I Need a Second Opinion: Q & A thread

Is there frame data on Dead Cross LMH? I want to know frame advantage on block to see if it’s truly worth using on block string pressure.

nobody chimed in on any of the questions I made? i knew I shouldnt have asked a beginner anyhing

Most of your questions are answered with Napalm Pillar, Updo or Hornet Bomber as assists.

Against Peacock + Double booty assist…just try to stay airborne and block until you grind your way in.

I’m looking to pick up Valentine as my second character (other is Parasoul) and I have a few questions about her so please help me out even if it’s just responding to one or two of these questions

I’m curious what are some of the best assist options she has and why? I was considering running Mortuary Drop.

On a team of two (with Parasoul) would she perform better as an anchor or point character (Parasoul Napalm assist if it matters)? Why?

What’s a good midlevel BnB to start with? I’m looking for something that deals decent to respectable damage that works on most of the cast and that isn’t particularly technical but not incredibly basic either. Midscreen, and if possible something that works anywhere on screen. A good blockstring if possible and it would also be nice if I could end it in a super but not always. Yes I realize this is asking for a lot, but this is what a good bnb should have.

Finally, how should one approach with Valentine, what are her best moves to put on pressure? How does she open people up?

imo, when it comes to pressure and opening people up.

j.mp and j.hp are her staple go to moves.

j.mk and j.hk are more situational and gimmicky, but they’re viable and give you more options overall and force the opponent to keep 4 approaches/moves in mind, as opposed to 2.

learned last night j.hk is amazing for hitconfirms and is pretty safe in a unique sense.

what i mean is that a whiffed j.hk, you can back dash out of, so if you keep your airdash in reserve, you can pretty much avoid lots of punishment. if you dont, you can still cancel into dead cross to stall yourself and quickly determine the best choice of action to keep yourself safe.

on block, you can airdash forward into something like j.mp to apply pressure, or j.hp for cross ups if you’re close enough to your opponent and can time/space it properly. you could probably even consider j.lk for resets since the move is active for a good period of time, like j.mp, but unlike j.mp, doesnt have as much hitstop on block giving your opponent less time to react (but conversely, you have less time to react as well, but it’s a trade in your favor as a player me thinks.)

The game has been out for two weeks. Do you seriously think we would have figured out the match ups in 2 weeks?

  1. Against Filia air dash I use St.HK. You could also not get into a situation where she can get in the ass so fast or one of the million of invincible assists.

  2. Against Bella in the corner you need to rock an assist that is invincible and not get yourself there. Sniff out his strings and hope you don’t jump into her anti air grab.

  3. Block and edge your way in slowly. You can jump over a chunk of her projectiles as is. We can’t teach patience over the internet.

Don’t shit on the thread again. Nobody knows wtf is up with the game just yet so just take it easy and enjoy the ride.

lol. lured you in.

lol. infracted you.

Twice, even.

Thats it?I got mines, though. I aint mad at ya.

But anyways, to anyone else who isn’t mad at me for waiting so long to get an answer,I need Double/Peacock help in regards to her “Ouroboros” wakeup tactic. When you tech roll on either she has a couple heads waiting on either side of you and she readys a overhead on your wakeup option. I was told to push block and get away, but when I try to run away, she uses Peacock QCF+P assist, uses her dashes to mix you up. Is there an assist with Val’ worth having?

Do you folks have strategies on running a solo Valentine?

I do.

It’s pretty simple.


Do. Everything.

Meaning.

Rushdown. Keepaway. Grapple. Zone. Everything. I think that’s one of Val’s strengths is the fact that she is extremely versatile. Yeah, everyone else is better when it comes to their particular specialty, but on the flipside, they’ve got something they suck at that Val can do better.

That’s the general picture of it anyway.

I play a reset-heavy valentine, so my BnBs are typically around 1.5k to 4.5k(I think?) (1.00x) with no meter, which doesnt sound too appealing, until you realize that as a result, I’m sitting on an average of 3 bars per stock. I don’t readily use meter against opponents unless they like to use assists a lot, in which, I punish them left and right, and when I open my opponent up, I snapback to remove red life, which is I believe another important aspect to running solo val. Snapping in opponents simply for the sake of killing red health. Doing so allows you to sit back with life leads at the other side of the screen and force the opponent to come to you, which you can use to create more opponents in your opponents defense. Also, if they tagged out a character, chances are that particular character you were doing a good job of opening up, so you should put the pressure on them since they’re forced to come in on 1 side from a snapback, essentially giving you time to set up and put pressure on them from the get go.

Since I sit on a bunch of meter a lot, I can usually pull level 3s set ups out of my ass doing an insane amount of damage out of nowhere, which is made worse when you tac on HP Poison before the Level 3.

Something else that I think is key is burst baiting. Val has so many tools to bait bursts. So learning set ups where you can trigger IPS intentionally, while making it easy for you to get away is a very useful tool.

More stuff when it comes to Solo Val is getting good reads and solid single hits. Never underestimate the power of just hitting them with shit sometimes, especially when it gives you the life lead. You’d be surprised how many TK 236HKs people just get hit by lol. And a few of these do wonders in giving you life lead.

too many times I’ve just hit people with a single TK 236HK and never followed up. I just kept my distance and made good reads/predicts, hitting either the point or assist. A few of these, and then bam, life lead. now they have to approach. now it’s easier to open them up.

Which kinda brings me into my next point. Learn as many nuances/techs/gimmicks as possible as you’ll need those to throw your opponent off and open up.

There is more, but yeah. When I say, use everything. I mean. Use EVERYTHING. Every mechanic. Every gimmick. Everything you can possibly muster and thnk of. Every. Thing. And don’t be afraid to keepaway and be content with winning with a life lead. It’s a pretty serious play to win playstyle lol.

Without the patience and resolve to do what the situation calls for, it’ll be very hard to win solo val. Be flexible. And switch your playstyle on the fly, based of what the situation is.

And for the love of god dont get locked down in the corner rofl. you have no assist. the closest moves you have to an AA is c.HP, s.HP, and s.HK1. the closet thing you have to a reversal is a snap back. these are all not good options. unless you’re godlike at finding holes in pressure, being locked down in the corner is a terrible position to be in. You have a super jump, double jump, and an angled air dash. You’re using one of the most mobile characters in the game. Jump around like a fucking rabbit on crack if you have to avoid being locked into a corner. you want to lock them into a corner, not get yourself locked in one rofl.

so do what ever you can, even if that means doing an unsafe special such as 236HK to get you into midscreen. Even if you get punished, midscreen combo is preferrable to the corner where you can get looped for much more damage and reset far easier lol

all in all, controlling the whole momentum and flow of the match is the pot of gold you want. if you can aggravate them as well, go for it, means they’ll fuck up more.

its easier to control momentum when you have life lead lol. it’s also easier when you condition your opponents to expect certain things, and then you suddenly do something else, which is why val being versatile is a huge strength.

since val lacks a dp reversal, be wary of jump ins. back dashing and double jumping is a godsend lol. and since val isnt the best when it comes to air to air, be very careful when it comes to challening opponents in air, esp fillia or ms.fortune. don’t worry about parasoul j.hp spam tho, the character is mad easy to deal with lololol.

that’s all that i got to say without adding in unnecessary rambling.

Okay, thanks. But, for the TK 236K, it’s done like Cammy’s TK Cannon Strike, right?

What can Valentine do after an airgrab, I can’t come up with much at all? Also, is it me, or does her air grab really suck, can’t really reset in the middle of combos with it like Parasoul can, feels like it has lousy range or something?

Also wondering other than Mortuary Drop what assist is good for Valentine to use? I run Valentine/Parasoul, so something that keeps on pressure would be nice, but I can’t think of much.

I’m not a fan of her air grab, but if I see an opportunity for it I’ll air grab -> Checkmate Incision -> OTG Checkmate Incision for some stylish damage (since you gotta time that sucker juuuuust right).

Dead Cross H works extremely well for Parasoul to continue pressure and to extend combos. The blockstun from it is usually enough to make most of Parasoul’s attacks very safe. I’m trying to figure out how to incorporate it into my Double game.

Any ways on how to do that TK 236HK? Everytime I try, I only end up doing the j.HK.

2369HK

I hate parasol j.hp, what do when my opponent spam this?

Block?

I run pw, valentine and parasoul.

Valentine on st. mk because I have high low mixup game with parasoul and pw. I play this game just like mvc2. I will try to upload some content soon