I decided to post it earlier than I intended because… I’m not good at keeping things to myself. There are some other cool, fancy combo’s, some that would even mesh perfectly in with these resets, but I like that fact that I’m the only one doing them at the moment. I’d like to keep it that way, for at least a little longer. You don’t need the fancy stuff right now anyway. Oh yeah, and if you haven’t noticed, I write a lot. So… don’t start if you don’t have time to kill.
Some of this has probably been noted before, but there are other bits that seems really valuable, and it may be important early on, lest people start dropping Cerebella for teams like DoubleParaCock shudder. So, take this information, remember that it all is done with a 1.00 multiplier, and GET BETTER WITH CEREBELLA! I’ll list how much damage it (should) do with a 1.75 multiplier, and a 1.30 multiplier (I’m going to be using a calculator) at the end because my OCD demands it. Also, please note that I cannot see the damage numbers on my tv because it’s not all fancy. I will round them to the closest I can tell the 100’s number to be.
Before we start, I’m going to be using c.:mk: a lot. I know that it’s kind of hard to combo into unless you’re right in your opponents face. If you can mash j.:lp: consistently and don’t mind scaling, it’s a great tool for not only hit confirming, but landing at a range that is c.:mk: acceptable (So doing something like c.;:lp:;, c.:mp:, c.:hp:, j.:lp: (mash), c.:lk:, c.:mk:…). I personally cannot mash it out consistently, whether it’s because I’m using a pad or just because, I don’t know. If you don’t mind an early ground bounce, then you can do a j.:lk:, j.:hk:. Make sure to adjust the following combos appropriately, as IPS can be a bitch if you aren’t paying attention.
Mid-screen Grab Bag
Spoiler
j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mk: for about 5000; after that c.:mk:, you can jump and do Grab Bag for another 2500-2800, a total of 7500-7800. Normal air grab doesn’t seem to work well in this situation, if at all. If they start teching, simply start continuing into an actual combo. You’ll probably want to cancel into something like s.:mp:, s.:hk:, :dp: :hp:(5800) (or instead of Cerecopter, you can use meter to get) :qcf: Super (6200). Not too shabby.
Corner Grab Bag
Spoiler
j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:mk:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp::lp:+:lk:, :qcf: Super, c.:lk:, c.:mk:, does about 6900 damage, with another 2500-2800 from the Grab Bag you follow with, a total of 9400-9700. If they start teching you, then you can simply go into a c.:hp:, :dp: :lp:+:lk:, :qcf: pp, because if you started the combo with at least one bar then the combo will give you just enough for a second super, to make the total damage about 8200. Fairly decent.
Although, if you don’t really like the damage on either of those, you can go for a different reset, with the added option of trying to burst bait your opponent. You don’t have to, though, and you get more guaranteed damage if you don’t try, but there is no damage from trying.
Mid Screen Command Grab
[details=Spoiler] j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mp:, c.:hp:, j.:mp: for 5300 and will activate IPS. I haven’t been able to pull it off in a match yet, but if your opponent is late in hitting a button then you should be able to block it and start your combo anew. If you don’t want to risk that, then instead of a second j.:mp:, use j.:mk:. Does basically the same damage. Anyway, from that j.:mk:, your opponent will land on his feet. The awesome thing about j.:mk: mid screen is that they land at that perfect distance, where you can choose to either do :qcb::lp:+:lk: or :qcf::lp:+:lk:. Depending on where you want to be, you can choose to use the :qcf:to throw them behind you a fair distance (and follow it with :qcf: pp for about 4300, a total of about 9600), or you can :qcb::lp:+:lk: for a combo. If you are fortunate enough to be close to the corner as you grab, then you get rewarded with one of her delicious corner combos, like this one for example:
:qcb::lp:+:lk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:mk:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp::lp:+:lk:, :qcf: Super for an additional 7600, for a total of 12900. Pretty snazy.[/details]
Corner Command Grab
[details=Spoiler] j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp: c.:mp:, c.:hp:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp: :lp:+:lk:, :qcf: pp, c.:lk:, c.:mp:, c.:hp:, j.:mp: does about 7200. IPS should activate from that last j.:mp:, but if you want nothing to do with burst baiting, simply do a j.:mk:instead.Now, from here, you want to :qcf::lp:+:lk:, :qcf: pp for roughly 4300 (a total of about 11500).
If they start, you know, jumping, then you can go into her :dp::lp:+:lk: xx :360: Super trap. If you land the Super then that’s 4800 dmg (for 12000 total), but if you land the :dp::lp:+:lk: then you’ll have to put in a bit of extra effort, but the damage is worth it. You can do whatever you want, but here’s an example: :dp: :lp:+:lk: (the grab that caught them when they tried to jump), :qcf: Super (you were using the meter anyway), c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:mk:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp: :lp:+:lk:, :qcf: pp for 5900, a grand total of 13100, all but guaranteeing your victory with… 3 meters. Bitchin’.[/details]
Dat c.:mk:
[details=Spoiler] I absolutely LOVE the c.:mk:. Aside from its weird angles and crappy range, it’s, like, the backbone of most of my damage. There is another reset, **not **involving her command grabs. After a c.:mk:, you can jump forward like you are going to do a j.:mp:, you can delay your attack and throw out a j.:hk: on the opponents other side. It looks so odd, and I haven’t seen anyone block it, even when they know it’s coming. It seems like it belongs in Val’s arsenal.
Anyway, this reset, combined with ANYTHING else I have listed here is DEVASTATING, damage wise and mind-fuck wise.Example combo, midscreen: j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mk:, the first combo we listed, does about 5000. When you jump over on the other side and j.:hk: connects, go ahead and do c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, s.:hk:, :dp::hp: for another 6200, leaving your opponent short 12200, for NO METER.Can it get better than that? Yes. Yes it can.
What if instead of that last s.:hk: you do c.:hp:, j.:lk:, j.:mk: into command grab? Just plug in the combo from the second mid-screen combo for another 7600, a total of about 19800 (About 18700 without meter)… Mid screen. Not a special, corner specific combo. This can happen ANYWHERE on the screen! Granted that for that big damage, I personally can only perform it close to the corner, but I’m sure anyone with j.:lp: mashing skills can get the same, if not more mid screen.
Also, if you happen to mess up and miss your j.:mp: after the reset, or if you just want to do it again, you can do the same cross-up j.:hk: reset over and over and over again. This also isn’t character specific, at all. But wait, there’s more! IF you opponent is somehow godlike, and manage to recognize and block on reaction the very difficult to respond to crossup j.:hk:, if you’re fast enough to recognize it was blocked and you aren’t pushblocked (or you could empty jumpand not risk the pushblock), you can throw out a :qcb::lp:+:lk: and, ya know… combos. Epic reset, meet Cerebella.[/details]
Also, just because I can’t not note it, the s.:lp:'s after the j.:hp: on Double and Cerebella don’t like to work. For Cerebella, if your timing is good, you can just not do the j.:mk:, and if you catch the j.:hp: low enough then the s.:lp: will connect. I don’t think it works at all on double. Remember; you need s.:lp: to hit before they hit the ground so that you either don’t use up your only OTG or miss completely if you’ve already OTG’d this combo.
Damage Chart
[details=Spoiler]When using this following damage chart, please don’t just stick to the one reset that does the most. Try to use all of them, because not all of them are always usable. Some of them won’t continue to work if you over use it. Things like “First Combo” refer to the first paragraph I mentioned a combo. I will also list the meter each combo used. If the damage has no number in (parenthesis) next to it, it doesn’t use meter. Oh yeah, and one last thing. When you start practicing these, or checking to see if they’re valid, could you please record for me the precise damage and I can update the mega post with them? It is tearing away at my sense of self knowing that the damage isn’t exact. Also, “Ignored” means you follow through without even attempting the reset, “Successful” and “Failed” should be obvious.
Character Health 100% (14300) = 115% (16445) = 200% (28600)
Specified Combo 100% Damage (number of meters used) = 130% Damage! = 175% DAMAGE!
Grab Bag 2400-2800 = 3120-3640 = 4200-4900
Mid-screen Grab Bag Combo Failed Reset 5000 = 6500 = 8750
Mid-screen Grab Bag Combo Successful Reset 7500-7800 = 9750-10140 = 13125-13650
Mid-screen Grab Bag Combo Ignored Reset 5800/6200(1) = 7540/8060 = 10150/10850
Corner Grab Bag Combo Failed Reset 6900(1) = 8970 = 12075
Corner Grab Bag Combo Successful Reset 9400-9700(1) = 12220 = 16975
Corner Grab Bag Combo Ignored Reset 8200(2) = 10660 = 14350
Mid-screen Command Grab Combo Failed Reset 5300 = 6890 = 9275
Mid-screen Command Grab Combo Successful Reset 9600(1)/12900(1) = 12480/16770 = 16800/22575
Corner Command Grab Combo Failed Reset 7200(1) = 9360 = 12600
Corner Command Grab Combo Successful Basic Reset 11500(2) = 14950 =20125
Corner Command Grab Combo Successful Unblockable Reset 12000(2)/13100(3) = 15600/17030 = 21000/22925
c.:mk: Combo Failed Reset 5000 = 6500 = 8750
c.:mk: Combo Successful Reset 12200 = 15860 = 21350
c.:mk: Combo Successful Double Reset 19800 (1) = 25740 = 34650[/details]