Has anyone tried a Mortuary drop after someone pushblocks you at the right(or wrong) time? Another Valentine just did this to me; I tried to push the last hit of the second chain of s.mp and they did command grab. Very tricky, but after they did it enough times and I was anticipating it it could be hit. Still, kind of cool.
Haven’t tried that yet; but remember to be careful with it since it does have a lenghty start up. You may catch somebody once but after that you’ll have to mask it better. She should be hittable in between the last hit of s.mp to the start up of Mortuary drop, right?
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follow up
[LEFT]Found some interesting tech on Youtube. If you do a “j.mp, j.hp, airdash, j.mp, j.mk” as part of your combo, depending on how early you cancel the last j.mp, you will either land on the left or right side of your opponent. You can use this to set up cross under mix-ups. This technique is demonstrated in this video at 01:09:[/LEFT]
[LEFT] [/LEFT]
[LEFT][media=youtube]9WZXGYBNX78[/media][/LEFT]
Eh. j.MK cross under is really character specific. You have to pretty much count the number of hits j.MP does each time to make sure you get the appropriate timing to attempt a cross under vs the cast.
I stopped trying to do it as a result.
It’s not guaranteed, but it’s something to consider that you have a character with long black strings and a command grab with range.
If whether or not it crosses up is character-specific, that’s probably a good thing. I don’t think people will be expecting the same reset to work differently after they switch characters.
For example, a potentially useful reset I found goes something like this: c.HP > SJC, j.HP > airdash, j.MP(2 hits) > j.HP > land, [Reset], IAD > j.HP > land
The last j.HP hits in front, but you land behind the opponent. However, on Cerebella I’m pretty sure the j.HP crosses up instead. It should be possible to get the j.HP to cross up on other characters, but you’ll have to delay the air dash, giving them more time to react. Not sure how useful it is as a reset, since they might autoguard your next attack if the j.HP hits in front and they block it.
Also, I discovered the j.MK reset myself at some point, and I’m pretty sure that you can affect what side you end up on not only by changing the number of hits of j.MP, but also by holding in a specific direction. Here’s what I was doing against Parasoul: c.HP > SJC, j.HP > airdash, j.MP(2 hits) > j.MK
It puts you behind her, but if you omit a hit from j.MP or instead simply hold back on the stick, you’ll land in front.
I seem to like j.HK (1-hit) dash, throw because the first hit barely has hitstun and the opponent can be thrown a lot earlier than it seems. Reminds me of Fortune’s j.MK.
Shh, dont tell everyone my tech ;).
-Jp. Lk is AMAZING for resets, you can switch sides with your opponent OR call an assist during the hit and force them in block stun
-St. Hp is an outstanding tool, not only is it a great footsie tool but you can also use it to bait your opponents burst. If you cancel out of it before the active frames, you’ll dodge the burst get a free hit. If my opponent attempts to burst out of a green vial combo, I’ll just do St. Hp and cancel it into shuriken for a free reset into a full combo. Not super practical when the opponent can just burst at different times to throw off your timing, but it’s something.
-When they pushblock you or your assist, sometimes you can throw in a command grab, they usually don’t see it coming.
-using her air dash cancels lead into some really good mix ups, while they are blocking your assist, you can do Jp. HP, dash, Jp. Hp the other side
-She can instant do an instant overhead with Jp.LP> Jp. LK, after a back dash. I find the easiest way to do this is to piano HP, MP, LP, LK when you back dash.
-you can combo her Vial Hazard assists with some characters back throws. Call the assist and throw them into it, I was able to get Cera’s LP into a full combo after it hit.
A little reset (even though I’m not a pro when it comes to Valentine)
Launch > jHP > dash> jMP(2)> jHP> land >(dash) jLP>jMP(3)>… then, if you go for jHP, the animation begins but Val lands before the hit comes out so you can go for a throw or a low. you can also get air dash jHP for an instant overhead. This reset is more efficient against heavy chars, or in the corner since you don’t have to slightly dash to get the throw/low to connect. The dash jHP works in any situation, but you have to hit the j.LP asap if you want the opponent to be standing when the j.HP comes out. The dash j.HP sometimes cross up or even whiff against Cerebella midscreen (haven’t really tested that thouroughly). It’s not the most deceptive reset because of the MP’s 3 hit, but it is still quite useful.
Just wanted to drop in and say that I’ve been trying out Val’s regular throw as an assist and it is a beast. Basically an unblockable assist that leads to a full combo for anyone. It’s at least as good as the c.MK that I’ve been using before, and probably even better.