. (Ken, Capcom, and Cyclops are recommended)

(8)Learn how to manipulate the flight path of your J.HP demons by moving around.
Those little suckers track back to Blackheart’s chest, no matter where he goes.
So if you airdash after throwing some out, they’ll have to follow you a long way
across the screen, which can cover a lot of area. Sometimes, you should duck
while waiting for them to return to you (so they won’t fly right over short
opponents). This is just a matter of experience. Go practice. Now!

(9)Pushblocking: Is generally not too effective against BH. As long as there are
demons onscreen, they won’t be pushed back. Actually, their pushblocking will
work to your advantage sometimes, leaving a whole mess of J.HP demons that have
to fly waaaaaaay back across the screen to you. If you are truly pushed out of
range, and you don’t have a ton of shit onscreen, you should SJ, then airdash at
a low height. Take advantage of a crossup, and you’ll be right back on their
ass.

(10)Blackheart’s favorite assist (at least for rushdown) is not Cyclops. Why?
Because Cyclops pushes the opponent too far away from you. Everytime you use
him, you are committing to having to cross the distance of the screen again, and
then protect him. This makes it difficult to crossover the opponent, which, if
you haven’t figured it out, is BH’s favorite tactic. Crossover HP is too
powerful! I recommend Ken, as he gives great combo options, stuffs every other
assist, and gives a nice, long blockstun, without pushing them away. As a bonus,
he also makes Strider/Doom a non-threat.

(11)Be careful of AAA’s. Blackheart doesn’t have a ground dash-in chain, so you
can’t rely on him to stuff Capcom (and other non-invincible AAAs) before they
come out. Truth be told, BH needs an anti-assist assist to help him in this
area. Make sure to get an assist with some invincibility to drop in on them at
close range. (Ken!) After getting their AAA snuffed a few times, they’ll
hesitate to use it that way again.

(12)Know this: any demons on screen will disappear if you:
a. Make any attack in the air.
b. Do a HP or HK on the ground.
Don’t make one of these attacks if your on-screen demons are in a good position
(read: anywhere behind your opponent). It is often a better idea just to crouch
block while they track back to you and pummel your opponent. One exception to
the rule: if you get pushed back from the opponent, use the time the demons
create to jump back in with LK. The fact that LK will cancel the demons left
onscreen is OK in this instance.

(13)Be willing to DHC. Blackheart loves to DHC. Judgment Day and Armageddon are
2 excellent supers to DHC out of. HoD is good to DHC into. If you put BH on a
team where he is battery, and you don’t let him spend at least one level of HC
to DHC out of, you’re effectively neutering him. His supers do good damage. Use
them, dammit.

(14)A well-played BH rushdown resembles a Strider-Doom trap. BH is always on one
side, and either your assist, or some fierce demons are on the other side.

(15)Jump back HP is a good holding pattern against keep-away. However, if you
are closer than 1/2 a screen, do jump back LP, and cancel it to a back dash.
Throw a HP during the air dash. Much better.

(16)Do NOT throw out an Inferno unless your opponent is high in the air.
Otherwise, you have to burn a level just to cover yourself. Unless you’re
chipping their last bit of life off with HoD, don’t do it. It’s better to save
your meter for damaging DHC combinations. Exception: if BH is your last
character and you have the lead, go ahead and go for the chipping damage.

(17)When you practice, learn how to do damage without relying on chipping
damage. It will improve your overall game. Once you get down the rest of the
stuff, then put the chip strategies back in there.

(18)Judgment Day > Heart of Darkness. If you have a choice, do Judgment Day. It
does better damage, and is much better to DHC out of (since most of the damage
from HoD is on the last hit) The chip damage is comparable, and from full
screen, it is totally safe (even against Cable) if blocked.

(19)Armageddon works well for punishing helpers. If you hit them in the air
(after a Ken assist?) with it, you can immediately do a J.HP, land and do
another Armageddon, and it will uncombo the helper (in most cases, this is fatal
to the helper). Just don’t try this against Cable, Iron Man, or any other
character with a multihitting beam projectile.

(20)Always, always end any aircombos with an airthrow. BH can be punished during
his forced dash after an aircombo if you end it with his medium kick. Learn his
airdash combo to get decent damage out of it: LP, LK, LP, LP XX airdash LP, LK,
airthrow

(21)You can airdash at the end of a HoD. Keep the pressure on after a blocked
super. It’s possible to link into his infinite if you hit them with a super in
the corner.

(22)Infinite. Hit airborne opponent with J.HK. airdash back, HK, land SJ.HK,
airdash back, HK, repeat. If you don’t plan on finishing with a hypercombo, just
do it until it undizzies. If you plan on finishing with a super, but not DHCing,
do 3 reps. If you plan on finishing with a super & DHCing, do 1-2 reps. This
will ensure max damage. Finish with Judgment Day.

Choice replies to 22 tricks for playing rushdown BH

Posted by Paxtez on 07:05:2001 05:06 PM:
Re: 22 Tricks for Playing Rushdown Blackheart
quote:

Originally posted by DeathFromAbove
(1)When you attack DURING Blackheart’s air dash, it causes the airdash to
travel further across the screen, and move faster. It also causes the airdash
to last longer. A quick look:
normal airdash: 1/3 of a screen, very quick
airdash + LP: 1/2 of a screen, very quick
airdash + LK: 1/2 of a screen, recovers a bit quicker than LP
airdash + HP: Full screen, very long duration. This also causes the demons to
be spaced apart much farther than they normally would, providing excellent
cover during the dash.
airdash + HK: Full screen, very long duration, The demons also travel
downwards at a much different angle than they normally would.

Personally, this is too riskly, hes just waiting to be hit when you use these,
espically the hp one… shudder

quote:

(2)Best jump-in: jump forward, air dash forward, LK, LK after the dash ends. A
good way to get in close.

I find that a good chunk of the time I do my dash before I come in. And his just
plain short has pretty dam good priority. (iron man, door, psylock, and only a
few other people can beat it) But I’ll experiment more with the foward, but I
have a feeling that if I jumping foward, my ground combo won’t connect…

quote:

(3)Crossover jumpins: HP & HK. Jump forward as if you’re going to jump-in,
then do an airdash forward, and do HP or HK during the airdash. Blackheart
will fly over their head, but the demons will hit them from the front. When
done with HP, the individual demons will hit the opponent from behind, 1 at a
time, causing many opponents to block wrong.

Easier way, stand about 1/3-1/4 of the screen away, jump towards, hk kick, then
air dash. If you do it right, you will cross him over and the deamons will grab
him.

quote:

(6)Use his ground dash at close range, once you call in your helper. It will
crossover the opponent, protecting your helper. It will also add to the chaos
of trying to block correctly. Basic idea is: C.LK + call helper, dash forward.
This works better if the assist doesn’t push them too far back (like Cyclops
unfortunately does).

Very risky. Depending on your assist (ie: any non-doom aaa) if they do block it
you are screwed. BH is so vularable during the dash is dumb. Don’t use this too
much, any more then twice a match and you are asking for a super to the face.
Plus its kinda slow, they can just snuff you before the dash.

quote:

(7)Guardbreaks. Everyone knows you can jumpback with HP all day with
Blackheart against rush characters. What isn’t obvious is that the HP demons
do an excellent job of guardbreaking any character onscreen foolish enough to
do a normal jump. Capitalize on this by calling in a quick assist when you see
them block a demon. (Ken, Capcom, and Cyclops are recommended)

BH has horrible guard breaks. I have found out about 10, but they all work about
10% if done perfectly. Its not worth it. Plus inorder to hit them with your fp
and a good height, you would have to normal jump, thus leaving you open.

quote:

(11)Be careful of AAA’s. Blackheart doesn’t have a ground dash-in chain, so
you can’t rely on him to stuff Capcom (and other non-invincible AAAs) before
they come out. Truth be told, BH needs an anti-assist assist to help him in
this area. Make sure to get an assist with some invincibility to drop in on
them at close range. (Ken!) After getting their AAA snuffed a few times,
they’ll hesitate to use it that way again.

BH’s s.lk stops commando if timed right, and even if you time it kinda wrong
you’ll be able to block after. You should just aaa his aaa after then
hcb+fpXXhod, it can take up to 40-50% on a weak assist, plus if the point keeps
blocking, you can just super his assist again.

quote:

(13)Be willing to DHC. Blackheart loves to DHC. Judgment Day and Armageddon
are 2 excellent supers to DHC out of. HoD is good to DHC into. If you put BH
on a team where he is battery, and you don’t let him spend at least one level
of HC to DHC out of, you’re effectively neutering him. His supers do good
damage. Use them, dammit.

Judgmentday is also a GREAT super to dhc into, it comes out instantly. You know
storms hail? That shit is slow compared to the demons up close. Once I hvb a
spiral (oops), she teleported behind me and did her launcher, I dhc right befor
the laucher hit and she was stuck in the same frame until the demons hit her.
Plus at full screen bh recovers before the person blocking/getting hit by does.

quote:

(15)Jump back HP is a good holding pattern against keep-away. However, if you
are closer than 1/2 a screen, do jump back LP, and cancel it to a back dash.
Throw a HP during the air dash. Much better.

You can only do that during a super jump, and if you super jump why not just
drop some hk demons on them?

quote:

(16)Do NOT throw out an Inferno unless your opponent is high in the air.
Otherwise, you have to burn a level just to cover yourself. Unless you’re
chipping their last bit of life off with HoD, don’t do it. It’s better to save
your meter for damaging DHC combinations. Exception: if BH is your last
character and you have the lead, go ahead and go for the chipping damage.

Screw that, dhc is over rated. Doing assist,infernoxxhod is like a free 8-12%
chip damage. They can’t do anthing before (most people), they cant do anything
after (everyone). And bh gains meters like … well blackheart. Use some, and if
the person assists a lot, you will catch them.

quote:

(18)Judgment Day > Heart of Darkness. If you have a choice, do Judgment Day.
It does better damage, and is much better to DHC out of (since most of the
damage from HoD is on the last hit) The chip damage is comparable, and from
full screen, it is totally safe (even against Cable) if blocked.

Jugdemt day is bh’s weakest super. Plus its not very consistant (like any of
bh’s supers are). I’ve hit people with one demon they bounced out and blocked
the rest. And if you wind up to do a judment day, you going to get ahvb, his
beam will just eat the few demons that got out. Its better to dhc into, and
sometimes out of, but thats it.

quote:

(19)Armageddon works well for punishing helpers. If you hit them in the air
(after a Ken assist?) with it, you can immediately do a J.HP, land and do
another Armageddon, and it will uncombo the helper (in most cases, this is
fatal to the helper). Just don’t try this against Cable, Iron Man, or any
other character with a multihitting beam projectile.

I just like the hcb+hpxxhod. It chips the point man and they can’t do anything
until after the super is over to try and stop you, and if they do, a lot of
times they will get hit buy the next set. If you think they are going to try and
walk you can do the ground thunder, push them back, cancle into hod and hit the
assist (which should be coming back to the ground at about the same time)

quote:

(20)Always, always end any aircombos with an airthrow. BH can be punished
during his forced dash after an aircombo if you end it with his medium kick.
Learn his airdash combo to get decent damage out of it: LP, LK, LP, LP XX
airdash LP, LK, airthrow

lp,lk,lp,lp, dash,lp,lk,throw doesn’t work. The best you can do is:
lp,lk,lp,dash,lp,lk,lp,throw (in corner only)
lp,lk,lp,dash,lp,lk,throw (anywhere else)

I’m trying stuff like adding extra jabs in, but it usally messes up the
placement.

quote:

(21)You can airdash at the end of a HoD. Keep the pressure on after a blocked
super. It’s possible to link into his infinite if you hit them with a super in
the corner.

I’m pretty sure you can’t block if you dash, and a lot of people are stupid and
try to hit you after the hod (even though you can’t be hit in retaliation if
they block it). They will end up smacking you with a super or something, the
only think I found thats good, is if you are directly above them, just come down
with a fp, and they will have to block it. You can’t link his infinate from his
super in the corner. Flying screens turns on, and you can’t sj, or dash. Well
maybe if they don’t mash out of demons for a crazy long time or something. But
every good player gets out of demons in less then a second (when not in the
bouncy state).

quote:

(22)Infinite. Hit airborne opponent with J.HK. airdash back, HK, land SJ.HK,
airdash back, HK, repeat. If you don’t plan on finishing with a hypercombo,
just do it until it undizzies. If you plan on finishing with a super, but not
DHCing, do 3 reps. If you plan on finishing with a super & DHCing, do 1-2
reps. This will ensure max damage. Finish with Judgment Day.

Finish with the judment day, it will do more dam, each rock will only do about 1
point of dam and you’re lucky if you hit someone with 10 rocks. There are about
32 demons in judgement day. More dam. Doing the infinite is more dam then a
single super or his air combo, but I’ve been using him and I still can’t do it
100%. Its a wierd combo.

Overall:
Good faq, never saw a faq on a rushdown bh. But it doesn’t even sound like you
play a very rush down bh. You worry about dhc’s and stuff. Plus you don’t give
any good combos… I rush down, until I can do my combo and boom, 40% of life
gone. You didn’t mention about the cable ahvb retaliation after hod. (read:
Never hod cable, when not in the corner unless you plan to dhc out.)

Score: 7 (good could have been a lot better)
well +1, it is on BH. BH is the man. Keep up the good work. =)

PS You going b5? I’l like to try fight your bh with mine (although my bh isn’t
so good agaist bh’s, even though I can like ocv teams wtih him and stuff…
shrug…)

Choice replies to 22 tricks for playing rushdown BH continued

Posted by Naslectronical on 07:05:2001 07:13 PM:

quote:

Originally posted by Paxtes

Screw that, dhc is over rated. Doing assist,infernoxxhod is like a free 8-12%
chip damage. They can’t do anthing before (most people), they cant do anything
after (everyone). And bh gains meters like … well blackheart. Use some, and
if the person assists a lot, you will catch them.

Actually, Cable can do something after the HOD.

He can let the last part of it hit him, and tehn AHVB Blackheat when the flying
screen is over.

Posted by Ryo Yamazaki on 07:05:2001 07:23 PM:
Actually this rushdown guide has helped me out a bit as my BH game is rather
weak

Posted by TimeFlip on 07:05:2001 07:36 PM:
The ground Judgement Day super is damn near useless, kind of like HVB. However,
if you call a chipping assist, air dash a bit over the opponent, then do an
AJD™, then it does better chip. The ground judgement day super gets ducked
under by most people.

Posted by Dasrik on 07:05:2001 08:18 PM:
Re: Re: 22 Tricks for Playing Rushdown Blackheart
Hmmm.

quote:

Originally posted by Paxtez
I find that a good chunk of the time I do my dash before I come in. And his
just plain short has pretty dam good priority. (iron man, door, psylock, and
only a few other people can beat it) But I’ll experiment more with the foward,
but I have a feeling that if I jumping foward, my ground combo won’t
connect…

In a superjump, plain short works, but in a regular jump, you’re going to have
to hit really deep with the jumping short if you want to combo anything after it
without using jump forward.

quote:

Very risky. Depending on your assist (ie: any non-doom aaa) if they do block
it you are screwed. BH is so vularable during the dash is dumb. Don’t use this
too much, any more then twice a match and you are asking for a super to the
face. Plus its kinda slow, they can just snuff you before the dash.

Agreed. Seeing as Blackheart’s “dash” is more like a roll (it can get hit low),
its uses are limited. The best thing to do with it is to drop a Doom AAA and
dash.

quote:

BH has horrible guard breaks. I have found out about 10, but they all work
about 10% if done perfectly. Its not worth it. Plus inorder to hit them with
your fp and a good height, you would have to normal jump, thus leaving you
open.

Jumpback fierce is very safe, and a very good player (Hiro) uses this tactic
with glitched Juggernaut assist. If you airblock a fierce, you WILL lose 70% of
your life when Juggernaut Punch, Inferno XX HOD connects. I’ll have to
experiment more with the jump fierce as a guardbreak.

quote:

BH’s s.lk stops commando if timed right, and even if you time it kinda wrong
you’ll be able to block after. You should just aaa his aaa after then
hcb+fpXXhod, it can take up to 40-50% on a weak assist, plus if the point
keeps blocking, you can just super his assist again.

I’m sure you mean crouch short, because stand short will do nothing unless
you’re close enough to smell your opponent’s breath. This isn’t something that
should be relied on, because Commando can be called just before the opponent
blocks your short, and then he’ll hammer you. And Inferno XX HOD on Commando
won’t work if the opponent thinks to move.

quote:

Judgmentday is also a GREAT super to dhc into, it comes out instantly. You
know storms hail? That shit is slow compared to the demons up close. Once I
hvb a spiral (oops), she teleported behind me and did her launcher, I dhc
right befor the laucher hit and she was stuck in the same frame until the
demons hit her. Plus at full screen bh recovers before the person
blocking/getting hit by does.

There are very few instances where I’d DHC into Judgement Day instead of HOD or
Armageddon. If I’m trying to get them to block a super to bring BH in, HOD is
easily better, and in combos Armageddon usually does way more damage.

quote:

You can only do that during a super jump, and if you super jump why not just
drop some hk demons on them?

Because if the opponent evades the roundhouse demons and you’ve already
airdashed, you can consider yourself screwed.

quote:

Screw that, dhc is over rated. Doing assist,infernoxxhod is like a free 8-12%
chip damage. They can’t do anthing before (most people), they cant do anything
after (everyone). And bh gains meters like … well blackheart. Use some, and
if the person assists a lot, you will catch them.

People are getting better at evading Inferno XX HOD. First of all, catching
someone out of a superjump with Inferno XX HOD is totally pointless if they
block. The Inferno will knock them out of the HOD path, and in any case leaves
them room to retaliate (Magneto can airdash between the Inferno and the HOD, and
then you’re quite screwed.) Inferno XX HOD as a chipper is only really effective
in the corner - outside of it, I’d prefer Inferno XX Judgement Day for
superjumpers (which works more often than you’d say it does), and not trying to
chip grounded users.

quote:

Jugdemt day is bh’s weakest super. Plus its not very consistant (like any of
bh’s supers are). I’ve hit people with one demon they bounced out and blocked
the rest. And if you wind up to do a judment day, you going to get ahvb, his
beam will just eat the few demons that got out. Its better to dhc into, and
sometimes out of, but thats it.

It’s safe against Cable if he superjumps or from up close. Ducking will evade
most chip damage, but you’ll still have to block a few demons.

quote:

I just like the hcb+hpxxhod. It chips the point man and they can’t do anything
until after the super is over to try and stop you, and if they do, a lot of
times they will get hit buy the next set. If you think they are going to try
and walk you can do the ground thunder, push them back, cancle into hod and
hit the assist (which should be coming back to the ground at about the same
time)

Relying on Inferno XX HOD for anything is unreliable, but especially assist
punishing, since it tracks the point man. There’s a chance Inferno will push
them out of the best part of HOD, as well. It’s pretty decent to do on
non-rushdown oriented people, but someone with good mobility will eat you for
lunch if you rely on this.

quote:

I’m pretty sure you can’t block if you dash, and a lot of people are stupid
and try to hit you after the hod (even though you can’t be hit in retaliation
if they block it). They will end up smacking you with a super or something,
the only think I found thats good, is if you are directly above them, just
come down with a fp, and they will have to block it. You can’t link his
infinate from his super in the corner. Flying screens turns on, and you can’t
sj, or dash. Well maybe if they don’t mash out of demons for a crazy long time
or something. But every good player gets out of demons in less then a second
(when not in the bouncy state).

Another little known fact about HOD - if it’s blocked, you can call assists
after the super ends. VERRY useful, because if you’re playing keepaway you get a
free run, and with rushdown you get to come down on top of the opponent without
risk of retaliation.

quote:

Finish with the judment day, it will do more dam, each rock will only do about
1 point of dam and you’re lucky if you hit someone with 10 rocks. There are
about 32 demons in judgement day. More dam. Doing the infinite is more dam
then a single super or his air combo, but I’ve been using him and I still
can’t do it 100%. Its a wierd combo.

Agreed. Also, the infinite should be uncomboed, something that’s only really
easy to do with Cyclops. Do the infinite for three cycles, then let them land.
They’ll still be in stun long enough for you to call out Cyclops and repeat the
infinite. The combo meter ends, so the damage resets.

Posted by Dasrik on 07:05:2001 08:31 PM:
More assorted notes about Blackheart:

  • Tigerkneed airdash - down, up-forward+PP. If you’re going to cross up an
    opponent, this is what you should use, since you get to turn around and attack
    your opponent after the airdash. This is also a good evasion tactic if Doom
    decides to drop photons on you.

  • vs. Sentinel, superjump fierce is an EXCELLENT weapon since Sentinel doesn’t
    get to fly unless he does some REALLY fancy footwork.

  • Also, Sentinel and Magneto are people that you want to occasionally use jab
    infernos on. As long as you have cover ready, jab infernos work great on people
    who think to avoid your fierce infernos from a distance by airdashing forward or
    flying and trying to stomp you. Cancelling into Judgement Day is the best way to
    assure safety.

  • jab Dark Thunder - an underrated weapon. As long as you have B-Doom,
    Y-Sentinel or a similar assist to keep the point man busy, you can use jab Dark
    Thunder to neutralize assists that bother BH.

  • BH/Storm is a team I’m experimenting with. The DHC into hail storm should mean
    that Commando loses effectiveness - if you get hit by it and have two meters, do
    Judgement Day xx hail storm for free hurt on Commando. This may end up not
    working because of the startup on JD - but I’m trying it out. In any case, the
    DHC possibility still takes care of some Blackheart problems, and plus you get
    Storm to play with, a REALLY good character.

Posted by DeathFromAbove on 07:05:2001 09:57 PM:
Re: Re: 22 Tricks for Playing Rushdown Blackheart
quote:

Originally posted by Paxtez
Personally, this is too riskly, hes just waiting to be hit when you use these,
espically the hp one… shudder

Not if you do it at a low height, and you crossover. I think I covered
when/where later on…

quote:

but I have a feeling that if I jumping foward, my ground combo won’t
connect…

It will. Better hitstun, too. You must do the LK really deep…scratches head

quote:

Easier way, stand about 1/3-1/4 of the screen away, jump towards, hk kick,
then air dash. If you do it right, you will cross him over and the deamons
will grab him.

Good idea. I find that harder. Same results anyway. To each their own.

quote:

Very risky. Depending on your assist (ie: any non-doom aaa) if they do block
it you are screwed. BH is so vularable during the dash is dumb. Don’t use this
too much, any more then twice a match and you are asking for a super to the
face. Plus its kinda slow, they can just snuff you before the dash.

2X a match is about right. I didn’t say abuse it. I mean, you don’t do the same
trick 16X in a row w/ Mags rushdown, either.

quote:

BH has horrible guard breaks. I have found out about 10, but they all work
about 10% if done perfectly. Its not worth it. Plus inorder to hit them with
your fp and a good height, you would have to normal jump, thus leaving you
open.

I see where you’re confused. It isn’t: opponent jumps, I guard break them. It’s:
I jumpback fierce as bait for a guardbreak. One of the few reasons to ever
normal jump, but well worth the small risk. Big damage comes out of this.

quote:

BH’s s.lk stops commando if timed right, and even if you time it kinda wrong
you’ll be able to block after. You should just aaa his aaa after then
hcb+fpXXhod, it can take up to 40-50% on a weak assist, plus if the point
keeps blocking, you can just super his assist again.

I think anti-assisting was one of my other points farther down. Also, if you
wait until after their assist comes out to call yours in, there’s a pretty good
chance their point character is going to protect it and keep you in block stun
afterwards. Not a bad idea, but my way works better.

quote:

Judgment day is also a GREAT super to dhc into, it comes out instantly. You
know storms hail? That shit is slow compared to the demons up close. Once I
hvb a spiral (oops), she teleported behind me and did her launcher, I dhc
right befor the laucher hit and she was stuck in the same frame until the
demons hit her. Plus at full screen bh recovers before the person
blocking/getting hit by does.

Agreed. Which is why Judgment Day is the super I use most often. …and why I’m
pushing people to use it in this post.

quote:

You can only do that during a super jump, and if you super jump why not just
drop some hk demons on them?

I guess I should have explicitly said, “Always SJ and cancel to airdash at low
altitude, instead of jump.” The only times you would want to normal jump are a.
after a pushblock, or b. if you’re fishing for a guardbreak.

quote:

Screw that, dhc is over rated. Doing assist,infernoxxhod is like a free 8-12%
chip damage. They can’t do anthing before (most people), they cant do anything
after (everyone). And bh gains meters like … well blackheart. Use some, and
if the person assists a lot, you will catch them.

It’s a trade-off. Would you rather have:
(1) 36% chip damage, guaranteed, or would you rather…
(2) Kill their AAA for almost free the instant you reach 3 levels.
People don’t expect BH as an assist killer in your area, do they? Now you know
why. DHC is underrated, if anything.

quote:

Jugdment day is bh’s weakest super. Plus its not very consistant (like any of
bh’s supers are). I’ve hit people with one demon they bounced out and blocked
the rest. And if you wind up to do a judment day, you going to get ahvb, his
beam will just eat the few demons that got out. Its better to dhc into, and
sometimes out of, but thats it.

It’s his only reliable super to DHC out of (unless Storm is your next
character). You don’t DHC, so I can see why you don’t like it. And like you
pointed out earlier, it’s very safe from full-screen. Try this super out. It
works, even if it doesn’t sound like it should. It WILL surprise you.

quote:

I just like the hcb+hpxxhod. It chips the point man and they can’t do anything
until after the super is over to try and stop you, and if they do, a lot of
times they will get hit buy the next set. If you think they are going to try
and walk you can do the ground thunder, push them back, cancle into hod and
hit the assist (which should be coming back to the ground at about the same
time)

That sounds pretty solid. I really don’t play my opponent from that distance
very often, though. And I’d rather save my HC meter…

quote:

lp,lk,lp,lp, dash,lp,lk,throw doesn’t work. The best you can do is:
lp,lk,lp,dash,lp,lk,lp,throw (in corner only)
lp,lk,lp,dash,lp,lk,throw (anywhere else)

I’m trying stuff like adding extra jabs in, but it usally messes up the
placement.

Clarification: lp (real lp), lk, lp (real lp), lp(actually, mp) XX dash lp, lk,
throw. Or use yours, it doesn’t matter.

quote:

I’m pretty sure you can’t block if you dash, and a lot of people are stupid
and try to hit you after the hod (even though you can’t be hit in retaliation
if they block it). They will end up smacking you with a super or something,
the only think I found thats good, is if you are directly above them, just
come down with a fp, and they will have to block it.

Good points. Still, I get crossover HP on this, usually. And it works for me.

quote:

You can’t link his infinate from his super in the corner. Flying screens turns
on, and you can’t sj, or dash. Well maybe if they don’t mash out of demons for
a crazy long time or something. But every good player gets out of demons in
less then a second (when not in the bouncy state).

You CAN airdash. They are in the bouncy state. It’s in one of the MikeZ
videos…except he doesn’t continue into the infinite, he lands and does another
super. I was making a point about why it would be useful to airdash after a HoD.

quote:

Finish with the judment day, it will do more dam, each rock will only do about
1 point of dam and you’re lucky if you hit someone with 10 rocks. There are
about 32 demons in judgement day. More dam. Doing the infinite is more dam
then a single super or his air combo, but I’ve been using him and I still
can’t do it 100%. Its a wierd combo.

?!? Ummmm…I said to use Judgment day.

quote:

Overall:
Good faq, never saw a faq on a rushdown bh. But it doesn’t even sound like you
play a very rush down bh. You worry about dhc’s and stuff. Plus you don’t give
any good combos… I rush down, until I can do my combo and boom, 40% of life
gone. You didn’t mention about the cable ahvb retaliation after hod. (read:
Never hod cable, when not in the corner unless you plan to dhc out.)

I’m constantly in my opponent’s face, crossing them up. That’s not rushdown?
Granted, my strategy IS to kill their AAA first, then rush their point character
the hell down, but that’s still rushdown, ain’t it?

quote:

Score: 7 (good could have been a lot better)
well +1, it is on BH. BH is the man. Keep up the good work. =)

Thanx. You brought up a lot of good points…I hope these responses don’t sound
antagonistic, they aren’t meant to be. I simply believe my points are all quite
valid. In hindsight, there are some things I should have said, that I just
didn’t (like…remember to use his throw )

quote:

PS You going b5? I’l like to try fight your bh with mine (although my bh isn’t
so good agaist bh’s, even though I can like ocv teams with him and stuff…
shrug…)

Doubtful. I haven’t signed up, but there is a tiny chance I could get there. If
I can talk my wife into taking our anniversary vacation two weeks late, and talk
her into taking it in sokali, and convince her to let me use one day of the
vacation to go play video games…nope, doesn’t look hopeful…

-DFA

Posted by Paxtez on 07:06:2001 02:45 AM:
Re: Re: Re: 22 Tricks for Playing Rushdown Blackheart

[quote]
Originally posted by Dasrik
Hmmm.
**
In a superjump, plain short works, but in a regular jump, you’re going to have
to hit really deep with the jumping short if you want to combo anything after it
without using jump forward.

Yeah, still works. I’ll screw around with the foward. See how it works.

Jumpback fierce is very safe, and a very good player (Hiro) uses this tactic
with glitched Juggernaut assist. If you airblock a fierce, you WILL lose 70% of
your life when Juggernaut Punch, Inferno XX HOD connects. I’ll have to
experiment more with the jump fierce as a guardbreak.

I don’t know, the problem is that the jump fiece throws out like 5 demons, in
kinda diff dirs. If even one demon isn’t blocked, it will stay on the screen and
because of the onscreen threat, you won’t break his guard.

I’m sure you mean crouch short, because stand short will do nothing unless
you’re close enough to smell your opponent’s breath. This isn’t something that
should be relied on, because Commando can be called just before the opponent
blocks your short, and then he’ll hammer you. And Inferno XX HOD on Commando
won’t work if the opponent thinks to move.

Nope, his s.lk has better range then his c.lk, and is pretty much the same
speed. That was my point, you can lk,lk,lk,lk,lk and it is very easy to react
faster then capcom will come out and you will block him. I do this kinda a lot,
and I’m caught with an assist like 5% of the time (and thats usally when I go
for something bigger). Yeah, but if you have any type of beam assist it will
push him back into the super, and his assist will get hit.

There are very few instances where I’d DHC into Judgement Day instead of HOD or
Armageddon. If I’m trying to get them to block a super to bring BH in, HOD is
easily better, and in combos Armageddon usually does way more damage.

Try dhc into the JD super when a mag trys to cross up your point man (ie missed
ahbv, etc) you will catch him, its like crazy fast. And armmageddon has the
potental to do more damage, but the rocks are so random its average damage is
pretty low. But its good for high people.

Because if the opponent evades the roundhouse demons and you’ve already
airdashed, you can consider yourself screwed.

I rarly, ever hk,dash,hk unless I am certain that he will be pushed down. Its
too risky.

People are getting better at evading Inferno XX HOD. First of all, catching
someone out of a superjump with Inferno XX HOD is totally pointless if they
block. The Inferno will knock them out of the HOD path, and in any case leaves
them room to retaliate (Magneto can airdash between the Inferno and the HOD, and
then you’re quite screwed.) Inferno XX HOD as a chipper is only really effective
in the corner - outside of it, I’d prefer Inferno XX Judgement Day for
superjumpers (which works more often than you’d say it does), and not trying to
chip grounded users.

Depends, most the time when they block the inferno, they will have to block the
hod. I never really thought of infernoxx JD for chipping, I should try that.

Relying on Inferno XX HOD for anything is unreliable, but especially assist
punishing, since it tracks the point man. There’s a chance Inferno will push
them out of the best part of HOD, as well. It’s pretty decent to do on
non-rushdown oriented people, but someone with good mobility will eat you for
lunch if you rely on this.

Well yeah, I did kinda empsize it too much for the amout I use it, I hit and
assist with more then one super like once out of 10 games or so. And you use an
assist right before the inferno, a good assist will push the point man right
into the super.

Another little known fact about HOD - if it’s blocked, you can call assists
after the super ends. VERRY useful, because if you’re playing keepaway you get a
free run, and with rushdown you get to come down on top of the opponent without
risk of retaliation.

Yeah good point, but keep in mind, you are in the air for like 1/2 sec so its
not a huge diff.

Posted by Paxtez on 07:06:2001 12:55 PM:
Re: Re: Re: 22 Tricks for Playing Rushdown Blackheart
quote:

Originally posted by DeathFromAbove
Not if you do it at a low height, and you crossover. I think I covered
when/where later on…
It will. Better hitstun, too. You must do the LK really deep…scratches
head

Yeah, I jump in, if I don’t see any attack that might hit me, I use the short
(really late) to combo.

quote:

I think anti-assisting was one of my other points farther down. Also, if you
wait until after their assist comes out to call yours in, there’s a pretty
good chance their point character is going to protect it and keep you in block
stun afterwards. Not a bad idea, but my way works better

Hehe nope, mine does =) (imho)

quote:

It’s a trade-off. Would you rather have:
(1) 36% chip damage, guaranteed, or would you rather…
(2) Kill their AAA for almost free the instant you reach 3 levels.
People don’t expect BH as an assist killer in your area, do they? Now you know
why. DHC is underrated, if anything.

I’m sorry, but a good player isn’t going to stand back while you keep supering
there assist. Pretty much every character has at least 1 one way to hit you out
of the judgment day, most with a super. It leaves yourself way to open unless
you are in a corner, and then the hcb+hpxxhod works best. And they could just
push the armageddon back.

quote:

It’s his only reliable super to DHC out of (unless Storm is your next
character). You don’t DHC, so I can see why you don’t like it. And like you
pointed out earlier, it’s very safe from full-screen. Try this super out. It
works, even if it doesn’t sound like it should. It WILL surprise you.

Yeah, I know what you mean. I do dhc, but the amount that you mention it makes
it seem thats a main part of your game plan. Thats just my exit.

quote:

Clarification: lp (real lp), lk, lp (real lp), lp(actually, mp) XX dash lp,
lk, throw. Or use yours, it doesn’t matter.

That doesn’t work, the lag on the sj.lk is too much (well its not lag, but you
have to wait till he get to his neutral position to do the second lp)

quote:

Good points. Still, I get crossover HP on this, usually. And it works for me.
You CAN airdash. They are in the bouncy state. It’s in one of the MikeZ
videos…except he doesn’t continue into the infinite, he lands and does
another super. I was making a point about why it would be useful to airdash
after a HoD.

No you cannot aid dash after you do the hcb+fpxx hod, because combo mike z did
involved the team up super. (which doesn’t turn on flying screens) So you can do
whatever you want after, but when you do the normal hod you cannot do any
special moves, supers, assists, tag outs, superjumps, dashes. Only basic normal
moves are allowed. Did you ever bother to test this out before telling other
people to do it??

quote:

?!? Ummmm…I said to use Judgment day.

Opps, it was like 6 am when I wrote it, I thought it said armageddon.

quote:

I’m constantly in my opponent’s face, crossing them up. That’s not rushdown?
Granted, my strategy IS to kill their AAA first, then rush their point
character the hell down, but that’s still rushdown, ain’t it?

Yeah, again it was pretty late when I wrote it. hehe Yeah its rush down, still
woudl like to see it in action.

quote:

Thanx. You brought up a lot of good points…I hope these responses don’t
sound antagonistic, they aren’t meant to be. I simply believe my points are
all quite valid. In hindsight, there are some things I should have said, that
I just didn’t (like…remember to use his throw )
Doubtful. I haven’t signed up, but there is a tiny chance I could get there.
If I can talk my wife into taking our anniversary vacation two weeks late, and
talk her into taking it in sokali, and convince her to let me use one day of
the vacation to go play video games…nope, doesn’t look hopeful…

Yeah, I hope I didn’t come off as some scrub yelling in the back saying you
suck. I critised a bunch of points cause I thought it had a good start. If I
thought it was crappy at all, I would have bothered to reply to the thread (much
less 5 times )

Posted by Mr. E on 07:06:2001 10:17 PM:
actually, cable can, while stuck in the inferno xx HOD, go for a pysmitar
between the second to last/last hit, get hit by the last hit, initiate flying
screen, and whip out a AHVB.

Posted by DeathFromAbove on 07:06:2001 11:17 PM:
quote:

Originally posted by Paxtez
I’m sorry, but a good player isn’t going to stand back while you keep supering
there assist. Pretty much every character has at least 1 one way to hit you
out of the judgment day, most with a super. It leaves yourself way to open
unless you are in a corner, and then the hcb+hpxxhod works best. And they
could just push the armageddon back.

Wait…are you talking about about JD or Armageddon? Judgment Day DHC 2X is
safe, except on huge helpers (Sent), since a few demons usually get by. Plus the
screen freeze on the DHC locks them into the next super, which for me is usually
Electric Cage, Hail Storm, or MOB. If you’re talking about the repeated
Armageddon trick, it isn’t safe against about 1/2 the cast, which I tried to be
careful to menion (don’t do this against anyone with a beam super). BTW, the
jumping HP demons in between are as much to keep the point character from
disrupting the uncombo as they are to juggle the helper. Also, you can call in a
helper inbetween, since this doesn’t combo. Doom works well in there.

Forums - [MvC2] Blackheart
Show all 49 posts from this thread on one page

Forums (http://www.shoryuken.com/forums/index.php)

Posted by Razor on 01:20:2002 08:49 AM:
[MvC2] Blackheart
We all know the infinite, but wanna post your good combos/arial raves?
I got one:
launch,lp,lk,ad+f,lk,lp,mk

Posted by Raz0r on 01:20:2002 04:33 PM:
I usually go for Inferno XX HoD if they are a screen away and decide to call an
assist. Or in the corner: c. lk, c. lk., CapCom assist, Inferno XX HoD, s. hk,
airdash in, repeat. It resets the combo but I believe they can mash out of it.

Posted by BIG BAD MOG on 01:20:2002 05:10 PM:
I like doing a combo that i saw on a vid before. AD at the guy lk, lk,
crouchinglk, lk, Juggernaut Punch assist, Inferno, HOD. Its so fun!

Posted by GeekBoy on 01:20:2002 06:38 PM:
This is probably BH’s most powerful air combo: Launch, sj.LP, sj.LK, sj.LP, air
dash F, sj.LP, sj.LK, throw, it does a LOT of damage for some reason and it
looks really cool.

Posted by DeathFromAbove on 01:20:2002 06:52 PM:
(call Doom-b) C.LK,C.LK (Doom hits) ^ SJ.LK,SJ.MK XX airdash + SJ.HK, land,
begin infinite. Yes, that is a SJ cancel in the middle.

-DFA

Posted by KKCapcom2 on 01:20:2002 07:37 PM:
(Self InfernoXXHoD)
j.lk, j.mk, land, Launch, Inferno XX HOD.
(Self InfernoXXHoD in Corner)
j.lk, j.mk, land, Launch, Inferno , c.lk (OTG), s.mp, InfernoXX HoD, s.hk, s.hk

Posted by GeekBoy on 01:20:2002 08:40 PM:
Also, another good combo is Launch XX Armageddon

Posted by strider_hien on 01:20:2002 09:05 PM:
quote:

Originally posted by GeekBoy
Also, another good combo is Launch XX Armageddon

As corny as this combo may look, when you do this in the corner, it takes off
insane damage.

Posted by Dasrik on 01:20:2002 09:27 PM:
j.short -> j.forward, df.fierce ^ sj.fierce xx judgement day
(NOTE: get the fierce demons to whiff on the way out, so they hit on the way
back and set the opponent up to take all the hits from JD)

(corner) c.short -> c.strong xx judgement day
(Old combo from MSF, still works)

(on Sentinel) c.short + Commando assist -> c.forward (CapCom hits) xx dark
thunder xx HOD
(Sentinel is too heavy for typical inferno xx HOD to work outside corner, but
this will.)

Posted by Razor on 01:20:2002 10:35 PM:
Awesome, its good too see the use of BH’s supers besides HoD.
btw, Geekboy, which throw is best his HK or FP?

Posted by GeekBoy on 01:20:2002 10:36 PM:
quote:

Originally posted by Razor
Awesome, its good too see the use of BH’s supers besides HoD.
btw, Geekboy, which throw is best his HK or FP?

Either one, whichever you prefer really. The P throw is the one where he does
the electricity, the K throw is the demon pumping one, which is the one I use
(It looks dope)

Posted by The Cerebral Assassin on 01:21:2002 12:33 AM:
I’m having problems with his infinite, you know, where you jump and throw RH
Demons. I can’t seem to get that down.

I know a couple of combos with BH.

  • c. lk, c. mp, crouch cancel, sj. lp, sj. lk, sj. mk.
  • c. lk, s. mp, Inferno xx HOD or Armageddon
  • c. lk (Call Doom AAA), c. mk, assist hits, Inferno xx HOD, d/f hp before
    he/she hits the ground, Fierce throw.
  • c. lk (call CapCom AAA), c. mk, assist hits, Inferno xx HOD

I also suck with BH. All I know is superjump, throw Demons, airdash, throw
Demons yet again, repeat. Or Inferno xx HOD and Judgement Day to chip. Yeah, I
need help, BAD.

Posted by Razor on 01:21:2002 01:35 AM:
quote:

Originally posted by GeekBoy
This is probably BH’s most powerful air combo: Launch, sj.LP, sj.LK, sj.LP,
air dash F, sj.LP, sj.LK, throw, it does a LOT of damage for some reason and
it looks really cool.

I just got this one down pact,
VERY GOOD, SOOOO SWEET!!!
although instead of the throw, (which could be tech’ed) I might just go with
lp,lk,lp,AD+F,lp,lk,mp,mk

Posted by Razor on 01:21:2002 01:36 AM:
quote:

Originally posted by The Cerebral Assassin
I’m having problems with his infinite, you know, where you jump and throw RH
Demons. I can’t seem to get that down.

I know a couple of combos with BH.

  • c. lk, c. mp, crouch cancel, sj. lp, sj. lk, sj. mk.
  • c. lk, s. mp, Inferno xx HOD or Armageddon
  • c. lk (Call Doom AAA), c. mk, assist hits, Inferno xx HOD, d/f hp before
    he/she hits the ground, Fierce throw.
  • c. lk (call CapCom AAA), c. mk, assist hits, Inferno xx HOD

I also suck with BH. All I know is superjump, throw Demons, airdash, throw
Demons yet again, repeat. Or Inferno xx HOD and Judgement Day to chip. Yeah, I
need help, BAD.

LoL!!
well the only thing I can think of to help with your BH infinite prob is
maybe… slow it down a bit? You really have a lot of time to get your fingers
in position with this infinite

Posted by 24kt Blackheart on 01:21:2002 02:13 AM:
I got one with LK, LK, Hard Punch XX in the Launcher…then the inferno let them
hit the floor the Hard Punch, Super Jump Hard punch then…the super blackheart
Spits on you with his Demons

Posted by GeekBoy on 01:21:2002 08:01 AM:
Theoretically, I think this works:

Corner: c.LK + Cyke, c.LK, Inferno XX HOD, d/f.FP XX Armageddon

Posted by The Cerebral Assassin on 01:21:2002 08:33 AM:
quote:

Originally posted by GeekBoy
Theoretically, I think this works:

Corner: c.LK + Cyke, c.LK, Inferno XX HOD, d/f.FP XX Armageddon

But wouldn’t flying screen occur after Inferno XX HOD? I’ll try it but I still
think flying screen is gonna activate after Inferno XX HOD. And I heard
something about Inferno XX HOD x5.

Posted by Dasrik on 01:21:2002 08:34 AM:
quote:

Originally posted by GeekBoy
Theoretically, I think this works:

Corner: c.LK + Cyke, c.LK, Inferno XX HOD, d/f.FP XX Armageddon

Everyone seems to be forgetting that a connected HOD ACTIVATES FLYING SCREEN
which means you can’t do specials, supers or assist calls.

Posted by GeekBoy on 01:21:2002 08:52 AM:
quote:

Originally posted by Dasrik
Everyone seems to be forgetting that a connected HOD ACTIVATES FLYING SCREEN
which means you can’t do specials, supers or assist calls.

My bad, thought the rules didn’t apply in corner.

Posted by DarthSalamander on 01:21:2002 10:19 AM:
quote:

Originally posted by GeekBoy

Either one, whichever you prefer really. The P throw is the one where he does
the electricity, the K throw is the demon pumping one, which is the one I use
(It looks dope)

Ground throw with Feirce is the demon pumping one. Ground throw with Roundhouse
is electricity. In the air Fierce and Roundhouse both do electricity.

Posted by DarthSalamander on 01:21:2002 10:22 AM:
quote:

Originally posted by Razor

I just got this one down pact,
VERY GOOD, SOOOO SWEET!!!
although instead of the throw, (which could be tech’ed) I might just go with
lp,lk,lp,AD+F,lp,lk,mp,mk

Don’t end BH’s air combos with mk. It causes flying screen and BH can be hit
during his dash for free. Storm can C.Roundhouse you, another BH can c.short,
c.forard you (into assist into InfernoXX HOD), etc. Ending a combo with mk in
the corner is safe because there is no forced dash in. But if you don’t want to
throw at the end, end with the s.mp and possibly throw out demons if you want
to.

Posted by MagStormPsy4EvA on 01:21:2002 04:43 PM:
quote:

Originally posted by GeekBoy

Either one, whichever you prefer really. The P throw is the one where he does
the electricity, the K throw is the demon pumping one, which is the one I use
(It looks dope)

Note: his hk is soooooo easy to tech hit and u cant air throw with it… i
stick with his hp throw… i mean u can tech hit hk sooooooooooooooooooo
easily…

Posted by Adam*Warlock on 01:21:2002 06:28 PM:
quote:

Originally posted by GeekBoy

My bad, thought the rules didn’t apply in corner.

Actually, geekboy, you’re right. the flying screen doesn’t activate (which is
why in the corner you can dash and launch or whatever after HOD) but the rules
still apply. There’s no chase sequence, but you still can’t use any specials or
supers, so it limits your options.

quote:

Originally posted by Dasrik

Everyone seems to be forgetting that a connected HOD ACTIVATES FLYING SCREEN
which means you can’t do specials, supers or assist calls.

Everyone seems to forget that you can press both assists for the HOD and negate
the flying screen effect completely. Blackheart can do some wicked ass damage
and set up things nicely using this alone.

quote:

Originally posted by The Cerebral Assassin

But wouldn’t flying screen occur after Inferno XX HOD? I’ll try it but I still
think flying screen is gonna activate after Inferno XX HOD. And I heard
something about Inferno XX HOD x5.

See above

quote:

Originally posted by DarthSalamander

Don’t end BH’s air combos with mk. It causes flying screen and BH can be hit
during his dash for free. Storm can C.Roundhouse you, another BH can c.short,
c.forard you (into assist into InfernoXX HOD), etc. Ending a combo with mk in
the corner is safe because there is no forced dash in. But if you don’t want
to throw at the end, end with the s.mp and possibly throw out demons if you
want to.

You can force blackheart to exit his dash prematurely and then block
immediately. it’s not a free hit unless you let them hit you.

Posted by TimeFlip on 01:21:2002 06:50 PM:
Let’s see: I use BH/Sent(Proj)/Doom(AAA)
J.Sk,J.Sk/\D+Sk+Sent,D+Sk,Judgement Day or InfernoxxHOD

(In corner)
J.Sk,J.Sk/\D+Sk+Doom,D+Sk, Sj Jump canceled into air throw into
rocks,Df+Hp,InfernoxxArmageddonxxHSF/\Rk/\Jp,Sk,Jp,Sk, DP Rocket Punch(pause)Sk,
HardrivexxPhoton Array, Juggle with D+Sk, D+Fp, go to the infinite, or just Sk,
Jp,RkxxPhoton ArrayxxArmageddon.

Theoretically, it should work. Not sure on the damage.

One question, does the opponent’s height affect damage on Armageddon?

Posted by GeekBoy on 01:21:2002 06:57 PM:
quote:

Originally posted by TimeFlip

One question, does the opponent’s height affect damage on Armageddon?

I think it does, it works like Hailstorm (more damage higher they are). That’s
why Tempest XX Hailstorm does so much damage.

Posted by Razor on 01:21:2002 11:33 PM:
quote:

Originally posted by DarthSalamander

Don’t end BH’s air combos with mk. It causes flying screen and BH can be hit
during his dash for free. Storm can C.Roundhouse you, another BH can c.short,
c.forard you (into assist into InfernoXX HOD), etc. Ending a combo with mk in
the corner is safe because there is no forced dash in. But if you don’t want
to throw at the end, end with the s.mp and possibly throw out demons if you
want to.

Thats a good point but most players pretty slow to react but I’ll definatly keep
that in mind. Very Helpful, thanks!!

Posted by Ouroborus on 01:22:2002 06:29 AM:
after hitting the opponents with j. hk, launching and lp, lk, throw will
suffice.

Posted by Razor on 01:22:2002 07:03 AM:
quote:

Originally posted by Ouroborus
after hitting the opponents with j. hk, launching and lp, lk, throw will
suffice.

You mean it will do the same amount of damage?
In general, I prefer to not use throws simply because opponents can catch on and
be ready to tech-hit

Posted by GeekBoy on 01:22:2002 02:05 PM:
quote:

Originally posted by Razor

You mean it will do the same amount of damage?
In general, I prefer to not use throws simply because opponents can catch on
and be ready to tech-hit

It really wouldn’t matter, since it’s hard to get someone into an air combo in
the first place. Valle vs. Wong at MWC5, Valle did the combo TWICE, out of 5
matches, which he landed from sj.RH demons when Wong messed up on something.
Doesn’t really matter on how many hits you do, but if you did the full air
combo, you’ll take off around 25-28%

Posted by LighteningStorm on 01:22:2002 04:02 PM:
quote:

Originally posted by GeekBoy
Also, another good combo is Launch XX Armageddon

Actually for more damage, use launch - inferno - Armegeddon. The inferno will
take them higher in the air, thus the Armegeddon will take more damage. This
works best on larger characters but if you get the timing of cancelling the
launcher into the inferno it works on everyone.

Even without the launcher the inferno - Armegeddon is a DAMN nice anti air, it
OWNS most Magnetos and Storms. But beware… you should be ready with a backup
super meter incase someone blocks and thrust-blocks you off of them.

Posted by LighteningStorm on 01:22:2002 04:22 PM:
Another thing that works well with almost every assist on the game. And it is
faster than almost every character including Magneto.

Starting the match with BH on point. Walk toward the oponent as soon as "FIGHT"
rolls across the screen press BOTH roundhouse and the desired assist together.
The character if they do not block will get bounced by the assist and the RH
Demons will grab them and send them stunned across the screen. (and almost no
fast character starts a fight off blocking - because they think they are faster
than BH) Because they are bouncing across the screen they cannot shake out of
it, as soon as they start flying across the screen inferno into HOD. This takes
(depending on the assist) about 50% even on low damage settings. It is also
simple enough that if the other person fights too much of a ground game that it
will work in the middle of a match as well.

Its downfalls.

  1. Storm, Psylocke, Cammy (and probably a few other low-tier quickies) - are too
    fast for this to work at fight start.
  2. Quick and invincible aaa will stop everything.
  3. Characters that know they are too slow for BH will know that they should
    start the match blocking. But most Magnetos and Cables start with attacks and it
    works like a charm every time. Although you should beware the AHVB if Cable
    blocks it.

Some assists that I know it works well with are:
a & b Juggernaut (beta juggs is the BEST and does the worst damage)
a Sentinel (this is about as good as b Juggs)
a Psylocke, a Cammy, g Sonson, b Capcom, a Storm, b Dhalsim (this is amazingly
good as well), a & b Cable. It also works well with a Magneto, but it’s not
recommended. Try it with just about anybody and any assist that hits almost
immediately it works great.

Posted by Deathfist on 01:23:2002 04:23 PM:
Here are alot of the combos I use…

1]launch, lp,lp,lk,mp,airdash,lp,lk,mp, airthrow[corners]/b+hk[which doesen’t
combo, but forces them to block as I land or be relaunched and sets up a minor
mindgame with crossup landings.]

2]Call cyc,lk,mk,wait, inferno,
-continuations
1-inferno as many back to back times as I can [my max is 5]
2-inferno, Judgement day / hod
3-lightning blast, HOD
4-tag out
5-hk, tag out
6-the usual suspects [HOD, Judgement day].

3]Common infinite off Cyc assist

4]Jump back low hp, call Cyc, Inferno, continuations in 2 or infinite.

These are some sweet combos we have listed and I can’t wait to try them out.
Same thing for the strategies.

Posted by Majin Vegita on 01:23:2002 08:37 PM:
quote:

Originally posted by GeekBoy
This is probably BH’s most powerful air combo: Launch, sj.LP, sj.LK, sj.LP,
air dash F, sj.LP, sj.LK, throw, it does a LOT of damage for some reason and
it looks really cool.

Which throw works best with this combo? Or can he only throw with the kick
button in the air?

Posted by Razor on 01:23:2002 11:42 PM:
quote:

Originally posted by Majin Vegita
Which throw works best with this combo? Or can he only throw with the kick
button in the air?

hehe, that was my question


yo, launch, Inferno doesn’t work with the diagonal FP version,
you gotta go lp,mp which I don’t like and sometimes screws up.

and the only downside to ending the air combo with mk is if your opponent is
cable, storm or magneto. I find that I’m catching quite a few people with the
diagonal FP launcher so I need to get good at this air-combos

Posted by No SpeaK on 01:24:2002 01:31 AM:
Re: [MvC2] Blackheart
quote:

Originally posted by Razor
We all know the infinite, but wanna post your good combos/arial raves?
I got one:
launch,lp,lk,ad+f,lk,lp,mk

WHATS his infinite???

Posted by Dasrik on 01:24:2002 01:54 AM:
I don’t know if I’ve mentioned this yet, but even if I did, it bears mentioning.

Use jab inferno… I don’t know why no one ever thinks of this. A lot of times
Magneto/Storm players, in order to avoid/bait an inferno, will superjump back
then airdash forward. Jab Inferno will get them.

Oh… launch xx inferno works if you cancel into the inferno quick enough. I
wouldn’t suggest going for Armageddon afterwards except against Cable and maybe
Magneto. Geddon is somewhat random and sometimes all the rocks won’t hit for
damage (or worse yet, will knock him right out of Armageddon).
Posted by Razor on 01:24:2002 02:18 AM:
quote:

Originally posted by Dasrik
I don’t know if I’ve mentioned this yet, but even if I did, it bears
mentioning.

Use jab inferno… I don’t know why no one ever thinks of this. A lot of times
Magneto/Storm players, in order to avoid/bait an inferno, will superjump back
then airdash forward. Jab Inferno will get them.

Oh… launch xx inferno works if you cancel into the inferno quick enough. I
wouldn’t suggest going for Armageddon afterwards except against Cable and
maybe Magneto. Geddon is somewhat random and sometimes all the rocks won’t hit
for damage (or worse yet, will knock him right out of Armageddon).

yeah with the jab the storm/mag guys just fly right into the column.

BH’s Infinite is Repeating SJ,RK,AD,RK repeat.
RK = the demons which locks up your opponent and makes them sort of hover
allowing you to hit them again with the RK after the AD (Air Dash). Most of the
time I AD back.

Posted by LighteningStorm on 01:24:2002 05:13 PM:
quote:

Originally posted by Dasrik
…I wouldn’t suggest going for Armageddon afterwards except against Cable and
maybe Magneto. Geddon is somewhat random and sometimes all the rocks won’t hit
for damage (or worse yet, will knock him right out of Armageddon).

Actually you have to understand the nuances to the Armageddon. You know how with
the Armageddon it appears they fall more to one side of BH and not as much on
the other? Well you can control which side gets the majority, by simply holding
that direction at the beginning. (You cannot change sides however if you hold
the wrong side to begin with.) Also mashing at the beginning and during it will
make the Armageddon focus more on the opponent if the opponent is on the side
where the Armageddon is the majority. This works quite perfectly everytime if
you use the Inferno and cancel into Armageddon and hold the joystick to the side
where the opponent is and mash during. Because with the character being high in
the air and the Armageddon focusing on them due to the majority side they
continually get hit until it’s over. The only character that I have had fall out
of that and stop being hit is Servbot.

Now for Cable… I would suggest NEVER ever doing or even attempting this. FEAR
THE AHVB!!! If cable blocks, if you screw up and they fall out, or anything
goes wrong at all then BH is dead.

As for Magneto, as I said, this owns air-borne Magnetos. The best and worse
thing about it against air-dashers like Magneto and Storm is it will almost
always cross them up because they will airdash too far to escape the inferno and
cross themselves and be hit by the Armageddon. This cross up however causes them
to fall on the side that the Armageddon isn’t falling as much on and has a
higher liklihood of falling into a block.

Posted by IcarusDownworks on 01:24:2002 06:27 PM:
Sometimes I have trouble super jumping after the Cyke AAA. It seems like you
have to wait a second before you sj, you can’t do it right after the assist hits
or else he just does a regular jump and fucks everything up. Does anyone know
why this happens and any tips with the timing so it’s not too early that he
doesn’t sj, but not too late the the sj.rh demons doesnt hit?

Posted by Deathfist on 01:24:2002 07:08 PM:
quote:

Originally posted by IcarusDownworks
Sometimes I have trouble super jumping after the Cyke AAA. It seems like you
have to wait a second before you sj, you can’t do it right after the assist
hits or else he just does a regular jump and fucks everything up. Does anyone
know why this happens and any tips with the timing so it’s not too early that
he doesn’t sj, but not too late the the sj.rh demons doesnt hit?

I have that problem too sometimes. Superjump as soon as the second lk is fired.
It will be a Sj cancell and it will go off. Otherwise you will have to wait too
long and often not be able to start the infinite. Often I just use one of my
multibounce inferno combos instead.

Also, I saw footage of a BH player doing normal jump hk, airdash, land, normal
jump hk, airdash,land, repeat for his infinite. I tested it out and it works
too. I use the SJ version one [which is SJ hk, airdash hk, guide, land, repeat ]
personally.

Posted by Dasrik on 01:24:2002 09:29 PM:
Infinite:

sj.RH (catch them out of air), airdash back, sj.RH (whiff), repeat

It’s very important that the second set of RH demons whiffs. Why? This will
cause the demons clinging onto the juggled opponent to disappear - but the
opponent will still be stunned. This means they can’t mash out of it. If you’re
really good at this infinite, you can keep doing it until they undizzy, but it
won’t do a great deal of damage (50% at most) - if you have Cyclops AAA, it can
be uncomboed by waiting for them to land and calling Cyke AAA as soon as they do
so - the combo meter will reset, but they can’t block it.

Posted by Ouroborus on 01:25:2002 07:50 AM:
quote:

Originally posted by Razor

You mean it will do the same amount of damage?
In general, I prefer to not use throws simply because opponents can catch on
and be ready to tech-hit

Well, I think it does less damage but its much easier to do than the full combo.
If you dont like throws. Just get like around 2 or 3 repeats of the infinite and
end it with HOD.

Posted by Razor on 01:25:2002 08:28 PM:
quote:

Originally posted by Ouroborus

Well, I think it does less damage but its much easier to do than the full
combo. If you dont like throws. Just get like around 2 or 3 repeats of the
infinite and end it with HOD.

That would be good but how can you get them into the infinite from an air combo?

Posted by Ouroborus on 01:26:2002 12:43 AM:
quote:

Originally posted by Razor

That would be good but how can you get them into the infinite from an air
combo?

lol, i think you misunderstood. i was saying that if you dont like throwing
them, dont launch and AC after hitting the opponent with a j. hk.

Posted by DarthSalamander on 01:26:2002 12:46 AM:
quote:

Originally posted by Adam*Warlock

You can force blackheart to exit his dash prematurely and then block
immediately. it’s not a free hit unless you let them hit you.

Explain.

Posted by DeathFromAbove on 01:26:2002 01:07 AM:
quote:

Originally posted by DarthSalamander

Explain.

Rapidly shaking the stick between down and upback will abort the dash
prematurely.

Posted by DarthSalamander on 01:26:2002 01:14 AM:
I have heard about that but haven’t seen anyone do it consistently. Is it pretty
reliable or something you pray during?

Posted by Razor on 01:26:2002 08:43 AM:
Hey, this might sound way outta this place but the computer’s done that twice!!
I’mma try that out now!

Posted by No SpeaK on 01:27:2002 03:20 AM:
quote:

Originally posted by Dasrik
Infinite:

sj.RH (catch them out of air), airdash back, sj.RH (whiff), repeat

It’s very important that the second set of RH demons whiffs. Why? This will
cause the demons clinging onto the juggled opponent to disappear - but the
opponent will still be stunned. This means they can’t mash out of it. If
you’re really good at this infinite, you can keep doing it until they undizzy,
but it won’t do a great deal of damage (50% at most) - if you have Cyclops
AAA, it can be uncomboed by waiting for them to land and calling Cyke AAA as
soon as they do so - the combo meter will reset, but they can’t block it.

thanks dasrik

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Forums - Anyone need BH help?..
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Posted by BrazilionBH on 05:15:2001 08:39 PM:
Anyone need BH help?..
Any one need BH help?..

Posted by X ?actor on 05:15:2001 09:04 PM:
i use his launcher assist… is this a good idea?

Posted by n817azn on 05:15:2001 09:09 PM:
I was wondering how to play BH on point, i’ve tried to use him a few times
already, however unsuccessfully. Could you please give me some strats/teams to
use with him on point.

Posted by Dasrik on 05:15:2001 09:43 PM:
quote:

Originally posted by X ?actor
i use his launcher assist… is this a good idea?

No.

Posted by Dasrik on 05:15:2001 09:44 PM:
quote:

Originally posted by n817azn
I was wondering how to play BH on point, i’ve tried to use him a few times
already, however unsuccessfully. Could you please give me some strats/teams to
use with him on point.

  1. Superjump roundhouse, airdash back, repeat. This strategy tends to work on
    most scrubs.

  2. Jump back, tap fierce, call anti-air assist if they get close. Can shut down
    Mags.

  3. Jump forward, j.short -> j.forward, land, c.short -> c.forward while calling
    an assist.

  4. Inferno XX HOD if they superjump or if #3 connects.

That’s pretty much it.

Posted by BrazilionBH on 05:15:2001 10:13 PM:
quote:

Originally posted by X ?actor
i use his launcher assist… is this a good idea?

No Id suggest to use his antiair type…

Posted by BrazilionBH on 05:15:2001 10:17 PM:
quote:

Originally posted by n817azn
I was wondering how to play BH on point, i’ve tried to use him a few times
already, however unsuccessfully. Could you please give me some strats/teams to
use with him on point.

On the point Bh definatley needs cyclops as his assist so that he can do his
infinite(shrt,frwrdand cyke at the sametyme then super jump RH airdash back
RH)repeat super jump RH air dash back RH)do this even when they block it works
up meter and eventually youll catch them with his infinite…

Posted by BrazilionBH on 05:15:2001 10:19 PM:
quote:

Originally posted by Dasrik

  1. Superjump roundhouse, airdash back, repeat. This strategy tends to work on
    most scrubs.

  2. Jump back, tap fierce, call anti-air assist if they get close. Can shut
    down Mags.

  3. Jump forward, j.short -> j.forward, land, c.short -> c.forward while
    calling an assist.

  4. Inferno XX HOD if they superjump or if #3 connects.

That’s pretty much it.

If the person has a good magneto BH will die…

Posted by mirage on 05:15:2001 10:20 PM:
are ya supposed to be sjumping up towards or just up when releasing first wave
of demons

Posted by Monkey on 05:15:2001 10:24 PM:
How do you call the demons? (Dont answer this)

Posted by BrazilionBH on 05:15:2001 10:40 PM:
quote:

Originally posted by mirage
are ya supposed to be sjumping up towards or just up when releasing first wave
of demons

Up towards…

Posted by WhiTe ReFlection on 05:15:2001 11:01 PM:
how do i air dash back after the freaken super!!! theres timing to it isn’t it?

Posted by n817azn on 05:15:2001 11:10 PM:
thanx 4 da help
n8

Posted by BrazilionBH on 05:15:2001 11:22 PM:
quote:

Originally posted by WhiTe ReFlection
how do i air dash back after the freaken super!!! theres timing to it isn’t
it?

I usually air dash forward and throw out and assist before I hit the ground.To
do it it is just timming.I just tryied it alot of times…

Posted by KrazziVi3tBoi on 05:15:2001 11:56 PM:
how do u do his air dash combo

Posted by BrazilionBH on 05:16:2001 12:00 AM:
quote:

Originally posted by KrazziVi3tBoi
how do u do his air dash combo

Lift jab pause jab.shrt.strng,frwrd airdash jab,strng,frwrd…

Posted by KrazziVi3tBoi on 05:16:2001 12:08 AM:
thanks

Posted by BrazilionBH on 05:16:2001 12:11 AM:
quote:

Originally posted by KrazziVi3tBoi
thanks

No prob Bro

Posted by JaHa on 05:16:2001 04:54 AM:
i use BH as point…i have my own tactics…but out of curiosity what are your
BH tactics against cable capcom or sent??

Posted by Godoffight on 05:16:2001 05:06 AM:

How u do BH infinite? People post the infinite, but it doesn’t work…

Posted by JaHa on 05:16:2001 05:18 AM:
either hitem in the air with sj RH or use a AAA to hitem in the air (preferably
cyke) with it…sj RH dash back and RH again…sj RH dash back (in the air) RH
again…repeat … its hard to understand unless you see it…once you hit
them with the demons if theyre in the air theyre stunned and they bounce…and
when you throw the demons and cancel with the dash so you can throwem again and
repeat. i hope this is clear… let me know if you get it

Posted by Godoffight on 05:16:2001 05:23 AM:
quote:

Originally posted by JaHa
either hitem in the air with sj RH or use a AAA to hitem in the air
(preferably cyke) with it…sj RH dash back and RH again…sj RH dash back (in
the air) RH again…repeat … its hard to understand unless you see
it…once you hit them with the demons if theyre in the air theyre stunned
and they bounce…and when you throw the demons and cancel with the dash so
you can throwem again and repeat. i hope this is clear… let me know if you
get it

So the first sj RH hit should make them bounce? Then sj backdash RH again right?
then repeat?

Posted by JaHa on 05:16:2001 05:30 AM:
yeah its a infinite onlee to about 50 hits usually when i get around 45 hits i
do the heart of darkness combo…when hes sj try to aim him a little so after
the backdash the demons hit…what were you doing wrong originally?like i said
its hard to grab unless you see it

Posted by Godoffight on 05:16:2001 05:40 AM:
quote:

Originally posted by JaHa
yeah its a infinite onlee to about 50 hits usually when i get around 45 hits i
do the heart of darkness combo…when hes sj try to aim him a little so after
the backdash the demons hit…what were you doing wrong originally?like i said
its hard to grab unless you see it

cool, it works…your right, it’s hard to catch it with them, but easier
with a assistant, thanz man

Posted by JaHa on 05:16:2001 05:43 AM:

koo
anytime man

Posted by Dasrik on 05:16:2001 11:44 AM:
quote:

Originally posted by BrazilionBH
If the person has a good magneto BH will die…

OK then genius, what can Magneto do against a cornered BH who throws jumping
fierces and does a good anti-air when Magneto gets close?

Posted by JaHa on 05:16:2001 01:27 PM:
in my opinion its hard for mag
BH plays a good keep away
as for that the onlee thing you can do is have a AAA that counters your
opponents or wait for it then use yours

try to get out of the corner with the push block

its not healthy to have BH on top of ya same goes for doom and sentinel

Posted by mirage on 05:16:2001 01:43 PM:
quote:

Originally posted by Dasrik
OK then genius, what can Magneto do against a cornered BH who throws jumping
fierces and does a good anti-air when Magneto gets close?

cornered BH doesnt benefit BH. in this situation, mags has to first get in close
and stay there and bait out the AAA (im assuming both bh and mags are using
something along the lines of cyke/cammy/commando…mags/psy is still effective
in a lot of the following situations but you must call psy later and you have
less windows of opportunities when using psy asssist…which is why all the good
mags players are switching to those other AAAs now =). to get in this position,
mags has to stay on the ground, wavedash in the duration btw BH’s sj. rh
demons, adash, fp/rh demons…this is the safest time for magneto to get closer
(no fear of assist yet, demons dont chip or force him back)…basically, mags
will be able to gain ground without much concern until he’s within the aaa
range. when he gets to that spot, mags waits blocking. here, BH will attempt the
following:

  • if BH c.lk c.mks, mags blocks and pushblocks to avoid losing position. now, BH
    will either pause or have his assist on the way. if BH pauses, the recovery on
    his c.mk allows magneto to RH throw him (which = 50 some points of non-tempest
    damage and still good mags positioning). if BH follows up with the aaa, mags
    still pushblocks…he will lose some positioning, but his own AAA will engage
    BH’s aaa…which equals free triangle dashing/throw games with mags…
  • if BH tries to normal jump over mags (and therefore keep the AAA option open),
    mags can 1) use his own AAA…this creates a situation where BH will block (what
    else is he gonna do, take the hit? :P) and bring out his AAA to knock yours
    out…mags’ AAA forces BH down blocking and is then taken out by BH’s AAA…but
    again, mags pushblocks…same scenario as the last one, BH is now back in the
    corner, blocking, with his AAA out for a few precious seconds
  • if BH tries to AAA then SJ+fp demons, mags pushblocks, uses his own AAA to
    knock out BH’s AAA. BH then either has to:
    -come down with the FP demons: in which case mags just blocks, and earlier
    scenario of BH in the corner without an AAA results
    -airdash away: in which case he will have gone over mags head and past him and
    fall…mags can easily dash over and position underneath because BH falls so
    damn slow…here, right underneath a falling BH with no more airdash, the
    waiting crouching mags obviously has the advantage by far because he has more
    options: BH can attempt to use his high priority lk/mk, but mags launcher will
    beat it. mags can attempt a throw when BH lands, or as BH is about 1 char length
    above ground, mags can sj up+diagonally and to the other side of BH and adash
    back down towards BH, going for either a crossover game or a throw.

IMHO, a BH with Doom-b and another true AAA is the most threatening to
mags…rocks remove a lot of magneto’s options on the ground and the mega chip
trap (inferno+doom assist+HOD) not only chips insanely, but if mags’s assist is
caught in it…ouch…not to mention the rocks hitting the assist will feed
super to BH like crazy…

Posted by Godoffight on 05:16:2001 01:44 PM:
quote:

Originally posted by JaHa
in my opinion its hard for mag
BH plays a good keep away
as for that the onlee thing you can do is have a AAA that counters your
opponents or wait for it then use yours

try to get out of the corner with the push block

its not healthy to have BH on top of ya same goes for doom and sentinel

How do u play pressure game with bl?

If I lose both my main characters, they just block all day till time runs
out…

Posted by mirage on 05:16:2001 01:50 PM:
pressure with BH? i used to think that was ridiculous too…until some kid won
the last tourney here with BH-b/doom-b/sentinel(the rocket punch assist…yes,
not drones)…it was crazy…after my teams were trounced in the semifinals by
him, i have to say thats gotta be one of the tightest trap teams in the
game…and his BH was very offensive…
if ya want i can post the tourney breakdown of how this team played from my own
experience…
id like to be able to help but i wouldn’t want to go thru the trouble and then
have all the l33t USA posters to start flaming our lil edmonton tourney

Posted by Godoffight on 05:16:2001 02:23 PM:
quote:

Originally posted by mirage
pressure with BH? i used to think that was ridiculous too…until some kid won
the last tourney here with BH-b/doom-b/sentinel(the rocket punch assist…yes,
not drones)…it was crazy…after my teams were trounced in the semifinals by
him, i have to say thats gotta be one of the tightest trap teams in the
game…and his BH was very offensive…
if ya want i can post the tourney breakdown of how this team played from my
own experience…
id like to be able to help but i wouldn’t want to go thru the trouble and then
have all the l33t USA posters to start flaming our lil edmonton tourney

a team like that? holy shit…

Posted by mirage on 05:16:2001 04:44 PM:
quote:

Originally posted by Godoffight

a team like that? holy shit…

um…that team is not shit…that team is extremely versatile, and the role of
the sentinel rocket punch assist is quite important; reasons:
(in no particular order)

  1. the orders important, as always…since doom trap’s nullified by
  2. with BH on point, you have a great trap with BH/doom…the goal is simple, to
    build up levels faster than the other guy…a simple inferno+doom assist pins
    the opponent enough for you to start raining demons from the sky and hiding
    behind doom’s rocks (bonus: anytime rocks hit = 50% super meter)…rushdown
    storm/mags poses a threat once they get into range…but that’s extremely hard
    to do because of sentinel’s rocket punch assist and BH’s lk/mks…and once the
    opponent is cornered there are very slim opportunities to get out…
  3. once BH gets about 2 1/2 bars of super he becomes very dangerous…stay on
    the ground, eat doom chip and demons (demons will stifle any AAA other than
    Ken if used correctly…this includes cyke/psy/commando, cammy bounces off
    rocks…= more meter for BH)…find a window to sj, and eat blocked inferno +
    doom assist + HOD…
  4. if this team is fighting another trap team that relies on BH assist, BH/doom
    can stay in skies raining down demons, while sentinel’s rpunch will beat out
    enemy’s BH…and at any time both BH and doom can cover sentinel assist with air
    supers…spiral warping means DHC into the next character (yes, DHC into middle
    character is allowed even while third assist (sentinel) is onscreen)…in the
    tourney my spiral/sent/bh was destroyed by this team because spiral warps were
    rendered useless, he built super faster, his BH/doom chip trap chipped more than
    my sent/spiral chip trap, and his sentinel assist beat BH.
  5. against cable: most successful teams against this were
    doom/cable/bh…because it is near impossible to wavedash past opponenet doom’s
    air photons and when opponenet’s BH is out of range of rocket punch…cable
    himself was fairly useless, however, with only doom and bh as assists he couldnt
    get the spacing he needs for horizontal coverage of opp with ahvb…in fact i
    believe gordon (the kid that won the tourney with this team) only got ahvb’d
    once the entire tourney and that was due to an execution error…
    other cable teams had their AAAs crippled by demons and cable pinned by doom…

it was slow and ugly as hell watching the guy play, but gotta give respect, his
execution/timing of the trap were impeccable…funniest was when his mom came
into the arcade looking for him asking him if he was hungry and stuff lol (the
kid’s like 15-16 or something)…but then he basically lives at the arcade, so,
whatever ;P…

anyway…we know we aren’t exactly valles and dos and ortizes here…but you
wanted some insight on how BH fights and there ya go…so no flames, plz …

Posted by Dasrik on 05:16:2001 09:05 PM:
I liked your analysis, mirage, but I was speaking of regular jump fierce, not
superjump fierce. I can’t think of a good reason for Blackheart to NEED to
superjump against Magneto, unless Mags is trying to use the magnetic wave. But
you’re right, B-Doom does augment this strategy a lot. And being in the corner
helps BH eliminate cross-up games. And if he has Jin he doesn’t even need that
(which is why I’ve been using BH/Doom/Jin a lot lately to counter Magneto
teams).

Posted by X ?actor on 05:16:2001 09:43 PM:
quote:

Originally posted by BrazilionBH
No Id suggest to use his antiair type…

i was uh, joking buddy

Posted by DeathFromAbove on 05:16:2001 11:39 PM:
How about some information on BH’s cross-ups? This discussion wouldn’t really be
complete w/o that.

-DFA

Posted by BrazilionBH on 05:17:2001 02:15 AM:
quote:

Originally posted by Dasrik
OK then genius, what can Magneto do against a cornered BH who throws jumping
fierces and does a good anti-air when Magneto gets close?

If you have cyke it will stop it and then you combo of of cyke.And dont call me
genius…

Posted by BrazilionBH on 05:17:2001 02:19 AM:
quote:

Originally posted by Godoffight

How do u play pressure game with bl?

If I lose both my main characters, they just block all day till time runs
out…

PLay BH rushdown.like if they are trying to run super jump jab it stops every
thing and just work up levels with roundhouse and inferono cancel HOD…

Posted by granite on 05:17:2001 03:33 AM:
after landing an hod in the corner, what do you use to follow it up? a
standing/jumping rh and then what ?

also if you are cable, and are blocking the hod, at what point can you retaliate
with an ahvb ?

Posted by BrazilionBH on 05:17:2001 03:36 AM:
quote:

Originally posted by granite
after landing an hod in the corner, what do you use to follow it up? a
standing/jumping rh and then what ?

also if you are cable, and are blocking the hod, at what point can you
retaliate with an ahvb ?

I do ducking shrt then RH.You can airdash frwrd after the HOD wich makes it alot
harder for cable to hit you…I hope I helped…

Posted by Dasrik on 05:17:2001 03:53 AM:
quote:

Originally posted by BrazilionBH
I do ducking shrt then RH.You can airdash frwrd after the HOD wich makes it
alot harder for cable to hit you…I hope I helped…

Actually it makes it easier, since you can block right after the HOD which you
should be doing anyway. The best time for Cable to AHVB is between Inferno and
HOD. He could possibly stick an AHVB during the HOD but it’s a big risk.

And Cyclops isn’t going to work unless Mags is in jump fierce range. And if Mags
gets too close, BH can air dash back which resets his ability to air block. It’s
really hard for Magneto get in on that, especially if BH has Commando or Jin.

Posted by BrazilionBH on 05:17:2001 08:54 PM:
quote:

Originally posted by Dasrik
Actually it makes it easier, since you can block right after the HOD which you
should be doing anyway. The best time for Cable to AHVB is between Inferno and
HOD. He could possibly stick an AHVB during the HOD but it’s a big risk.

And Cyclops isn’t going to work unless Mags is in jump fierce range. And if
Mags gets too close, BH can air dash back which resets his ability to air
block. It’s really hard for Magneto get in on that, especially if BH has
Commando or Jin.

I seriosly dont think that capcom or jin is a better assist for BH than
cyclops…

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hey thanks for doing all the scrounging around/legwork. I don’t play blackheart but i appreciate you takin the time to put this together. very interesting