Physical Therapy: Valentine Combo thread

All the combos in this thread work. All characters have specific body weights so you may have to toy around with the combo for slightly since they are not as rigid as combos in MvC3 or SF4. Please ask which part of the combo you are having trouble with and on which character you are having trouble performing the combo.

All the combos will have 3 different types of information following them: which part of the screen it works, how much damage it does and which characters it works on. The damage for the combos is posted with the standard 1.00 multiplier. This means combos will deal more or less damage depending on your opponent’s team composition.

If you have a combo to contribute, please make sure you add these three things in addition to the notations:

  1. Make sure that the damage ratio is 1.00. If you don’t know what these means, please make sure that the dummy opponenet has the same number of characters as the team you are using. 1v1, 2v2, 3v1, and 3v2 all give you the 1.0 damage multiplier.

  2. Whether the combo works midscreen or is corner only.

  3. Please write which characters you tested your combo on. Everybody has different weights and some combos will work on some characters but not others.

XX Cancel
/\ Super Jump
/ Landed
-> Link together
LP Low Punch or Jab
MP Medium Punch or Strong
HP High Punch or Fierce
LK Low Kick or Short
MK Medium Kick or Forward
HK High Kick or Roundhouse
j. Jumping
sj. Super Jumping
dj. Double Jumping
s. Standing
c. Crouching
ad Air Dash
[] Repeat or follow special instructions
() Number of times the normal hits.
OTG Off the Ground
(notations shamelessly stolen from: http://www.gamefaqs.com/arcade/562932-marvel-vs-capcom-2/faqs/10749)

Midscreen

Spoiler

Combos by Pertho

c.lp, c.mp,c.hp, j.lp. j.mp (1-2 hits), j.hp xx dash xx j.mp (3) / s.lp, s.mp (all hits), s.hk, s.hk, s.hk xx qcb lp/mp/hp
Midscreen and corner
Damage 3,600
Works on everybody

Combos by Fishy

c.lk, c.mk(1), c.hp /\ j.mp(1), j.hp xx ad j.mp (1), j.hp/s. lk, s.mk(1) c.hp /\ j.lk, j.mp(1), j.hp xx ad j.mk(2), j.hk(1-2/2nd hit alone is better for lights), land, j.lp, j.mp(2), j.hp, s.lp, s.lp, s.lp, (lk if grounded yet/optional) s.mp(all), s.mp (all), s. mk(all) s.hk, s.hk, s.hk xx qcf+k xx qcf+kk
6,200
Midscreen
Works on Valentine

Corner

Spoiler

Combos by Kef

c.lp, c.mp, c.hp /\ j.hp xx ad j.mp, j.hp / j.lp, j.mp, j.hp / s.mp, cr.hp /\ j.mk, j.hp ad j.lk, j.hk
Damage 5,600
Works on Filia

j.hp, c.lp, c.mp, c.hp /\ j.hp ad j.mp, j.hp / j.lp, j.mp, j.hp / s.mp, c.hp /\ j.mk, j.mp ad j.lk (1), j.mk (1) xx qcf lk / OTG c.lk, c.mk. c.hp /\ j.hk xx qcf lk

Corner
Works on Valentine

j.hp, c.lk, c.mk, c.hp /\ j.hp xx AD j.mp, j.hp / j.lp, j.mp (1), j.hp/ s.mp, s.mp (1), s.mk(1), c.hp, /\ j.hk xx qcf mk / OTG c.lk, c.mp (1), c.hp /\ j.lk (1), j.mp, j.hp, / s.lp, s.lp, s.lp, s.mp, s.mp, s.mk (1), c.hp, j.mk (1), j.hk, qcf hk xx super
Works on Valentine

Combos by B.Meister

j.hp, c.lp, c.mp, c.hp /\ j.mp, j.mk AD j.mp(1) j.hp, s.mp, s.mp, c.hp /\ j.lp, j.mp, j.hp, s.lp, s.lp, s.mp, s.mp, c.hp /\ j.lk, j.mp, j.hp, s.mk(1) c.hp /\ j.hk(2) qcf. Mk OTG c.lk s.mp, s. mp s.hk, s.hk, s. hk qcf hk
Corner
Works on Parasoul

combos by Fishy

c.lk, c.mk(1) c.hp, j.hp xx ad j.hp qcf+hk / c.mk(1), c.hp /\ j.mk(1) j.hp xx ad j.lk(1), j.hp / j.lp j.hp(1) xx ad j.mp(1) j.hp / s.lp, s.lp, s.lp, s.lk, s.mp(all), s.mp (all), s.mk(all), s.hk, s.hk, s.hk xx qcf+hk xx qcf+kk
7154dmg
Corner
Works on Valentine

c.lk, c.mk(1), c.hp /\ j.hp xx ad j.hp xx qcf hk / OTG c.mk(1), c.hp /\ j.mk(1), j.hp xx ad j.lk(1), j.hp / j.mp(3~4) j.hp(1) land mp(all)x2(all) mk(all) c.hp j.lp j.mp(3~5) j.hp land lpx3 mp(all)x2 mk(all) hk x3 xx qcf+mk xx qcf+kk
7.7k~dmg
Works on Valentine

Swift Edit: The timing is bitchy-tight throughout, it takes some getting used to~
Instructions for success: delay the relaunch j.mk(1) & the j.lk(1) after it to descend as much as possible. The following j.mp(3~4) must lower as much as possible, too, & the 2nd mp after the reland must be slightly delayed to allow descent (a lot of hits will whiff on the 2nd mp & mk) & they should be relanded during the mk, after that, just time your j.lp according to how many hits your j.mp will be (later j.lp=less j.mp) & then it’s the usual normals into now-corrected qcf+mk xx qcf+kk :: Enjoy grinding~

Swift Edit #2: Same HP-alternating goodness, but with the multi-hitters in-between & also @ the end, amounted up to a higher total dmg (lotsa heavies landed before scaling kicked in, including alpha blade) this scaling system is more complicated than presumed~

Green Vial combos

Spoiler

Combos by fishy

c.lk, c.mk(1), c.hp /\ j.mp(1), j.hp, j.mp(1), j.hp, {both characters must land}, s.hp xx syringe -> gd, s.mk(1)s. hp, dash s.mk(1)s. hp->g d s. lk c.hp /\ j.hk xx ad j.mk(2)/ c.lk, c.hp /\ j.lk, j.mp(3~4), j.hp /c. lp c.hp /\ j.lp, j.mp(3~4) j.hp xx qcf+hk (you must be low to the ground, else they’ll cross) OTG c.lp, s.mp(all), s.mp (all),s. mk(all),s.hk, s.hk, s.hk xx qcf+hk xx qcf+kk
7,600
midscreen
Works on Valentine.

Ukyo_rulz

** c.lk, c.mk(1),s. hp xx qcf+hp -> gd s.hp xx qcf+hp -> s. mk(1), s. hp xx qcf+hp ->s. lk ,s.mk(1), s.hp xx qcf+hp -> c.lp , c.mk(1) c.hp /\ j.hp xx ad j.hk xx qcf+k / otg c.mk(1), c.hp /\ j.mk(1) j.hp xx ad j.mp(1), j.hp / j.lp, j.mp(1), j.hp, / s.mp(all),s. mp(all), s.mk(all), c.hp /\ j.lk j.mp(all) j.hp/ s.lp, s.lp, s.lp, s.mp(all),s.mp(all), s.mk(all), s.hk, s.hk xx qcf+mk qcf KK**
7,997
Works on every one
[media=youtube]Yx21oSKFzn0[/media]

Throw combos

[details=Spoiler]
Fishy

Throw -> c.hp /\ j.mk (1), j.hp XX ad j.mp (1), j.hp / gd s.lp, s.mk (1), c.hp /\ j.lk (1), j.mp (1), j.hp xx AD j.lp, j.hp / gd s.mp (all), s.mp (1), s.mk (all), s.hk, s.hk, s.hk qcf hk xx qcf kk
5.9k
midscreen
Some hits on s.mk may whiff.
Works on Valentine [/details]

Combos with assists:

Cerebella

Spoiler

text

Doulbe

Spoiler

text

Filia

Spoiler

text

Ms. fortune

Spoiler

text

Painwheel

Spoiler

text

Parasoul

Spoiler

text

Peacock

Spoiler

Combos by Reioumu
[media=youtube]0u4_jzjKIXs[/media]!

c.lk, c.lk xx assist, c.hp /\ j.HP xx ad j.mp(3), j.hk(2)/ j.lp, j.mp(3), j.HK(2) / gd s.lp, c.mp(3) [2MK or 5MK depending on character weight] c.hp, j.lk(1), j.mp(all), j.HP / s.mp(all), s.hk, s.hk xx qcf P ->
s.hp xx 236P -> s.lk, c.mk (all), s.hp xx qcf P -> c.lp, c.mk, s.hp xx 236P-> s.mk (all), s.hk, s.hk xx qcf mk -> OTG c.lk, c.mp, s.hk, s.hk, s.hk xx qcf mk xx qcf KK DHC qcf PP

Gas mid-screen: c.hp j.mk(1) j.hp ad j.mp(1) j.hp, land, dash, lp mk(1) c.hp j.lk(1) j.mp(1) j.hp ad j.lp j.hp, land, dash, mp(all)x2(1) mk(all, some might whiff) hkx3 xx qcf+hk xx qcf+kk :: 5.9kdmg~/1.oo/Syringless

Gas Corner: same as usual corner, but starts with c.hp after the gas & with only 1 j.hp after initial c.hp + does more dmg (see just what starting with c.lk c.mk(1) gets you?) :: 7332dmg/1.oo/Syringless

Corner: c.lk c.mk(1) c.hp j.hp ad j.hp qcf+hk land c.mk(1) c.hp j.mk(1) j.hp ad j.lk(1) j.hp land j.lp j.hp(1) ad j.mp(1) j.hp land lp x3 lk mp(all) x2 mk(all) hk x3 xx qcf+hk xx qcf+kk :: 7154dmg/1.oo/Syringless

Mid-screen: c.lk c.mk(1) c.hp j.mp(1) j.hp ad j.mp (1) j.hp, land, lk mk(1) c.hp j.lk j.mp(1) j.hp ad j.mk(2) j.hk(1-2/2nd hit alone is better for lights) land, j.lp j.mp(2) j.hp, land, lpx3 (lk if grounded yet/optional) mp(all)x2 mk(all) hkx3 xx qcf+k xx qcf+kk ::6.2kdmg~/1.oo/Syringless

All combos were performed on VALENTINE (I think she’s medium weight)

Oh yeah__green syringe combo (input-heavy, you’ve been warned): c.lk c.mk(1) c.hp j.mp(1) j.hp j.mp(1) j.hp, both must land, hp xx syringe, dash mk(1) hp, dash c.mk(1) hp dash lk c.hp —j.hk ad j.mk(2)[THANX@METAMEEKS FOR THE IDEA]— land, c.lk c.hp j.lk j.mp(3~4) j.hp, land, lp c.hp j.lp j.mp(3~4) j.hp xx qcf+hk (you must be low to the ground, else they’ll cross) c.lp OTG off bounce (REALLY hope this isn’t techable! x_x) mp(all)x2(1) mk(all) hkx3 xx qcf+hk xx qcf+kk :: 7.6kdmg~/1.oo/green syringe

I’m always in the lab (even after I said I’d take a vacation) & want to start messing with assist combos/other chars. I dun really care about the impractical stuff too much, but i’ll get around to it, sometime~

Couldn’t reserve this one fast enough. Lol oh well.

… Oh man I need to get used to reading this… it just blurs all together… I’m sure they are great combo’s though. Can someone on a Pad easily/with practice pull this off? I am decent at fighting games, but my combo work needs… work

Really sorry I can’t record & I don’t use pad, so I couldn’t say.

I tried to make them as practicle as possible & I land them >90% online, it’s all a matter of practice & these combos are simple to understand, for the most part, because they ultimately juss alternate normals for HP reps.

Well, I’ll give them a shot and try my best. If you say you can do it 90% online, that most mean they are doable. By Gas, do you mean starting off on her throw?

I’ve been switching between pad and stick for this game. I’m not having any issues with combos like these.

Awesome. Then after this tourny this afternoon, it’s off to the lab to practice!

How do I make the first restand work? I can get the combo up to that point but they’re always too high up for me to hit them with a lk D:

Do the first j.mp really late

ohh lol… I was like “IT’S NOT WORKING I NEED TO DO IT FASTER”

TC, slight change you need to make to your original post. Damage multiplier will be 1.30 if the teams are 3v3 (don’t know why) so change it so that you have to have 1v1 or 2v2 for a 1.00 damage multiplier. Otherwise we’ll still get the wrong damage.

You’re welcome. :wink: Haha.

One thing though, the OTG off the qcf.HK in the corner isn’t techable if you get it fast enough which is pretty easy with the light attacks (I even land c.MK in my combo) BUT the s.HK x3 in the corner into qcf.HK IS techable I realized when watching my video again. The bright side is that you can change it to qcf.MK instead and it will be all fine and dandy and only does about 100 less damage.

Also, I’ll be able to play more in a few days (art school is murder, don’t do it), so I can post some of the combos I’ve been doing with some updates based on what I’ve been seeing lately in the videos.

Yeap :: Gas = Throw. I juss like being a jackass with words :stuck_out_tongue_winking_eye:

Delay both j.mp(1)s, mess with lights/mediums & practice! (it’s duper ez on heavies).

Yeah, I noticed that the qcf+hk fup is techable :< thanx for the heads-up!
Good luck in the lab, I’m sick of labbing Val >.< been playing ranked & the Misfortune headless Flatliner-Nullifier is such a piss off -_
if anyone has tips on how to approach a Pea/Fil/Dub with Shadow/HK, Updo & Ass slam assist :: lemme know, 'cause I got fkn merc’d through all the blockstun & whatever~

Also: sorry for multi-posts, I can’t multi-quote with an iPod (if I can, lemme know!)

[media=youtube]0u4_jzjKIXs[/media]
my new vial combo. This is with peacock assist, but you can use just about anyone to do this. It also works anywhere on screen.

2LK 2MK (Here i put my HP with assist to let me follow up) 2HP j.HP airdash j.MP(3) j.HK(2) land j.LP j.MP(3) j.HK(2) dash 5LP 2MP(3) [2MK or 5MK depending on character weight] 2HP j.LK(1) j.MP(5) j.HP dash 5MP(4) 5HK 5HK 236P(with the green syringe)
5HP 236P
5LK 2MK 5HP 236P
2LP 2MK 5HP 236P
5MK 5HK 5HK 236MK
2LK 2MP 5HK 5HK 5HK 236MK 236KK 236PP

1v1, 2v2, 3v1, and 3v2 all give you the 1.0 damage multiplier. I will post it everywhere until people learn. AKA, I will be posting it everywhere forever.

not 3v3?