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hideOriginal Post

Jan 25, 04 12:45PMplayboydojo


Sharing Blackheart knowledge and overall discussion of why he doesn't wear pants. Everybody share what they know.




First, you need to discover the Tail of Jesus. All of BH's lk's are godly. They are some of the quickest long range pokes in the game. The standing lk reaches between a third and halfway across screen. The jumping lk is a little shorter than the jumping lp, but it reaches further under him. The lp's are great too, but the lk's are quicker and-- especially in standing/crouching situations--setup for combo's better. lk+Anti Air Assist(AAA), lk *assist hits* InfernoxxHeart of Darkness is still a great combo when it hits. If you can DHC it into something else, like Sent's HSF, or Iron Man's Proton Cannon, you're got something killer on your hands. If the very next character in your deck is Storm, use Armageddon instead of HoD so you can DHC into Hailstorm, and relaunch. The lk's should usually be your main opener if you want to catch somebody screwing up.


The second thing you want to learn is his jumping hp(usually done with a space-controlling assist like Sentinel's drones). People who think BH gets rushed down for free haven't been playing the right BH's. The main thing about this set up is that with all the demons (and drones, or whatever) on screen, Magneto can't just dash right in. He can't dash right over, because BH is so high up, you'll be able to react in time(not to mention, he'll have to get past the demons wandering about and folloing BH). Don't overuse this, because essentially you're not getting anything done. This was the biggest downfall to playing BH as a trap character--not getting any real damage in for his effort. Use this only to stop rush characters. With the exception of Captain Commando, BH and Ken, this is fairly safe in spite of AAA's. If it hits, don't forget to squeeze in an lk (or launcer, I guess) to go for a combo opportunity.


I'll post more tomorrow.

Does anyone know why BH doesn't wear any pants?

Thread Recap (last 10 posts from newest to oldest)

Feb 13, 09 08:20AMfirerikku546555


[quote=kin jazama|message:5498309]
They need to make a movie about him.

That would be cool.

-------------------
[\quote]
Well he did appear in the ghost rider movie according to rumors but....... he actually is human and wears leather!

Dec 13, 08 09:15AMwheeeee


when i use blackheart, i use him together with doctor doom and iceman...
doctor doom and blackheart is a very good combination if you know how to use both doctor doom and blackheart with anti air assists..

Aug 08, 07 08:56AMdemonkingdabura


he sucks

Aug 22, 06 04:58PMShadow Rue


I can feel my brain expanding.

Aug 22, 06 03:32PMOrder66


WoW.COOL.

Aug 22, 06 02:48PMplayboyd


F - Forward U/F - Up/forward
B - Backward U/B - Up/backward
U - Up D/F - Down/forward
D - Down D/B - Down/back

LP - Light Punch / Jab
HP - Hard Punch / Fierce
LK - Light Kick / Short
HK - Hard Kick / Roundhouse
A1 - Assist 1
A2 - Assist 2

Abbreviations/Conventions
-------------------------

P - Hit either punch
PP - Hit both punches
K - Hit either kick
KK - Hit both kicks

+ - Input commands on either side of the sign simultaneously.

QCF - Quarter Circle Forward; D,DF,F
QCB - Quarter Circle Back; D,DB,B
HCF - Half Circle Forward; B,DB,D,DF,F
HCB - Half Circle Back; F,DF,D,DB,B
DP - Dragon Punch (Shoryuken) motion; F,D,DF
RDP - Reverse Dragon Punch motion; B,D,DB
360 - A 360-degree motion, starting anywhere; e.g. U,UF,F,DF,D,DB,B,
etc. [NOTE: You really only have to do a 270, hit 6 consecutive
directions, to register a 360 motion].

OTG - Off The Ground
DHC - Delayed Hyper Combo, also known as an EX Cancel

Universal Moves
---------------

F,F or PP - Dash forward
B,B or B+PP - Dash backward
D,U - Super Jump

(after blocking) PP - Push block / Advancing Guard
(after blocking) B,DB,D+A1 – Variable (or Alpha) Counter (to your A1,
Level 1)
(after blocking) B,DB,D+A2 – Variable (or Alpha) Counter (to your A2,
Level 1)

QCF+A1 - Snapback (to opponent's A1, Level 1)
QCF+A2 - Snapback (to opponent's A2, Level 1)

Combo Prefixes/Conventions
--------------------------

MP - Medium punch / strong. LP button in combos
MK - Medium kick / forward. LK button in combos
d - Dash. Dash forwards before executing the following command
s - Standing. e.g.- s.LK means a light kick while standing
j - Jumping. e.g.- j.LP means a light punch while jumping
c - Crouching. e.g.- c.HP means a hard punch while crouching
sj - Super Jumping. e.g.- sj.HK means a hard kick while super-jumping
XX - Cancel into. e.g.- s.LK XX QCF+P means a standing light kick
cancelled into a QCF+P motion.
/\ - Jump (usually after a launcher, to follow your opponent)
\/ - Land

Aug 22, 06 05:29AMShadow Rue


Okay, is there a book called "MvsC2 abbreviations for Dummies" by any chance I can get?

Aug 21, 06 05:00PMplayboydojo


quote
BH/Cable/Cyke

s.lk+Cyke, s.lk, superjump *assist hits*, sj.hk, a/d back, sj.hk, land, [jump, j.hk *wiffs*, jump j.hk]x4, tag in Cable, go nuts.
Blackheart builds easy meter, snaps in Cable...that seems pretty damn simple to me.

quote
or BH/Storm/Cyke

pretty much the same thing except after the infinite you use InfernoxxArmaggedonxxHailstorm. It's a little harder to nail the inf with BH/Storm/CapCom but the team gets too nasty.
s.lk+Cyke, s.lk, superjump *assist hits*, sj.hk, a/d back, sj.hk, land, [jump, j.hk *wiffs*, jump j.hk]x4xxInfernoxxArmaggedonxxHailstorm takes 60% life easy and puts a Storm with 3 meters on point. The game is pretty simple from there.

Aug 21, 06 08:20AMShadow Rue


Uh, everything?

Aug 21, 06 07:26AMplayboydojo


Well, it would help if you specified what/why you didn't understand...

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