Physical Therapy: Valentine Combo thread

I have a BnB that works with heavy weight characters and some middle weight characters with some variations. However, I don’t know what to do about lighter characters. My BnB is like this:

Anything, c.HP, j.HP, j.HK, AD, j.MP, j.HK, land, forward jump, j.LP, j.MP, j.HP, land, s.MP, s.MK, s.HK x 3, Flatline super. Against medium weight characters you have to omit the first j.HK, and replace the last j.HP with j.HK (I think that’s what it is, not 100% sure).

Does anyone know how I can modify this combo to get it to work against light characters?

What’s a good green vial combo, something I can maybe do after a grab, works anywhere on screen, intermediate damage, more than 6500 damage is possible, I don’t know what exactly I should be doing with Green vial.

I definitely feel that people should stick with pulsr’s combo. It works, and it does 50% damage. Even though there is the initial wall of having to be able to do run jumps to make the combo work, after that initial wall, you will be using it so much that it should become like second nature.

Yeah, in the long run this sounds like the best option, provided the combo work son (virtually) everyone. Does it work on everyone? What are the exact inputs (annotation)? I think I’m going to start learning it today.

This is the combo for those who don’t know.

[media=youtube]m_OankZ2oGc[/media]

God, this forum is so dead, and Topic Creator, please update the original post.

We’re a couple months in, what BnBs are you guys using in the corner?

Really dude? Do you not read anything I’ve posted anywhere. i’m trying to get shit together but a bunch of the combos got posted without saying who it works on or how much damage they do. On top of that my stick is spassing out again so I’m not in a position to test every combo on everybody. So…people can take it as a community effort and help me get it organized or continue to be dicks about it and ignore the simple things I ask for.

I’m not being a dick, a lot of the combos in the thread already have their damage posted. Seriously, I’m not trying to be rude, and I realize the thread is dead, I even mentioned it. Anyways…

My BnB as of now is the following it works on everyone anywhere, but with Valentine and Painwheel you must omit the first J. HP:

j.hp, c.HP, jump cancel, J.HP xx J.hk, air dash cancel, J.mp xx J.hk, land, Jump, J.lp xx J.mp xx J.hk, land, dash, S.lp xx S.mp xx S.mp xx C.mk xx C.HP, jump cancel, J.lk xx J.MP xx J.HK xx QCF KK

I’m not by my PS3 right now, so I can give everyone hard numbers later, but on everyone it does around 5500, but on Valentine and Painwheel it does less, around 5000.

I would have thought that j.HP xx j.HK would knock light characters up too high to continue the combo. Or do you just need to delay the j.MP so that it hits?

Just delay.

So now that they’re changing how IPS works, what changes will have to be made to the combos?

As far as I can tell my combo is still the same.

The main change is that the IPS counts all grounded normals as the same move. So, cr.lk and st.lk will be considered as the same normal by the IPS. I’m not entirely sure if it counts st.mp and st.mpx2/st.HKx1, st.HKx2, st.HKx3 as the same move or not either. I do know that the IPS counts command normals such as parasoul’s st.foward mp as “st.mp/cr.mp”

Just woke up/haven’t popped in the game and tested the “new” combos so I can’t tell if we have to chose between damage/oki/positioning, but this means that if we use cr.lk as the starter in any of our strings, besides the first string, we lose st.lk as an otg. St. lk otg is used in the corner usually after xx214mk since 214mk will bring the opponent back out of the corner with you right next to them. Imo, the real killer will be mp. In longer combos you’ll see rejump combo> cr.mp, cr.hp >combo > st.mp. The IPS will trigger on st.mp since the game considers st.mp and cr. mp as the same move.

Green poison changes mean that orange will be a lot more viable against teams of 2/3 or enemies with <10% HP. Purple will still be a viable option against a single opponent(team of one, I can’t remember if it’s ratio 1 or 4). Along with green poison changes, the raw tags counting towards IPS will make Green poison > raw tag less viable for damage but still viable for a meterless dhc.

One thing I do want to check out is the ability to skip her level 3 animation. Purple poison xx level 3 is a favorite trick of mine since my friend likes to run solo cerebella while I run valentine/parasoul. Letting the whole thing run changes the damage from 5000 to 7530. I know that the poison runs out before the animation completes which I like since the poison cannot kill you. However if the animation is skipped, and the damage is done from the level 3 before the poison is ran its course and they don’t die, they’ll still have the poison but won’t die from it. I’m probably just going to make a suggestion on the suggestion thread later where the level 3 automatically consumes the remaining purple poison and deals damage equal to the remaining amount…

Edit: Reposting in valentine general. I think I posted a bit more than combos.

+1

Checked first page and only had a few stuff… flipped through 5 pages and found loads of combos and a few vids.

Thus far SG threads dont have a lot of junk topics, but very few threads are well kept.

:frowning:

Sent from my SC-02B using Tapatalk 2

I’m faily active. If it’s okay, I could keep track of a new combo thread. Charts and Excel and everything.

I have a bit of an issue with how combos are posted with nothing but notation, and sometimes some extra info. x_x

You should have some issues with the poster that only posted notations and sometimes some extra info. Kinda like how some neglected to include the characters it worked on and some other stuff. But I mean its all fun and games to blame shit on me when people aren’t helping much either.

Edit: Updated the OP with some combos. There are some combos that didn’t have proper notations in them. I assumed the normal on some of these (Fishy and Ukyo_Rulz were missing notations). So if somebody could try them out in training mode to make sure they work. Similarly if they could test the combos already posted on all bodies in the cast. So I can update the ones we have already with who they work on and who they don’t.

Btw ya’ll niggas are real cute with this shit considering all the other combo threads don’t have anybody giving more of a crap about updating this or making them look nice. Honor is even cuter since he is in control of 2 Q&A threads and hasn’t updated the OP since they were created.

I asked people to kindly repost stuff from the general thread here. I’m gonna clear up the couple of pages worth of combos here and then the ones in the general thread will get touched.

Feel free to try people’s combos and post who they worked on and who they didn’t. If they have some funny variations (as almost all combos do) please post your findings and I’ll update the combos in the op. This is a community thing and the Valentine community doing the little things I asked to help out. If you don’t know what they are, you weren’t reading the threads.

It wasn’t an attack at you. It was just my speaking in general.

It’s a pet peeve I have with the fgc, when people just post only notations. sometimes they might add damage on, but then they dont list meter gained, meter used, character specifics, etc. shit like that.

Then help me round out the information. If you can start testing the stuff already posted to see who it works on and who it doesn’t it would help more than starting another combo thread.

I can try, but my execution is bad. I was mainly offering help to organize and provide as much data as possible.

There’s a typo on the notation for my combo:

The last c.mk(1) here should be s.mk(1)

The otg c.mk(1) here will trigger IPS because of the typo. Replacing the above with s.mk as correct makes the combo work. The rest of the notation is correct. However, I am not using this exact combo anymore. I have come up with a different one that will work after the IPS patch drops. The green vial part is performed like so:

Green vial corner carry part:
(load vial) c.lk, c.mk, s.hp xx qcf+hp -> j.hp -> s.hp xx qcf+hp -> s.hk, s.hk xx qcf+hp -> c.mk, c.hp

For the j.hp after the initial vial hit, you can jump forward to change direction via cross-up or jump straight up to remain on the same side. This allows you to ensure that you will end up on the corner no matter what. I kept it short because green vial is getting nerfed, but I’m not sure how much. I may have to cut the s.hk, s.hk xx qcf+hp part if the nerf is really bad. If the nerf is very minor I could maybe add another section to it. After the launch you can go into this corner combo:

/\ 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(1) j.mp(all) j.hp/ s.lp, s.lp, s.lp, s.mp(all),s.mp(all), s.mk(all), c.hp /\ j.hk xx qcf+mk / otg s.lk, s.mp(all), s.mp(1), s.mk(all), s.hk, s.hk xx qcf+mk qcf KK

The combo works on everyone, but you have to replace the qcf+mk in the air with qcf+lk for Double. You might also want to link to the newer video I made that shows how to switch sides and ensure a corner combo, as well as how to do the combo against characters in different weight classes:

[media=youtube]KyavZw658Po[/media]

Note that the above is still the old combo. It’s not the patch-proof one I’m working with now. I’m not making a video for that one yet since it only dodges the IPS nerf. The Green Vial nerf and the j.HP nerf might still kill it.

Good deal, will fix when I get a chance.

Sooooo… midscreen combo with green syringe? In the corner I can end a relaunch with a green syringe and when I land start doing s.LK, s.HP,-> H Dead Cross, s.MK, s.HP ->H Dead Cross and so forth, but I don’t know what to do about midscreen. And I don’t mean midscreen but in range to puch into corner range, I mean this-is-going-to-not-take-them-to-a-corner midscreen. Can I get any extra damage out of green syringe(I would be happy if I could go from 4K to 5K) in that situation?