From:
[email protected] (James Margaris)
Subject: Blackheart FAQ
Date: 09 May 1999 00:00:00 GMT
Message-ID: <
[email protected]>
Sender:
[email protected] (Verified)
Organization: Cornell University
Newsgroups: alt.games.sf2
In the spirit of of doing something useful I finally put together a Blackheart
FAQ I had been thinking about. It has a pretty good strategy section that I
think many people will find useful. I have never witten a FAQ before so the
format may suck. Send suggestions my way.
James M
--------
Blackheart Faq, MvSF and MSH
Table of Contents:
----------------------
FAQ Introduction
Basic Info
Normal Moves
Special/Super Moves
Tactics
Character Specific Matchups
MSH Tidbits
----------------------
----------------------
INTRODUCTION:
----------------------
I'm writing this FAQ because of the lack of information that exists
about Blackheart on the web. There is very little that deals with Blackheart
tactics and strategy, and very few FAQs even get the moves right. (Almost
nobody seems to understand how the fierce demons work, for example) I get the
feeling that very few people understand how to play Blackheart, and hence he
is a vastly under-rated character. This FAQ is written for MvSF. Anyone can
use it, although often I will compare MvSF Blacky to MSH Blacky, so knowledge
of MSH Blackheart, while not required, may be helpful. In the end of the FAQ I
go over some tactics for the original MSH Blackheart, in enough depth so that
MSH players will find this FAQ of some use. Of course many of the strategies
for MvSF Blackheart are also useful for MSH Blackheart.
----------------------
----------------------
BASIC INFO
----------------------
Blackheart's ground magic series is kick to punch, I don't even
remember what his normal jump is. Either punch to kick or kick to punch.
Switch in:
Blackheart flies in with a super fast jumping forward.
Team Super:
Armageddon
Assist:
Does a low Dark Thunder, waits for a second and leaves. Too slow to be
effective in most circumstances, but decent if your other partner is also
Blackheart and you cover him with some demons. You can Combo the HoD off of a
team assist that hits!
----------------------
----------------------
NORMAL MOVES:
----------------------
Jab: A fast standing punch, OK range and priority, overall not terribly
useful.
----------------------
Strong: His launcher. In MSH this was fast with good priority. In MvSF it
basically cannot be used as air defense because it is just too damn slow.
Alright in a few combos, that's really about it.
----------------------
Fierce: Blackheart bares his chest and demons fly out. (For an explanation of
how the demons work, see the end of this section). It takes a while for them
to get going and doesn't have very good range. Too slow to be effective, but
is his most damaging normal if you can get it to hit from close.
----------------------
Short: A quick bash with his tail. This move (like many of his) has worse
speed, range and priority than it did in MSH, where is was one of his most
useful moves. It is still decent for stopping someone from dashing in on you.
----------------------
Forward: Spikes from Blackheart's back hit enemy. This move will stuff just
about anything apart from an invincible super. Use it frequently. His best
standing normal move.
----------------------
Roundhouse: Blackheart stomps the ground and demons fly across the screen.
Kind of slow start-up. Alright if used infrequently, don't get sloppy using
it too often or you will pay. Best from far away or close, where Blackheart's
foot will actually hit them as well as the demons that come out. Avoid using
it from midrange, where the opponent can jump over on reaction. (For
exceptions see tactics)
----------------------
----------------------
DUCKING:
----------------------
Jab and Short: These have about the same range and speed and I use them
interchangeably. Good, high priority quick attacks for when you are right next
to the opponent.
----------------------
Strong: Blackheart does a straight punch as dark energy swirls around his arm.
This move knocks the opponent back but if they are near the corner they can
recover and hit you before it finishes. Furthermore it has much worse range
than it looks. I *never* use this move, and would suggest you do the same.
----------------------
Fierce: Blackheart punches the ground and a bunch of demons come out and go
3/4 of the way across the screen. Useful in limited application. (see tactics)
Forcing your opponent to block all of this will build meter for you like
crazy.
----------------------
Forward: Similar to standing forward, use this move a lot. Generally I use the
low forward if I think the opponent will do a ducking attack and use standing
forward if I think they might try to jump away. This move will stuff a lot of
things and is very safe.
----------------------
Roundhouse: Demons crawl across the floor towards opponent. I never use this
move. If it has a use I don't know about it.
----------------------
----------------------
JUMPING:
----------------------
Jab: A horizontal punch with good range. Useful for air to air confrontations.
----------------------
Strong: A 30 degree angled downward bolt of energy emanates from Blackheart's
hands. In MSH this move was quick. In MvSF is has horrible lag before
start-up. Even so it has *monstrous* range. I use this maybe 2-3 times a match
but I almost always hit with it when I do use it because the range and angle
can catch people sleeping. (See tactics)
----------------------
Fierce: Your best friend. This is THE move. Best pressure move, best air
defense move.
----------------------
Short: This move even looks slightly different from in MSH (I think). Any use
it has is lost on me.
----------------------
Forward: This is the best jump-in from close range. A good crossup and high
priority. Will stuff many anti-air moves *but* you cannot be right above them.
If the opponent is going to do a Ryu low fierce, for example, to not get
beaten or trade you must be about an character width away from them, not right
on top of them.
----------------------
Roundhouse: Demons fly at a downward angle. This move can be useful but if you
miss with it you cannot block and are dead meat. The angle takes some getting
used to.
----------------------
----------------------
Roundhouse Demons:
----------------------
When the roundhouse demons hit someone they will be stunned, unable to move.
They can wiggle the joystick to become unstunned quicker. In MvSF the stun
time is very low if the opponent is trying to shake out.
----------------------
----------------------
Fierce Demons:
----------------------
*Only* the air fierce demons come back to you, contrary to what many FAQs out
there would have you believe. When the demons hit someone they will grab onto
them and start sucking away energy. The opponent can shake to make them get
off faster. If you hit with the air demons, as soon as you do the next air
attack the demons on the opponent will go away.
----------------------
If you are hit the demons will disappear. If you do an air fierce or
roundhouse you cannot black afterwards.
----------------------
SPECIAL MOVES:
----------------------
Dark Thunder (HCT + P):
Using jab, strong or fierce will make this go along the ground, at chest
level, or at a 45 degree angle upwards. In MSH the Dark Thunder has the
peculiar property that if it hits an opponent *or* they block it they will
freeze in place, lose any forward momentum they had, and then get pushed back
as the move ends. As such it was a decent keep away move. In MvSF it lost this
property. If an opponent blocks it they are not frozen in place, and if it
hits them it immediately knocks them over. Sadly this causes some major
problems. For example, if you hit someone with the upwards Dark Thunder, they
can sometimes hit the ground, get up and super you before you are able to
block. Furthermore many characters can walk underneath the mid-level one. If
my opponent is jumping up or back in the corner or from far enough away I
might use the jab or strong version to force a little block damage on them or
get a lucky hit. Aside from that it is not useful.
----------------------
----------------------
Inferno (HCB +P):
----------------------
A portal will open underneath the opponent and fire, lightning or ice will
shoot upwards. The fierce version will track an opponent anywhere on the
screen, the strong version will track to within 1/2 screen away from
Blackheart, and the jab version will always appear directly in front of
Blackheart. In MSH you can choose fire, ice or lightning by pressing fierce,
stong or jab after the punch that activates the portal. In MvSF the far portal
is always fire, mid ice, close lightening.
The inferno has suffered a similar fate to the Dark Thunder. In MSH if
the portal opened underneath the opponent they would be forced to block three
times and could not move until the move was almost finished. In MvSF they only
have to block once and then they are free to walk right through it and hit you
with anything they want. Blocked portals are a very bad thing in MvSF. The
only nice thing about the portals is that they open faster in MvSF, which you
can use as a surprise element or to counter air-fireballs. In general they are
fairly worthless now though. It is nearly impossible to do anything after a
portal hits, because the recovery has been increased and they hit only once or
twice instead of the three times on MSH. Occasionally the blocked portal will
hit twice, with the second hit sometimes occurring well after the first. I'm
not sure exactly how to get this to happen. Also a portal that hits will
occasionally do the same thing, hit again well after the first hit.
----------------------
----------------------
SUPER MOVES:
----------------------
Armageddon (Crunchberries) (QCT +PP):
----------------------
A bunch of rocks fall down and hit opponent. In MSH this would combo after a
standing strong from anywhere on the screen. This does not work in MvSF.
Furthermore, if a rock hits them instead of stunning them until they hit the
ground it will only stun them for a 1/2 second or so, and sometimes they can
recover and block the rest of the rocks. In the corner you can still do stand
strong->Armageddon. Other than that the only real use I've found is crossing
people up with it as they super jump over you.
----------------------
----------------------
Heart of Darkness (QCT +KK):
----------------------
A portal opens up under then opponent and a bunch of demons fly up and hit
them. Now that this cannot be comboed after a portal there is not much use for
it anymore. It doesn't even do very good damage in MvSF, even though it is
near impossible to land. If you try to anticipate a fireball and use it the
fireball will often hit you and the HoD will end. I find it useful to do block
damage in a few specific situations, when you *know* the opponent will not be
able to dash or super jump away. (for example, if they jumped backwards in the
corner or the second char is jumping in after the first one died)
----------------------
----------------------
Judgement Day(QCB + PP):
----------------------
A *very* useful super for Blackheart. On the ground a bunch of fierce demons
fly out of his chest are varying angles, in the air roundhouse demons fly
downwards. With the proper set-up this move will do *huge* block damage. Much
of the tactics section has to do with landing this super. This super
constitutes a very large portion of my offense when I play Blackheart. It also
is the *only* thing MvSF Blackheart has over MSH.
----------------------
----------------------
TACTICS:
----------------------
General:
----------------------
Blackheart is at his best when the opponent is on the offensive. Most of
Blackhearts annoyance patterns and set-ups involve the opponent being
aggressive. Blackheart has a tough time making comebacks against turtles. None
of his supers can be thrown out in desperation and he has no dashing combos.
Do not get behind.
----------------------
----------------------
Jumping Fierce: Your Best Friend
----------------------
We will start with the jumping fierce. There are two times to use the
jumping fierce. The first is when your opponent is on the ground. This is the
obvious time. The slightly less obvious property of the jumping fierce is that
it is far and away the best air-defense Blackheart has, and is also the best
set-up for his super.
You have to practice a bit with the jumping fierce to get the range
right against an opponent on the ground. In general you want the opponent to
block the demons or you want the demons to be flying around in front of the
opponent. The two mistakes you want to avoid are doing the fierce demons from
too close, where the opponent can hit you with an anti-air move, or doing them
too high up where the opponent can dash underneath them and launch you. The
demons to not come out very fast so make sure you are not on top of the
opponent when you do them. You should never do the demons from closer than 1
character width, and usually two is better. Remember, is it much better to
have the demons fall short than for you to drift too close.
Certain characters (wolverine and Shuma) are decent at running
underneath the demons and hitting you. To avoid this you must make sure not to
throw out the demons from too high up. You can also mix in a jumping forward
or strong from the appropriate distance. Often times the opponent will dash in
for the launcher and get stuffed by the forward or totally surprised by the
strong, which has a great angle for this sort of thing.
The goal with the jumping fierce against a ground opponent is not to do
damage. The goal is to annoy the opponent, frustrate them, and also build your
meter. Forcing the opponent to block demons builds meter very quickly.
Note: If you are adventurous, you can purposefully make the demons go
over someone's head, land and block as they attack you, and then watch the
demons come from behind them and hit them while they are attacking, letting
you do your best combo or a super. The idea is to bait them into thinking they
can hit you by going underneath the demons when in reality you have time to
block. Just make sure you really do have time or else you will be eating huge
damage.
Now that the opponent has been frustrated on the ground chances are
they will take to the air. This is your best opportunity to do damage. When an
opponent super jumps at you there are two plans I like to use. One is as they
jump I do a normal jump and throw out fierce demons. Then, I super jump and
meet the opponent in the air. Usually I just air block and let them attack me.
As they attack the demons come from behind and hit them, and you can often
follow with another attack. If they block the demons you can air throw if you
get the positioning right.
The other tactic, the one I use whenever I have super, is to wait
until they are at about the height of their jump and then jump and throw the
fierce demons. When they come down I block and once again the demons come and
hit them from behind. As the demons hit you do a Judgment Day. Even if they
block the demons, if you do the Judgement Day at the right distance (close to
you at chest level) *every* single demon will hit them and do huge block
damage. If your opponent begins jumping around a lot you have won. Every
time they super jump in you can just throw out the air fierce demons and have
your way with them.
Using the jumping fierce on the ground and as anti-air is your primary
annoyance and keep-away strategy. Very few characters have any chance of
getting in on Blackheart if he plays a good keep away game.
----------------------
----------------------
The Pressure Strategy:
----------------------
This is a strategy designed to pressure the opponent and build up meter, and
as an alternative to keep away. Basically I will do stand, low and jump
forward attacks along with jump straight up fierces from outside normal move
range. Forcing your opponent to block the fierces will build meter very
quickly, and the standing forward and jump fierce will catch the opponent if
they try to jump away. If they try to get closer the low forward will push
them back, and I use the jumping forward if I have been pushed back too far or
they are not in the corner yet. If this continues for more than a few seconds
usually the opponent will get very antsy. To take advantage of this one thing
I might do is the standing roundhouse, which they might run into. Another
thing I might do is jump and air dash above them and do the air Judgment Day
over a limb. If they happen to get super while you are using this strategy
they will probably try to use it pretty quickly so it's usually not too hard
to lure it out of them and then go back to pressuring.
A third tactic is to interrupt a low forward with a low fierce. From most
ranges the opponent has time to jump out after the first part of the low
fierce has hit them but before the second wave of demons has reached them. You
*never* want to do this if they have super meter and a quick super. If they
don't, however, it can be very effective. If your opponent blocks the low
fierce you get a ton of meter. Another possibility is that they do a normal
jump at you. If they do this you can interrupt with the Judgment Day and hit
them or force them to take good block damage. If they super jump you can time
an Armageddon to "cross them up" as they go over you in the air. I generally
use this low fierce strategy when I get the feeling my opponent is either
antsy enough to make a big mistake or that they will soon break out of the
pattern anyway.
----------------------
----------------------
The "Twitch" Strategy:
----------------------
The other Blackheart player at Cornell used this very successfully. This
strategy (like most) relies on the opponent feeling frustrated. Unfortunately
this strategy leaves you open sometimes, but on the plus side you can use it
to deal damage quickly. The way it works is this: You want to do a series of
moves with such spacing so the opponent has enough time to twitch between each
move and get hit by the next one.
If the opponent super jumps you super jump to meet them and do a
jab->roundhouse air chain. You want the timing such that you will hit the
ground a bit after they do, just as the demons are finished hitting them. As
you land you do a standing roundhouse timed so that if they blocked the air
roundhouse they have time to just barely begin a dash or jump. If your timing
is right the roundhouse stomp will catch them just as they twitch. If you hit
with the stomp you can do whatever is most appropriate. If they block the
stomp and you are close enough you interrupt the stomp with the standing
strong. The standing strong when blocked will let them recover before you have
finished, so as they recover you open a portal to catch them as they try to
move in. If you are too far away for the strong you can go directly into a
portal from the end of the roundhouse.
If your opponent blocks everything including the portal you are
screwed. However, there are ways to prevent against this. For one you can do a
Dark Thunder instead of the portal for some safe block damage. However,
remember that he nice thing about this strategy is some quick damage. Another
thing you can do is not always do the full series of moves. If you stop a few
times at the roundhouse or the standing strong you can train your opponent to
expect nothing afterwards. One nice thing about stopping after the strong is
that the first time you do it, if the opponent is not quite fast enough to hit
you after blocking it (and they usually aren't the first time, although if
they have a super you might not want to risk it) they will be looking for it
the next time and get taken by surprise by the portal. If you end up far away
from the opponent after the roundhouse stomp you can open a portal in front of
them. This will force them to just sit there waiting until the portal is
finished to do anything and will add to their impatience as well as train them
to not fear the portal, allowing you to open it beneath them next time. There
are ways to get around the portal in front though, you have to judge your
opponent to see if they can do it. (Never, ever do this if they have a beam
super though)
----------------------
Using Throws:
----------------------
In MSH Blackheart has good throw range. In MvSF he has reduced range
and low damage. Furthermore, when you throw someone they recover at about the
same time you do and usually you don't have very good positioning. To make
matters worse, three of the four buttons you can use to throw (fierce,
roundhouse and strong) produce very laggy attacks if the throw does not come
out. Blackheart also has no dash in attacks and his walking speed sucks. Stick
mostly to air throws.
----------------------
----------------------
The Air Dash:
----------------------
The best way to use the air dash if for positioning. If an opponent
super jumps at you you can normal jump and air dash underneath them to quickly
change positions. You can air dash forwards or backwards to quickly change
distancing. Often times you can air dash up to someone and air throw them
before they realize what you are doing. Blackheart has the fastest air dash
but because of it's angle you can not really use it to attack.
One of the best uses is if you find yourself coming down from a super
jump while your opponent is on the ground. You want to avoid getting launched
at all costs and also avoid landing right next to them where they can tick you
or low short->super. You should wait until you are right above the opponent
and then air-dash backwards and throw out a forward, fierce or strong. This
will let you avoid any launchers and also make sure you land at least one
character width away from them.
----------------------
----------------------
Dodge the Beam Super:
----------------------
The jumping fierce is very susceptible to beam supers, so when your
opponent is powered up you have to be careful. What you want to avoid is
throwing the demons from far away and high up in your jump arc. Once they have
the beam super powered up if you want to throw fierce demons try to throw them
right before you hit the ground. This way if they react with a beam super you
have time to block, and often the demons will hit their foot and knock them
out of the super after you have taken only a few pixels of block damage. If
you have been frustrating your opponent chances are that when they get the
super powered up they will try to use it pretty quickly so you some careful
timing you can lure it out of them. Another thing you can do is use more
jumping roundhouses and forwards. Remember, the main thing to avoid is
throwing air fierce demons from high above the ground or doing a low fierce
from anywhere.
----------------------
----------------------
Other Notes:
----------------------
Judgment Day does *only* recoverable block damage, so make sure you actually
hit them with something once in a while.
If your opponent likes to air-pushblock the fierce demons you can take
advantage of the fact that when they pushblock they freeze for a moment and do
a HoD or Judgment Day and force them to take block damage.
----------------------
----------------------
CHARACTER SPECIFIC MATCHUPS:
----------------------
Cyclops:
----------------------
Is one of Blackheart's toughest matches. His Mega Optic Blast covers a
huge portion of the screen and does huge damage. You must avoid it. His normal
beams will hit you easily if you try to throw fierce demons from far away, and
his Gene Splice will hit you cleanly out of a jumping forward or close jumping
fierce. I use a lot more jumping roundhouses against Cyclops than any other
opponent, since the angle keeps me safe from any beams. Your best bet it to
play the pressure tactic and give up on the normal jumping fierce strategies.
From about 1.5 characters widths away your low and standing forward will stuff
basically every move he has, including the Mega Optic Blast. You can do the
straight up jumping fierce from about 2 character widths away with relative
safety. The key to this match is to stay on him and keep him from powering up
or using beams from long range. You cannot play keep-away against him at all.
Tough match.
----------------------
----------------------
Wolverine:
----------------------
Not really all that hard. Watch out for a desperation BBX from close
range. Wolverine is short but during his dash he stands up a bit so he can't
dash under the jumping fierce as well as you might thing. If you mix in a fair
number of forwards and strongs with the fierces you should be pretty safe. If
Wolvy likes to go for air combos starting with the toe tap he is asking to get
hit by an anti-air fierce and a super. Just remember that if he hits you the
demons go away so make sure to not get taken by surprise. Your jumping jab and
forward will do well against him in the air. If he ever gets close push block
and then super jump and air dash to get far away again.
----------------------
----------------------
Spider Man:
----------------------
A fairly similar fight to Wolvy. Don't let him dash beneath the jump
fierce and just keep away and keep pecking him with block damage. The maximum
Spider will bounce off of the fierce demons or the Judgment day but goes
through Armageddon.
----------------------
----------------------
Ryu:
----------------------
The main thing to watch out for is the beam super. Remember it can be done in
the air also. Besides that Ryu is pretty easy to beat. You should not have
much problem playing keep away forever. Ryu should never be able to get as
close as he wants to you.
----------------------
----------------------
Ken:
----------------------
With his dash and lack of beam super he is easy as hell. Watch for a
desperation super, but if he hits you with the Super Uppercut you will land
before he does! One of the easiest matches.
----------------------
----------------------
Dan:
----------------------
No air to ground, horrible dash, no long range moves, his supers are all
worthless against you. He might get a hit on you if he is lucky.
----------------------
----------------------
Zangief:
----------------------
Same as Dan. His big body makes it easier to get good block damage off the
Judgment Day on him. Watch for the air-to-ground SPD, but other than that
Zangief simply does not have the tools to get in at all. If you fear the SPD
just do an air-dash underneath when he super jumps and stay far away.
----------------------
----------------------
Mega-Zangief:
----------------------
Run first, fight second. Do not use any specials or supers against him,
because these will give him time to close ground. Stay as far away as possible
and just nibble with fierce demons. If you take your time he will never hit
you.
----------------------
----------------------
Chun-Li:
----------------------
Similar to Wolvy or Spider-Man. None of her supers are particularly useful
against you, your jumping forward will work very well against her as long as
you are not right above her. The annoying thing about Chun-Li is her triple
jump. It makes it harder to use the anti-air fierce effectively. Careful
application of the pressuring strategy will work well, and the keep-away
strategy will work, but at a pretty slow rate.
----------------------
----------------------
Captain America:
----------------------
Watch out for the Super Charging Star, it will go through demons and do
excellent damage on you. Other than that watch for the long range on his jump
fierce and remember his double jump. As with Chun-Li, do not do a Judgment Day
thinking they will fall into it and let them double over you and super you. I
don't use the pressure strategy when he has meter because the Super Charging
Star is just too quick.
----------------------
----------------------
Shuma-Gorath:
----------------------
Shuma is the best in the game at dashing underneath an air fierce. His dash is
very low and his launcher has surprising range. Use plenty of forwards and
strongs and make sure you fierces are done low to the ground. The good news is
that the pressuring strategy works very well against him. Another plus is that
Blackheart is good at avoiding the Chaos Dimension. If he activates it get him
to block a jumping fierce and then a Judgment Day to keep him pinned for a
while. Not a bad fight if you stay close.
----------------------
----------------------
Omega Red:
----------------------
The tentacle grabs will do huge damage on you so be judicious in your use of
the jumping fierce. Do not become predictable. Up close his low strong is
decent air defense from the right range but other than that his air defense is
weak. Use lots of jump forwards and go for the crossup. Unlike most characters
you are pretty safe if you are right on top of him, due to the angle of his
air defenses. This fight ends up being similar to Shuma-Gorath. Stay close and
forward away.
----------------------
----------------------
Akuma:
----------------------
Basically the same fight as Ryu. The dive kick is free damage for you. Because
Blackheart is tall and slow some Akuma players will try to rain down air
fireballs on him. If they try to do this your best bet is to immediately open
a portal beneath them. If you are quick you will get both hits of the portal
before the fireball reaches you and will win the trade by a lot. If the
fireball hits you after only one hit of the portal the trade is about even, so
be quick. You can also super jump and meet him in the air. I often find that
air-dashing and throwing will take them by surprise. If he is throwing air
fireballs do not meet him in the air with a fierce, because you will land on
an air-fireball afterwards. If you can deal with the air fireball you should
be able to play this the same as Ryu.
----------------------
----------------------
Dhalsim:
----------------------
His annoying limbs make keep-away pretty difficult. Instead just get on him
and don't let up. If you pressure from the right distance his launcher or
Super Grab should never come into play. If he likes to slide jump up and do an
air Judgment Day.
----------------------
----------------------
Bison:
----------------------
?? Nobody I knew played Bison too much in MvsSF. I would guess that a blocked
head stomp is a free Armageddon for you. I doubt if there is much he can do
against solid keep-away. Should be pretty easy.
----------------------
----------------------
Sakura:
----------------------
The pressure tactic is highly susceptible to her Super Upward Fireball, so
just play keep away. She has no real way to get in.
----------------------
----------------------
Evil Sakura:
----------------------
She has a beam super but the damage is pathetic, even against Blackheart.
----------------------
----------------------
Hulk:
----------------------
Because of his size it is easy to get good block damage from the Judgement Day
on him. His Gamma Wave does great damage but is easier to avoid than a beam
super. If you play solid keep away against him there isn't a lot he can do
other than go for the lucky Gamma Wave. If you are in the corner though (as
you often are playing keep away) even the Gamma Wave won't do a lot of damage.
Easy fight.
----------------------
Conclusion:
Blackheart kicks ass. Only Cyclops has a clear advantage over him. Zangief,
Dan, Sakura, Hulk and Ken get destroyed easily by him, they have literally no
way to do anything against him. Chun and Cap might be slow and tedious to
fight if they double jump a lot but they can't do a lot of damage on you if
you are careful. Shuma, OR and Dhalsim are easier to fight close than to play
the normal keep away. Spidey and Wolvy are easy to beat if they are impatient.
If they are more reserved just keep them from dashing underneath you and you
should be able to do alright. Akuma and Ryu have the beam super but no real
way to get in.
----------------------
----------------------
MSH BLACKHEART:
----------------------
After reading this FAQ you probably have a good idea of how Blackheart plays
in MSH. To summarize the major changes his Dark Thunder and Inferno are much
safer and much more useful, the standing strong is good air defense, you can
combo a HoD after a portal (or a standing strong if close), and you can do
stand strong->Armageddon from anywhere on the screen.
MSH Blackheart standing short is an amazing move. It has huge range,
speed and priority. Your opponent simply cannot dash in on you if you throw
this out. If you use it frequently your opponent should never get close than
1.5 character widths away on the ground.
There is a stage in MSH where you can jump backwards forever. This is
Blackheart paradise. Even more annoying then normal keep away.
MSH Blackheart is fast enough to do some useful air chains and to be
more combo oriented than in MvSF, but you should still stick mostly to keep
away strategies.