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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, ^๓gฎAVa๓Aand
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.