Forums - Anyone need BH help?... Show all 41 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- Anyone need BH help?... (http://www.shoryuken.com/forums/showthread.php?threadid=18864) Posted by BrazilionBH on 05:15:2001 08:39 PM: Anyone need BH help?... Any one need BH help?... Posted by X ƒactor on 05:15:2001 09:04 PM: i use his launcher assist.. is this a good idea? Posted by n817azn on 05:15:2001 09:09 PM: I was wondering how to play BH on point, i've tried to use him a few times already, however unsuccessfully. Could you please give me some strats/teams to use with him on point. Posted by Dasrik on 05:15:2001 09:43 PM: quote: Originally posted by X ƒactor i use his launcher assist.. is this a good idea? No. Posted by Dasrik on 05:15:2001 09:44 PM: quote: Originally posted by n817azn I was wondering how to play BH on point, i've tried to use him a few times already, however unsuccessfully. Could you please give me some strats/teams to use with him on point. 1. Superjump roundhouse, airdash back, repeat. This strategy tends to work on most scrubs. 2. Jump back, tap fierce, call anti-air assist if they get close. Can shut down Mags. 3. Jump forward, j.short -> j.forward, land, c.short -> c.forward while calling an assist. 4. Inferno XX HOD if they superjump or if #3 connects. That's pretty much it. Posted by BrazilionBH on 05:15:2001 10:13 PM: quote: Originally posted by X ƒactor i use his launcher assist.. is this a good idea? No Id suggest to use his antiair type... Posted by BrazilionBH on 05:15:2001 10:17 PM: quote: Originally posted by n817azn I was wondering how to play BH on point, i've tried to use him a few times already, however unsuccessfully. Could you please give me some strats/teams to use with him on point. On the point Bh definatley needs cyclops as his assist so that he can do his infinite(shrt,frwrdand cyke at the sametyme then super jump RH airdash back RH)repeat super jump RH air dash back RH)do this even when they block it works up meter and eventually youll catch them with his infinite... Posted by BrazilionBH on 05:15:2001 10:19 PM: quote: Originally posted by Dasrik 1. Superjump roundhouse, airdash back, repeat. This strategy tends to work on most scrubs. 2. Jump back, tap fierce, call anti-air assist if they get close. Can shut down Mags. 3. Jump forward, j.short -> j.forward, land, c.short -> c.forward while calling an assist. 4. Inferno XX HOD if they superjump or if #3 connects. That's pretty much it. If the person has a good magneto BH will die... Posted by mirage on 05:15:2001 10:20 PM: are ya supposed to be sjumping up towards or just up when releasing first wave of demons Posted by Monkey on 05:15:2001 10:24 PM: How do you call the demons? (Dont answer this) Posted by BrazilionBH on 05:15:2001 10:40 PM: quote: Originally posted by mirage are ya supposed to be sjumping up towards or just up when releasing first wave of demons Up towards... Posted by WhiTe ReFlection on 05:15:2001 11:01 PM: how do i air dash back after the freaken super!!! theres timing to it isn't it? Posted by n817azn on 05:15:2001 11:10 PM: thanx 4 da help n8 Posted by BrazilionBH on 05:15:2001 11:22 PM: quote: Originally posted by WhiTe ReFlection how do i air dash back after the freaken super!!! theres timing to it isn't it? I usually air dash forward and throw out and assist before I hit the ground.To do it it is just timming.I just tryied it alot of times... Posted by KrazziVi3tBoi on 05:15:2001 11:56 PM: how do u do his air dash combo Posted by BrazilionBH on 05:16:2001 12:00 AM: quote: Originally posted by KrazziVi3tBoi how do u do his air dash combo Lift jab pause jab.shrt.strng,frwrd airdash jab,strng,frwrd... Posted by KrazziVi3tBoi on 05:16:2001 12:08 AM: thanks Posted by BrazilionBH on 05:16:2001 12:11 AM: quote: Originally posted by KrazziVi3tBoi thanks No prob Bro Posted by JaHa on 05:16:2001 04:54 AM: i use BH as point..i have my own tactics....but out of curiosity what are your BH tactics against cable capcom or sent?? Posted by Godoffight on 05:16:2001 05:06 AM: How u do BH infinite? People post the infinite, but it doesn't work..... Posted by JaHa on 05:16:2001 05:18 AM: either hitem in the air with sj RH or use a AAA to hitem in the air (preferably cyke) with it...sj RH dash back and RH again...sj RH dash back (in the air) RH again...repeat ..... its hard to understand unless you see it....once you hit them with the demons if theyre in the air theyre stunned and they bounce...and when you throw the demons and cancel with the dash so you can throwem again and repeat. i hope this is clear.. let me know if you get it Posted by Godoffight on 05:16:2001 05:23 AM: quote: Originally posted by JaHa either hitem in the air with sj RH or use a AAA to hitem in the air (preferably cyke) with it...sj RH dash back and RH again...sj RH dash back (in the air) RH again...repeat ..... its hard to understand unless you see it....once you hit them with the demons if theyre in the air theyre stunned and they bounce...and when you throw the demons and cancel with the dash so you can throwem again and repeat. i hope this is clear.. let me know if you get it So the first sj RH hit should make them bounce? Then sj backdash RH again right? then repeat? Posted by JaHa on 05:16:2001 05:30 AM: yeah its a infinite onlee to about 50 hits usually when i get around 45 hits i do the heart of darkness combo...when hes sj try to aim him a little so after the backdash the demons hit...what were you doing wrong originally?like i said its hard to grab unless you see it Posted by Godoffight on 05:16:2001 05:40 AM: quote: Originally posted by JaHa yeah its a infinite onlee to about 50 hits usually when i get around 45 hits i do the heart of darkness combo...when hes sj try to aim him a little so after the backdash the demons hit...what were you doing wrong originally?like i said its hard to grab unless you see it cool, it works.........your right, it's hard to catch it with them, but easier with a assistant, thanz man Posted by JaHa on 05:16:2001 05:43 AM: koo anytime man Posted by Dasrik on 05:16:2001 11:44 AM: quote: Originally posted by BrazilionBH If the person has a good magneto BH will die... OK then genius, what can Magneto do against a cornered BH who throws jumping fierces and does a good anti-air when Magneto gets close? Posted by JaHa on 05:16:2001 01:27 PM: in my opinion its hard for mag BH plays a good keep away as for that the onlee thing you can do is have a AAA that counters your opponents or wait for it then use yours try to get out of the corner with the push block its not healthy to have BH on top of ya same goes for doom and sentinel Posted by mirage on 05:16:2001 01:43 PM: quote: Originally posted by Dasrik OK then genius, what can Magneto do against a cornered BH who throws jumping fierces and does a good anti-air when Magneto gets close? cornered BH doesnt benefit BH. in this situation, mags has to first get in close and stay there and bait out the AAA (im assuming both bh and mags are using something along the lines of cyke/cammy/commando...mags/psy is still effective in a lot of the following situations but you must call psy later and you have less windows of opportunities when using psy asssist...which is why all the good mags players are switching to those other AAAs now =). to get in this position, mags has to stay *on the ground*, wavedash in the duration btw BH's sj. rh demons, adash, fp/rh demons...this is the safest time for magneto to get closer (no fear of assist yet, demons dont chip or force him back)...basically, mags will be able to gain ground without much concern until he's within the aaa range. when he gets to that spot, mags waits blocking. here, BH will attempt the following: - if BH c.lk c.mks, mags blocks and pushblocks to avoid losing position. now, BH will either pause or have his assist on the way. if BH pauses, the recovery on his c.mk allows magneto to RH throw him (which = 50 some points of non-tempest damage and still good mags positioning). if BH follows up with the aaa, mags still pushblocks...he will lose some positioning, but his own AAA will engage BH's aaa...which equals free triangle dashing/throw games with mags... - if BH tries to normal jump over mags (and therefore keep the AAA option open), mags can 1) use his own AAA...this creates a situation where BH will block (what else is he gonna do, take the hit? :P) and bring out his AAA to knock yours out...mags' AAA forces BH down blocking and is then taken out by BH's AAA...but again, mags pushblocks...same scenario as the last one, BH is now back in the corner, blocking, with his AAA out for a few precious seconds - if BH tries to AAA then SJ+fp demons, mags pushblocks, uses his own AAA to knock out BH's AAA. BH then either has to: -come down with the FP demons: in which case mags just blocks, and earlier scenario of BH in the corner without an AAA results -airdash away: in which case he will have gone over mags head and past him and fall...mags can easily dash over and position underneath because BH falls so damn slow...here, right underneath a falling BH with no more airdash, the waiting crouching mags obviously has the advantage by far because he has more options: BH can attempt to use his high priority lk/mk, but mags launcher will beat it. mags can attempt a throw when BH lands, or as BH is about 1 char length above ground, mags can sj up+diagonally and to the other side of BH and adash back down towards BH, going for either a crossover game or a throw. IMHO, a BH with Doom-b and another true AAA is the most threatening to mags...rocks remove a lot of magneto's options on the ground and the mega chip trap (inferno+doom assist+HOD) not only chips insanely, but if mags's assist is caught in it...*ouch*...not to mention the rocks hitting the assist will feed super to BH like crazy.... Posted by Godoffight on 05:16:2001 01:44 PM: quote: Originally posted by JaHa in my opinion its hard for mag BH plays a good keep away as for that the onlee thing you can do is have a AAA that counters your opponents or wait for it then use yours try to get out of the corner with the push block its not healthy to have BH on top of ya same goes for doom and sentinel How do u play pressure game with bl? If I lose both my main characters, they just block all day till time runs out..... Posted by mirage on 05:16:2001 01:50 PM: pressure with BH? i used to think that was ridiculous too...until some kid won the last tourney here with BH-b/doom-b/sentinel(the rocket punch assist...yes, not drones)...it was crazy...after my teams were trounced in the semifinals by him, i have to say thats gotta be one of the tightest trap teams in the game...and his BH was very offensive.... if ya want i can post the tourney breakdown of how this team played from my own experience... id like to be able to help but i wouldn't want to go thru the trouble and then have all the l33t USA posters to start flaming our lil edmonton tourney Posted by Godoffight on 05:16:2001 02:23 PM: quote: Originally posted by mirage pressure with BH? i used to think that was ridiculous too...until some kid won the last tourney here with BH-b/doom-b/sentinel(the rocket punch assist...yes, not drones)...it was crazy...after my teams were trounced in the semifinals by him, i have to say thats gotta be one of the tightest trap teams in the game...and his BH was very offensive.... if ya want i can post the tourney breakdown of how this team played from my own experience... id like to be able to help but i wouldn't want to go thru the trouble and then have all the l33t USA posters to start flaming our lil edmonton tourney a team like that? holy shit....... Posted by mirage on 05:16:2001 04:44 PM: quote: Originally posted by Godoffight a team like that? holy shit....... um...that team is not shit...that team is extremely versatile, and the role of the sentinel rocket punch assist is quite important; reasons: (in no particular order) 1) the orders important, as always...since doom trap's nullified by 2) with BH on point, you have a great trap with BH/doom...the goal is simple, to build up levels faster than the other guy...a simple inferno+doom assist pins the opponent enough for you to start raining demons from the sky and hiding behind doom's rocks (bonus: anytime rocks hit = 50% super meter)...rushdown storm/mags poses a threat once they get into range...but that's extremely hard to do because of sentinel's rocket punch assist and BH's lk/mks...and once the opponent is cornered there are very slim opportunities to get out... 3) once BH gets about 2 1/2 bars of super he becomes very dangerous...stay on the ground, eat doom chip and demons (demons *will* stifle any AAA other than Ken if used correctly...this includes cyke/psy/commando, cammy bounces off rocks...= more meter for BH)...find a window to sj, and eat blocked inferno + doom assist + HOD... 4) if this team is fighting another trap team that relies on BH assist, BH/doom can stay in skies raining down demons, while sentinel's rpunch will beat out enemy's BH...and at any time both BH and doom can cover sentinel assist with air supers...spiral warping means DHC into the next character (yes, DHC into middle character is allowed even while third assist (sentinel) is onscreen)...in the tourney my spiral/sent/bh was destroyed by this team because spiral warps were rendered useless, he built super faster, his BH/doom chip trap chipped more than my sent/spiral chip trap, and his sentinel assist beat BH. 5) against cable: most successful teams against this were doom/cable/bh...because it is near impossible to wavedash past opponenet doom's air photons and when opponenet's BH is out of range of rocket punch...cable himself was fairly useless, however, with only doom and bh as assists he couldnt get the spacing he needs for horizontal coverage of opp with ahvb...in fact i believe gordon (the kid that won the tourney with this team) only got ahvb'd once the entire tourney and that was due to an execution error.... other cable teams had their AAAs crippled by demons and cable pinned by doom... it was slow and ugly as hell watching the guy play, but gotta give respect, his execution/timing of the trap were impeccable...funniest was when his mom came into the arcade looking for him asking him if he was hungry and stuff lol (the kid's like 15-16 or something)...but then he basically lives at the arcade, so, whatever ;P... anyway...we know we aren't exactly valles and dos and ortizes here...but you wanted some insight on how BH fights and there ya go...so no flames, plz ... Posted by Dasrik on 05:16:2001 09:05 PM: I liked your analysis, mirage, but I was speaking of regular jump fierce, not superjump fierce. I can't think of a good reason for Blackheart to NEED to superjump against Magneto, unless Mags is trying to use the magnetic wave. But you're right, B-Doom does augment this strategy a lot. And being in the corner helps BH eliminate cross-up games. And if he has Jin he doesn't even need that (which is why I've been using BH/Doom/Jin a lot lately to counter Magneto teams). Posted by X ƒactor on 05:16:2001 09:43 PM: quote: Originally posted by BrazilionBH No Id suggest to use his antiair type... i was uh, joking buddy Posted by DeathFromAbove on 05:16:2001 11:39 PM: How about some information on BH's cross-ups? This discussion wouldn't really be complete w/o that. -DFA Posted by BrazilionBH on 05:17:2001 02:15 AM: quote: Originally posted by Dasrik OK then genius, what can Magneto do against a cornered BH who throws jumping fierces and does a good anti-air when Magneto gets close? If you have cyke it will stop it and then you combo of of cyke.And dont call me genius... Posted by BrazilionBH on 05:17:2001 02:19 AM: quote: Originally posted by Godoffight How do u play pressure game with bl? If I lose both my main characters, they just block all day till time runs out..... PLay BH rushdown.like if they are trying to run super jump jab it stops every thing and just work up levels with roundhouse and inferono cancel HOD... Posted by granite on 05:17:2001 03:33 AM: after landing an hod in the corner, what do you use to follow it up? a standing/jumping rh and then what ? also if you are cable, and are blocking the hod, at what point can you retaliate with an ahvb ? Posted by BrazilionBH on 05:17:2001 03:36 AM: quote: Originally posted by granite after landing an hod in the corner, what do you use to follow it up? a standing/jumping rh and then what ? also if you are cable, and are blocking the hod, at what point can you retaliate with an ahvb ? I do ducking shrt then RH.You can airdash frwrd after the HOD wich makes it alot harder for cable to hit you...I hope I helped... Posted by Dasrik on 05:17:2001 03:53 AM: quote: Originally posted by BrazilionBH I do ducking shrt then RH.You can airdash frwrd after the HOD wich makes it alot harder for cable to hit you...I hope I helped... Actually it makes it easier, since you can block right after the HOD which you should be doing anyway. The best time for Cable to AHVB is between Inferno and HOD. He could possibly stick an AHVB during the HOD but it's a big risk. And Cyclops isn't going to work unless Mags is in jump fierce range. And if Mags gets too close, BH can air dash back which resets his ability to air block. It's really hard for Magneto get in on that, especially if BH has Commando or Jin. Posted by BrazilionBH on 05:17:2001 08:54 PM: quote: Originally posted by Dasrik Actually it makes it easier, since you can block right after the HOD which you should be doing anyway. The best time for Cable to AHVB is between Inferno and HOD. He could possibly stick an AHVB during the HOD but it's a big risk. And Cyclops isn't going to work unless Mags is in jump fierce range. And if Mags gets too close, BH can air dash back which resets his ability to air block. It's really hard for Magneto get in on that, especially if BH has Commando or Jin. I seriosly dont think that capcom or jin is a better assist for BH than cyclops... All times are GMT. The time now is 01:09 AM. Show all 41 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.