The Valentine Thread: MEEEDIC!

She hits like a truck so make sure everything you do is safe to avoid being grabbed, her mobility isn’t exactly the best in the game, her air glide is slow enough and can generally be reacted to and beat by j.MK and c.HP. I guess from what I’ve played (mostly solo Cerebella’s) playing the matchup like you would play SFIV has been working moderately well for me. Just play footsies right outside her f.HP range, and if she isn’t pressing buttons there then either fly around and throw ninja stars or move in to slightly outside Merry-Go-Rilla range. Depending on how they react from there, sometimes just running in and grabbing can work wonders, Val’s dash is quick enough to make it somewhat difficult to react to. Otherwise I’d say if you’re gonna be in close proximity, staying in the air as much as possible seems to be the safer option.
When you factor in assists, everything changes, and I haven’t played enough assisted Cerebellas to really know what’s going on there.
(p.s. anybody who might actually know what they’re talking about, feel free to correct me)

[media=youtube]gDB08C1hXZQ[/media]

VOILA!!! There’s the fanciness I’ve been talking about all day. Hope everyone enjoys it. I had to change the finisher a bit for Filia for some reason but it still works!

And sorry for probably the worst quality video on SRK. The final damage was 6727 with one meter, midscreen, green vial, damage multiplier x 1.00.

LISTEN TO THAT CLACK CLACK!!!

I am thinking of trying a team with Valentine on point. Does she do well there despite her lesser meter gain?

I just had a ten-game set with a Cerebella and cr.MP hit confirm into launcher combo has worked wonders. my ground game isnt all there but at mid range, i’d use st.MK to the st.HK target combo(or st.MK to st.HK once if it is blocked). Cerebella has option selects if you are in the corner: if you try to jump out(even after wake up), she can attempt to throw you, and if you tech out, a potential Super Throw is waiting for you on the floor. and she can tick throw into an otg combo as well. Either of thos two things had me sweatin’ salt when I was close to half health lol soooo much damage

I also think it’s best to use QCB+MP or QCB+HP(along with an unexpected crossup) to help you land combos while you zone

So, as far as resets go, a simple one that I’ve been getting lots of lols out of is just your basic ground series into launch, basic air series (I personally use j.HP > airdash> j.MP (2 hits) j.HP) and then when you land, instead of going into your HK chain (midscreen), if you go straight into mortuary drop, it snags the opponent right as they hit the ground. Then you can follow up with EKG Flatliner (Turns my ~4500 damage unoptimized bnb into ~7000 damage with the reset and super). I’m sure it can probably be mashed out of, but with how new the game is I’ve been using it very successfully.

EDIT: It also looks stylish as fuck.

Whew::Wish I could record like errebody else >_>

Welp! 6624 dmg, No Vial, Near-corner combo: c.lk c.mk(1) c.hp j.hp ad j.hp qcf+hk c.mk(1) c.hp j.lk j.hp ad j.mp(1) j.hp land j.lp j.mp(1) j.hp land lk mk(1) c.hp j.mk(1) j.hp qcf+hk xx qcf+kk~

Enjoi Text~

VIAL COMBO COMIN UP NEXT+MIDSCREENS & FKN WHATEVER, SOMEBODY BUY ME A CAPTURE CARD :stuck_out_tongue_winking_eye:

So who is everyone running with Valentine? I’m just going solo at the moment.

Smexy! I’m going to use your idea of vial’ing to stay launchable after an air-to-ground, hk :: thanx!

I agree with you regarding bread and butter combos. You need something guaranteed with low execution required. Try this one if you’re looking for a decent damage BnB that is pretty much impossible to drop. It’s nothing special but it gets the job done. Starts with c.lk

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

Combos that require vials to be charged along with a high level of execution I don’t consider to be bread and butter either. Those are the combos you want to practice to be able to pull off most of the time but I guarantee that if you ask people to do some of the combos in the videos 10 times in a row they’d get it maybe twice. You need something 100% that you can fall back onto. No sense in doing a massive combo when they only have 25% life left.

I see where you’re coming from and I agree to a certain extent. If I’m in a setting where something is at stake then I will PROBABLY go for something that I know I won’t drop… BUT I think people can adapt to anything if they try hard enough. Abel’s BnB is a 1 frame link after all. Yeah these combos seem impractical at first but if you practice enough then they CAN become potential BnBs, which is why they are put out there. I just think a BnB is something that doesn’t require certain conditions to pull off such as having X amount of bars or be in the corner or whatnot.

Made a crazy fkn mixup::too tired/lazy to post atm :: will edit it in tomorrow.

I have so many shennanigens, I needa record all this shyte -_

You…you and your crazy damage numbers being over 100% and whatnot. You actually could be doing QCF+H instead of whatever you’re doing in your combos that use that because it does more damage. My solo Valentine combo that’s exactly like your first one (J.HP AD J.HP, c.HP more J.HP etc.) did somewhere around 10k using 1v3. 1v1 it does 5930 I think? Also, J.HP AD J.HP is really fun to do. If you do it low to the ground quickly the second won’t cross up, but if you delay it a tad, it will.

What do I call a series of moves I do that start with a jumping attack then? I don’t want you to lose your sanity, but I also want a zingy little acronym for my aforementioned series-of-moves-that-start-with-jumping.

How about something as crazy as a jump-in-combo? It’s worked fine in all other games.

I like fierce vial for input delay, could be one of the more broken character options intentionally put into a fighting game in recent times. Heavy mixup character with good high/low, crossup, and grab games and non-meter damage output that’s already 30-40% life on day 1, and the opponent can’t react? Yeah, that sounds totally fair. This game is too good.

There are a few assists out there that let you put a vial and a syringe in one combo. Just do (combo) hp xx (hp+mk) and you’ll get st hp xx fierce vial and assist to continue the combo, then you finish vial animation and can continue after the assist. The assists I’ve found for this are Double buttslam, Painwheel cr mp, and Cerebella st mp (although that one might not work if the opponent escapes stagger, just works in training mode).

I’m also running Cerebella/Valentine/Peacock with Val on fierce vial assist. Both Cerebella and Peacock have supers that dhc really easily into combo into syringe, so I just call her to get her charged up at some point, then look for super and get Val in for input delay. Like, Cerebella grab super, dhc after last hit on the sword into Val needle super (which whiffs), cr hp into air combo into air syringe for input delay. Or Cerebella wheel super, dhc into needles, link after needles into combo into syringe. Peacock grab into level 3 and corner laser super can lead to the same kind of situation.

I’ve seen some great examples of damaging combos in and out of the corner with vial, and some damaging combos without vial in the corner, but what is everyone using mid-screen with no vial loaded? I haven’t been able to come up with anything that’s both highly damaging and carries the opponent into the corner.

What I’m using for my BnB, mind you my execution is terrible is: cr.lp, cr.mp,cr.hp, j.lp. j.mp (1-2 hits), j.hp xx dash xx j.mp. I need to switch that to cr.lk, cr. mk starter because after the second j.mp you are able to continue the combo with st.lp, st.mk vial or another special.

The current team I’m running is fortune/valentine/peacock.
Fortune is using fiber uppercut, valentine is using st.mk and peacock is using either 236mk/hk/hp.

Here’s why I’m using valentine’s st.mk as an assist, this is a combination of theory/practice: Her st.mk is a multi hitting move(think mvc3 chun lightning legs) that locks an opponent in blockstun allowing fortune to get a free mixup, however the most obvious disadvantage to val’s st.mk is that it whiffs on crouching characters. In theory this will allow for a mixup that is heavily in the point character’s favor.

I’ll start with the obvious:
If the opponent has a huge cr.hitbox and it doesn’t whiff on crouch, but they block low = go high
If the opponent has a small cr.hitbox and it would whiff on crouch but they block it high = go low
Now the more interesting:
Opponent has a small crouching hitbox, but they cr.block and it whiffs = High or throw.
-If the opponent blocks low you can see why you would go for a high, however if they block low and are not in blockstun, throws become untechable. Valentine’s st.mk has just increased your mixup potential dramatically without the risk of whiffing a command throw.

On poisons:
One of the reasons I run her on a team of 3 is because of the variety of poisons she has, I’ll always have a use for one against an opponent or a team size.
Purple (Damage over time) - This is your equalizer against ratio 3 characters. 10% flat damage for hitting an opponent with 236P. Knock your opponent down, load up on one of these and combo into one of these. Make your follow up combo as long as humanly possible to get the best bang for your buck. Against teams of 2 or 3 it diminishes with use since ordinary combos do equivalent damage.

Green (added hitstun) - Haven’t experimented too much with this. I do want to find new and interesting things with this such as raw tag combos post green poison/combos such as green poison (load poison) combo (apply new one)

Orange (input lag) - IIRC it adds 6 frames to all inputs, for now this looks like an amazing poison post knockdown and will be wonderful to help aid in okizeme. Makes mixups harder to react to and safe jumps safer. Not sure if orange poison adds 6 frames to assist calling or not. This seems like an answer to cerebella since it will make her 360 have a 7 frame startup opposed to instant.

I do (confirm) c.hp either j.lk j.hp ad j.lk j.hp land, dash, jump j.lp (mid-screen, it’s a lil tight on execution, so i’ll write the more viable option that’s also very stylish imo, from c.hp) j.mp(1)<—delay as much as possible, j.hp ad<—hold so they have time to drop, j.mp j.hp, both of you should land, lk mk(1) c.hp(lk stomp is strongest standing light + so sexy), from here I do my usual HP reps running through each normal (usually I do highest dmg normals first, but you can switch it up for positioning/mixups—j.mp LOWERS opponents the most, j.lk(all hits) crosses them up - seems to have a COTA feel [punch descends, kick ascends] so like: j.lk j.hp ad j.mk(1) j.hp, land, lp mk(1) c.hp, j.lp j.mp(1)(optional) j.hp qcf+HK xx qcf+KK, the mixup is juss saving j.lk for a neat lil crossup players shouldn’t expect this early on (good reset) so: j.mp(1, late) j.hp ad(hold) j.mp(1) j.hp, land, lk mk(1) c.hp, j.lp j.mp(1) j.hp ad j.lk(all)<–will likely cross up, grab when you both land & then I do a gas-combo (basically a normal combo, skipping 1 same-normal rep a normal launch gives) so: c.hp j.lk j.hp ad(hold) j.mp j.hp, land, dash, lp mk(1) c.hp, j.mk(1) j.hp ad j.lp j.hp qcf+hk xx qcf+kk for a MASSIVE amount dmg altogether (dunno exact #s yet, but juss the gas combo does 5204) mid-screen-friendly! Sorry I can’t record :: Profound Sadness :<

I’d also like to report that using backdash xx forward dash for IAD is cool, you can j.mk (2) j.hk, land & do a lp mk(1) c.hp if you time it right. A cool mixup for it is reminiscent of MAHVEL 1 Chun: cancel the 2nd hit of the j.mk with hk (you’ll see a body bag) you’ll instantly land & can grab (perdy much a tick) yah & then it’s a possible 5204 with a meter from there! :3

I love Skullgirls! 3:

I can appreciate this but at the same time when your jump in is j.hp->air dash->j.hp it’s hard to consider it a typical “jump in combo” since it is both A) Hit confirmable and B) A 50/50 Mix-Up

Valentine combo sounds more appropriate.