-------=====================================================-------
--------========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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