The Valentine Thread: MEEEDIC!

Alright, so I’m just going to throw a bit of my philosophy out there as to why I count vial combos as BnBs. They way I see it, when I play valentine I almost always have some vial loaded outside the very beginning of the match since all of them are such strong assets. The only thing to keep in mind is that you’re going to have a different combo for each vial. So her regular BnB can be one of three things (which may defeat the concept of a BnB depending on how you look at it. Either way though, here is what I’ve come up with for the vial combos:

Purple Vial: about 6100 damage
[media=youtube]HuBASN7EbmU[/media]

Green Vial: just over 7600 damage
[media=youtube]oFJWLtzbvYM[/media]

For the orange vial combo, since it doesn’t affect your damage potential is just used for resets from what I’ve figured. What I’ve been doing is just using my purple vial combo without the super at the end. Instead I’ll just dash in and go for high/low and left/right mixups. Usually with an assist to lock them down.

If anybody on here that has been developing midscreen no vial combos has any ideas on how to get more damage out of either of them then by all means feel free to share.

Edit: by the way, I submitted some of the flashy videos on here to srk tips so hopefully we can get them up there because yesterday’s valentine video was weak sauce compared to what most of us have come up with in here already.

Oooh, so THAT’S how you get your Shots in :stuck_out_tongue:

I love hk’ing after an aerial <3

5299 solo midscreen off a crossup, works reliably on everyone except Double and Parasoul, and is very easy to do:

j.hp, c.mk (1) xx c.hp, j.hp air dash cancel j.mp (2) xx j.hp, land, j.lp xx j.mp (1) xx j.hp xx qcf+lk xx qcf+kk

You can start the combo with j.hp adc j.hp for an extra 375 damage if the first hit isn’t a crossup (and the second one will be, depending on spacing and height). You can end it with qcf+pp, then land, dash if outside of the corner, and link to s.hk x3 xx qcf+kk for a little more damage if you have the meter.

Developer confirmed this is a bug with Valentine’s throw in IRC. Also confirmed that he’s gonna let it rock.

Neat/dumb/useless: Setting a vial has a hitbox at the needle. If you watch one of the developer commentaries (I think the gametrailers one) says this I think. I did it today by accident. Useful? Probably not. But you can do something like Double’s Cilia Slide assist, then hit them with the vial’s needle, and then you’re left with them recovering. Maybe you could use it as a horribly slow anti-air. Also if you do hp then vial, you back up quite a bit. Sorta like a backwards kara.

I think it’s perfectly fair, especially since you can skip confirms & open with a heavy hit.

Heh, I was messing with backward hp karas. Good to gtfo & snuff with a dead cross if yur opponent is waiting for that slow-ass hp or sum’n :stuck_out_tongue_winking_eye:

inputs pls :x

Ayo! Juss broke 6k mid-screen no syringe! Jump on this shit! Really fun to execute~

c.lk c.mk c.hp j.mp(1) j.hp ad j.mp(1) j.hp, both must land, lk mk(1) c.hp j.lk(1) j.mp(1) j.hp ad j.mk(2) j.hk(1 hit is easier to combo because they’ll stay closer to the ground, but still works on 2 hits, juss stay low! & also, 2nd hit is required on single-hit) j.lp j.mp(2) j.hp, land, lpx3 mp(all)x2 mk(all) hkx3 xx qcf+k xx qcf+kk

6.2K/1.oo/Syringless

Note: can do raw c.hp on first relaunch & various other minor differences, I don’t think it matters too much in the end. ENJOY >_>

Swift Edit: I’m sure you’re all aware of HOW to time the hits by now, juss delay the first j.mp & hold the following ad, same rule applies to the relaunch. Naturally input j.lk j.mp j.hp (don’t rush it) & hold the following ad, finally, after j.mk(2) allow yourself to get as close to the ground before the j.hk, so you have decent time to j.lp~

Wow I was trying to get just this to work yesterday haha. Didn’t think of doing only a single hit of that j.HK though, will have to try that. I ended up doing very delayed j.HP after the j.MK(2) and it worked, but I only ever go it twice out of a ton of tries.

I’m basically using my mid-screen combo concept for all situationals (gas mid-screen is old, but still good damage, can basically just use the triple air-to-ground [5.8K] i’m lazy right now & dun wanna write the notations)

ALL MY SYRINGLESS COMBOS AS ARE @ THE CURRENT MOMENT (I juss played a 1v1 set with a Parasoul & man do I K.O. Fast with these babies!) here they are:

Gas mid-screen: c.hp j.mk(1) j.hp ad j.mp j.hp, land, dash, lp mk(1) c.hp j.lk j.mp j.hp ad j.lp j.hp, land (if still mid-screen, dash) hk x3 xx qcf+hk xx qcf+kk :: 5797dmg/1.oo/Syringless

Gas Corner: same as usual corner, but starts with c.hp after the gas & with only 1 j.hp after initial c.hp + does more dmg (see just what starting with c.lk c.mk(1) gets you?) :: 7332dmg/1.oo/Syringless

Corner: c.lk c.mk(1) c.hP j.hp ad j.hp qcf+hk land c.mk(1) c.hp j.mk j.hp ad j.lk(1) j.hp land j.lp j.hp ad j.mp(1) j.hp land lp x3 lk mp(all) x2 mk(all) hk x3 xx qcf+hk xx qcf+kk :: 7154dmg/1.oo/Syringless

Mid-screen: c.lk c.mk(1) c.hp j.mp(1) j.hp ad j.mp (1) j.hp, land, lk mk(1) c.hp j.lk j.mp(1) j.hp ad j.mk(1-2) land, j.lp j.mp(2) j.hp, land, lpx3 mp(all)x2 mk(all) hkx3 xx qcf+k xx qcf+kk ::6.2kdmg/1.oo/Syringless

In between all the silly combo discussion what the heck is Valentine’s style? I remember seeing a chart for all the characters “styles” or archetypes and Val had “Rushdown/Ninja” so does that mean she can be tricky too?

Poison vial combo, midscreen, costs 1 bar, about 6100 damage

c.LK, c.MK (1 hit), c.HP, j.MP, j.HP, AD, j.MP, j.HP, dash, s.LP, c.HP, j.LP, j.HP, AD, j.LK, j.HP, s.HK, qcf.HP, qcf.KK

Green vial combo, midscreen, meter sufficient (builds 1 bar, uses 1 bar), 7500 damage

c.LK, c.MK (1 hit), c.HP, j.HP, AD, j.MP, j.HP, s.HK, qcf.HP, dash, c.HP, j.HK, AD, j.MK, c.LP, s.HP, qcf.HP, s.LK, s.MP (1 hit), 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, s.HK, qcf.MK, qcf.KK

Yeah, I would for sure put her in the rushdown category. Her air dash allows for really good mixups/resets, she has a good command grab and regular grab that you can combo off of, and good combo ability off of most normals.

I cannot for the life of me understand how you can hit j.HP so that it restands them or how it keeps them just close enough to hit them with s.LP (outside of the corner).

You have to hit them really low with j.hp, dash as soon as you touch the ground, and then hit them with s.LP. Delaying your jump attacks helps so you can hit them as low as possible in the air. I do it in the purple vial combo I posted at the end of the last page if you want a point of reference.I can’t reliably stand them back up but I have done it a few times. I couldn’t get the hang of it enough to put it in my combos though so I might be missing something too.

Silly combo discussion? More like ‘combos you wish you could do’ discussion! we run Valentine. Get on our level~

& She’s Multi-purpose, mainly rushdown~

Just tested this and as far as combos goes this works on everybody in the cast:

cr.lk, cr.mk, cr.hp xx jump, j.lp, j. mp (1 hit), j.hp xx air dash xx j.mp (all hits), st. lp, st.mp, cr. hp.

On some characters you can do the extended st mp but I wanted to find the simplest thing I could build from. I would type the damage for it but I can’t really read it on the CRT that I play on. You can usually end with j.lk, j.mk super but I didn’t test that part on everybody.

So far Valentine seems to be the storm of Skullgirls. She can rush down or run away as she pleases. Definitely keeping this chick as a main character.

So whats her basic BnB? since apparently I’m a scrub =p

You can always do confirm into j.hp ad j.hp xx qcf+k

Luu~

Valentine’s j.mk seems like a good reset tool in air combos, not sure if anyone already mentioned this.

launcher, j.hp, AD, j.mp, j.mk midscreen

Haven’t hugely experimented with this or anything, but it seems that based on character and timing (or like, number of hits you allow j.mp to do), you can easily decide which side you land on after the j.mk.

The combo above your post will get you started. There’s fancy stuff you can do in the corner and/or with green vial. But if you wanted to get started and just have something guaranteed against the whole cast, it’s gonna be the combo I posted. Finishers you need to play, but what is posted there is guaranteed on everybody.