Marvel Super Heroes - Strategy Guide (Page 08)
Below are the cheat codes, hints and help for Marvel Super Heroes - Strategy Guide (Page 08).
COMBOS:
*******
-Safe Air Magic Series: Short -> Strong -> Forward -> U+Fierce
-Safe Ground Combo: D.S.Strong -> S.Roundhouse XX Mystic Stare
If the enemy blocks... D.S.Strong -> S.Roundhouse XX Mystic Stare
-Ground Magic Series: Punch to Kick
-Jumping Magic Series: Punch to Kick (2 hits average)
-Launchers: S.Forward
-Air Launchers: none
-Straight Launchers: C.Forward, S.Fierce, C.Fierce, S.Roundhouse,
C.Roundhouse
-Small Launchers: none
*BASIC COMBOS*
1. J.Roundhouse, C.Jab -> C.Roundhouse
2. J.Roundhouse, S.Jab XX Roundhouse Devitalization
3. Roundhouse Throw, S.Roundhouse
4. (corner) Fierce or Roundhouse Throw into corner, S.Strong -> S.Roundhouse
*INTERMEDIATE COMBOS*
5. (corner) Roundhouse Throw, D.S.Forward -> SJ.Short -> SJ.Strong ->
SJ.Forward -> SJ.U+Fierce (FS)
6. D.S.Strong -> S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.U+Fierce (FS)
7. (corner) Fierce Throw into corner, jumping Air Throw
8. (corner) Fierce Air Throw, J.Strong (OTG), S.Forward -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
9. J.Strong -> J.Roundhouse, S.Roundhouse (2-3 hits) XX Mystic Stare
10. (corner) J.Strong -> J.Roundhouse, D.S.Jab -> S.Forward -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS); While enemy starts falling
back down and passes you (you'll still be in same Super Jump), SJ.Strong
-> SJ.D+Forward
11. (corner) S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.U+Fierce
(FS); While enemy starts falling back down and passes you (you'll still
be in same Super Jump), SJ.U+Fierce, C.Jab (OTG) -> C.Roundhouse
12. (corner) Grab with Roundhouse, S.Forward -> SJ.Short -> SJ.Strong,
Roundhouse Air Throw, Air Forward Mystic Smash
13. J.Strong -> J.Roundhouse XX Roundhouse Mystic Smash, C.Jab (OTG)
S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
14. Grab with the Chaos Dimension, J.Strong (OTG), S.Forward -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
*ADVANCED COMBOS*
15. (corner) J.Strong -> J.Roundhouse, D.S.Forward XX Chaos Dimension
(Activation), Chaos Dimension Grab, J.Strong, S.Forward -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
16. Shuma Gorath's MARVELous Combo:
Activate Chaos Dimension (doesn't have to hit), Activate Mind Gem; After
Mind Gem fills up your meter to full again, grab with the Chaos Dimension,
J.Strong, S.Forward XX Chaos Dimension Activation, grab with Chaos
Dimension
Comments (#16): Special thanks to James Chen for this AWESOME combo. Here's
his explanation:
"...you can actually get two Chaos Dimensions in one combo. If you
activate the Mind Gem, you can still activate the Chaos Dimension. Do those
two and wait until your meter fills up. After it does, you still have time
to run up and grab the enemy before the Chaos Dimension effect wears off.
Grab them and the Chaos Dimension will begin. After coming out of the
portal, do the J.Strong before you land to OTG the enemy. Then do a
S.Forward XX Chaos Dimension (do these quickly so that the Chaos Dimension
activation will hit the enemy). Then jump up and grab them again just like
in combo #15. You won't be able to hit them again after the Chaos Dimension
because there is only one OTG per combo. But by this point, the enemy should
be just about dead."
COMBO OVERVIEW:
***************
GROUND COMBOS: His Safe Ground Combo is alright, but doesn't do much damage.
I recommend pecking with singular attacks instead so you can tick for a
Throw. In this case, S.Jab XX Devitalization is the best option, because the
Throw will connect wether the Jab is blocked or not. Altogether this is your
best combo, without getting into Air Combos.
AIR COMBOS: Leaving SJ.Jab out, Shuma's SJ.MS is fairly easy to perform; for
most cases you have to hit U+Fierce to finish the combo. The S.Forward
launches fairly high and straight up, so connecting with the Air Combo is not
too difficult. When not going for a Throw or Chaos Dimension, an Air Combo is
your best option for doing damage.
THROW COMBOS: Shuma is pretty much the grappler in MSH, with all of his
Throws doing a good deal of damage and allowing for a combo in all cases.
After the Fierce Throw in the corner, an easy combo is to follow with
S.Roundhouse--this will frequently get all 6 hits on bigger fighters. You can
also dash in usually and hit S.Forward for an Air Combo. When not in the
corner, the Roundhouse Throw appears to be your best option (for that matter,
it's your best option in the corner too! :). When outside of the corner,
simply follow it with S.Roundhouse for a few extra hits; other follow-ups are
possible, but can be fairly difficult to perform. When in the corner, you can
follow with the S.Roundhouse for max hits, or you can hit S.Forward for an
Air Combo, OR you can try for a Chaos Dimension OR you can jump up and Air
Throw! The same goes for the Roundhouse Air Throw in the corner...
OTG COMBOS: Other than rare occasions after the Mystic Smash (see combos),
the biggest OTG opportunity is, of course, off of the Chaos Dimension :).
Immediately after dropping out of the portal, you can hit the fallen enemy
OTG with a WELL timed J.Strong; then as you land hit S.Forward and Air Combo!
This is the best follow-up, but you can also vary the combo after the
J.Strong. ALWAYS attempt the OTG combo after the IC, it makes Shuma Gorath
truly a nightmare :).
TACTICS:
********
Offensive:
The two things you have as Shuma offensively are the Mystic Stare, and your
Throws. Throwing should be your goal in a fight, be it a regular Throw (for
energy gain and Throw combos), the Devilitilization (for damage) or the
Chaos Dimension. The Mystic Stare's recovery is exceptional from a distance;
use it to pin the opponent back, then either dash or jump in. Always be ready
to block in either case, and in the air, focus on attacking with J.Strong and
J.Roundhouse--if you think an air counter is coming fast and you start
holding back, it can double as a backward charge for a mid-air Mystic Smash
(to counter if they try to throw lower-priority air counters). Up close,
stress the S.Short when RIGHT up close, especially against those pecking with
low attacks (eg. Spider-Man), and the S.Jab, both to tick for a possible
Throw. The S.Strong is also a highly useful weapon from mid-range or a few
steps--if it connects, chain into a S.Forward and Air Combo, or S.Roundhouse
if too far away.
Once you have a Chaos Dimension charged, IMO you should not activate it from
a distance then go after them. It is much more effective if you stun the
enemy with the activation up close, then grab them--therefore it is best used
up close when you get there, unless you're on defense (see below).
Dashing Jump:
Quite important to playing a good Shuma, mixed in with his ground dash. This
allows him to get in quick, possibly suprising the enemy, allowing for a
Throw/Combo, and can pin them into the corner, where Shuma does the most
damage with his combos.
Defensive:
The Mystic Smash is a powerful, but dangerous counter to air attacks; if air
blocked, you lose initiative, and if missed you can be hit; IMO you should
not rely on the Mystic Smash here. The S.Forward provides good coverage and
will also launch the opponent--his best air counter IMO is C.Roundhouse,
which will not allow follow-ups because it is a Strike, however it is quite
fast and damaging, so it's worth it. Other than that, you have Shuma's
excellent invulnerable backward dash, and if done early will avoid jump-ins,
and even downward projectiles if the enemy doesn't anticipate it.
On the ground, the S.Strong, S.Fierce and S.Roundhouse all provide excellent
defense against dashing opponents. In the event that you block a slower
attack up close, counter with the Short or Forward Mystic Smash. If you
anticipate a projectile fast enough, you can often dash under (provided the
projectile is high enough), or you can try to time the appropriate Mystic
Smash over it...
Also remember that the Chaos Dimension activation can provide excellent
coverage, and will often take priority over up-close attacks.
In the air:
J.Roundhouse is decent when jumping in, or in air-to-air combat, but the
J.Forward and J.Fierce are best against others who are airborne. J.Strong is
his best jump-in attack, and can hit OTG too.
BEST JUMP-IN CHAIN: J.D+Fierce -> J.Roundhouse works wfairly well, but
starting with J.Strong is often easier, as it can hit
deeper.
SHUMA GORATH'S ENDING:
**********************
(NOT word for word...)
Basically Shuma gains the Gems and it shows him growing extremely large into
space, and saying how he's all-powerful and all-knowing, yadda-yadda-yadda.
I think he's actually eating the universe (pretty cool...)
#############################################################################
JUGGERNAUT:
-----------
Beginning Pose: Juggernaut bends a steel girder and exclaims "I'm
Unstoppable!"
Winning Pose 1: Juggernaut calmly walks over to the opponent and stomps
on their fallen body
Winning Pose 2: Juggernaut calmly walks over to the fallen opponent,
picks them up and cackles in their face.
Taunt: Juggernaut clasps his fist in his hand and exclaims
"I'm the Juggernaut!"
Regular Color: Brown and Red suit
2nd Color: just more red, basically :)
Background: In the middle of a partially constructed building, with
construction crews all around, some working and some
watching the fight.
Post-Match Quotes:
Vs. Juggernaut-"Get this through your stupid head. There is only one
Juggernaut!"
Close Fight-"You remind me of my brother... I HATE MY BROTHER!"
-"A few hits and it's over. They just don't make 'em
like they used to."
-"That was embarassing. Maybe you should try fighting
old, sick people."
STORY:
******
I don't clearly remember his story; his real name is Cain Marko, and I think
he finds the Cytorrak Stone after being buried in an avalanche or something
of the like. His brother-in law (or foster brother?) is none other than
Professor Charles Xavier, founder of the X-Men. I think he blames Professor X
for the avalanche and has been an enemy of the X-Men ever since.
The mad Titan Thanos has now gained possession of the all-powerful Infinity
Gems, which make up the very fabric of the cosmos. While the Avengers, the
X-Men and Adam Warlock fight to regain control of the universe before it is
destroyed, Cain Marko seeks to defeat Thanos to gain the Gems for himself,
making himself the ruler of all.
CHARACTER OVERVIEW:
*******************
More than anything else, Juggernaut is just plain FUN to play. He is
definetely not a scrub character, or a character for beginners, because all
of his moves (except the Earthquake) have horrendous recovery--Juggernaut
must play a healthy mix of pecking (w/ S.Jab), Throwing and reactionary
countering with his other attacks. Once you understand exactly how his
invulnerability works, and how to use it, his powerful combos, Throws and IC
will humiliate and also destroy the opponent.
MOVES LIST:
***********
-Juggernaut Punch: HCT+any punch
-Earthquake: F, D/F, D+any punch (can be done in mid-air)
-Juggernaut Splash: HCT+any kick
-Cytorrak Power-up: F, D, D/F+all three punches
-Object Pick-up: D,D+all three punches (over item), then any P to throw it
-Double Fist Thrust: F+Fierce
-Headbutts `n' Uppercut: F or B+Fierce (close)
-Cackling Slam: F or B+Strong (close)
-Air Drop: F or B+Strong or Fierce (close in mid-air)
-Best Gem: Space
-Forward Dash; Shoulder Charge: F, F or all three punches
-Backward Dash; Back Slide: B,B or B+all three punches
-Infinity Counter; Juggernaut Punch: B, D/B, D+any punch
-Infinity Combo; Juggernaut Headcrush: QCT+all three punches
REGULAR MOVES ANALYSIS:
***********************
S.Jab has great range because of his size. This can trade hits with any
attack, so if you get hit or not, follow into a combo. This is an excellent
pecking attack from mid or close range. C.Strong trades hits nicely, so if
you see, say, Wolverine coming in with his C.Roundhouse, throw this out to
absorb it and counter. It also has great priority over low attacks and
sweeps, and it will also hit Off the Ground. S.Fierce is an Air Launcher and
comes out relatively fast, compared to his other Fierces--like most of
Juggy's moves, it also does massive damage. If it connects on a standing
opponent, immediately cancel into a Jab or Strong Juggernaut Punch or even
better, a Headcrush IC. It is also a decent air counter and you can follow
with a guided Air Combo. Long recovery on this, so try and make sure it
connects. C.Fierce is Juggy's only Regular Launcher, sending the enemy
straight up. If it connects and easy Air Combo is possible. Also very long
recovery, so try to avoid throwing it out of nowhere. S.Short is a useful
pecking move/tick up close, and takes excellent priority over low attacks.
If the Short kick connects, chain into a S.Strong and combo from there.
C.Short is a fast attack that will start combos well, and can OTG too; chain
into a C.Forward if it connects on a standing opponent, then OTG. C.Forward
is also important, 'cause it's his only knockdown attack. Great
unstoppability, so try and connect with this a lot up close, so you can
follow with a Headcrush or Juggernaut/Earthquake Punch OTG.
The S.Roundhouse is another Air Launcher, and does sickening damage if it
connects. This is your best air counter to deep jumping opponents. Do NOT use
it out of the blue, because if blocked you're dead, if ducked you're dead,
and if you miss with it the enemy can dash in for an easy attack.
J.Fierce is IMO his best jumping attack, its range is limited but is the most
damaging way to jump in at the opponent. Comes out fast as well; this is the
move to use in the air, NOT his J.Roundhouse, because it is a kick aimed
upwards and will rarely connect solidly on a standing opponent.
J.Short and J.Forward are of limited use; the only place to use these to
attacks is chained together. When meeting an opponent in mid-air try to
connect with these two hits as an Air Combo, as no other attack in the air is
really reliable. If you wish to get more jump-in hits, do the J.Short into a
J.Fierce.
SPECIAL MOVES ANALYSIS
**********************
-Juggernaut Punch-
(Juggernaut exclaims "Juggernaut Punch!" and rushes the opponent, driving
them into the ground with a brutal downward punch; they then bounce off the
ground and across the screen)
Does HEFTY damage and executes the FS. The recovery is VERY, VERY SLOW,
giving the opponent over a full SECOND to counter. The idea is to make
ABSOLUTELY sure that this connects, and when it does it is definetely worth
the caution! In addition, Juggernaut will absorb all hits during the rush, so
if the opponent begins to throw ANY projectile or long range attack (NOT
including ICs!), quickly perform a Fierce Juggernaut Punch to barrel through
it and smack 'em down. Remember to make sure you're ahead in health of course
because the attacks will still do damage to you. Also not a bad combo
finisher. Jab goes a few steps, Strong half the screen and Fierce travels
full screen.
-----------------------------------------------------------------------------
-Earthquake-
(Juggernaut exclaims "Earthquake!" and slams his fists into the ground like
his C.Strong, producing ripples of shockwaves across the ground)
Easily jumped over and slow coming out AND in recovery, this should be
another one of your carefully used attacks. When up close it trades hits
surprisingly well, but IMO the Juggernaut Punch is better in this case and
does MUCH more damage. Annoying to put in combos, and things no longer fall
from the ceiling when he shakes the ground as they did in X-Men: CotA. Be
VERY careful when using this and pretty much any place you can use this to
hit the opponent, you can usually do a Juggernaut Punch instead. Fortunately
if blocked, it is very hard to counter and will push the enemy quite far
away; FOR THIS REASON IT IS IMPORTANT--whenever you know you've made a
mistake and the enemy blocks a regular attack, cancel into the Earthquake to
push them back... NOTE: this can quickly be comboed after in the corner :).
-----------------------------------------------------------------------------
-Juggernaut Splash-
(Juggernaut flies into the air with a growl and lands in a full body splash
on top of the opponent)
MAJOR damage when it connects, and is great for avoiding most ground-based
projectiles. If the opponent sees it coming they can block and then have over
a full second or so to counter as Juggernaut gets up off his face! Again, be
VERY careful using this and in the air it's great for going over missed
attacks, especially projectiles. For example, because of the Roundhouse
version's range, you can Super Jump over Iron Man's Proton Cannon and come
crashing down on him with it!
-----------------------------------------------------------------------------
-Cytorrak Power-Up-
(Juggernaut raises his fists to the air and exclaims "Power-Up!"; he then
begins to glow red)
Once activated Juggernaut's attacks will do almost twice as much damage! This
plus the Power Gem activated and Juggernaut can take off over a THIRD of his
foe's health with one F+Fierce! Try to do this whenever you have the chance,
and you should basically be treating it like a Taunt, as it takes him around
a full second to power up. Once activated, try your best to get in a big
combo. BTW, if you activate the Space Gem (see Best Gem) and get in a
Cytorrak Power-Up, go TOTALLY offensive as you're pretty much invincible!
-----------------------------------------------------------------------------
-Double Fist Thrust-
(With a growl Juggernaut thrusts both of his fists straight in front of him)
Although it is considered a launcher, it launches the enemy at a VERY shallow
angle, so that the only thing that connects is a Roundhouse Juggernaut
Splash. It does monster damage and has amazing range, about half the screen!
Best used in combos or to counter an attack from a distance, this is IMO
quite good at trading hits with close projectiles and even dashing combos!
This has the worst recovery of all his attacks, so be VERY careful that it
hits.
-----------------------------------------------------------------------------
-Headbutts `n' Uppercut-
(Juggernaut grabs his opponent, headbutts them twice then uppercuts them
away)
In the corner this can be EASILY followed with an OTG combo (sometimes a
juggle if quick, eg. Headcrush), and by itself it looks hilarious and does
good damage. Get it in whenever up close and you can't connect with a combo.
-----------------------------------------------------------------------------
-Cackling Slam-
(Juggernaut grabs the opponent, cackles in their face and slams them
headfirst into the ground)
IMO the better of the two Throws, it does great damage, looks humiliating and
can be followed up in the corner, with an OTG combo or FAST juggle.
-----------------------------------------------------------------------------
-Air Drop-
(Juggernaut grabs the opponent and whips them to the ground)
Decent damage, do it if you want. It MAY be possible to OTG them on YOUR way
down with a Short Juggernaut Splash...
-----------------------------------------------------------------------------
-Best Gem; Space-
The Space Gem is Cain's special Gem, becauses it causes him to turn a grey
color and take almost NO DAMAGE, definitely none from blocked Special Moves,
or regular moves! This is your chance for you to go offensive big time,
because most of your fighting with Marko will be reactionary. The "Super
Armor" given by this Gem also makes it TOTALLY impossible for Juggernaut to
be knocked down, with the exception of Throws. A good time to do the Cytorrak
Power-Up and kick a little arse.
-----------------------------------------------------------------------------
-Forward Dash; Shoulder Charge-
(Juggernaut dashes foward with his shoulder in front)
IMO quite useless, as he doesn't travel all that far, and this cannot be
easily interrupted by a backward dash. Only use it when you see a clear
opening for a Dashing combo. When the enemy throws a projectile, you can dash
through it and combo, though IMO a Juggernaut Punch works better because of
its speed.
-----------------------------------------------------------------------------
-Backward Dash; Back Slide-
(Juggernaut slides backward in retreat)
Speed isn't too bad, but Juggy doesn't really need a backward dash with his
absorbing power.
-----------------------------------------------------------------------------
-Infinity Counter; Juggernaut Punch-
(Juggernaut blocks an attack and counters with a Jab Juggernaut Punch)
VERY good ICO, it does great damage and comes out LIGHTNING fast. It also has
fair range, so don't be afraid to counter some long-ranged attacks or
up-close projectiles. Refrain from using this on jumping attacks unless
extremely deep.
-----------------------------------------------------------------------------
-Infinity Combo; Juggernaut Headcrush-
(Juggernaut exclaims "headcrush!" and rushses the opponent with his head
stuck out; once he's done the headbutt the enemy flies over behind his head)
Does MONSTER damage. Be VERY careful that this connects, because the recovery is
about as slow as with the Juggernaut Punch. This is best used in combos IMO,
and one of Juggernaut's best techniques. You can even OTG in some cases to
REALLY demolish the opponent!
COMBOS:
*******
-Safe Air Magic Series: Jab -> Short -> Strong -> Fierce
-Safe Ground Combo: D.S.Short -> S.Strong XX Earthuake
If the enemy blocks... D.S.Short -> S.Strong XX Earthquake
-Ground Magic Series: Weak Start
-Jumping Magic Series: Weak start (2 hits average)
-Launchers: C.Fierce, F+Fierce
-Air Launchers: S.Roundhouse, C.Roundhouse, S.Fierce
-Straight Launchers: none
-Small Launchers: none
*BASIC COMBOS*
1. D.S.Short -> S.Strong XX Earthquake
2. J.Strong, S.Short -> F+Fierce
3. J.Strong, S.Fierce XX Fierce Earthquake
4. J.Fierce, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
5. C.Short -> C.Forward XX Earthquake Punch (OTG)
6. J.Fierce -> J.Roundhouse, D.S.Fierce XX Juggernaut Headcrush
7. (corner) Strong/Fierce Throw, Juggernaut Headcrush (OTG)
*INTERMEDIATE COMBOS*
8. C.Short -> C.Forward XX Jab Juggernaut Punch (OTG)
9. C.Short -> C.Forward XX Juggernaut Headcrush (OTG)
10. J.Short -> J.Fierce, D.S.Short -> S.Fierce XX Juggernaut Headcrush
11. D.S.Jab -> F+Fierce XX Roundhouse Juggernaut Splash
12. (corner) J.Short -> J.Strong, D.S.Jab -> C.Fierce -> SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce, C.Short (OTG) -> S.Roundhouse
13. (corner) Fierce Throw, C.Forward (OTG)
14. J.Short -> J.Strong, D.S.Short -> S.Fierce XX Juggernaut Headcrush,
Juggernaut Headcrush, D.C.Short (OTG) -> S.T.Fierce
15. Strong Throw, S.Strong (OTG) XX Headcrush
16. Activate Mind Gem, J.Short -> J.Fierce, D.S.Short -> S.Fierce XX
Headcrush, Headcrush, Headcrush !!!!
17. Activate Power Gem, Power Up, Headcrush, Headcrush (100% :)
18. (corner) Strong Earthquake, S.Jab XX Headcrush
19. (corner) D.S.Jab -> S.Strong XX Jab Earthquake, S.F+Fierce XX Roundhouse
Juggernaut Splash
Comments (#14): thanks to James Chen! Here's his explanation:
"There's not much to say about this combo. Basically, the only thing
that needs to be talked about is when to do the second Headcrush. After the
first one, Juggernaut pauses for a while and the enemy goes flying up into
the air. Now, Juggernaut recovers fairly quickly from the first Headcrush and
he does so while out of view (the view follows the flying body of the enemy
you just Headcrushed). So basically, you have to activate the second
Headcrush even before you come into view (in the opposite direction, as
that's where the Headcrush causes them to go flying). Also, after the second
Headcrush, you have to start your dash at about the same point in order to
OTG them in time."
According to James Chen you cannot do this on Juggernaut, Hulk, or
Blackheart. It is difficult to do it on every one after that, and easy on
Spider-Man, Wolverine and Psylocke.
Comments (#18): as in the sequal, XvSF, you can follow the Earthquake Punch
in the corner IF you are about half screen away.
COMBO OVERVIEW:
***************
GROUND COMBOS: His Safe Ground Combo does plenty of block damage, but when
the Jab connects and you chain into Strong, finishing with a Juggernaut Punch
is much more damaging. _IMO_ when not using OTG combos OR the Headcrush, an
Air Combo is better.
AIR COMBOS: Amazingly enough, the big guy has a nice easy C.Fierce launcher,
and the SJ.MS, leaving out the SJ.Forward, will connect solidly. IMO Juggy's
best damage option without an OTG or Headcrush combo.
THROW COMBOS: Both the Fierce and Strong Throw, in or near the corner, can be
followed with various attacks, including the Headcrush. Pretty
straight-forward.
OTG COMBOS: The best way for Jug to do damage on the ground is after a
C.Forward. From this you can OTG with a Jab/Strong Juggernaut Punch,
Earthquake Punch or Headcrush. IMO this is your best option without using an
Air Combo. Just remember not to use constantly as the enemy can Safety Roll
if anticipated.
TACTICS:
********
Defense/Offense:
(NOTE: I included these two sections together simply because Juggernaut's
offense IS his defense, pretty much, since his offensive attacks absorb
their attacks.)
In order to be at all effective with Juggernaut you MUST take advantage of
his "Unstoppability". What this means is that Juggernaut has the ability to
absorb attacks and continue his own. For example, Juggernaut has no FB and
has a short jump, so dealing with projectiles can be a problem right? WRONG.
Just perform a Juggernaut Punch through them! Note that Juggernaut will not
PASS through the projectile; it will in fact hit him, but it will not phase
him and he will continue to barrel through and plow the enemy into the
ground.
Juggernaut CANNOT absorb the following attacks:
1. Swift, powerful knock-downs.
Examples:
-any sweep that knocks down, like Cap's C.Roundhouse
-Spider-Man's Spider Sting
2. chained combos
Examples:
-if you absorb Cap's S.Short, but he chains into S.Forward -> S.Roundhouse...
-Psylocke jumps in with J.Short, but chains into J.Forward -> J.Fierce...
3. Super Combos.
Examples:
-Iron Man's Proton Cannon :)
-Psylocke's PsiThrust
4. Fierce or Roundhouse Jumping Attacks
Examples:
-you attempt to stop Magneto's J.Roundhouse with S.Roundhouse, this will NOT
work (unless of course you throw the S.Roundhouse first, in which case you
will perform it as a normal air counter, as opposed to absorbing it).
NOTE: for #2, IF the attack you are performing when they hit you (with their
first attack) comes out before their next hit, it will be successful.
In the Psylocke example, if you start a S.Fierce and she hits you just
as Juggy brings his arm up, the Roundhouse usually doesn't come out
fast enough to cancel out the uppercut, and you'll launch her.
The following is a list of ways to use Juggernaut's Unstoppability with each
move:
S.Jab, C.Forward- Both great unstoppable attacks with good speed, ideal for
offense and working up close. Because of its great speed,
the S.Jab is perfect against pesky little guys like
Wolverine who like to dash in with Jabs and such--this will
usually come out fast enough to negate his attack, and you
can quickly cancel into a S.Strong+Earthquake Punch to push
them back.
The C.Forward is also good in this respect, although if
they are even remotely fast and chain into another attack
from the one you're absorbing, this sweep will not come out
fast enough to connect with. This is great against an
opponent who uses a lot of unchainable attacks up close, or
lots of FBs from this range.
C.Fierce, F+Fierce- use BOTH with caution. The C.Fierce does big damage, and
if you are DASHING when it absorbs an attack, you will
usually launch the enemy for an air combo. If the enemy
is quick with their MS you will frequently get
interrupted with this attack, and weary opponents will
simply sweep you. Same with the F+Fierce, except the good
thing about this is that a Roundhouse Splash will ALWAYS
connect after this if you cancel fast enough. It can be
seen coming though, so try to absorb attacks with it
from mid-range, especially FBs and dashing regular
attacks.
S.Roundhouse, S.Fierce- again, both are slow and if anticipated can be swept
or comboed. Use these as air counters to those who
like jumping in with attacks other than Fierce or
Roundhouse, but time them extra early so they will
have difficulty chaining into a MS. If they don't
jump in with weak attacks, just make sure that you
time the attack to hit as an air COUNTER instead of
trying to absorb the jump-in.
Juggernaut Punch- overused in other places, the JP's greatest asset is its
tremendous speed once he starts moving, and its absorbing
ability. From anywhere on the screen except from FULL
screen, if you see the enemy start a FB, IMMEDIATELY whip
off a Juggernaut Punch (Fierce from CLOSE to full screen,
Strong from mid-screen, etc...). Just beware not to do this
as often against Iron Man when he has a level charged :).
The JP is also fairly useful with absorbing regular
attacks, but I find its recovery is far too long to do this
often--in this case, stick with F+Fierce from mid-range and
Jabs and C.Forwards up close.
Earthquake Punch- absorbs attacks QUITE well, but the only reason I see to
use it here is against dashing attacks, as it will push
them away considerably.
Headcrush- a VERY important unstoppable attack, this move is LITTERALLY
unstoppable. With the exception of ICs, this CANNOT be stopped by
ANYTHING, including chains, sweeps and J.Roundhouse and Fierce.
This is because of its tremendous speed; ANYTIME you see the enemy
do ANYTHING (really, anything), whip this off to take it out;
unless it's an IC or the enemy is above you, I GUARENTEE this will
take it out! One thing to note however is not to do it against
full screen projectiles, as the Headcrush's range prevents it from
hitting that far; you'll absorb the projectile, but the Headcrush
will often not reach them.
Dashing Jump:
Quite important to Juggy, IMO. This allows him to go OFFENSIVE from even
across the screen--utilize this on overly-defensive opponents who do not
throw out enough attacks to absorb/counter.
In the Air:
You should not jump with Juggernaut unless the opportunity presents itself
for a jump-in combo IMO, as Juggernaut's air arsenal is limited. His J.Jab
has decent range and is good if they pester you in the air, but you shouldn't
really be up there anyways.
The only good move he has in the air is J.Fierce for priority up close, but
most opponents can snag him with a jumping kick before he reaches them. The
Juggernaut Splash doesn't help you much either, because if you miss you're
toast. Juggernaut's game is generally defensive, so stay grounded.
BEST JUMP-IN CHAIN: J.Fierce -> J.Roundhouse is again, best for solid damage,
and J.Short -> J.Forward is your best jump-in chain IMO,
though J.Short -> J.Fierce works as well.
#############################################################################
BLACKHEART:
-----------
Beginning Pose: Blackheart rises up from a portal in the ground and laughs
menacingly
Winning Pose 1: Blackheart clenches his fist full of energy and laughs
menacingly
Winning Pose 2: Blackheart raises his hands to the sky and laughs
menacingly
Winning Pose 3: Blackheart raises his hands to the sky and exclaims
"Blackheart rises!"
Taunt: Blackheart clenches his fist full of energy and laughs
menacingly.
Regular Color: Black and blue
2nd Color: Reddish blue
Background: Hell, or some nether-realm of that sort. The entire place
is ablaze with hellfire, with many shadowy souls writhing
in horror in the back. One of my favorite backgrounds.
Post-Match Quotes:
Vs. Blackheart-"You are merely a reflection, cast in my image, to test
my loyalty to Mephisto."
Close Fight-"Evil prevails again, but you did put up a struggle worth
noticing."
-"My father Mephisto will be happy to welcome one so weak
into his kingdom!"
-"So much courage in the face of evil, yet so little
skill."
STORY:
******
Blackheart is the son of Mephisto, lord of darkness. He aspires to become
more evil than his father and overthrow him as the emporer of the underworld.
The Infinity Gems will give him the opportunity to do so...
CHARACTER OVERVIEW:
*******************
Well, my opinion of Blackheart has somewhat changed. If you play him with a
good mix of offense with his S/C.Forward, Air Dash and demons, and defense
with his other attacks, Blackheart can be a dangerous opponent, and actually
pretty enjoyable to use. He is DEFINETELY not a scrub character, you HAVE to
be careful how you use ALL of his moves, esp. the Infernos and Dark Thunders.
With a lot of practice he can be just as good as any other fighter.
MOVES LIST:
***********
-Downward Dark Thunder: HCT+Jab
-Forward Dark Thunder: HCT+Strong
-Upward Dark Thunder: HCT+Fierce
-Close Lightning Inferno: HCB+Jab
-Mid-Screen Lightning Inferno: HCB+Strong
-Far Lightning Inferno: HCB+Fierce
-Ice Inferno: HCB+Strong -> Strong
-Fire Inferno: HCB+Fierce -> Fierce
-Soul Absorb: F or B+Fierce (close)
-Energy Surge: F or B+Strong (close)
-Air Energy Surge: F or B+Strong or Fierce in mid-air (close)
-Best Gem: Reality
-Forward Dash; Forward Ground Warp: F, F or all three punches
-Backward Dash; Backward Ground Warp: B,B or B+all three punches
-Air Dash: F, F in mid-air
-Infinity Counter; Dark Thunder: B, D/B, D+any punch
-Infinity Combo; Armageddon: QCT+all three punches
-Infinity Combo; Heart of Darkness: QCT+all three kicks
REGULAR MOVES ANALYSIS:
***********************
S.Jab is a good up-close attack for pecking/ticking, and you can chain two
together for a simple combo (yawn). S.Strong is Blackheart's Regular, and
only, Launcher. By itself it's a decent air counter, but it has a short delay
before it hits--it is powerful, but it is best used chained out of S.Forward.
S.Fierce has Blackheart release small pink demons from his chest, floating
forward then falling shortly. From a distance they can counter slower missed
attacks, or to hit opponents just as they land. S.Roundhouse has him kick
forward slightly and release different demons; this is slightly faster and
the demons are guarenteed if the kick hits--the kick has minimal range, and
is not too quick. It may be used to surprise slower dashing opponents. See
tactics for more info. Both C.Fierce and C.Roundhouse are basically low
versions of the demons, with the little critters moving along the ground;
this is somewhat useful for countering high attacks, and they come out
slightly faster than the standing versions. See tactics for more info.
S.Forward is Blackheart's best attack, and is IMO imperitive to playing a
good Blackheart. This has excellent priority up close (against low attacks,
use C.Forward instead), and in addition, also does decent damage and has
great recovery. The S.Forward is also serves as Blackheart's best air
counter--the most important feature of the S.Forward is that, following his
MS, you can chain into S.Strong to launch the enemy. This allows Blackheart
to deliver a powerful combo off of an air counter, OR a pecking attack.
C.Strong is another good attack up close, with slightly longer recovery; good
vs. up-close projectile attempts and slower high attacks.
J.Fierce and J.Roundhouse are airborne versions of the S.Fierce/S.Roundhouse;
again, there is a delay before the demons are released, and Blackheart's
recovery isn't too good. They can be useful if you anticipate the opponent
throwing a late air counter, or after his excellent air dash to surprise
them. J.Forward and J.Strong are both excellent jump-in and air-to-air
attacks.
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