Post notations you jerk. How am I supposed to steal your ish if you dont make it easy for me?
Can I get notation on this?
I posted them in the previous page -_-
You didnt say they were the same
okay, longest combo I could come up with. 8.7k with 1.3 damage multiplier, builds 1+ bar, uses 1.
(corner, green syringe stored)
IAD, j.HP, cr.LK, cr.MP, cr.HP, j.MP (3 hits), j.HP, AD, j.MP (1 hit), j.HP, land, j.LP, j.MP (2 hits), j.HP, st.LP, st.MP, st.HP xx QCF+P, cr.LP, st.MP~MP, st.HP xx QCF+P, cr.LK, st.MP~MP, st.HP xx QCF+P, st.LK, st.MP~MP, cr.HP, j.MK (2 hits) xx QCF+MK, cr.MK (OTG), cr.HP, j.LK (1 hit), j.MP (4 hits), j.HK (2 hits) xx QCF+HK xx QCF+KK
“ready for your shots?”
Its been so long since I haven’t been able to do even partial shit that I wanted in a fighting game. Man this feels so great. It reminds me of the days when I was deadset on learning how to dustloop on a computer pad I had. Great thing about dropping combos though is that now I have like 60 million resets for Valentine. When you get lemons, right?
Haven’t seen it posted but Valentine can link, at least, 2 of her scalpel supers. One from the air and another as soon as you land in the corner.
Gotta make sure you link fast enough, or else part of the scalps hit and you don’t receive full damage I think.
Nini in you first combo its 5MP not 2MP. Had me practicing the wrong shit for hella years
I am excited to see if using green needle is actually going to be worth it in the end. I didn’t initially think these combos would be possible as they are already so long and damaging. There seems to already be tons of corner variants. The key will be getting the optimal mid screen bnbs that get them into the corner and then allow for corner juggles all in the same string.
I found a nice corner combo if anyone is interested lol.
BnB > cr.HP > jump > j.MP(for more hits)/j.HP xx air dash xx j.HP xx Savage Bypass > cr.LK+cr.HP > jump etc.
This game is great for comboing didn’t really get into the tag-in combos yet though.
This is pretty obvious I am sure but: So vial 3 is the shortest lasting. Ending a combo with vial 3 xx into major surgery (QCF KK) doesn’t allow for enough time to capitalize, but vial 2 does gives you a few seconds to dash up/call assist and apply pressure. Ending a combo with vial 3 xx into bandage this (QCF PP) does give you time to run up and harass.
[media=youtube]qFz9w6AY-uA[/media]
I found out that her QCF moves can be tiger knee’d. Not sure if this is useful info right now but I find it interesting.
Any 4000 bnb that starts from a grounded normal?
214+LP+LK.
Well this is animu game. You TK everything. LOL.
think I’ve got how the IPS works downloaded already. basically just start every chain after your initial launch combo with a normal you haven’t used yet, and you can chain those normals into the ones you’ve used already. all about using every normal you have to extend the combo as much as possible. it’s pretty simple, but I think each character’s combos are gonna look pretty similar at the end of the day.
Doubles Butt Rush DP allows you to charge a syringe and hit with it off of a heavy, it’s very awkward on stick because of how fast you need to cancel after hitting H and calling assist just weird sequence of buttons but it works, I haven’t gotten much time to actually test the options after because I have limited time but I thought I’d share in case someone wants to explore further.
I doubt it. Different moves, different hitboxes for their normals and Valentine’s green syringe is definitely keep most of the combos unique.
Also I’ve noticed launcher into jLP, delayed LK makes Valentine cross under the opponent sorta like Akuma’s crossup combos in SF3
Any major vial preferences yet? C seemed like the most interesting option to me.
C is a potential combo breaker because of how it can reverse your opponent’s inputs mid-combo, but since this game’s combos are looking to be more about which buttons to press rather than lots of stick movement like Marvel, it may not be as good as it sounds in that respect. the reversed controls will be pretty jarring especially if your opponent has committed to muscle memory, but it may not be so difficult to adapt and reverse your inputs accordingly. A and B are still the most useful, since A acts like Hawkeye’s poison and a good air combo ender into scalpel super, which lets you do stuff when you land. B as I’ve demonstrated is very good as a combo tool, but it also affects blockstun. may be useful for mixups as well, and I’ll try hard tag combos with it due to the ridiculous amount of hitstun added to heavy hits… just need to find the one with enough hitstun for Valentine to recover and hard tag in.