The Valentine Thread: MEEEDIC!

Good luck. She’s REALLY hard to use solo.

Saw it but didn’t really see it. My bad in all honesty. Does it work on everybody?

Btw I should add that I am not trying to discredit the combo he posted, honest cock up on my end.

Hey, I’ve been posting midscreen no vial combos, because I am making them for practicality. This game, like GG you cannot avoid character specific combos. Using a combo that works on Double for everyone is losing more than a little damage and meter gain, right now I’ve got a Double combo and an “everybody else” combo. I don’t even have any corner specific combos for Valentine yet, only Painwheel and I barely do them because they are a lot more difficult for me right now.

EDIT: The only difference with the Double version is it has one less air series btw. The last one so it doesn’t kill damage too badly.

lol the 2nd mp is weird sometimes, but yeah… I guess that’ll add something, but do you think I can add 1700 with green vial?

I am wholly convinced that Valentine needs assists in order to function properly. The biggest thing that broke my heart about this game is the fact that you CANNOT call out two assists in one combo. Why is this important so hugely important?

Right now my team is Val at point, Filia with DP, and Double with her stupidly awesome DP. And with Vial, I can convert ANY of this assists to huge damage…

… and you have a guaranteed input lag ender store and input lag release combo ender with assists.

People need to start figuring out ways to bypass this somehow or come up with more combo enders with input lag store and release. Maybe something like Input Lag store cancel into Super, into Filia DHC, into OTG to Valentine throwing out a syringe as an assist?

Or having Valentine’s assist be a Input Lag store, DHC her in with her Scalpel super and possibly OTG into input lag?

I know I haven’t read the entire thread, but get to work people. This is her most potent ability IMO.

Why are you so bent on using input lag syringe? I’d prefer hitstun syringe cause the next combo should probably kill that character.

I do agree though, I think Valentine NEEDS an assist. I personally think painwheel is a terrible matchup which assists help it so much.

Because input lag syringe means really easy, practically unblockable j.HP xx Dash Cancel j.HPs, insanely hard to tech tick throws or frame traps, or it forces a raw tag by your opponent who doesn’t like the huge reset mixup you get after.

And plus, if you had an assist that gives you the opportunity to give you an input lag combo, you also have an assist that can convert a hit confirmed input lag combo into an extended hit stun syringe combo, so you get that hitstun syringe combo ANYWAY.

The opportunities for input lag and mixups afterward make her godly with this kind of reset.

I came up with a nice green syringe combo that carries to my corner combo from quite some distance:

(green syringe loaded) c.lk c.mk(1) hp qcf+hp (dash) hp qcf+hp (dash) mk(1) hp qcf+hp (dash) lk mk(1) hp qcf+hp (dash, corner reached) c.lp mk(1) c.hp j.hp (a.dash) j.hk qcf+k c.mk(1) c.hp j.mk(1) j.hp (a.dash) j.mp(1) j.hp (land) j.lp j.mp(1) j.hp mp(all) mp(all) mk(all) c.hp j.lk j.mp(all) j.hp lp lp lp mp(all) mp(all) mk(all) hk hk qcf+mk qcf+3k

I left the vial combo strictly grounded because my corner combo already uses every single air normal move to start strings. Actually, now that I think about it I might have used almost every ground normal to start strings also (except for c.mp and c.hk). The total damage varies slightly because it’s hard to get all the hits of the mids near the end of the combo on different characters, but in general this combo usually gets around 8k damage with 1.0 multiplier.

My next goal will be to find the most damaging air combo follow-up to the vial combo if I somehow don’t reach the corner.

Edit: Combo now fixed! No longer techable at the end!
I figured I could take this opportunity to try out the open-source openshot video editor by making a vid of the combo (

[media=youtube]Yx21oSKFzn0[/media]

Did you test the combo above with everybody?

Yes I did. You need to change up the timing of the first qcf+k for different people. In general, heavier characters need lighter attacks so that they don’t bounce off the wall right past you.

Good deal, will start practicing it soon then.

your combo is invalid in the end with the 236HK, if there is a blue spark when your opponent hits the ground it’s invalid. gotta go straight into super or do just two HK 236MK super.

Really? I didn’t notice that. I’ll have a look-see and re-record if necessary.

Yeah the training mode dummy doesn’t tech, I used to do it in my combos too, but yeah it happens the 2nd time the opponent hits the ground on a knocked down state they can tech. (like any bounce knockdown they’ll hit it twice and can tech) whereas slides only make them hit the ground once (HKx3) but yeah, everything was valid until the end.

**Alright I need people to post down the agreed upon bnb’s for these situations so I can get it posted in my strats/assists thread. **


Valentine bnb’s

I know some of this stuff will be character specific so make sure to put in notes for which characters said bnb will work on.

Grounded Mid Screen:

Grounded Near Corner:

Anti Air Mid Screen:

Anti Air Near Corner:

Air to Air Mid Screen:

Air to Air Near Corner:

Off regular throw or assist or other situations that make the IPS kick in faster:

That’s not as bad as when people start combos with standing attacks. Every one I see makes me want to punch a child.

. . . what?

If you’re starting a combo with a standing attack for a video, you’re an idiot. 49/50 you’ll be starting with a jump in, throw, off of an assist, or a crouching normal.

Got the same issue. Does anyone have any tips?

The combo is now fixed (I think). The youtube link was updated (pardon the music, I was just messing around with the video editor).