Cross up HP, optional LK, MK, c HP, j HP, air dash, j MP, j HP, land, j MK, super is what I’m currently using until I feel like I’ve got it down enough to do a longer combo
What are the best post-patch combos, midscreen and corner?
My BnB when I have the green vial:
[media=youtube]8EW27S1D4VY[/media]
Notes:
-Requires 1.25 meter
-It’ll only TOD in 2v2,2v3, in 2v1 you’ll have to reset a few times
-You can actually TOD with 1 bar if you are able to do the Rock N’ Roll loop but this can be difficult and seems to be character specific
-If you want to combo the green vial on characters like Cerabella, you’ll have to use St. Mk (1 hit), st. Hp when you land instead of st. MP, st.HP
(sorry for the poor quality)
EDIT:
-I’ve actually found ways to extend this combo even further. After the second Jp. HK, you can add in jp. MK, jp. HK.
Also during the green vial combo, replace add MP in the Cr. LK, St. HP part.
Can you still get a purple vial/syringe + 3x HK with Double butt-slam assist in the corner? No matter how I try to time it the opponent seems to get the chance to tech before I can continue the combo. I can get purple vial/syringe and still continue the combo if I limit the HK to 2x, though. Sample combo is below:
(load green 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, /\ j.mk(1) j.hp xx ad j.mp(1), j.hp //\ j.lk (1), j.mp(1), j.hp, / s.mp(all),s. mp(all), s.mk(all), s.hk, s.hk, (buttslam assist + load purple vial), s.lk, s.mp (all), s.mp (all), s.mk (all), c.hp /\ j.lp j.mp(all) j.hp xx qcf+hp / s.lp, s.lp, s.lp, s.mp(all),s.mp(all), s.mk(all), c.hp /\ j.hk xx qcf+hk xx qcf KK
I don’t really main Valentine so you guys probably have better, but my vial-less BnB is basically:
c.LK c.MK c.HP > j.HP xx AD j.MP(2) j.JP > land j.LP j.MP(1) j.HK(2) xx AD j.LK(1) j.MP > land s.LP LP s.MP (all) MP (all) c.HP > j.MK (2) j.HK (2) xx HK Bypass xx Flatliner
On some characters you can get the s.MK after the 2 s.MP at the end, left it out for consistency. Does 6.2k without the s.MK and with the Flatliner, so not exactly amazing.
Basically, you can extend your combo if you have meter : you can do air scalpel > qcf MK> air scalpel numerous times in a row. After mortuary drop, you can just air dash and j.MK > j.HP or dash j.MP to save your otg. It also allows you to get combos of air throw > air scalpel.
I’m pretty sure you can do a lot of other things but these are the most common situations in which you use this special so…
All combos are ok btw. my personal BnB in the corner would be :** stuff** c.HP > j.HP xx AD j.MP(2) j.HP > land > j.MK j.HP >land > j.LP j.MP j.HP [j.dead cross] ** > **s.MP(2) c.HP > j.LK(1) j.MP (all) j.HP s.LP(3) [s.MP(2)] s.MK s.HK(3) [vial charge/ flatliner]
[ not necessary/ can be bothersome on a few chars]
bold letters are just here to make the thing cooler than it is actually xD
Can’t check the damage but it is not really good. What makes this one a decent one is that it works on every char (first part is a little harder on Ms fortune and peacock but it’s all really easy otherwise) saves your OTG, and allows you to try some horrendous resets (especially after dead cross/any loaded syringe)
A bit off the topic, but that HK vial is growing on me ! when you get to the dead cross part (becoming the syringe here) just try random stuff after any LP(you can call an assist as back up if you have one) or even try more silly stuff. It works far better than one might think (works better than it should ?)
I got some Valentine stuff here:
[media=youtube]ZGON3eeQaqM[/media]
Didn’t want to do that on YT for some weird reason, but thanks for the BnB, ukyo ! This should be useful to all Val players !
And by the way, sorry for not respecting the notation on the combo course I proposed (which is now obsolete lol).
I’ve been having a lot of trouble with the restand using s.mp after the j.lk > j.mp > j.hp…they recover before the s.mp comes out, do you have any tips for getting this more consistently?
Just to clarify, the s.MP won’t restand the opponent. The second s.MP or the s.MK will sometimes restand the opponent but it doesn’t always happen.
Anyway s.MP used to be a very easy link but now it’s a little tighter. This is most likely because the hitstun of j.HP was decreased in the patch. My advice is to look at where the opponent is when you fall from j.HP. She should be right in front of Val, similar to the video. If she is too high then you need to delay the start of your j.LK j.MP j.HP string a bit more. If she is in the correct position, then you need to press s.MP a bit earlier.
You can also try to practice the combo on Parasoul first. I’ve been told it’s pretty easy on her and more difficult on characters like Ms. Fortune, that get a bit floaty when getting hit by a combo. Once you get the hang of it the combo becomes very easy. It works on all characters too, though you might want to simplify it on Double by skipping the j.lk loop.
Thanks, I could tell that I was doing that third part either too late or too early, but for whatever reason I could not determine which and whether or not I hit it was pretty random even when it felt like my hands were doing the exact same thing.
I’ve been looking at the pages.
Anyone want to give me a stable valentine Bnb?
^^ <br><br>I would love for someone to post something that works on the entire cast as well.<br><br>Could someone please notate her ideal midscreen no vial post patch combo…it would be super helpful. Im getting like, 5.6K midscreen right now…is there anything better without needing a vial (solo)? <br><br>Assist BnB’s are obviously situational. <br><br>Anyways, would anyone care to reply? <br><br>
double post.<br><div><br></div>
I’ve looked over a few of the BnBs and this is basically an extension of Pertho’s using Fishy’s ender.
c.lp c.mp c.hp j.lp j.mp(2) j.hp xx AD j.mp(let it rock) s.lp s.lp s.lp s.mp s.mp s.mk s.mk s.hk s.hk s.hk xx qcf+hk xx qcf+kk
Meterless ~3700-3800
With meter ~4800-4900
Works on everyone, peacock will probably give you the most difficulty, but for all light characters the j.lp needs to come out quick, so against peacock, valentine, ms.fortune you’re looking to throw that lp out quick and where the first hp comes out is more about where you are on the screen and how close they are to the ground.
Against heavy characters, double, cerebella, this combo is a breeze and the lp can come out late.
The qcf+kk cancel at the end doesn’t switch input directions, it’ll auto correct no matter what.
Meterless can sacrifice some damage to load a syringe.
I’ve been trying to extend this but I can’t get a 2nd aerial rep to bring them to the ground without setting off IPS