The Valentine Thread: MEEEDIC!

I didn’t understand that you were talking about a different combo until you explained it either… Either way, doing normals and extending combos does help in the long run and for viability. I’m breaking 6000 now midscreen with one bar…

Here’s my final combo by the way. I’m thinking this is pretty much where its going to stay at because I use all of the air attacks to start a chain and most of the ground ones so there’s not much else I can do.

Midscreen, costs 1 bar, don’t know how much it builds, 6544 damage with damage multiplier x1.00, requires green vile 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, c.LP, s.HP, qcf.HP, s.LK, s.HP, qcf.HP, c.MP, c.HP, j.LP, j.MP (1 Hit), j.HP, AD, j.LK, j.HK, s.LP, s.LP, s.MK, s.HK, s.HK, s.HK, qcf.KK

All the notes I posted are in previous postings a few back so just look there if you’re having troubles.

Sorry I don’t have a capture card to do the combo. If anyone that can record wants to document this beauty then by all means please do and let me know.

Ok got back home and worked on some more easy mode combos. These are all extremely easy to perform and yet cause massive damage. They’re all essentially variations off 1 very simple combo as it can be adapted to most situations.

They focus on using the least amount of actual attacks possible along with keeping execution simple - they use j.hp wherever possible to avoid damage scaling.

Midscreen / Anywhere Combos

1 bar, 9954 damage - midscreen/corner/anywhere

j.hp->PP (air dash)->j.hp->c.hp (launcher)->j.hp->QCF HK->QCF KK

1 bar, 8203 damage - anywhere off a throw

throw->c.mk(only 1 hit)->c.hp (launcher)->j.hp->QCF HK->QCF KK

1 bar, 7014 damage - anywhere

c.lk->c.mk(only 1 hit - 2 if you need it for the extra for the hit confirm)->c.hp (launcher)->j.hp->QCF HK->QCF KK

0 bars, 6565 damage - anywhere off a throw

throw->c.mk(only 1 hit)->c.hp (launcher)->j.hp->PP (air dash)->j.hp->QCF HK

0 bars, 6259 damage - anywhere

c.lk->c.mk(only 1 hit - 2 if you need it for the extra for the hit confirm)->c.hp (launcher)->j.hp->PP (air dash)->j.hp->QCF HK

Corner only Combos

3 bars, 12791 damage - corner only

j.hp->PP (air dash)->j.hp->c.hp (launcher)->j.hp->QCF HK->QCB PP

3 bars, 11040 damage - corner only off a throw

throw->c.mk(only 1 hit)->c.hp (launcher)->j.hp->QCF HK->QCB PP

3 bars, 10734 damage - corner only (hit confirm)

c.lk->c.mk(only 1 hit - 2 if you need it for the extra for the hit confirm)->c.hp (launcher)->j.hp->QCF HK->QCF KK

0 bars, 7520 damage - corner only

c.lk->c.mk(only 1 hit - 2 if you need it for the extra for the hit confirm)->c.hp (launcher)->j.hp->PP (air dash)->QCF HK->c.mk (1 hit)->s.hk->s.hk->s.hk

Are all of these one character versus three?

Yes they are - when it comes to the amount of damage I listed yes. I might go and test some of these when it’s 1v1.

Yeah, combo damage is more helpful when the damage multiplier is at 1.00 for comparison.

True - but combo videos seem to be completely random really these days as to how many characters you’re fighting against/with. shrug Kef’s videos above have a 1.3 damage multiplier - doesn’t make them any less rockin.

Oh yeah, absolutely. I wasn’t trying to take anything away from how stylish yours or anyone’s combos are. I was just saying that damage info is easier to analyze if it’s all on the same scale.

So some stuff I found in the neutral and other general stuff.

  1. As far as anti airs go, c.HP is most likely your strongest option. Big ass hit box above you and comes out fast enough to deal with most situations. c.MP isn’t bad either but the start up is a bit slow and has pretty bad recovery on whiff. j.MK as an aerial anti air/air to air seems really good also. Big ass disjointed hit box in front of Valentine. I was stuffing out Filia’s j.HP with that shit. The active frames seem pretty good on it also. s.LP I’m sure isn’t bad either even though I haven’t tried it too much. s.HK from far to max range isn’t bad either. Air throw of course is your typical animu fighter AA goodness. I’m sure like Marvel 3 and Guilty Gear people are going to have to get more careful with their jumps as people start running the air throws.

  2. For her ground pokes it seems like c.LK, c.MK are her best options as far as stuff that you can throw out that hits low and goes into damage. Some stuff like her s.MK has long range but whiffs on short character like Filia when they are crouching. When it comes to non low hitting stuff basically all of her punch normals seem to have merit. Not sure if s.LP hits all crouchers or not but that seems pretty good as pressure/AA. Especially if they can’t crouch it. s.MP x 3 has got that solid lockdown with all the multi hits. Her s.HP has huge ass range and I’ll have to mess around and see what she can do off that from farther range. I love how she’s a ninja/pixie type with all of these disjointed normals. She definitely commands the mid range nicely.

  3. Air to air is standard stuff. j.HP of course is good of course because of the circular hit box although it’s a bit overrated IMO due to not totally covering her head and not being active for super long. j.MK is gdlk IMO. Does 2 hits which is solid for hit confirms and active for a solid frame of time. Very disjointed hit box for stuffing other air to airs also. j.LK and j.MP are also solid for her jump forward dash or backdash forward air dash pressure. Air throw always works too.

  4. As far as her assists go…I feel mortuary drop (qcb+LP+LK) will probably be go to. Having a command grab to get people off block as an assist can always have its uses. It’s just using an assist that technically always leaves Valentine vulnerable if they’re doing anything other than blocking may have its issues in the neutral. Definitely would probably want an assist that locks down if you’re going to run that. On my team I’m using naplam pillar which can help clear the neutral greatly but doesn’t exactly keep people on the floor for mix ups. I was messing around with stuff and although obviously Valentine’s assists aren’t gdlk…I would say s.MP as an assist seems like a decent compliment for Painwheel’s point rushdown so I have something that helps to keep them in a pinned position. Might even be a solid combo extender also. When that’s not working of course just run normal pressure with napalm pillar.

For the sake of my sanity and a lot of the OG’s who are digging this game I am going to ask you guys gently to not call a combo a BnB if it starts with a jumping attack. A BnB is the go to combo that is easy guaranteed damage. Because of this a chunk of the time it is going to be the easiest combo to perform with the least likely hood of dropping. So if you have a combo that you think might be a good BnB for her, please make sure the combo works from different starts and for the love of god do not say the combo starts with a jumping attack. Because if my opponent fucks up and does something punishable, I can guarantee that I am not going to start my punish with IAD j.hp.

I guess this should be its own thread but whatever. Valentine rocks and stop fucking with my sanity. Thank you!

As far as her assist go, cr.mk and standing HK are really really good.

This. I’m still irritated that the first things people started doing for SFXT was jump in combos instead of posting actual bnbs.

Good stuff! I haven’t got around to messing with vials, yet::Do light-medium normals really add much to the combo? Right now I’m doing RAW HP combos & only using low-mids to maintain comboability & the dmg so far seems to kick ass & without vials (all above 5K) I’m gunna try adding some more normals in between reps (IPS is fun to deal with) after I finish messing with these raw-ass combos.

I dunno where to post this & i’m using a fkn iPod, so, here goes~

LAB 8 REMINDS ME OF FULGORE’S STAGE! (Music, Being A Lab, & That Same-Shaped Furnace/Generator Thingy To The Left)

AMIRITE MIKE Z?

Someone please make a video of this.

ah yeah that’s absolutely right. I don’t know where I got reversed inputs, sorry. me posting with a lack of sleep = LOL. o_O

and good stuff Kef, seems like this combo is optimized already.

Confirmed: Light-Medium hits affect scaling A LOT. Best to keep it raw!

I broke 6K without vials (& 1 meter), I’ma try & Come up with a Green Vial combo soon~

It doesn’t work___you can’t juss c.HP Relaunch after Alpha Blade & 1HK doesn’t combo into HP Alpha Blade.

(I tried)

Miss yur notations? Or you shittin’ us?

Yeah, I noticed that early on too. That’s why I try to stay away from them early on in the combos. The only reason I start with c.LK, c.MK, c.HP is to allow for hit confirm before the launcher.

You need the green vial before you start the combo, not the raw qcf.HP

So, Cerebella is Val’s bad matchup? I need some tips on how to best her

How did you put that together?

Grappler characters always have wacky minute stuff you have to learn to beat them so it’ll probably take a while before anyone gets a real coherent strategy. Especially against one that is as mobile and has as many options for the long range as Cerebella.