Wescock.
That right there is pretty badass, friend.
I’m really liking Cerebella, Valentine, and Peacock as teammates, I think they have awesome synergy in almost any order and can be played to beat just about any matchup.
Val/Cock/Bella: Val point; Cock with airplane or lp item drop, which can help Val with mixup potential, and you get that crazy dhc above this post; Bella with either copter assist for get off me (especially if Val is dead and you have Cock on point), st mp for stagger to combo vial and syringe in one combo, or command grab to make Val’s mixups scarier, and Cock bomb super dhc Bella arm wheel super is rad; good offensive team that can zone too & has very damaging anchor
Val/Bella/Cock: Val point; Bella with copter assist for get off me, st mp stagger for Cock to extend combos or Val to combo vial and syringe in one combo, or command grab to make Cock and Val’s mixups scarier, and Val kick super dhcs well to Bella arm wheel; Cock with hk airplane item thing to help advance or lp item drop for mixups, and lazer super or bomb super dhc well off of everything; good offensive team that can zone too and has very frustrating anchor to get around
Bella/Val/Cock: Bella point; Valentine assist either throwing shurikens to help Bella advance or hp vial charge on assist, Bella’s supers all dhc easily into Val who can continue the combo into syringe (if she’s charged); Cock with hk airplane item thing to help Bella advance, and if Bella is dead and you’re Val/Cock you can do that crazy dhc thing right above this post; great mixup team that needs to and can get in, has frustrating anchor
Bella/Cock/Val: Bella point; Cock with hk airplane item thing to help Bella advance, can dhc into bomb super for blowup like above; Val with shurikens or hp vial, supers all dhc well from everything, can dhc from Cock bomb super into combo into syringe, best position for reviving dead teammates; great mixup team that needs to and get in, has solid anchor who can revive teammates
Cock/Val/Bella: Cock point; Val with either shurikens to help Cock zone or hp vial charge because Cock grab into lv3 dhcs really easily into Val combo into syringe; Bella with copter assist for get off me, st mp for stagger for Cock to extend combos or Val to combo vial and syringe in one combo, or command grab to make Cock and Val’s mixups scarier, Val supers dhc into well into Bella for either direct super combos in arm wheel super & lv3 or grab super to continue regular combo or go for resets; sick zoning team with good offensive capabilities too, very damaging anchor
Cock/Bella/Val: Cock point; Bella with copter assist for get off me, st mp for stagger for Cock to extend combos or Val to combo vial and syringe in one combo, or command grab to make Cock and Val’s mixups scarier, and bomb super dhcs well into arm wheel super or whiff grab into mixups; Val with shuriken or hp vial, Bella supers dhc well into Val into syringe combos, best position for reviving dead teammates; sick zoning team with good offensive capabilities, has solid anchor that can revive dead teammates
Yeah, pretty sure I just talked myself into going in hard on this team. 2/3 have command grabs and 1/3 is a zoner? Helloooo, my exact desired team makeup!
I actually use the HK version of item drop since it tracks. It extends your combo anywhere on screen and is pretty nice to have since it drops so fast and tracks.
I’m only working on one character at a time. I have a pretty good feel for Valentine and I feel comfortable working on a second now (peacock) to deal with zoning.
Welp! I juss tested my mid-screen, no-syringe with a raw c.hp relaunch & lotsa multi-hits @ the end & I also tried to re-land lk mp(all) x2 mk(all) c.hp & multi-hit finishers & both clocked in @ 5.8k range >_>
So! Either worx. Can’t seem to hit 6k no-syringe mid-screen. Might have to get even RAW’er~
Wow, I didn’t know syringe could be an assist. Combo extensions for everybody! I can imagine the damage someone like Cerebella could get off it.
Wiki has frame data for her now!!
I wonder if this will work all that well vs. “online warriors” xP
Real question though, what the hell can I use with Val as an anti-air? Please don’t tell me assists are her only option.
BTW, some Valentine frame data thanks to Reioumu at Dust Loop.
s.LP active on 6f
s.MP active on 13f
s.HP active on 20f
c.LP active on 6f
c.MP active on 14f
c.HP active on 13f
s.LK active on 11f
s.MK active on 18f
s.HK active on 16f
c.LK active on 7f
c.MK active on 14f
c.HK active on 14f
I don’t know if the wiki’s frame data is accurate. I went through all of the ground normals as was posted above at 60fps and counted each frame. the frame number I provide is when the move is active…
How many characters did you do? Also do you have a link to where you originally posted it?
I mean I went through all of Valentine’s ground normals. I posted it on the dustloop valentine general thread, did the test in media player classic by going forward one frame at a time.
Has anyone posted about an infinite on Double in the corner?
Having trouble searching the thread with tapatalk so I’ll just post it and if it’s a re post I’ll delete later
C.l > c. M > c. H >jump> j. L > j. M > j. H land c. L > c. M > c. H repeat.
Got to 142 hits before I dropped it and it only works in the corner.
I’m pretty sure the hitsparks turn red in this… Infinite Protection Center will prevent this.
Yes you are correct…sorry about that did not know that’s what that was for.
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Flashy o_o
I still needa make corner/midscreen Syringe combos >_>
I like this, good use of cerecopter assist. Gonna have to learn that syringe combo too. Looks like just a bunch of filler at the end with a ton of ground strings starting with different normals? But than after that some nice juggling and keeps going.
Hey guys,
I was wondering if anyone could tell me why this combo triggers the IPS (sorry if my notation is a little off)
LP+LK, c.LP xx c.MP xx c.HP j.c. j.LP xx j.MP xx j.HP a.d. j.MP
The IPS gets triggered on the last j.MP and I have no idea why. Help please!
How do you manage to land the cr.MK after the j.HP? Doesn’t it push them back too far? Or wouldn’t they be too high still?
I was able to extend my green vial combo with some of the corner stuff I’ve seen people posting. I hit 7279 damage, damage multiplier x 1.00, midscreen, meter neutral (builds one bar and costs one bar. Get at me.
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.MP, s.MP, s.HP, qcf.HP, c.MP, c.HP, j.LP, j.MP, j.HP, s.LP, s.LP, s.MP, c.HP, j.LK, j.MK (1 Hit), j.HP, qcf.HK, c.MK, s.HK, s.HK, sHK, qcf,KK
Here is the best combo I could come up with midscreen without meter…for now at least.
It does 4275 without damage multiplier. I also didn’t want to use any vials. I was going for a real practical combo that did some damage.
Inputs: j.HP,MK,c.HP,j.HP,air dash,j.HP,QCF+HK.
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