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|content1=
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{{Content Box|content='''Blackheart''' is a Zoner/Trap character who can use hordes of demons and massive projectiles to keep out the opponent. His main strengths is his oppressive projectiles but his weakness is his .
{{Content Box|content='''Blackheart''' is a Zoner/Trap character who can use hordes of demons and massive projectiles to keep out the opponent. His main strengths is his oppressive projectiles but his weakness is characters that can hit him up in the air or punish him.
{{ProConTable
{{ProConTable
|pros=
|pros=
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|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves|content=
;Ame no Murakumo
;Inferno
*{{qcf}}+{{p}}
*{{hcb}}+{{p}}
;Excalibur
;Dark Thunder
*{{qcf}}+{{p}} or {{k}} {{air}}
*{{hcf}}+{{p}}
;Gram
*{{dp}}+{{p}} {{airok}}
;Low Gram
*{{dp}}+{{k}}
;Warp
* {{rdp}}+{{p}} or {{k}}
;Vajra
* {{qcb}}+{{k}}
;Formation A
*{{qcf}}+{{k}}
;Formation B
*Charge {{b}},{{f}}+{{p}} Do again to release (Release is {{airok}})
;Formation C
*Charge {{b}},{{f}}+{{k}}
;Kabe Hari Tsuki
* {{qcb}}+{{p}}
During Kabe Hari Tsuki: {{u}}/{{d}}, {{p}}, {{k}}, {{d}}+{{k}}, or ({{b}},{{f}})
;Double Jump
* While in the air: {{u}} {{air}}
;Wall bounce
* While touching a wall: {{f}} (away from the wall). {{air}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos|content=
;Ouroboros
;Armageddon
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Ragnarok
;Heart of Darkness
*{{dp}}+{{lp}}+{{hp}}  
*{{qcf}}+{{lk}}+{{hk}}  
;Legion
;Judgement Day
*{{qcf}}+{{lk}}+{{hk}}
*{{qcb}}+{{lp}}+{{hp}} {{airok}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types|content=
;Type α - Ground Type
;Type α - Ground Type
*Assist: {{hp}} Ame no Murakumo
*Assist: {{lp}} Dark Thunder
*Counter: {{hp}} Ame no Murakumo
*Counter: {{lp}} Dark Thunder
*Combination: Legion
*Combination: Judgement Day
;Type β - Variety Type
;Type β - Anti-Air Type
*Assist: {{hk}} Vajra
*Assist: {{hp}} Inferno
*Counter: {{hk}} Vajra
*Counter: {{hp}} Inferno
*Combination: Legion
*Combination: Heart of Darkness
;Type γ - Projectile Type
;Type γ - Launcher Type
*Assist: {{hk}} Formation A
*Assist: {{hk}} Launcher
*Counter: {{hk}} Formation A
*Counter: {{hk}} Launcher
*Combination: Legion
*Combination: Armageddon
}}
}}
}}
}}
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider does {{hp}} Ame no Murakumo.
  |description= {{lp}} Dark Thunder.  
  }}
  }}
  }}<br>
  }}<br>

Revision as of 19:50, 17 July 2024

Introduction

Blackheart is one of the Marvel characters in Marvel vs Capcom 2. The son of Mephisto and (badly) seen in Ghostrider.

He's top tier and has one great zoning assist and a tricky ground assist. His infinite can kill anybody not paying attention.

Note that the Xbox 360 and PS3 versions of MvC2 have a variety of glitches involving Blackheart, such as his super sometimes doing no chip damage.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Blackheart is a Zoner/Trap character who can use hordes of demons and massive projectiles to keep out the opponent. His main strengths is his oppressive projectiles but his weakness is characters that can hit him up in the air or punish him.

Strengths Weaknesses
  • Easy Infinite: Blackheart has a very simple infinite, utilizing his capture demons and air-dash to erase opponent's life bars while gaining meter at a fast rate.
  • Good Assist: Blackheart's anti-air assist is good for both zoning and anti-zoning, due to its tracking, huge hitbox, and two hits, though it has slow start-up.
  • Meter Build: Blackheart builds meter at a fairly fast rate while just playing his ordinary zoning strategy.
  • High Health: Blackheart is one of the sturdier characters in the game with an 87% damage modifier.

Big Body: It's easy for certain characters to catch and pick apart Blackheart once they land a hit. Characters with great movement (Storm/Magneto) and great zoning (Cable) can exploit this the best. Unsafe Dash: Blackheart's dash cannot be cancelled, this can get him in trouble after a flying screen forced dash is triggered. Gives opponents meter: Hitting with his demons builds himself and the opponent a lot of meter, particularly with his infinite this must be considered.

MVC2 blackheart art.png

Character Summary

Special Moves

Inferno
  • Hcb.png+P.png
Dark Thunder
  • Hcf.png+P.png
Hyper Combos

Armageddon
  • Qcf.png+Lp.png+Hp.png
Heart of Darkness
  • Qcf.png+Lk.png+Hk.png
Judgement Day
  • Qcb.png+Lp.png+Hp.png Airok.png
Assist Types

Type α - Ground Type
  • Assist: Lp.png Dark Thunder
  • Counter: Lp.png Dark Thunder
  • Combination: Judgement Day
Type β - Anti-Air Type
  • Assist: Hp.png Inferno
  • Counter: Hp.png Inferno
  • Combination: Heart of Darkness
Type γ - Launcher Type
  • Assist: Hk.png Launcher
  • Counter: Hk.png Launcher
  • Combination: Armageddon

Moves List

Assists

Ground Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Lp.png Dark Thunder.


Vareity Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hk.png Vajra. Useful inside of blockstrings and combos. This is his most useful assist.


Projectile Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider gives them the bird (Hk.png Formation A).


Normal Moves

-When grounded, Strider has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Strider 5LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Strider 5MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
MVC2 Strider 5HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Excellent priority at the tip.


Light Kick
5Lk.png
MVC2 Strider 5LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Strider 5MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
MVC2 Strider 5HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Excellent priority at the tip.


Crouching Light Punch
2Lp.png
MVC2 Strider 2LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Strider 2MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
MVC2 Strider 2HP 01.png
MVC2 Strider 2HP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

VERY difficult AA to stop.


Crouching Light Kick
2Lk.png
MVC2 Strider 2LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Strider 2MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
MVC2 Strider 2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Normals

-When in the Normal Jump state, Strider has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Air Light Punch
j.Lp.png
MVC2 Strider j.LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
MVC2 Strider j.MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
MVC2 Strider j.HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
MVC2 Strider j.LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

j.lk is an instant overhead.


Air Medium Kick
Mk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
MVC2 Strider j.MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
MVC2 Strider j.HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Slide
Df.png+Hk.png
MVC2 Strider 3HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Strider's crouching Hp.png


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider does the ninja throw on the opponent into the floor.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider tosses the opponent forward.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider does the ninja throw on the opponent into the floor.


Variable Attack (raw tag)
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider's Hk.png

Special Moves

Ame no Murakumo
Qcf.png+P.png
Lp.png Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider runs forward and slashes towards the enemy. Never use in block strings unless canceled into orbs. Has a wide cancel window. Has a pretty bad startup.


Excalibur
Qcf.png+P.png or K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider kinda just goes flying around. The lp version is good for air combo's seeing how it does pretty solid life. The lk version during orbs can be used to combo into his instant overhead and his fp\rh version can be used to capture assists during funny bounces in order to land assist kill oppurtunites. Each has a unique purpose. Note, the lp version creates OTG properties.


Gram
Dp.png+P.png or K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A very far poke that can be canceled into orbs. Basically, its 90% screen. iirc, the lp\lk versions are the easiest to cancel into orbs. Comes out fairly quick.


Warp
Dp.png+P.png or K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider teleports to a part of the screen based on the button. P.png buttons go in the air and let you press an attack, K.png buttons put you very close to the ground. Lp.png and Lk.png are the left side of the screen; Hp.png and Hk.png are the right side.


Kabe Hari Tsuki
Qcb.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Primarily, you don't want to do this move. However, it happens to every strider from time to time. Its impossible to input that teleport perfectly every time so its good to know how the wall climb works. First off, once you get stuck on the wall there are 4 things you can do. You can hit P to slash at your opponent, hit K to jump off the wall and kick someone, hit d+k to slide down the wall and kick down and lastly, b-f input to sling to wall opposite of strider.

useful tip: if you ever get stuck on the wall, you can use the b-f twice. Once you do this, you will be immediately released from the wall and you will be able to attack and call your assist as you're falling.

essentially, when wall climbs happen, you have to try your best to out smart your opponent to get down safe. Strider has no advantages while on the wall. Everything has to be done in reaction to your opponents move. Since striders teleport is a staple point of his game play, this is something that every s\d player has learned to deal w\ over time because it happens.


Formation A
Qcf.png+K.png
Tiger
Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider summons an animal that comes running in from behind the screen and the out towards the enemy covering the ground. Pretty decent hit box on this thing. Much taller than it appears and has a wide cancel window. Quick startup.

Eagle
Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider summons a bird that comes from behind the screen again. Except, this version comes on top of his head and forms a wide arching "U" on the screen. Quick startup.


Formation B
Charge B.png,F.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

One of striders least used moves while ironically its his fastest projectile. Strider summons a tiny machine with the first sonic boom. Upon the summon, the machine will hang around w\him until you tag or dhc out, if he dies or he throws it w\ another sonic boom input + p. Can be canceled orbs for practical setups. Also can be used in the air but not really recommended. The air version leaves him in a very vulnerable state since it has bad recovery frames. Bad block stun frames.


Formation C
Charge B.png,F.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The bombs. A very useful tool and from my experience, its useful in all of his fights. Some more than others but very useful none the less. Can be canceled into orbs, average\great block stun time, horrible recovery unless canceled into. Strider summons a bomb from off the screen. The lk version lands next to him and the RH version goes 90% screen. When you summon the bomb, it cannot be destroyed. It can only be destroyed when the bomb has the parachute on it as its descending. The best feature of the bomb is its explosion animation which lasts for a quite a while. Even once the animation has totally disappeared, there are still active hit box frames for 2-3 frames estimating after that.


Hyper Combos

Ouroboros
Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Striders best super. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will shoot 1 projectile in the form of a ring. Depending where they are in relation to strider as the spin, determines where the rings will be released from.


Ragnarok
Dp.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider dashes forward and does a hit grab super. Nothing too much to report. Yes there are some setups but for the most part, you don't want to use this seeing how you need bar for his orbs.

This is a fancy finisher but beware of the motion overlap with Ragnarok and Ouroboros. You can lose entire games off of this missed input.


Legion
Qcb.png+Lk.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

To an extent, striders 2nd best super. Although, most of his supers are supposed to be used for his orbs, this super has very quick activation time. Since strider is often paired with sentinel, you can use it to dhc combo into hsf very easily off a magic series, s.fp


Other

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-strider.png



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