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Forums > Discussion Groups > Strategy & Tactics > Anatomy of an Inferno... (I'm pretty sure you'll find this interesting)

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3pwood
Mighty Pirate

Posts: 263
Registered: Jul 2000
Location: Seattle, WA,

Posted: April 1st, 2001 01:03 PM

I was thinking about writing a FAQ for BH in which I was planning to include this choice tidbit about Blackhearts infernos detailing how they hit, why you sometimes get infernos that hit once right at the beginning and then once right at the end and how to use this knowledge to your advantage. I decided against writing the FAQ, but I figured 'Why deprive the gaming world of this information?'

Anatomy of an Inferno:

The collumn of the Inferno Actually consists of two half-collumns, one on top of the other. These columns are capable of hitting throughout the entire time the inferno is on the screen, but each half-column only hits once (whether that hit is blocked or connects does not matter).

Graphical representation:
T = top part
B = bottom part

TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
TTTT
BBBB <--normal jump height
BBBB
BBBB
BBBB
BBBB

This double-column construction explains almost all of the 'strange' hiting properties of the inferno, like why when you block an inferno on a super jump, you have to block the inferno again on the way down (that's you fallling into the bottom column), and why you need to superjump twice to escape the sentinel/BH trap when it is done with Roundhouse drones (you have to jump up and block the top column to neutralize it before you can escape).

It also explains those odd double-hitting infernos you sometimes see where the enemy is hit once right when the inferno comes out and once as it disapears. You see, ordinarily you either hit with the bottom column which immediately throws the enemy up into the top column, or you hit with just the top column, and by the time the enemy has fallen back down from their long spiral, the inferno has disapated. There is a range, however, that is high enough to be fully within the top column, yet low enough that when the enemy falls back down into it's range the bottom column will still be there. This range is, fortunately, at about the height that a Cyclops b-assist brings your opponent up to. The timing varies slightly from character to character, and of course Cable, the one person you wouldn't want to just Inferno XX HOD (because of AHVB during forced dash), seems to have hardest timing of all. Cyclops, however, is easy.

In any case, the fact that the inferno hits right at the end, means that Blackheart is recovering just as his opponent is being thrown, helpless, back up into the air. There are many options available to him at this point. Here are a few suggestions:

-Extend Combos: Intead of doing a normal Inferno XX HOD, you can do a double hitting inferno and follow it up however you like. A personal favorite of mine is to hit the opponent with a high dark thunder as they are coming down and cancel that into HOD.

-Infinite Combo: Just keep doing double-hitting infernos. The timing's tough but you can keep them bouncing. Finish it however you like.

-Switch out: Time a s.roundhouse so that the demons connect as your opponent is coming down. When they hit, switch to another one of your characters. The fact that the demons connect in the air makes this inescapable.
The switchout will, of course act as a setup for your next character. If your next character is someone like Magneto or Cable, switching out is often the best way to do damage.

Well, that's that. I hope you found this informative. If not, I apologize. If I screwed up anywhere, I'm sorry but it's almost 4am.

-Threepwood

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Azn Bomber
"Sizto"

Posts: 430
Registered: Dec 2000
Location: Toronto

Posted: April 1st, 2001 02:59 PM

Great Info. Thanx

Anyone notice any weird properties for the HOD. Sometimes my opponents always just get caught by the last hit and ends up getting blown away.

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Nate X Grey
Shaman of Mutantkind

Posts: 2439
Registered: Jul 2000
Location: Singapore

Posted: April 1st, 2001 04:15 PM

I guessed it was something like that too. Some strange things though. 3pwood, have you tried normal jumping with Spiral after blocking the initial hit? It seems she gets hit for some reason or another. Maybe her normal jump is too high or something.

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Dangerous
Senior Member

Posts: 120
Registered: Dec 2000
Location: Panama City and Tallahassee, Florida USA

Posted: April 1st, 2001 05:12 PM

I think I saw MikeZ do something like that on his 3rd MvC2 combo vid. Why is that inferno like an ice attack and not something that is supposed to come from hell?

p.s. I know you get alot of this 3pwood, but I loved the Magneto faq you gave out. Even though I still can't do the HyperGrav xx Tempest combos, it would've probably taken me longer without your help!

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Saint Eva
Mmm, strawberry Jam...

Posts: 341
Registered: Feb 2001
Location: Toronto, Ontario, Canada

Posted: April 1st, 2001 05:57 PM

quote:
Originally posted by Dangerous
I think I saw MikeZ do something like that on his 3rd MvC2 combo vid. Why is that inferno like an ice attack and not something that is supposed to come from hell?

In the older games, the strength of the attack button you used to execute an Inferno determined its elemental affinity (ie. Lightning, Ice, Fire = light, medium, heavy). Just thought I'd answer your question.

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3pwood
Mighty Pirate

Posts: 263
Registered: Jul 2000
Location: Seattle, WA,

Posted: April 1st, 2001 08:29 PM

quote:
Originally posted by Nate X Grey
I guessed it was something like that too. Some strange things though. 3pwood, have you tried normal jumping with Spiral after blocking the initial hit? It seems she gets hit for some reason or another. Maybe her normal jump is too high or something.

Yeah, I've seen that happen to a few characters, and I believe it's just a combination of how high their jump is and how big they are. They just end up sticking their heads into the top collumn.

quote:
Originally posted by Dangerous
I think I saw MikeZ do something like that on his 3rd MvC2 combo vid.

Hmmm, I'll have to go take a look at that.

quote:

p.s. I know you get alot of this 3pwood, but I loved the Magneto faq you gave out. Even though I still can't do the HyperGrav xx Tempest combos, it would've probably taken me longer without your help!

Well I can never get too much praise . Thanks. I'm glad I could help.

-Threepwood

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Lord Doom
The Mega Super Villian

Posts: 1064
Registered: Feb 2001
Location: Durham, NC, USA

Posted: April 1st, 2001 08:50 PM

That was great man, I was always wondering about that.

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Def1n1tely
FinKL Luver!

Posts: 67
Registered: Nov 2000
Location: South Cali

Posted: April 1st, 2001 09:15 PM

quote:
Originally posted by Dangerous
p.s. I know you get alot of this 3pwood, but I loved the Magneto faq you gave out. Even though I still can't do the HyperGrav xx Tempest combos, it would've probably taken me longer without your help!

Umm... I never got the oppurtunity to read this Magneto FAQ. Could you or anyone put up the link for this. Thanks, I appreciate it.

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3pwood
Mighty Pirate

Posts: 263
Registered: Jul 2000
Location: Seattle, WA,

Posted: April 1st, 2001 09:46 PM

It's a bit dated at the moment, but you can find it at gamefaqs.com

http://gamefaqs.com/console/dreamcast/game/26105.html to be more specific.

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Jin1
Demon from Hell

Posts: 57
Registered: Feb 2001
Location: pomona, California, USA

Posted: April 1st, 2001 11:33 PM

It was interesting.

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Hagure Metaru
a Slime...

Posts: 202
Registered: Aug 2000
Location: Vacaville, NorCal

Posted: May 6th, 2001 09:08 PM

=
Hagure Metal, a Slime who bumps this post

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FluffyXXL
Has a Member

Posts: 225
Registered: Oct 2000
Location: Hayward, Ca, USA

Posted: May 7th, 2001 06:45 PM

Actually, I did a littl research on this a while ago. It's not really a top column and a bottom column, it's the big ice crystal in the middle that rises up. It looks more like this

1 2 3
TTTT TTTT TTTT
TTTT TTTT TTTT
TTTT TTTT TTTT
TTTT TTTT TTTT
TTTT TTTT TBBT
TTTT TTTT TBBT
TTTT TBBT TBBT
TTTT TBBT TTTT
TBBT TBBT TTTT
TBBT TTTT TTTT
TBBT TTTT TTTT
TTTT TTTT TTTT
TTTT TTTT TTTT
TTTT TTTT TTTT

The Ice crystals rise upwards. If you touch any part of the T section, you get hit once and it pushes you up. If you are hit on the ground, you'll be pushed up into the B section for the second hit. If you're above the B section and you get hit, you fly up, recover, and then land on the B section (while it's moving up) which causes the double hit inferno. The outside T part will hit you any time you come in contact with it, but it does not disappear until the B section is hit or disappears. The T section won't hit you more than once.

Some things of note: If BH tried to chip with Inferno XX HOD while you're on the ground and doesn't do it fast enough, you can can do low altidude tiger knee motion moves to get out after you block the T section. Examples: You can AHVB with Cable; you can Air Shinkuu Hadoken with Ryu. There are other examples where you can use a move that has invincibility frames to escape. Examples: Ken's Fierce-Shoryuken or Cammy's Roundhouse Cannon Spike. You can also use moves that will move you out of the way of the HOD like Cyclops' Gene Splice. There are tons of other moves you can use to get out probably, but I don't know all of them off of the top of my head.

If you try to jump up after blocking the first hit of the Inferno, you will jump into the B section which will force you to block and it will cause a guard break situation and HOD will hit you.

I might add to this later as well, as there's one more thing I want to try first, but I don't have my DC handy. Maybe later.

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-Accept no imitations

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Spider-Dan
Marvel Super Hero

Posts: 202
Registered: Oct 2000
Location: Fairfield, CA, USA

Posted: May 7th, 2001 07:07 PM

Do these analyses apply to an Inferno from BH on point (knockdown) or the Inferno assist (non-knockdown)? I swear I've seen a 4 hit point-vs-point Inferno in MVC2, but it might have been something else.

To address another point made earlier, in MSF, the strength of button determined the elemen. In MSH, however, you tapped the button for the element you want, jab=lightning, strong=ice, fierce=fire. (e.g. if you wanted a fierce range lightning inferno, HCB+fierce~jab... if you wanted a jab range ice inferno, HCB+jab~strong, etc.) In MSH, the elements actually made a *difference*:

Lightning- hit frames are very late in the animation (more startup, but safer if blocked), thinnest hitbox of the three, electricity-based moves deplete opponent's super meter in MSH

Ice- instant hitframes from portal opening, widest hitframes

Fire- instant hitframes from portal opening, thinner than ice but wider than lightning (maybe it does more damage?? otherwise it's same as ice but worse)

You have to use ice or fire for the s.strong-inferno infinite, IIRC.

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bison812
Senior Member

Posts: 150
Registered: Jul 2000
Location: greenville North Carolina

Posted: May 7th, 2001 07:11 PM

pretty cool 3pwood

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ej_333
3-3-3

Posts: 341
Registered: Nov 2000
Location: NorCali

Posted: May 7th, 2001 09:09 PM

quote:
Originally posted by 3pwood
This double-column construction explains almost all of the 'strange' hiting properties of the inferno, like why when you block an inferno on a super jump, you have to block the inferno again on the way down (that's you fallling into the bottom column), and why you need to superjump twice to escape the sentinel/BH trap when it is done with Roundhouse drones (you have to jump up and block the top column to neutralize it before you can escape).

Nice stuff, dude. And thanks for the tip on how to break out of that variant of Sent/BH trap, some guy did it to me last tourney, and I couldnt get out of it, I was like LET ME OUT, DAMMIT! Hehe.

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fireballtrap
The Almighty FBT

Posts: 68
Registered: Aug 2000
Location: Roanoke, Virginia

Posted: May 7th, 2001 11:50 PM

Wow! Good work, 3pwood! This's the best post I have read in awhile! Very informative and easy to read. BTW, your Magneto FAQ greatly improved my Magneto, so thanks for all the info you've given.

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mastermind
quicksilver superstar

Posts: 385
Registered: Jul 2000
Location: 360 WA

Posted: May 8th, 2001 12:07 AM

I had the opportunity to witness 3pwood's BH at the last tournament here in Seattle. And believe me when I tell you that you do NOT want to be on the receiving end of his BH. Just plain crazy. And the fact that he's willing to let us scrubs feed off his discoveries makes him rock even more.

This thread deserves a Sticky at the top of this forum.

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