The Valentine Thread: MEEEDIC!

damage?

Just downloaded the game this afternoon, The plan was to play Millia aka Filia aka Phillya and then is realized this game has a ninja, so now i’m here.
Is b,b + PP is good as it seems? It seems better than her IAD for mixups, but I didn’t even play an actual match today.
I guess I’m running Filia/Valentine since not playing her last second or last seems like a waste of a really good ability.

Just the stuff that I posted does 4,090.

I highly recommend running Valentine on point with Filia’s updo (H) assist. Valentine’s assist’s aren’t really anything spectacular, whereas Valentine already has excellent control of the neutral game unassisted, and with a large vertical hitbox assist (that is also invincible and hits as a silly crossup a lot of the time) is just absurd. Seriously though, if you get someone cornered, that should be the end of the game, barring something absolutely spectacular from them or a huge mistake from your end. And backdash > airdash is good if you get them to block something for even just a few frames because it’s quite fast, and depending on your timing can lead to crossups extremely easily. As far as movement goes I usually just opt for full jumps with mostly empty j.HP’s for better space control and ground dashing for pushing an advantage rather than backdash > airdash.

I like s.MP ATM.

Valentine’s st. hk, st. mk and cr. mk are probably are really good assist. If you are going to run Filia’s Updo as an assist, I recommend the jab one because you still get the invincible anti-air coupled with a shorter recovery time.

I wonder how well 5HK works as an assist. I’m running peacock as my 2nd character and that move has a huuuuge anti-air box.

Has anyone figured out how to get in on a Parasoul that keeps on using j.HP?

I don’t know, it fits my style. The “i” in iad is a bit misleading but timing the dash just right on a backdash gets you an airdash from the ground for instant overheads, also the fact that you can also cancel into a jump instead of the airdash gives alot of fun angles to mess around with

Have a good AA assist like Napalm Pillar always helps. Otherwise try to air throw her, go air to air with j.MK or dash under c.HP.

Soo where has this guy been? 1 Bar/No assist/Vial and just about 8k dmg
[media=youtube]w5WDoHxaUX4[/media]

Use bodybag to beat it and then airdash hp or whatever

And her command grab is an amazing assist if you knowhow to use it in blockstrings/ticks/resets

Anyone figured out what Valentine’s 10th palette is reference for?

He’s starting with 2 j.hps :: calm down, that’s not going to happen very often…

Swfit Edit: I juss made an 8288/syringless juss from opening with j.hpx2~

Updated my mid-screen/no-syringe: does 6.6k (400+) but is not recommended unless you hit the wall, cuz it may randomly drop. In that case; use the normal mid-screen without the extension~

Usual mid-screen but instead of going straight to j.lp on third aerial, stay grounded & do mp(all) x2(1) mk(all, might drop if not against wall) c.hp THEN j.lp j.mp(all) j.hp, land, lpx3 mp(all)x2 mk(all) hkx3 xx qcf+hk xx qcf+kk

I’ll juss post the whole damn file again for reference.

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(1) ad j.mp 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

Another random note: you can IAD j.hp after a grab, but it’s TIGHT~

so what do you do after a green vial midscreen? Also is it better to do the vial section later or earlier?

Right now I’m just using it at the very end to get some s.HP in and ending with multi hitting normals, but I suspect it is probably better to do earlier correct?

EDIT: Thought i’d add, a reliable way to get a final restand into multi hitting normals at the end of a combo anywhere is do j.LK(1) j.MP(1) j.HP xx air dash j.MK(1) j.HK(2) > land > j.LP j.MP(full) from which you can end LP LP LP MP MP MK HK HK HK xx QCF HK xx QCF KK

I used the syringe after a c.lk c.mk c.hp j.mp(1) j.hp ad j.mp(1) j.hk land hp xx syringe & alternated ground hps then air hps & then alpha blade, otg with multi-hitters & qcf+hk xx qcf+kk & it only did 7.5k! :<

& yep, that’s the restand combo I use myself! Only, I prefer the single j.hk hit (keeps them closer to the
ground, which is better on lights)

Swift Edit: oh, wait__ I do j.lp j.mp(2) j.hp to restand, cuz I usually don’t use up my j.hp~

the j.HP is too low to land when I try it haha. I delay the whole series a little bit so that could be why. I like it because it is quite easy to land, still does around 6.2K midscreen with no vial.

EDIT: wait, just got it, still have 2 hits of j.HK though haha. This is also easy, thanks

EDIT3: Make that 6.3K with that added j.HP =D

Yup! j.hp’s obviously easier on heavies, it all depends on how daring you are! :stuck_out_tongue_winking_eye:
Have fun kicking ass with that mid-screen!