Duels of Fortune/Black Heart

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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 almost as strong 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.

Playstyle
Blackheart employs their highly adaptive tool set to outmaneuver the opponent before going into powerful okizeme.
Pros Cons
  • 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, 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.
  • 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.

DoF Blackheart Name.png
DoF Blackheart profile.png

DoF Blackheart Name.png
DoF Blackheart profile Alien Form.png
DoF Blackheart Name.png
DoF Blackheart profile Arctic Form.png
DoF Blackheart Name.png
DoF Blackheart profile Ayall Form.png


Character Properties
Health
24000
Backdash
31F Maximum
Unique Movement
Low Profile Forward Dash
Low Profile Cancelable Back Dash
Upwards Air Dash
Upwards Cancelable Air Back Dash
Fastest Attack
5L (6F)


Unique Mechanic: Dashes

Blackheart's ground forward and backdash both low profile, in fact having a lower low profile than even Clyde's forward dash. 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 and pokes that beat Clyde's forward dash like Shiverskull 5M.

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

Move list

Command Normals
4H - Surprise!: A long ranged poke that launches.
j.2H - Head Over Heels: A posing kick that causes a hard knockdown.
Special Moves
5S - Gelatinous Shadow: A built-in mixup. Do nothing to get an overhead. Hold S to get a projectile. Hold 2 to get a low.
(j.)4S - Trick Punch: A backflip followed by a rushing punch. Hold S to just get the backflip. the backflip doesn't happen in air. Can be jump cancelled.
(j.)2S - Violent Kicks: An air-invulnerable uppercut.
j.S - Negative Fire: A rush of air-to-ground projectiles. Can be delayed by holding S.
Supers
5SP - Til Death Do Us Part: A rushing command grab super. Can be angled as an anti-air with 8.
2SP - Heart Breaker: Summons a heart that creates a bunch of smaller projectiles.
Quick combo reference

5L > 5M > 5H > 5S: Easy combo for helping beginners. Put a brief description here.

Normal Moves

5L
DoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low XF - - XF XF XF Invul, Dash Cancelable, Jump Cancelable, Tracker, Ground Bounce, Wall Bounce, XF Anti-Air Invul, XF Armored, Projectile Invul, Disjointed

Describe the move and the uses it has.

Toggle Hitboxes
Toggle Hitboxes
5M
DoF Buttons M.png
Caption
Caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5H
DoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2L
DoF Direction Down.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2M
DoF Direction Down.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2H
DoF Direction Down.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.L
DoF Direction Up.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.M
DoF Direction Up.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.H
DoF Direction Up.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Command Normal Name
4H
DoF Direction Left.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe a command normal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
6H
DoF Direction Right.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Unblockable - - - - N/A -

Describe their throw. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Reversals
Reversal
5R
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their regular reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Wakeup Reversal
5R on Wakeup
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their wakeup reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Burst
Burst
5B
DoF Buttons Burst.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
0 High/Low - - - - - -

Describe their burst, this should be roughly the same for most characters. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
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
DoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Down Taunt
2T
DoF Direction Down.pngDoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Special Name
5S
DoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data things, and if need be, a table.

Toggle Hitboxes
Toggle Hitboxes
Special Name
4S
DoF Direction Left.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
2S
DoF Direction Down.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
j.S
DoF Direction Up.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Super Name
5SP
DoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Heart Breaker
2SP
DoF Direction Down.pngDoF Buttons Super.png
The Mix-Up Machine™
The Mix-Up Machine™
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

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

Numpad Notation

DoF Buttons Up-Left.png DoF Buttons Up.png DoF Buttons Up-Right.png
DoF Buttons Left.png DoF Buttons Right.png
DoF Buttons Down-Left.png DoF Buttons Down.png DoF Buttons Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = DoF Direction Down.pngDoF Direction Down-Right.pngDoF Direction Right.png
  • 214 = DoF Direction Down.pngDoF Direction Down-Left.pngDoF Direction Left.png
  • 63214 = DoF Direction 624.png
  • 46 = DoF Direction Left.pngDoF Direction Right.png
  • 28 = DoF Direction Down.pngDoF Direction Up.png
  • Light: DoF Buttons L.png
  • Medium: DoF Buttons M.png
  • Heavy: DoF Buttons H.png
  • Special: DoF Buttons S.png
  • Super: DoF Buttons Super.png
  • Block/Reversal: DoF Buttons Block.png
  • Burst: DoF Buttons Burst.png
  • Taunt: DoF Buttons Taunt.png
Dash = 66 DoF Direction Right.pngDoF Direction Right.png
j. = Jump DoF Direction Up-Left.png / DoF Direction Up.png / DoF Direction Up-Right.png
dc = Dash Cancel
jc = Jump Cancel
dl. = Delay
[X] = Hold
]X[ = Release
gb = Ground Bounce
wb = Wall Bounce
bb = Blast Burst
tc = Trigger Cancel
SP = Super
[X]*N = Repeat sequence N amount of times.
X(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
(X) = Optional input
OTG = On The Ground
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
> = Cancel
, = Link
AA = Anti-air
land = Land before doing the next input.


Basic Combos

Easy combos for starting.

Combo Damage Difficulty Meter Spent Position Notes
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
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
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
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

X (Alt Costume Name)


X (Alt Costume Name)


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.


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