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Blackheart moves and strategies: Marvel vs. Capcom 2

Guide last updated on
July 29, 2009 at 12:06 a.m. PDT


Blackheart moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Dark Thunder
Light Punch shoots a bolt of energy along the ground, which can still be blocked without crouching. Hard Punch angles it at an diagonally up-right position, so it works well as anti air.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Inferno
Executing this move summons a pit on the ground that shoots stuff upwards in a big column. The Hard Punch version automatically tracks based on wherever the other character is at, and Light Punch creates the pit right in front of you.

Joystick or Joystick Joystick or Joystick Joystick
Air Dash
Blackheart dashes either forwards or backwards in the air.

Joystick Joystick or Joystick Joystick (Hold last input)
Long Dashes
If you double tap the joystick to dash, but hold towards or backwards Blackheart will continue to move along the ground, keeping his dash going until he reaches an edge of the screen. This can be used to show up on the other side of your enemy.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Armageddon
Blackheart makes a bunch of meteors fall from the sky, but you need to be fairly close for your opponent to get hit by most of them. If they're full-screen's distance, they should be able to avoid this Hyper move entirely.

When this lands at point blank range it takes off a lot of power though.

Joystick Joystick Joystick Joystick Joystick
Heart of Darkness
Energy balls, gargoyles and a pit that shoots up stuff, this move makes a lot of things happen on screen. It will track your opponent wherever they are at, but they can jump, dash or somethings even walk out of the way.

If it lands, it does an OK amount of damage, but it will push them fully into a corner.

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Judgment Day
Shoots a bunch of small... things straight at your opponent when done from the ground, and covers a pretty big radius so it can be hard to avoid.

If used in the air, it angles that attack diagonally down-forward and the 'projectiles' travel far.

Assists


     Type Partner Assist Variable Counter Variable Combination
A Ground Type (L) Dark Thunder (L) Dark Thunder Judgement Day
B Anti-air Type (H) Inferno (H) Inferno Heart of Darkness
Y Launcher Type Launcher Claw Slice Launcher Claw Slice Armageddon
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.


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