-------=====================================================-------
--------========Marvel Vs Capcom FAQ : Blackheart v1.1=========------
---------======== Compiled by Lemur-X, 4-4-2000 ========-----------
--------=====================================================------
Index : 1: Intro/disclaimer/other BS.
2: Legend of keys
3: Overview of character
4: Normal attacks (standing & flying)
5: Special attacks & Supers
6: Introductory combos
This faq was written for personal and private use. Feel free to
distribute if desired, just make sure to give credit where credit is
due. You may not alter the following and claim it as your own, or
your knees belong to Guido……
Revision History : 4-4 Original FAQ completed : 4-5 Corrected some
Specials' names; added Assist Mode Type information.
---------================ 1: Introduction =================-----------
I first started playing the VS series w/ the advent of "X-Men vs
Street Fighter"'s release on the Sega Saturn. Good Lord…….Now there
was a game….And none of the followups have really shined as it did
(IMO) up until "Marvel Vs. Capcom 2".
The series of FAQs I'll be putting out will be related to all the
funky, freakish, or 'Darkhorse' characters of the game. Characters
people rarely use….and when they do use, use ineffectively at best.
I'm doing this due to the fact that * every * single character in
this game is very playable…..very…….And knowing this can give you quite
an edge over people that would underestimate them….
---------=================== 2: Legend ===================------------
Here's the legend of keys and terms used in the following FAQ.
Attacks : Jab = Light Punch
Fierce = Hard Punch
Short = Light Kick
Roundhouse = Hard Kick
b = Back
f = Forward
d = Down
u = Up
B = Charge back for 2 seconds
D = Charge Down for 2 seconds
P = Punch
K = Kick
PP = Both punches
KK = Both kicks
HCB = Half Circle Back (Roll controller from forward, to
down, to back.)
HCF = Half Circle Forward (Roll controller from back, to
down, to forward)
QCF = Quarter circle forward (Roll from down to forward)
QCB = Quarter circle back (Roll from down to back )
OTG = Off the ground. Getting your licks in whilest they be
Down for the count.
Launcher = Any move which sends your opponent to the heavens.
NOTE : All percentages given are from damage taken by Cable (a fairly
balanced character). Your mileage may vary.
---------================ Blackheart ====================-----------
Blackheart is one of those characters that many have a hard time
coming to grips with. He's a large character, but relies mainly on
attacks that are projectile based, or shove an opponent away when they
connect……but on the other hand, he has a freaking incredible corner
game. He's someone where a good defense can be the best offense for……
Here are a few of his main strengths.
1 : Powerful Supers : Out of his 4 supers, 2 take off 50% health, and
the other 2 take off 40% if used properly. Not too shabby when you
consider that he has THE best Super Combo openers out of nearly any
character in the game.
2: Fast Supers : They be fast!
3: Projectile Strikes : Blackheart has the unique ability to create
a projectile with any Fierce or Roundhouse strike. Since they require
no joystick input they are great for using as buffers into other
projectiles, combo openers, or Super Combos.
4: Distancing : The man (?) has the uncanny ability to keep nearly
any opponent clear across the screen if needed. With a projectile for
any occasion, he has come prepared……
5: His corner game : Seeing as Blackheart has some of the nastiest
combo openers, and more powerful combos in the game, he's a very real
threat to anyone caught off guard near a corner. 2 super bars and 4
normal strikes are enough to drain ANYONE of 80% of their health.
6: His Dash : Blackheart's dash is unique. In the air it's a
simple hop forward. It can even be executed while falling backwards
from a jump. On the ground, he dissolves into the ground and lunges
forward. EXCELLENT for going THROUGH projectiles and getting out of
corners (it travels through nearly anything. Including people!)
7: Super Meter : His Super Meter fills incredibly quickly just from
his Fierce and Roundhouse.
Of course you must take the good with the bad. =(
1: Defense (Lack thereof) : His defense sucks. Not as bad as Magneto
or Akuma's, but he can easily be overwhelmed if enough pressure is put
on him. Beware Chun Li and Sakura players.
2: He's a big target : He stands tall. Takes hits at an incredible
pace. Blackheart will become a combo magnet if he stands in one place
long enough….
3: Reliance : Nearly all of Blackheart's combos are opened with a
Fierce or Roundhouse, so it won't be long before a smart opponent
learns to telegraph these like there's no tomorrow. Be exceptionally
wary of falling into patterns with him. Which brings us to….
4: Recovery : Blackheart has a recovery time rivaled only by
Anakaris. In other words it's freaking slow. Never use a special
attack at close range unless it's a guaranteed hit!
5: His Dash : When dashing on the ground, he is unable to attack.
=( Plan your trip well.
---------================ Normal Attacks ================-------------
Standing Jab : Long range. 1/5th the screen. Low damage. If pressed
again after a clean hit, it executes his launcher,
which is seriously lacking in the range department.
Standing Short: Unbelievable range. Second hit is a mid range shove.
Standing Fierce : Very slow. Does a small launch upon clean hit.
Standing Roundhouse : GREAT MOVE. 7 hits at close range. Last 6 hits
stun, leaving them WIDE open. Fills about 15% of
your Super Meter. Use often!
Ducking Jab : Short range, light damage. 2nd hit tends to miss…..
Ducking Short : Decent range. 2nd hit is same shove as standing Short.
Ducking Fierce : Very slow windup. If first frame of animation hits,
it becomes a low launcher. Good in corners.
Ducking Roundhouse : Damage is non-existant. But it freezes enemy for
a few seconds. Good for a mixup game on the
ground. Avoid otherwise.
Jumping Jab : Decent at best. Same range as standing Jab, but hit comes
from overhead. Easily ducked.
Jumping short : Use only in air juggles. Short range, and it's an
overhead hit.
Jumping Fierce : Low damage, but the launched demons sweep a nice
area. Fills your meter as well. =)
Jumping Roundhouse : Long windup. Quick launch. Low damage. Stuns!
---------================== Special Moves ====================---------
Dark Thunder : QCF, P : Jab to shoot across the ground. Fierce for an
upward beam. The Jab tends to take a second
to hit an opponent. The Fierce is instant.
Inferno : HCB, P : Ranged by the Punch button used. Nice combo
ender. Good damage.
---------================ Super Attacks ==================---------
Armageddon: HCF, PP : Fast startup, and absolutely CRAZY damage if you
catch your opponent in the air with it. Good
block damage. Use in corners.
Judgement Day : HCB, PP (in air ) : Slight delay at startup. Good
juggling super due to the fact it
spreads * Upwards *. 20% damage.
The air version travels downwards
nicely.
Heart of Darkness : HCF, KK : Quick start. Originates from opponent.
GREAT in conjunction with a stunning
Roundhouse. About 40% damage.
--------================Elementary Combos================-----------
I've decided to not put a slew of "True" comboes in this section
due to the fact that there's so damn many……Instead here are some of the
more reliable/simple comboes and pressure tactics…
Way Too Easy 8 Hit Stun : (very close) Standing Short, Standing
Roundhouse. Combo away…..
50% 16 hitter : (very close) Standing Roundhouse, Heart of Darkness.
(Let the Roundhouse Demons stun them completely for max
effect)
Distancing : Standing Short, Standing Jab, Fierce Dark Thunder.
(not registered as a combo, but I have yet to see anyone
successfully block it at all times )
More to come next revision. =)
---------================= Assist Modes ==================------------
Assist Mode A : Blackheart executes a Jab "Dark Thunder".
Assist Mode B : Jumps in with a Fierce "Inferno" Fairly useful.
Assist Mode C : Jumps in with a Jab launcher. Useful in corners for
continuing juggles.
---------=================================================-------------
Special thanks to : Derrick and Chris for playing such a whorish keep
away game with Morrigan and Sakura. Without you I would not have to
resort to using people you don't know how to anticipate. >=D
Mtn Dew : For filling my veins with enough
caffeine to kill a small elephant.
Capcom : For advancing the Vs series yet again!
Submissions? Mail em to lemurx@drunkenlemur.com
This and other FAQs are up for grabs at http://www.drunkenlemur.com
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