takes a deep breath
Okay, here we go. When it comes to Blackheart there is no set pattern to keep people out. You have to know the angles that they can approach you from as well as the angles you can cover with demon based on where you are on the screen. In addition to this you have to really know how to use your pokes when meeting them face to face whether it be for offense or defense. I’d advise that you try playing some matches without even using the demons to fully grasp the use of his pokes. Learn how to meet people in the air with his jumping jabs, how to hit people on the way down with falling lks and how to control the ground with his jabs and long ass tail.
When you know the use of his pokes you can work on keeping them out until you want them to come in. When I play I’m not just trying to keep people away from me. I’ve learn to actually let them in in ways that I’m at the advantage. In order to recognize when you’re at the advantage you’ll have to know what your pokes beat out as I mentioned above, and also the angles that your opponent is best and worst at covering.
To fully describe the match-ups against the god tier would take forever, since I’d also have to cover the changes that come with the assist you both have, so I’ll just give a few points on which you should focus. You can read that stuff on the first page of this thread anyway. You’ll have to learn how to manipulate the path of the FP demons and the angle of the RH demons to really apply these, but if you don’t know these things, you wouldn’t beat a better than average person regardless of what I tell you.
Mag - This is a classic match-up. Common sense would say that you don’t want to get caught at a height where you can end up in the ROM. This however doesn’t mean that you have to stay off of the ground.
*Only jump (back) with FP if they are in the air or you already have something on the screen to stop them from dashing under it.
*Standing lk is great for stopping dash ins.
*Normal jump (back) with RH or lk also stops dash in attack (except for his c.FP).
*j.jp just wins if Mag is even in height or above you as long as they’re still in front.
*Frustrate them into trying to air dash in and try to meet these dashes with air RHs or return FP demons.
*When you’re super jumping with demons, hold off on using your air dash until you know if you have a safe fall.
Storm - In my opinion the most annoying match-up Blackheart has. She wins in a chip war. Her RH launcher beats your limbs and stops demon. She even wins in air confrontation.
*Jump (back) with FP all day and hopefully she’ll start taking to the air to get to you.
*Try to pick off air dashes if you can.
*If they’re only building meter to hailstorm, throw in sj.RH and/or inferno to JD/HoD to keep them honest.
*ALWAYS jump and block if she’s got a good angle from the air that you can’t cover. Her lks will always win and lead to a super. Instead block and FP as your falling away. This is shown in my tutorial.
Sentinel - This is truly a match-up of patience. This is mostly a build meter and chip and assist punish gameplan
*Never normal jump with demons unless they’re already in block stun.
*If they’re trying to control the ground, drop a bunch of falling RHs on them to build meter and limit there attacks.
*If they’re trying to fly super jump with FP like crazy. Beware of random rocket punches.
*When meeting them in the air, your jp with always win, unless they’re right above you or too far way for it to hit (beware of Sent’s lk). Just block. A little chip is better than a fast fly combo.
*Never be afraid to sacrifice a little damage on your assist to get some space.
*Throw in an inferno to JD or HoD when you’ve got meter to spare. This will really throw them off if they’re flying or just swinging wildly. It’ll also give you some leverage in chip and control.
Cable - My personal favorite among the match-ups. Stay close to him since your pokes will win most of the time. Avoid being on the same level as him height wise unless your close enough to hit him. Try to get him in the corner where well place jp infernos to HoD are not punishable and keep him there.
*If he’s on the ground, super jump and RH to try and pin him and gain some ground.
*If he’s at normal jump height you should still try to stay above him as stated above.
*If he’s at super jump height you should either be normal jumping in or ground dashing depending on what they’re using to cover below them.
*Learn when to ground dash. You’ll probably lose some matches in the process but once you grasp it’s best application it’ll be a great asset in getting through what would otherwise be safe cable chip strings.
*If he’s getting into a habit of jumping and shooting his gun without you being there, throw in an inferno to JD to keep him honest.
*Finally, learn how to place the jp infernos so that it boxes them in when near the corner. This is very important since it’s the pretty much the only way to hurt them and stop their assist without them being able to punish you. Look at part two of the tutorial and take note of where I was placing them.