msf_blackheart_combos

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VI. Combos:
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Basic combos:
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C. LP, C. LK

C. LK, C. MP

S. LK, S. MP /\Air combo

C. MK, S. MP /\Air combo
The launcher will only connect if the opponent is close enough.

S. MK, S. MP /\Air combo

C. MK, C. Red demons
Be aware that the opponent can jump over the ground Red demons to hit Blackie
while he's throwing out the others.  Blackie's delay can be cancelled with
a special move, super, or Variable assist.

C. MK, S. Red demons

S. HK, S. HP

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Jump-in combos:
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J. MK \/ C. MK
Although the C. MK doesn't always get in, I like this combo cuz the J. MK
has huge priority.

J. MP \/ C. MK

J. MK \/ C. MK, C. Red demons
As long as this combo makes contact, two of these combos build up 90% of
one super bar.

 (backward) NJ. Red demons, forward NJ. MP \/ C. MK.
First of all, make sure the opponent is not close to you when you throw
the red demons or you'll just get hit and not even get a chance to start
the combo.  The J. MP needs to positioned perfectly, and depending on how
the opponent got hit by the demons, it won't always connect.  I use the J.
MP cuz it has hella reach and is the only move fast enough and has enough
reach to nail the opponent after the red demons have reached the opponent.
 
This is the combo I use when I my opponent is trying to dash in at me and
I don't have a super bar.

J. Red demons, backwards SJ.
This isn't really a combo, but just a good way to play keepaway.  If the
opponent chases you in the air, they'll get hit by the red demons.  If
they don't, just throw the green demons on them.

SJ. F. Green demons, launch  air combo
Make sure to throw the Green demons before Blackheart reaches the height
of his super jump and continuously hold the joystick forward so you can
land behind the opponent.  This won't work when the opponent is already
super jumping before you.

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Air combos:
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J. MK/MP \/ LK, Launch /\ SJ. Air combo: LP, LK, MK, HK
This is the basic way I air combo that I aim for in the middle of the screen
or when I don't have a super bar.  This air combo will always connect smoothly
regardless of character size.  The SJ. HK won't connect - its function
is to put offensive pressure on the opponent.

Launch /\ SJ. Air combo: LP, LK, MK
I skip the SJ. HK when I hit an opponent into the corner.

Launch /\ SJ. Air combo: LP, LK, MP, MK, HP
This combo only works on huge characters like Hulk, Zangief, and Blackheart.
 With anyone else, the SJ. MP will usually miss.

Backward NJ. Red demons \/ projectile assist /\air dash  any jump-in combo

C. MK, Launch /\ SJ. LP, SJ. MK
I like to use this combo as air defense, altho the launcher does not always
reach.  Looks cool when it does connect, tho.  I can only get 2 hits in
this air combo cuz the opponent is just too far away in the air.

 (blocked) S. MP  Assist
This is a good way to cancel Blackheart's recovery on his launcher.  The
assist also puts offensive pressure on the opponent.

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Judgment Day combos/setups:
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 Here is a list of the ways I set up Judgment Day:

After an air combo into the corner (3)
Judgment Day as an air combo finisher, throw 2 more afterward (3)
After a SJ. red demons has made contact (1)
J. MK  NJ. Judgment Day (1)
S. Green demons  S. Judgment Day (1)
C. MK, Launch  S. Judgment Day (1)
SJ. air throw  air Judgment Day (3)
NJ. air throw, J. Green demons  air Judgment Day (1)
Opponent's partner just died (1)
C. MP in corner  S. Judgment Day
C. Red demons  Forward or up NJ. Judgment Day (3)
Heart of Darkness  Judgment Day (1)

Air combo into corner, /\backward NJ. Green demon  Judgment Day, Judgment
Day, Judgment Day  backwards air dash

This is my trademark Judgment Day set up with Blackheart - I use this set
up the most.  Even if this combo doesn't connect, 3 Judgment Days do 3 bars
of block damage.
Problems with this set up are that the first Judgment Day can be pushed
and certain characters can hit Blackheart after the first Judgment day.
 After the final Judgment Day, Blackheart can be hit by uppercuts, Fatal
Claw, and Gamma Crush.  If the opponent jumps up and blocks Judgment Day
in the air, they can do a Carbonadium Smash, ^‹๓”g“ฎŒA“V–‚‹Ža‹๓Aand
Super Optic Blast.

Launch /\ SJ. air combo: LP, LK  Judgment Day, Judgment Day, Judgment Day

I got this combo from Steve.  This is best to do when Blackheart is in the
middle of the screen.  This is a safer way to chip than my trademark set
up because Blackie can't be countered and can't be push blocked.

C. MK, Launch  S. Judgment Day

I don't go for the air combo set up here because the full hits won't get
in.

C. MK, Launch  SJ: LP, LK, MK throw (pound the MK), Judgment Day

B. NJ. Red demons, B. SJ. Red demons, SJ. Judgment Day, Judgment Day, Judgment
Day

This will only work if the opponent has super jumped at you.  During the
super jump, only do Judgment Day as soon as you can see the Red demons make
contact with the opponent while they are coming back to Blackheart.  Also
make sure the opponent is close to you.  Even if it doesn't combo, it will
still do good chip damage.  This combo is good against super jumpers.

S. HK  Inferno or Judgment Day

This is an excellent way to nail someone when they have just switched in.
 It does a good 40% on the first switch in and about 25% on any other switch
in.  Just make sure not to cancel the demons before they start munching
on your opponent.  Watch out for people who can shake off the demons in time.
 
Even if this doesn't connect, out fear of it being ducked cuz the S. HK
will push the opponent back even if it's blocked.

NJ. MK  air Judgment Day  backwards air dash

This doesn't combo, but it is a very good way to force your opponent to
block all of Judgment Day.  I only do this against the big characters (Zangief,
 Hulk, Blackheart) because it can miss completely against small characters
if the MK came into contact with the opponent too close or too far away.
 

SJ. air throw, air Judgment Day

Do Judgment Day immediately after the throw.  Judgment Day will target where
the opponent was thrown down to.

Throw into the corner, F. NJ. Green demons  air Judgment Day  B. air dash

Throwing the Green demons locks the opponent down so that they can't jump
up and avoid the Judgment Day.  Watch out for people who roll the punch
throw.

Opponent's partner just died

As soon as the opponent has died, I just jump diagonally forward and throw
the air Judgment Day.  S. Judgment Day also works too.

(in the corner) C. LK, C. MP  S. Judgment Day

Although this looks cool, if the opponent blocks the C. MP, Blackie is left
vulnerable.

(in the corner) J. MK \/ C. MK  C. Red demons, J. Judgment Day, J. Judgment
Day, J. Judgment Day  backwards air dash

Make sure the opponent starts blocking the Red demons before jumping for
Judgment Day or they can escape targeting.   If the opponent is blocking,
this eliminates the possibility of a counter attack or jumping away.  If
they get hit by the Red demons, Judgment Day may combo.

Heart of Darkness, (air dash,) Judgment Day

This combo looks very cool I've gotten up to 30 + hits with it.  However,
the timing is crucial for getting Judgment Day to connect is crucial.  Here
are the different timings I have tried for comboing Judgment Day:

As soon as you see the opponent's body catch on fire, do Judgment Day.
This timing is the most successful for me.
Dash  Judgment Day.  This guarantees that Judgment Day will come out, but
the split second used to dash may make the Judgment Day come out too late.
 Also, if the opponent is too close, Blackheart may dash past them.  This
works best against huge characters.
Doing Judgment Day on instinct.  My friend S is very good timing it this
way, but I can't do it this way.
Counting.  As soon as I see Blackheart rising in the air for Heart of Darkness,
 I used to count one-one-thousand, two one-thousand, three one-thousand
or one two three. As soon as I finish saying three one-thousand, I do
the super.  However, this is imprecise because sometimes I count too fast
or too slow.

The earliest you can do Judgment Day is when the flame from Heart of Darkness
has just turned green and is about to disappear.  This is possible if you
enter the command on instinct.  If you see Blackheart falling, it is probably
too late for the Judgment Day to connect.
Although Judgment Day will only do about 10% damage, that's still like chipping
someone with the super and sometimes the extra damage can help. This combo
does about 40% damage to an Akuma that has just switched in.
Don't do Judgment Day if Heart of Darkness doesn't connect.  Judgment Day
will most likely miss and you will have wasted a super bar.
 

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