Duels of Fortune/Black Heart: Difference between revisions
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{FP Overview | {{FP Overview | ||
|overview=Blackheart is Clyde's evil clone, and accordingly their toolkit is just as twisted as their personality. Blackheart has one of the most adaptable movesets in the game, with no glaring flaws, compounded by them also having possibly the strongest mixup game in the cast. Blackheart's movement is possibly the best set in the game, taking not only a low profile forward dash from Clyde, but also a low profile back dash, upwards air dashes, and specials like '''4S''' and '''j.S''' that make them even harder to pin down. This combination makes Blackheart near impossible to keep out to any meaningful degree. This would be strong on its own but Blackheart's pokes are | |overview=Blackheart is Clyde's evil clone, and accordingly their toolkit is just as twisted as their personality. Blackheart has one of the most adaptable movesets in the game, with no glaring flaws, compounded by them also having possibly the strongest mixup game in the cast. Blackheart's movement is possibly the best set in the game, taking not only a low profile forward dash from Clyde, but also a low profile back dash, upwards air dashes, and specials like '''4S''' and '''j.S''' that make them even harder to pin down. This combination makes Blackheart near impossible to keep out to any meaningful degree. This would be strong on its own but Blackheart's pokes are amazing too. Their '''2M''' series lets them attack three different angles via inputting 1/2/3M, the longest of which 3M being capable of converting off hits from across the screen. Other large normals like '''2H''', '''4H''', and '''j.H''' are strong too, hitting opponents at ranges most can't easily contest. Adding to this is these normals' ability to convert into full damage and oki in almost every situation, which leads to Blackheart's powerful pressure and okizeme. Blackheart has a multitude of mixups, from basic high/lows using their '''5H''' overhead and numerous lows, to left/rights employing '''2H's''' unique ability to side switch on block, and even the somewhat gimmicky mixups of '''5S''' and '''5SP'''. If these were easy to reversal it wouldn't be that dangerous, but Blackheart's '''4S''' has invincibility, allowing it to dodge and punish reversals with a level of consistency other characters wish they had. This all becomes especially deadly when '''2SP''' is used, turning already threatening oki into one of the most dangerous situations in the game. | ||
Blackheart does have minor issues, such as high recovery on their normals, but these can | Blackheart does have minor issues, such as high recovery on their normals and subpar damage, but these can be circumvented by avoiding bigger mistakes. | ||
|intro= '''Blackheart''' employs their highly adaptive tool set to outmaneuver the opponent before going into powerful okizeme. | |intro= '''Blackheart''' employs their highly adaptive tool set to outmaneuver the opponent before going into powerful okizeme. | ||
|pros= | |pros= | ||
* '''Movement Master''' - Blackheart probably has the best overall movement options in the game. Their ground dashes have one of the best low profiles in the game, their back dash is cancelable, their air dashes go at odd angles that are hard to anti-air, his long jump has an extra small hurtbox, and he has multiple specials that help supplement these. It's | * '''Movement Master''' - Blackheart probably has the best overall movement options in the game. Their ground dashes have one of the best low profiles in the game, their back dash is cancelable, their air dashes go at odd angles that are hard to anti-air, his long jump has an extra small hurtbox, and he has multiple specials that help supplement these. It's near impossible to keep them pinned down. | ||
* '''Big Buttons''' - While none are disjointed excluding the 2M series, Blackheart has a strong assortment of long range normals between '''1/2/3M''', '''2H''', '''4H''', '''j.M''', and '''j.H'''. These all control large amounts of space and let Blackheart pester opponents both at mid and long range. | * '''Big Buttons, Big Conversions''' - While none are disjointed excluding the 2M series, Blackheart has a strong assortment of long range normals between '''1/2/3M''', '''2H''', '''4H''', '''j.M''', and '''j.H'''. These all control large amounts of space and let Blackheart pester opponents both at mid and long range. In turn, these long range buttons also let them convert from basically any range into full combos and strong oki. | ||
* '''Devastating Offense''' - Blackheart's mixups even off a basic blockstring are incredibly potent. '''5H''' is a fairly fast overhead that leads into great damage and '''2H''' lets them perform left/rights on the ground mid blockstring. In addition, '''4S'''' invincibility allows them to straight up punish reversals at low risk and '''5S''' gives a challengable but hard to see high/low situation. '''5SP''' furthmore forces the opponent to immediately guess between a grounded or anti-air command grab, which while a bit of a knowledge check, can catch people off guard. And this is all before you start adding tick throws. These mixups get even stronger with '''2SP''' setups, which force an unseeable, burst safe mixup. | |||
* '''Devastating | |||
|cons= | |cons= | ||
* '''Long Recovery on Normals''' - Almost all of Blackheart's normals have significantly higher than average recovery, meaning their frame advantage on block isn't very good and whiffing with them is even more risky than normal. Still, this would require Blackheart to whiff to begin with, and '''4S''' means the lack of frame advantage isn't a big deal. | * '''Long Recovery on Normals''' - Almost all of Blackheart's normals have significantly higher than average recovery, meaning their frame advantage on block isn't very good and whiffing with them is even more risky than normal. Still, this would require Blackheart to whiff to begin with, and '''4S''' means the lack of frame advantage isn't a big deal. | ||
* '''Subpar Damage''' - Blackheart's damage while not bad is below average, especially if he wants to route into his optimal oki setups. | |||
|border=yes|tablewidth=102 | |border=yes|tablewidth=102 | ||
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|-|Ayall Form= | |-|Ayall Form= | ||
[[File:DoF_Blackheart_Name.png|100px]] <br> | [[File:DoF_Blackheart_Name.png|100px]] <br> | ||
[[File:DoF_Blackheart_profile_Ayall_Form.png| | [[File:DoF_Blackheart_profile_Ayall_Form.png|300px]] | ||
</tabber> <br> | </tabber> <br> | ||
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<tr> | <tr> | ||
<td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> '''5L (6F)''' | <td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> '''5L (6F)''' | ||
</table> | </table> | ||
}} | }} | ||
{{FP Box | {{FP Box | ||
|header=Unique Mechanic: Dashes | |header=Unique Mechanic: Dashes | ||
|content=Blackheart's ground forward and backdash both low profile | |content=Blackheart's ground forward and backdash both low profile. That's not all that's unique about these dashes either. Blackheart's backdash is one of the only two cancelable backdashes in DoF, making it even less of a committment and allowing for some unique uses. This also means it can be canceled into a long jump like with forward dashes. And on long jumps, Black Heart's long jumps retain the small blob form until canceled into an attack, meaning their hurtbox is significantly smaller than a regular long jump. Combine these together and you get one of the hardest to deal with dashes in the game. Even beyond going past projectiles and such, they can go under things you wouldn't expect like Baron's command grabs. | ||
Blackheart's air dashes are unique too. Rather than the usual straight horizontal angle, their airdashes have an upwards arcing angle. Like with other air dashes, you can alter the momentum and angle you come down at by canceling the air dash at different points, making for some very tricky jump arcs. On top of that, Blackheart's back air dash is the '''only''' cancelable air back dash in the game, lending it more use than its compatriots. Add in their air specials that alter their momentum with '''j.S''' and '''j.4S''', and you get one of the hardest characters to anti-air in the game. | Blackheart's air dashes are unique too. Rather than the usual straight horizontal angle, their airdashes have an upwards arcing angle. Like with other air dashes, you can alter the momentum and angle you come down at by canceling the air dash at different points, making for some very tricky jump arcs. On top of that, Blackheart's back air dash is the '''only''' cancelable air back dash in the game, lending it more use than its compatriots. Add in their air specials that alter their momentum with '''j.S''' and '''j.4S''', and you get one of the hardest characters to anti-air in the game. | ||
[[File:DoF_Blackheart_Dash_Hitbox.png|center|frameless]] | [[File:DoF_Blackheart_Dash_Hitbox.png|center|frameless]] | ||
[[File:DoF_Blackheart_Long_Jump_Hitbox.png|center|frameless]] | |||
}} | }} | ||
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;Command Normals | ;Command Normals | ||
:4H - ''Surprise!'': A long ranged poke that launches. | :4H - ''Surprise!'': A long ranged poke that launches. | ||
:j.2H - ''Head Over Heels'': A | :j.2H - ''Head Over Heels'': A downwards flip kick that causes a ground bounce and hard knockdown. | ||
;Special Moves | ;Special Moves | ||
:5S - ''Gelatinous Shadow'': A | :5S - ''Gelatinous Shadow'': A canned mixup projectile. Do nothing to get an overhead. Hold S to get a projectile. Hold 2 to get a low. | ||
:( | :4S (Air OK) - ''Trick Punch'': An invincible backflip followed by a rushing punch. Hold S to just get the backflip. Doesn't back flip in air version. Can be jump canceled on hit. | ||
:( | :2S (Air OK) - ''Violent Kicks'': An anti-air invulnerable uppercut. | ||
:j.S - ''Negative Fire'': A rush of air-to-ground projectiles. Can be delayed by holding S. | :j.S - ''Negative Fire'': A rush of air-to-ground projectiles. Can be delayed by holding S, which in turn can be air dash canceled. | ||
;Supers | ;Supers | ||
:5SP - ''Til Death Do Us Part'': A rushing command grab super. | :5SP - ''Til Death Do Us Part'': A rushing command grab super. Has an anti-air grab variation by pressing 8. | ||
:2SP - ''Heart Breaker'': Summons a heart that creates a bunch of smaller projectiles. | :2SP - ''Heart Breaker'': Summons a heart that creates a bunch of smaller projectiles. | ||
}} | }} | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|name=''' | |name='''Heart Breaker''' | ||
|input = 2SP <br> [[File:DoF_Direction_Down.png|20px|link=]][[File:DoF_Buttons_Super.png|30px|link=]] | |input = 2SP <br> [[File:DoF_Direction_Down.png|20px|link=]][[File:DoF_Buttons_Super.png|30px|link=]] | ||
|image=DoF__2SP.png | |image=DoF__2SP.png | ||
|hitbox=DoF__2SP_Hitbox.png | |hitbox=DoF__2SP_Hitbox.png | ||
|caption= | |caption=The Mix-Up Machine™ | ||
|data= | |data= | ||
{{AttackData-DoF | {{AttackData-DoF |
Latest revision as of 04:41, 16 May 2024
Blackheart is Clyde's evil clone, and accordingly their toolkit is just as twisted as their personality. Blackheart has one of the most adaptable movesets in the game, with no glaring flaws, compounded by them also having possibly the strongest mixup game in the cast. Blackheart's movement is possibly the best set in the game, taking not only a low profile forward dash from Clyde, but also a low profile back dash, upwards air dashes, and specials like 4S and j.S that make them even harder to pin down. This combination makes Blackheart near impossible to keep out to any meaningful degree. This would be strong on its own but Blackheart's pokes are amazing too. Their 2M series lets them attack three different angles via inputting 1/2/3M, the longest of which 3M being capable of converting off hits from across the screen. Other large normals like 2H, 4H, and j.H are strong too, hitting opponents at ranges most can't easily contest. Adding to this is these normals' ability to convert into full damage and oki in almost every situation, which leads to Blackheart's powerful pressure and okizeme. Blackheart has a multitude of mixups, from basic high/lows using their 5H overhead and numerous lows, to left/rights employing 2H's unique ability to side switch on block, and even the somewhat gimmicky mixups of 5S and 5SP. If these were easy to reversal it wouldn't be that dangerous, but Blackheart's 4S has invincibility, allowing it to dodge and punish reversals with a level of consistency other characters wish they had. This all becomes especially deadly when 2SP is used, turning already threatening oki into one of the most dangerous situations in the game.
Blackheart does have minor issues, such as high recovery on their normals and subpar damage, but these can be circumvented by avoiding bigger mistakes.
Blackheart employs their highly adaptive tool set to outmaneuver the opponent before going into powerful okizeme. | |
Pros | Cons |
|
|
Blackheart's ground forward and backdash both low profile. That's not all that's unique about these dashes either. Blackheart's backdash is one of the only two cancelable backdashes in DoF, making it even less of a committment and allowing for some unique uses. This also means it can be canceled into a long jump like with forward dashes. And on long jumps, Black Heart's long jumps retain the small blob form until canceled into an attack, meaning their hurtbox is significantly smaller than a regular long jump. Combine these together and you get one of the hardest to deal with dashes in the game. Even beyond going past projectiles and such, they can go under things you wouldn't expect like Baron's command grabs.
Blackheart's air dashes are unique too. Rather than the usual straight horizontal angle, their airdashes have an upwards arcing angle. Like with other air dashes, you can alter the momentum and angle you come down at by canceling the air dash at different points, making for some very tricky jump arcs. On top of that, Blackheart's back air dash is the only cancelable air back dash in the game, lending it more use than its compatriots. Add in their air specials that alter their momentum with j.S and j.4S, and you get one of the hardest characters to anti-air in the game.
Character Summary
- Command Normals
- 4H - Surprise!: A long ranged poke that launches.
- j.2H - Head Over Heels: A downwards flip kick that causes a ground bounce and hard knockdown.
- Special Moves
- 5S - Gelatinous Shadow: A canned mixup projectile. Do nothing to get an overhead. Hold S to get a projectile. Hold 2 to get a low.
- 4S (Air OK) - Trick Punch: An invincible backflip followed by a rushing punch. Hold S to just get the backflip. Doesn't back flip in air version. Can be jump canceled on hit.
- 2S (Air OK) - Violent Kicks: An anti-air invulnerable uppercut.
- j.S - Negative Fire: A rush of air-to-ground projectiles. Can be delayed by holding S, which in turn can be air dash canceled.
- Supers
- 5SP - Til Death Do Us Part: A rushing command grab super. Has an anti-air grab variation by pressing 8.
- 2SP - Heart Breaker: Summons a heart that creates a bunch of smaller projectiles.
5L > 5M > 5H > 5S: Easy combo for helping beginners. Put a brief description here.
Normal Moves
5L
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5M
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5H
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2L
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2M
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2H
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j.L
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j.M
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j.H
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Command Normals
Command Normal Name
4H |
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Universal Mechanics
Throw
Throw
6H |
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Reversals
Reversal
5R |
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Wakeup Reversal
5R on Wakeup |
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Burst
Burst
5B |
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Taunt
Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.
Taunt
5T |
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Down Taunt
2T |
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Special Moves
Special Name
5S |
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Special Name
4S |
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Special Name
2S |
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Special Name
j.S |
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Super Move
Super Name
5SP |
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Heart Breaker
2SP |
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Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.
Combo Legend
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Basic Combos
Easy combos for starting.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Advanced Combos
Harder combos that deal more damage or provide some other benefit.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
X Combo Category
If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Enders
List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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2H > 2S | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the ender. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2H > 2SP | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the ender. |
Colors
Trivia
- Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.
Black Heart Wiki Roadmap
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