This guy is probably the hardest character to use. His specials have horrible recovery time and his dash is impossible to work with. I had to learn how to use him though cause I kept messing up my attempts to get Mega Zangief. I'm really glad I did though cause he's now my favorite character. If you wanna win with Blackie, then you must constantly be on the offensive. He gets cornered a lot so use his throw range and priority to get out of those traps. He's a very good keep away character but you can also surprise the heck outta your opponent by fighting up close. Even though he's a great character, he's definitely not for beginners.
Mephisto
"I am the maleovolence named Mephisto!"
Blackheart's pappy in the comic book. Mephisto is a color swap of Blackie even though he really doesn't look like this in the
comics. Mephisto is just like Blackheart except his attacks do more damage and they all set the opponent on
fire. Nifty right?. He's generally a better choice than Blackheart and the cool thing is that you can have a Mephisto and Blackheart
team. Kinda like a father/son tag team from hell. Their team super is called Armageddon
Armageddon.
Little Piggies FP
This isn't really a special move, but it is one of his two most important
attacks. Hit Fierce punch and Blackheart launches a whole bunch of pink demons, which look like pigs with wings, at his
opponent. They can hit while leaving and while coming back to him so if an opponent jumps, throw some of these out and they'll usually get hit in the
back. They drain your opponents life when they're attached to him. These come out slower than the green
demons but they have more horizontal range. This move is also useful for
countering fireballs and other projectiles.
Green Demons RK
This isn't a special move either but it's really important to Blackheart's
survival. Hitting Roundhouse sends out a whole bunch of screaming green demons at Blackheart's
opponent. While these guys are attached, your opponent will be frozen and unable
to block. They're also useful for neutralizing fireballs. Blackheart throws the
demons out in different ways depending on his stance. The air versions come out at a diagonal angle, the standing versions go slightly away from Blackheart and the crouching versions go far across the screen but at a very slow
speed. Opponents can escape faster if they jam on the buttons but usually not in time to block
a quick Inferno. The jumping version also sets up his Judgement Day super
perfectly.
Dark Thunder 



+P
Blackheart's very slow projectile, if you can call it a projectile. He shoots out a stream of lightning that goes all the way across the
screen. He's unable to move or block while he's doing this move so make sure it
hits. Jab shoots it along the floor, Strong goes about head height and Fierce goes diagonally
upwards. This move really hurts because it hits twice. The Fierce one is also very good air
defense. So by switching between the jab and fierce versions, Blackheart can
play a pretty good game of keep away.
Inferno 



+P
Blackheart conjures up a little ball of fire and throws it at the ground beneath his opponents
feet. It explodes and creates a geyser of fire, ice or lightning. If his opponent is caught in the blast, they get sent upwards while being hit multiple
times. The damage done by this move is incredible. The great thing about this
move is that you can immediately cancel any of his demon moves with it. Even if the demons are blocked or totally miss, opponents usually get hit while trying to attack
you, leaving themselves open for this ultra fast attack. Something about getting demons thrown at them really makes em go on the
offensive. Hehehe.....
Armageddon

+2P(Level One)
Blackheart lifts his arms to the sky and calls for hellfire and brimstone to come crashing
onto.....him. Geez. This move has no range. You must be right next to your opponent for it to hit and even then, they
often see it coming and block. The best way to make this connect is to hit your opponent with Blackie's launcher while they're stuck in a
corner. The damage that it does is just incredible. It can't be pushed and it does good chipping damage so it
does have its uses. Don't just throw it out randomly though cause Blackheart can
be easily counter-attacked.
Judgement Day

+2P(Level One)
This is definitely Blackheart's best super. He has two different versions of it. On the ground, he spreads his arms and lots of those pink piggies come flying out of his
chest. While in the air, he gets into his demon releasing pose and a whole bunch of his green demons fly out from his
armpits. It does good damage, it can be comboed and it comes out quite fast. Use
this super often because it's a lot more versatile than Armageddon. If your green demons connect, quickly jump and pull off
the air version. This is the best chipping super in the game. It's reminiscent of Magneto's Magnetic Tempest in
XSF. The ground version will completely miss crouching small opponents though so
be careful of that.
Heart of Darkness 

+2K(Level One)
Blackheart throws a sphere of energy at the ground and an army of his minions flies out to pummel
his opponent. If it hits, the demons juggle his opponent in the air as hellfire comes out of the
geyser. It does a lot of normal damage as well as chipping damage plus it is very
visually impressive! However, it's often dodged because of the start up time so you've gotta either do it when they can't block or surpise em with
it. It used to be comboable but Capcom has decided to make an underdog character even weaker....again! :(
Dark Thunder MP+MK
This move is a good team attack cause it stays on the screen for a long time.
Your lead character typically has enough time to dash in and pull off a combo if the opponent is
hit. Don't try to air counter with this cause it's the Short version which goes along the
ground.
Dark Thunder 

HP+HK
This again. This is only good for countering single hit moves. Try this against a multi hitting super and both your guys will get
trashed. I think it will counter beam supers though.
Armageddon 

HP+HK(Level Two)
Why this super? Judgement Day would have been a better team super but noooo....anyways, if you manage to do this in a corner, then you will do mega
damage. Start it off with a partner that has a comboable team super such as Ken, Dan or Wolverine in a
corner. Blackheart will also be able to combo the team super but you'll
typically just waste a level of super meter cause the opponent will be high in the air.
To my knowledge, the only good partners for a team super combo with Blackie would be Sakura and
Mephisto.
Another problem of Blackheart's is the inefficiency of his supers. The Heart of Darkness has been altered so that it does not combo anymore after a normal Inferno. Though it's still good at chipping and does good normal damage, it's way too slow. The Armageddon has no range at all and can only be used in the corner. It can even be rolled away from by smart opponents and Blackie will eat super while he's standing there, testing his deodorant. Judgement Day is great though, so stick to it.
Constantly stay on the offense with him because he really has no defensive moves up his sleeve. Remember that his J.Forward and J.Strong have incredible air priority and will beat anything out. Always use these while jumping in and your opponents will usually get hit when they try to counter. As soon as you connect with either one, hit em with a S.Short, S.Strong and then pull off an air combo or an Armageddon if you're in the corner. If you manage to connect with the demons, immediately pull off a Judgement Day or Inferno.
Blackheart's toughest opponent's have gotta be Spiderman and Omega Red. Spidey's J.Roundhouse can outprioritize even Blackie in the air. His speed and jumping ability lets him easily avoid the demons and he will be able to pull off a lot huge combos because of Blackie's height. Watch out for Spidey and always try to be higher than him if you are jumping. The damage that he takes from Blackie's attacks is quite high so a few combos and well placed supers will quickly finish him off.
Omega Red is also a very tough opponent. His Omega Strike is extremely fast and is almost uncounterable for Blackheart. Also, Blackie's height and width makes him an easy target for all of those coils. I really don't know what advice to give if you're up against a good Omega Red player cause I'm still trying to figure it out myself.
Though the other overpowered character might seem to give Blackie a problem, Wolverine is surprisingly easy to defeat. Since Wolvie has no projectiles whatsoever, he'll be forced to constantly dash or jump at Blackie. Constantly throw some demons his way and air combo him to death.
Combos!
Ground Magic: Kick to Punch
Air Magic: Kick to Punch
Super Jump Magic: Zigzag
Air Launchers: S.Strong
AC Finishers: Forward
2) S.Roundhouse Demons, Fierce-Inferno
3) In corner: J.Forward \/ S.Short, S.Strong --> Armageddon or Team Super
Incredible damage for a simple combo. If you use the Team Super, experiment with your partners to see which moves are most effective cause they'll mostly
miss.
4) Roundhouse Demons --> Air Judgement Day
Simple enough to do, just jump and pull off the super as soon as the demons
connect.
5) While you're near the enemy: Inferno, C.Forward(OTG)
Thanx to Edward Liu of Dave and Ed's MSF site for giving me a lot of help with this
section. He provided a lot of the corrections and combos for this page.
Harder Combos
1) Inferno enemy high out of the air, Heart of Darkness
Oh well...those days of chaining the Heart of Darkness after
Inferno are over. This is the only way to do it because of the enormous recovery lag of the
Inferno.
2) J.Forward \/ C.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward
This is the jump in sequence that you should use against smaller opponents or if you're not in the corner....bigger guys can be hit by J.Jab after the J.Forward and C.Strong instead of
C.Short.
3) In corner: Roundhouse Demons, J.Forward, J.Jab \/ S.Short, S.Strong --> Armageddon, C.Fierce
A simple combo that can get up to 27 hits. After the Armageddon, immediately throw out the demons and they'll grab your opponent if they're not
blocking. Play a mind game to make them try to hit you on the way down, then hit
em with even more demons.
Theoretical Combos
1) J.Roundhouse Demons \/ Inferno, C.Forward(OTG), S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward
This is theoretical cause of the fact that I'm not sure if his launcher will chain after an
OTG.
2) Heart of Darkness, Judgement Day
I dunno, this combo looks like it would work cause it's so simple but does Blackie recover fast enough?
� 1998 Migs Rustia: [email protected]
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