That’s intentional.
[media=youtube]uVRKdokIZCU[/media]
0:18+
That’s intentional.
[media=youtube]uVRKdokIZCU[/media]
0:18+
Anyone else struggling with continuing a combo on the ground after J.MP? This is really kicking my ass at the moment.
You may want to link sLP after you land from a jMP (has to be done pretty low to the ground). I think it’s the fastest normal and it hits pretty high (so it will catch them really fast and at their highest point from the fall). You can then go into sMP or sMK into launcher or sHK. I had trouble with the grounded sLP yesterday, but get it often enough now.
I am starting to think, with all of these relaunch mid range combos that Vial 2 may be overkill. Vial 3 maybe the go to poison if you were going to, after the combo, have them cornered and wanted to use no meter. Just end your final string with a Vial 3 and prepare for their wake up. If you were really consistent with all of your mid/corner combos you might not really need the extra frame advantage #2 gives you (which would help beginners extend non-corner combos). Getting up in the corner with a #3 poison on you will be hell.
New near corner combo, 7300 Damage Meterless (8800 With Super) and builds 1 and around 3/10 of a meter, so super is guaranteed.
I’ll post video if you guys want, it only takes me 5 minutes to record and upload.
Notations:
j.:hp: > cr.:lk: > cr.:mk: > cr.:hp: (Launch) xx SJC > j.:hp: xx Air-Dash > j.:mp: (3 hits or so) > j.:hp: > land > Normal Jump Up Forward > j.:lp: > j.:mp: (1 hit) > j.:hp: > land > s.:mp:~:mp: (1 hit) > s.:mk: (1 hit) > cr.:hp: (Launch) xx SJC > j.:hk: (2 Hits) xx :d::df::f::mk: > land > cr.:lk: (OTG) > cr.:mp: (1 hit) > cr.:hp: (Launch) xx SJC Forward > j.:lk: (1 Hit) > j.:mp: (All hits) > j.:hp: (Little delay) > land > s.:lp: > s.:lp: > s.:mp:~:mp: > s.:mk: (1 Hit) > cr.:hp: (Launch) xx SJC > j.:mk: (1 Hit) > j.:hk: (2 Hits) xx :d::df::f::hk: xx :d::df::f::lk::mk:
Make the video this looks nice! I think Valentine will actually turn out to be a good point character, sure she doesn’t build meter that well, but with all of these mid/corner combos you don’t really need to end with super (end with a vial 1 for damage or 3 for the next corner mix up) as her damage seems to be in the upper section of the current character roster.
[media=youtube]ovX5MYRHISc[/media]
For sure I’ll try to figure out some type of mix-up at the end of the combo (before the super), because I don’t like the super taking the other character away from the corner.
Also, I am thinking on using a string starting with :mk: earlier in the combo so I get either a j.:lp: or j.:mp: string to use at the end to get the character close to the ground again, giving Valentine time to do another s.:mp:~:mp: > s.:mk: string into something else (probably triple s.:hk: into OTG :d::df::df::hk: > Super). Gotta do homework now ;(
BTW, I took a quick look at the Pinwheel thread, and I think she’s doing 9000+ with super. I was trying Ms.Fortune and she seems to have really high damage potential too.
1-How much did the combo do before super? How much would the vial 1 do if you ended it with that instead?
2-You can -try- the punch super after that combo, as it doesn’t knock them out of the corner, not sure if the damage would be worth it thou.
3-Using vial 2 or 3 would keep the opponent near/in the corner at a severe disadvantage. You can just land and call in your assist and go right back into a mixup.
Sup guys, not a fan of Valentine personally but I’ve got a friend trying to figure out which assist to use for her. He’s using her alongside Cerebella (Cerecopter Assist). Got any suggestions?
About the damage you got to remember that its being multiplied by 130%
Yeah I know, but doesn’t poison do the same damage always? And I just posted that way so people could compare it with the combos above to see which one they like (difficulty/damage-wise).
I do not know how the poison reacts to the multiplier
Not sure if anyone has mentioned this yet… But something really cool with Valentine is go into type B vial, do an easy infinite, then intentionally super counter their burst. There’s really no cons either other than losing a meter for mistiming it and getting bursted away.
I realize after working on this for an hour…this is the only combo I know. lmao
For Valentine assists, I am using either her command grab or her standing MK. Haven’t decided which I like more.
5 games in a row all with different latency and different colored solo valentines. Either this guys internet and costume choices are all over the place or there are a ton of people rocking solo valentine.
Mortuary drop assist is disgusting. Definitely running Val/Para once my Valentine gets halfway decent
Also some easy BnBs if anyone is interested
[media=youtube]uIxBhgoUtvw[/media]
I rock solo Val. I am thinking of maybe adding Cere but I really like having one character.
been messing around with Fortune/Valentine. with Valentine I’ve been working on green syringe combos. in the corner, you can link light attacks after st.HP (which does more damage than st.HK) if they’re hit by a green syringe before that. with st.M ~ M, Valentine does a sawblade move that pushes the opponent towards her, which you can then chain into st.HP. basically after each st.HK, you wanna link one light normal that you haven’t used (in my case, I can use st.LK, cr.LK, and cr.LP) for each “rep”. this allows you to get a lot of damage and you still have one more launcher combo and unused OTG afterwards.
pretty sure this can still be optimized, but it’s pretty stylish so far.
I wish people would post the damage of stuff with a 1.00x damage multiplier instead of being like “hey guys I just came up with a 10k damage combo B)” when it’s really 1.3x the real damage amount.