I’ve dumped all my time into Filia so far, but intending to team the two together…would I be better off setting the vial load as an assist and just tossing it in during Filia combos to have it preloaded, or can you actually load vials during combos without dropping them?
Groundbounces are techable. Most of that combo was great, until then. Don’t rely on it.
Any combos into her level 3? i dont think you can comboi into it without using green needle…but it scales like balls tho
Alright, Valentine is going to be main so hopefully I can find some stuff worth contributing as I will be in here a lot. Here’s what I’ve noticed so far in her combo game:
- If you can avoid using her multi hitting attacks like s.mp, s.mp or her j.mp then that will net you more damage in the end usually because those things scale hard.
- I kept trying to find a really awesome long extended combo but then I realized that I really wasn’t getting that much more damage than the simple stuff for how much work I was doing. Something to keep in mind.
- She seems to have a pretty hard time relaunching people IMO since she doesn’t have a jumping attack that spikes people so right now for consistency I’ve been sticking to something a little more basic but hits hard. I’m sure there is some way I can extend my current BnB but for now it does the job and does more damage than the Valentine BnBs I’ve seen so far. Maybe I missed some though.
I haven’t experimented with corner combos at all really but it seems like other people in here got that on lock down. Hah. So anyways, here’s my midscreen BnB thus far.
Midscreen, 1 Bar, not sure how much it builds (probably not a lot since it’s rather short), 4447 damage with 1.00 damage multiplier:
c.LK, c.MK (1 Hit), c.HP, j.HP, AD, j.MP (1 Hit), j.HP, s.HK, s.HK, s.HK, qcf.KK
A couple other notes about the combo:
- You need to do the j.HP, AD, j.MP, j.HP as fast as possible to cancel valentine’s upward trajectory as soon as you can and keep the opponent low enough to the ground for the rest of the chain to work
- Doing one hit on the j.MP is ideal since it will scale the super the least but if you need to do 2 or 3 hits because you did the j.HP, AD too high and need to get them lower to the ground before the s.HK chain then that is an option
- When doing the s.HK s.HK s.HK chain at the end don’t mash it out. A lot of times the first one will hit but the second one will whiff because they’re still a little too high. The beauty of s.HK though is that it causes an insane amount of hit-stun so hit them with the first one, let them fall a bit, then continue with the second and third one into super.
- Obviously you can tack on any jump in of your choice depending on the situation. I didn’t include a jump-in in the notation (and usually don’t) because your approach varies during matches.
I’ll be messing around with it for the most of the day so I might have more to post later, but yeah… That’s what I’ve found in last couple hours so enjoy.
Edit: I’m just going to throw this out there, but I suggest that if you’re posting damage about combos then you should have the damage multiplier at 1.00. It’s kind of misleading to see combos that do 5 or 6 thousand just to find that it’s with a damage multiplier maxed out.
Just found out that the combo I just posted allows for a combo into level 3 as well. SO… if you have the meter you can do something like this:
c.LK, c.MK (1 Hit), c.HP, j.HP, AD, j.MP (1 Hit), j.HP, s.HK, s.HK, qcb.PP
That does 5277 damage (midscreen) which is pretty respectable based on what I’ve been seeing and have been able to do. s.HK allows for enough hitstun to combo into it but you can’t do the third hit of s.HK because it sends the opponent too far away unless you’re near a corner by that point in the combo.
Valentine’s every bit as awesome as I imagined she’d be. Even if you screw up your combo odds are you reset them into a position that favours you. Still trying to implement Vial shenanigans into my play. I’m too busy trying IAD mixups atm that I forget I have such a great tool at my disposal.
Alright, combo update. Some pretty interesting stuff here. I decided to mess around with some syringes seeing as how that will probably be one of her key gameplay elements and found an extension to the combo I posted a bit ago.
Midscreen, Costs 1 bar, 5907 damage with 1.00 multiplier, requires vial b (green poison) to be stored
c.LK, c.MK (1 Hit), c.HP, j.HP, AD, j.MP (1 Hit), j.HP, s.HK, qcf.H, dash, c.HP, j.HK, AD, j.MK, s.LP, s.HP, qcf.HP, s.LK, s.HP, qcf.HP, s.MK, s.HK, s.HK, sHK, qcf.KK
I won’t post the notes about the first part of the combo since they’re included a couple posts back so this is just info about everything after throwing the syringe:
- You can connect with any vial after the s.HK so if you want to do poison or give them input lag then that will work too. You MIGHT be able to do qcf.KK after the other vials to complete the combo with a super but I haven’t tested it yet. I will in a bit and report my findings.
- After hitting them with the hitstun vial you need to dash in and launch them again rather quickly so no lolly-gagging. It helps if you know the range of c.HP so you can press it as soon as you get in range.
- The last bit of the combo is pretty straight forward. It’s the “shuriken loop” where you’re just doing the same three hit chain starting with a different move you haven’t used yet (credit to maziodyne who was the first to do this as far as I know). At this point of the combo the opponent should be about in the corner which is where this is the easiest. The only time they won’t be near the corner is if you start from the far end of the screen in which case you have enough time to walk in between each loop.
I’ll continue to work with this and update this post as I figure more out.
lol… Level 3 combo:
IAD, j.hp xx Dead Cross (poison charge) (air), s.lk, s.hk(3 hits) xx Savage Bypass xx lvl. 3
- Cancelling Savage Bypass into level 3 super has to be done the moment Savage Bypass hits. I’m pretty sure this does more damage than all the level 3 combos posted. I could be wrong =P
Anyone having trouble vs Filia in the air?
IAD, j.HP, c.LK, c.MP, c.HP, j.MP, j.HK (2 hit), AD, j.LP, j.MP (2 hit), s.LP x 2, s.MP x 2, c.HP, j.LK, j.MP (1 hit), j.HK (2 hits), QCF+MK, QCF+KK
Does about 4672 and I use it as my midscreen BnB. The damage varies depending on how many hits you get on the first couple of j.MPs. You have to bring them pretty close to the ground and delay the j.HK a bit after the first one. Hard timing but it pays off.
I thought C just did input lag.
Posting this here, not sure if it’s been posted already:
[media=youtube]XNMCSdVpZ-s[/media]
Have fun.
They can tech before the super. You got a blue impact just before the super.
[media=youtube]cnZ78F5qeZU[/media]
Builds 1 and half bars.
7913 Damage in 1v1.
Just used a variant from maziodyne’s poison loop and combined it with my combo to do a lot more damage. I also noticed there’s really no point in trying to cut the hits in multi-hitting attacks because the combos at the end do almost the same damage, very small differences.
Nobody can figure out any good combos into her level 3 really? Wow… I should borrow my buddy’s capture card to make a video. This combo does 12.6K damage taking off like 90% of the opponent’s health. Note though that this is 1 character (Valentine) vs 3. The real problem with the level 3 is the damage scaling - so stop making your combos so long and flashy! A single medium punch and the damage drops drastically.
I’m at work right now so you’ll have to forgive me if I forgot one of the inputs but this should work:
j.hp->c.hp(launcher)->j.hp->QCF HK->QCB + PP
This combo only works when you’re close to the corner. The key is the mid-air savage bypass. This knocks the opponent down onto the ground and you simply follow up with level 3. The combo couldn’t be easier to execute. If you do it midscreen then you land too far away from the opponent to follow up with the level 3. You can still do a Checkmate Incision though.
I was planning on playing with it more as I believe I can add in 2 more hard punches - I’m not sure how that will affect the scaling however.
What I’m going to try out when I get home is this:
j.hp->PP (air dash)->j.hp->c.hp(launcher)->j.hp->PP (air dash)->j.hp->QCF HK->QCB + PP
I’m not sure if I can get it all to land or not though but it was something I was thinking about at work today. The key is to only use HP of course. HK sadly is no good as the attack hits twice and destroys all damage scaling. Compared to a single HP anyways.
Also, a version without a ground bounce:
Spoiler
[media=youtube]knhUGX8hoh8[/media]
Werkin on a relaunch with hype-ass dmg
Why not post a simple dmg-whoring combo while I finish up?
Simply: (try not to scale it to shit) with c.lk c.mk(1) as an opener, does 4958 dmg :: c.hp j.hp j.hk(2) Air Dash (hold for a slight moment) j.mk(2) qcf+hp. THAT’S IT::skip the weaksauce normals & get REAL 36E DAMAGE! Can cancel the alpha blade into Scalpels, land & then Major Surgery, would be a good troll attempt. or juss Major Surgery after the Alpha Blade (Most Practical Option)
6811 dmg for Scalpels+Major Surgery (c.lk c.mk(1))
6226 dmg for juss the Major Surgery (c.lk c.mk(1))
I’ll post this cray-cray combo soon~
(all dmg is in 3r v 3r) dunno the percentages, for some reason >_>
Umm… I don’t see the relaunch.
People here REAALLLY should L2READ.
i’m TWERKIN on a relaunch & fawk, I juss checked dmg % :: 3 v 3 is 130% -________
Welp! Time to 1v1~
Swift Edit: that combo I DID post, is juss a regular mid-screen :3
Swift Edit #2: I found a use for that combo::AFTER A GRAB :o :: since grabbing puts your combo stage @ IPS-Incoming, that combo keeps it simple & Truly 36E with a c.hp right after the gas, does 5068 ending with Major Surgery after Alpha Blade) 1 v 1 ratio/100% or fkn wtv!
If only it were possible to get a decent combo off of her command throw, I hate having to go straight into super to get anything off of it…