THE all inclusive Blackheart thread

Yo BHK. I got some questions.

  1. Do you think that you can get an infinite set-up with MM projectile?

  2. Can any of his normals be superjump canceled (besides cr. mp and st. hk)?

  3. That ground infinite is tough, is there an easier way to do it or maybe some exercises to perfect it?

  4. How can I get the inferno to hit 2 seperate times? For some reason I can’t do it lol

  5. why the hell is your black heart so good? lol

I’ll send a message to your youtube channel if you can’t get to it.

  1. I haven’t really played and messed around with Marvel lately but I can see it working if you timed the beam to hit right after the mp. Super jump canceling the mp would make time fly up with you from the hit stun of the beam, which might give you a chance to peg them with a sj.RH.

  2. s.jp and c.mk (possibly standing as well) can be sj canceled as well. I want to believe that you can sj cancel the c.FP as well for some reason.

  3. It’s all about getting the rhythm down. Done right it should make a nice melody. Start practicing on sentinel since he’s the easiest. Also, you can throw in an assist like Sent-y to make it easier to understand the timing. If you press lk+Sent-y, s.RH, sj.cancel… you should be ADing soon enough after to connect the ad.lk after the drones. Tighten up your timing from there to the point of where you don’t need the drones.

  4. It’s all about vertical placement. You just have to catch them at the height where only one hit from the inferno hits initially. This is easiest to do from the Cyc-B assist.

  5. Is that a trick question? lol

Hey what’s up. So I’m brand spanking new to MVC and I have some maybe random questions about how to play Blackheart. Clearly Blackheart seems to be a more defensive character than an offensive character. He uses demons and assists to keep his opponents away but it’s certainly not easy as I found out.

My question is what is the basic Blackheart defensive patern? What I mean is what is the set pattern used to make your oppoent react and find away around it? Let me try to explain what I mean. So ususally when you play defense there is a starting pattern you use that takes care of basic closing the distance of the opponent. From there the opponent will have a number of options to get around this basic defensive patern in which the defender deducts which way they plan to get around it and counters accordingly. A

Does this pattern exist with Blackheart? Does it change depending on the character on screen? Does it change depeding on who is in my team? At this point I’m just graping for straws when I fight since I am very new to the game. Basically I’m using jump back FP demons combined with Capcom assist when they get close but it doesn’t work very well.

Also I’ve been told I need to “Cover my assits better”. How do I do this with Blackheart? Also how do I punish assists with Blackheart without taking too many risks.

Thank you for your help.

um… well. I’ll try.

Basically the pattern that I like to do is: {nj. fp, nj. fp, sj. fp ad, sj. hk} It works wonders with Doom, or Sent, or people with a projectile like assist. if you play against Magneto, you would pretty much be safe. this is also very good to protect your assist.

Now don’t laugh at me. If you have Capcom as your only assist, you might want to play offensively more than defensively. There is a decent defensive pattern though: {nj. fp, nj. fp + capcom, sj. hk ad, sj. hk} but it is easily exploited IMO. This also works with Cyclops, Sent a, and any AAA.

Punishing assist is like an ancient art with blackheart lol. {nj. fp + assist, nj. fp, fp inferno, JD (QCB + PP)} Less risky and does solid damage against assist. works well with Capcom, Cyclops, and Sent a.

Another assist punisher is {nj. fp + assist, launch, fp inferno xxx HOD (QCF + KK). works with projectile assist.

Hoped I helped. :wink:

Couple of questions.

First Air-Dash back or forward?

Second: So going with that basic defensive pattern I would ask what are the ways to get around that and what are the appropriate counters? Also there will be no Sentinal on my team so preferably the patern without.

Also is what you listed for “Punishing Assists” just that for punishing my opponents assists straight up or protecting my own asissts?

Thank you for your Help.

Read the bold. And no problem man I’m trying to contribute.

Yo Sleepy Zero. I’ll be posting, what will likely be a long paragraph, explaining the concept behind demon placement. I covered it briefly in my tutorial, but only showed what the demons COULD cover, in hopes that others would experiment and possibly find new things. In the next post, which will be posted sometime tomorrow (when I have free time), I’ll actually go over what I’m thinking with ever demon I throw.

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.

bows and kisses your feet

Gdlk shit. Lots of great, usable info as always BHK.

Retired my ass.

Haha no really I am. I got talked into go to evo at the last minute. Registered like 5 minutes b4 the cut off =P

cough, cough…SB5…cough

How did you do at evo BlackHeartKing ?

13th place…

Holy Fuck!!! That’s awesome.

Good shit. Congrats.

They must have been completely mindfucked. Wish I saw that.

What other games did you enter if any, and how did you do in them? Also, are you going to try for SBO? Did you get some video recorded of your tournament play?

You don’t have to want to believe that the crouching hp is sj cancellable. It is sj cancellable. The ONLY ground normal BH has that cannot be sj cancelled is his ducking hk. Why? it’s because the hk doesen’t have an attack based hitbox of it’s own. The only attacking hitbox it has belongs to the projectiles it fires. BH’s ducking hp has an attacking hitbox of it’s own.

lp standing/ducking: yes

mp standing/ducking: yes

**hp standing: Yes [chest bump]
hp ducking: Yes [reaching down has a hitbox aside from the projectiles. You can be hit by it…]
**
lk standing/ducking: Yes

mk standing/ducking: Yes

hk: standing/ducking: Yes[standing]/NO[ducking]

I just got off testing this on dreamcast.

I saw in one of your matches you hit someone’s Magneto out of the air with the chest bump. That must have made him look and feel stupid. Only time and testing will tell if this could have been made worse by you sj canceling into a combo.

I’m not content to be honest. My play was sloppy from a combination of me not playing the game, having fractured ribs, and playing under the influence of a whole lot of Vicodin. In addition to that, I had to play like 6 people straight in an attempt to get out of the losers bracket which was making my ribs feel worse.

I doubt anyone was mindfucked by my play as well. I felt pretty generic, missing attacks, dashes, and guardbreaks. The only match of me playing that was recorded was my last loss and you can see the point in my play where I said “fuck thinking!” LOL

I didn’t compete in anything else as well. Didn’t plan on playing that much actually. Just went to help out a friend with room fees.

That’s what I thought. I could remember doing it to people, but didn’t have a system to confirm that it wasn’t part of my imagination.
Chest bump is fun to use in casuals. I go for it sometimes for my own amusement. Of course only my two close friends realize when I’m fooling around like that though =P

Based on the above statement, I pity your opponents. If you were healthy and in practice, they wouldn’t have stood a chance. You did the best you could with all the adversity you faced from your injuries and the drugs needed to help with your condition. If you go next year, it’s probably all yours.

Maybe I’ll experiment with this in practice mode alittle and see if I can come up with even a basic sj cancel combo. The timing’s alittle tight, so it may not be practical, but whatever…

Okay, I did some testing on the move. I’ve NEVER done this move on purpose to a player before, so I had to do some testing to get a clue to it’s hitbox, and learned some interesting things about it.

1]It can be sj canceled. [mentioned before, but deserves restating…].
-The timing is tight, I’m just going to assume that it’s just me
2]It’s properties are like the standing mp in terms of the victim’s flight angle when hit by the chest bump. Odds are this means basic combos only, BUT you may be able to flying screen someone into an assist off that air combo. Everyone should still try it out.
3]The person seems to almost need to be inside Blackheart to get hit, so I can see how they can get nailed for a real high trianglejump, a rectangle jump, or when descending from a sj.
4]If you miss, there’s a chance they’ll get clipped by the projectiles it sends out. Those send the person out in even more dangerous and exploitabe trajectories. Even worse [for the intended victim I mean…], they may get held in hitstun point-blank for a call assist, sj chain combo that flying screens them into an assist.

This is a deceptively dangerous move for the opponent to get hit by and better than i thought.

I just wanted to say thanks to Blackheart King for that paragraph on how to deal with the 4Gs. I appreciate it. I’ll probably be back asking a lot more questions and being a scrub in like 2 weeks after MLG DC is over.