D.S. Ellis (talk | contribs) |
D.S. Ellis (talk | contribs) |
||
Line 4: | Line 4: | ||
==Normal Moves== | ==Normal Moves== | ||
'''Magic Series'''<br> | |||
Ground: Kick to Punch <br> | |||
Jumping: Kick to Punch <br> | |||
Super Jumping: standard zig-zag <br> | |||
*All of Blackheart's '''HP''' attacks send out demons that latch onto the opponent and make '''the next move that connects do more damage''' (including throws). | |||
*All of Blackheart's '''HK''' attacks send out demons that latch onto the opponent and '''force the opponent to stay in place''' until the demons wear off. | |||
:The demons wear off a) after a second or two; b) if BH presses HK or HP again; or c) if BH gets hit. | |||
===Standing=== | |||
'''LP:''' A quick jab in front of Blackheart; | |||
'''LK:''' short poke with his tail. will push back opponents a good distance if blocked <br> | |||
'''MP:''' Blackheart's '''launcher'''; | |||
'''MK:''' okay for keeping people out <br> | |||
'''HP:''' Demons fly out of his chest at a downward angle; | |||
'''HK:''' a stomp that sends demons flying out in an arc. Can be super jump cancelled if the stomp touches the opponent. <br> | |||
===Crouching=== | |||
'''LP:''' crouching hit with tail; | |||
'''LK:''' good annoyance tool, fast startup <br> | |||
'''MP:''' knocks opponent back nearly full screen (on hit); | |||
'''MK:''' good "get off me" move <br> | |||
'''HP:''' Demons fly across the ground; | |||
'''HK:''' Demons crawl across the ground until they reach the opponent<br> | |||
===Jumping=== | |||
'''LP:''' links into itself, important part of BH's air combos; | |||
'''LK:''' for air combos <br> | |||
'''MP:''' BH throws a lightning bolt from his hands that '''drains super meter'''; | |||
'''MK:''' a decent jump in and causes flying screen at the end of air combos<br> | |||
'''HP:''' sends demons downward at a shallow angle. The demons return to BH. Good for controlling the air; | |||
'''HK:''' sends demons downward at a steep angle, also good for controlling the air.<br> | |||
==Special Moves== | ==Special Moves== | ||
'''Inferno''' | '''Inferno''' |
Revision as of 00:45, 9 August 2010
Introduction
Moves List
Normal Moves
Magic Series
Ground: Kick to Punch
Jumping: Kick to Punch
Super Jumping: standard zig-zag
- All of Blackheart's HP attacks send out demons that latch onto the opponent and make the next move that connects do more damage (including throws).
- All of Blackheart's HK attacks send out demons that latch onto the opponent and force the opponent to stay in place until the demons wear off.
- The demons wear off a) after a second or two; b) if BH presses HK or HP again; or c) if BH gets hit.
Standing
LP: A quick jab in front of Blackheart;
LK: short poke with his tail. will push back opponents a good distance if blocked
MP: Blackheart's launcher;
MK: okay for keeping people out
HP: Demons fly out of his chest at a downward angle;
HK: a stomp that sends demons flying out in an arc. Can be super jump cancelled if the stomp touches the opponent.
Crouching
LP: crouching hit with tail;
LK: good annoyance tool, fast startup
MP: knocks opponent back nearly full screen (on hit);
MK: good "get off me" move
HP: Demons fly across the ground;
HK: Demons crawl across the ground until they reach the opponent
Jumping
LP: links into itself, important part of BH's air combos;
LK: for air combos
MP: BH throws a lightning bolt from his hands that drains super meter;
MK: a decent jump in and causes flying screen at the end of air combos
HP: sends demons downward at a shallow angle. The demons return to BH. Good for controlling the air;
HK: sends demons downward at a steep angle, also good for controlling the air.
Special Moves
Inferno
- Half Circle Back + Punch
- The button pressed determines the range of the attack.
- LP: will hit directly in front of Blackheart
- MP: will hit approximately 3/4 of the screen away from Blackheart
- HP: will hit wherever the opponent is currently standing
- note: After performing the motion for Inferno, press one of the following buttons to change the effect of the portal summoned
- LP (or no button press): Lightning Inferno. Drains the opponent's super meter in addition to doing damage.
- MP: Ice Inferno.
- HP: Fire Inferno. Has the fastest startup of the three infernos.
Dark Thunder
- Half Circle Forward + Punch
Super Moves
Infinity Counter
Dark Thunder
- Back, Down-Back, Down + Punch
Infinity Combo
Armageddon
- Quarter Circle Forward + All three Punches
Heart of Darkness
- Quarter Circle Forward + All three Kicks