The Valentine Thread: MEEEDIC!

Are you saying that alpha blade is ALWAYS techable? I thought the first bounce wasn’t___

Anyway! I finally broke 7.6k green syringe/mid-screen & since people want the best options for situationals, i’ll post my input yet again + I updated my mid-screen ‘gas’ combo which now does 5.9k~

Gas mid-screen: c.hp j.mk(1) j.hp ad j.mp(1) j.hp, land, dash, lp mk(1) c.hp j.lk(1) j.mp(1) j.hp ad j.lp j.hp, land, dash, mp(all)x2(1) mk(all, some might whiff) hkx3 xx qcf+hk xx qcf+kk :: 5.9kdmg~/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(1) j.hp ad j.lk(1) j.hp land j.lp j.hp(1) 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(2) j.hk(1-2/2nd hit alone is better for lights) land, j.lp j.mp(2) j.hp, land, lpx3 (lk if grounded yet/optional) mp(all)x2 mk(all) hkx3 xx qcf+k xx qcf+kk ::6.2kdmg~/1.oo/Syringless

All combos were performed on VALENTINE (I think she’s medium weight)

Oh yeah__green syringe combo (input-heavy, you’ve been warned): c.lk c.mk(1) c.hp j.mp(1) j.hp j.mp(1) j.hp, both must land, hp xx syringe, dash mk(1) hp, dash c.mk(1) hp dash lk c.hp —j.hk ad j.mk(2)[THANX@METAMEEKS FOR THE IDEA]— land, c.lk c.hp j.lk j.mp(3~4) j.hp, land, lp c.hp j.lp j.mp(3~4) j.hp xx qcf+hk (you must be low to the ground, else they’ll cross) c.lp OTG off bounce (REALLY hope this isn’t techable! x_x) mp(all)x2(1) mk(all) hkx3 xx qcf+hk xx qcf+kk :: 7.6kdmg~/1.oo/green syringe

I’m perdy sure it worx wall-to-wall, but, the lab has made me weary & I’m fkn sick of trying to perfect combos for the moment. I hope people can use these & kick ass while coming up with some neat assist combos, too. Sorry, no purple syringe combos or whatever. I’m taking a fkn vacation from the lab! I still have to lab Misfortune & Peacock (hopefully won’t be as gruelling as Val was). PEACE~

Swift Edit: These are practical, since they’re displayed as being scaled with confirms, so__@Scrubs: STFU with your j.hpx2 combos. KTHXBAI!

Yeah it’s fixed now

I don’t think my corner to corner is easy enough to be considered a BnB but I’ll post it again.

2LK 2MK(2) 2HP j.HK(2) airdash j.MP(3) j.HP land dash j.MK(2) j.HP land dash j.LP j.MP(3) j.HK(2) dash 5LP 2MP(3) 2HP j.LK(1) j.MP(5) j.HP dash 5MP 5HK 5HK 5HK -> after that you can do either
-> 214P for a safe vial with enough time for safejump oki. 4594 damage
-> 236MK 2LK 5MP 5MPfollowup 5MK 5HK 5HK 236MK 236KK 6537 damage

c.HP, jump cancel, J.HP xx J.hk, air dash cancel, J.mp xx J.hk, land, Jump, J.lp xx J.mp xx J.hk, land, dash, S.lp xx S.mp xx S.mp xx C.mk xx C.HP, jump cancel, J.lk xx J.MP xx J.HK xx QCF K xx QCF KK

Can be done off of pretty much anything that goes into launch, works anywhere, and you’ll get more damage the more hits you get with the multihitting moves.

I think it does about 6K damage, but im not sure due to my TV being too old for me to tell what the little numbers are exactly.

To get it to work on Painwheel its best to just leave to first J.HK out, everything else can still be done.

my only advice is: get specials out first (basically, if you have the option to get an alpha blade out, like if yur in the corner, do it, 'cause it’ll be less effected by scaling) & keep the lights scarce & the heavies rolling (in the beginning) before scaling kicks in too much. It’s all mathematical bullshit. I’m sure this is common logic, by now~

so, what is valentine supposed to do in a match? I mean, what is her playstyle?

Nice, j.hk(2) is a different option. Seems you get slightly more dmg even with all those multi-hits in-between. Normally, I’d hit the lab, but i’m on vaykay from that shit.

:3

Swift Edit: you mean to fup with the extension off of hkx2, not 3, right?
Swift Edit #2: & who was this performed on?
Swift Edit #3: I remember trying to land from j.hp, dash & do a jumping normal in rep form, like that combo, but it was a lot harder than other options, I might lab it up sometime & make a mid-screen with land/dash/jump Instead of land/dash/grounded normal, i’m juss new to stick (actually bought a TE specifically for Skullgals) & my execution isn’t too great for stuff like that, yet :stuck_out_tongue:

hey do you have any tips on hitting the dash mp?

Pester people with her aerial normals, zone occasionally with shurikens and mix up with j.H air dash j.M or j.H crosses and set up command grabs. Store up vials so you can set up combos and mix up opportunities off the poisons in the combos. Basically long story short…find your way in with an assist and land a combo with one of your normals.

I’m so bad at midscreen combos, it doesn’t help that it’s different depending on the character.

Works on everyone except double and parasoul i believe:(. initial airdash timing is different based on character too. For Parasoul use 236MK instead of 236HK

For double i just use my old combo which is

2LK 2MK(1) 2HP j.HK(2) airdash j.MP(3) j.HK(2) land j.LP j.MP(3) j.HK(2) dash 5LPLPLP 2MP 5MK 2HP j.LK(1) j.MK(5) j.HP dash 5MPMP 5MK 5HKx3 ->
-> 214P - 4709 damage
-> 236HK 236KK - 5981 damage

Anyone getting mileage out of how you can super jump over someone and your aerial moves flip? Like, super jump, air dash past them just a touch, j.mp. j.mp comes out backwards. Found that grounded KK super does slightly more damage than the air version, but isn’t as useful unless you’re in the corner. Maybe you could do combo, qcf+HK land qcf+HK xx qcf+KK midscreen?

Hey Fishy, your combos are pretty cool (not forgetting about you other guys, just more focused on no syringe stuff at the moment), but I get stuck at the dash s.LK. Are you pressing fwdx2 or pressing PP? Do you think you could land this >90% in a match? Seems pretty easy to flub mid-combo.

So what’s a good universal and easy midscreen combo for syringe set up? I mean beyond ground string>HK HK HK of course.

I was using c.lk>c.mk>c.hp>j.mp(3 hits)>.j.HK>dash>j.mp>j.hp>j.mp>j.hp>s.lp>s.mp(all hits)>HK>HK>HK>syringe

But most of the time they just fall out of it, frustrating to say the least.

I’m going to go with this for my BnB because this thread is all kinds of discovery right now and I’ll just wait on that for a bit.

Anyone got something in the corner though?

Unless I completely missed it in the past few pages?

36E <3?

Yo Chibi, it’s like that? lol. I use peacock assists in a lot of my combos and get 5k+ off of just about any hit without meter D:

The easy one i use most of the time is

2LK 2MK 2HP j.HP airdash j.MP(3) j.HK(2) land jump j.LP j.MP(3) j.HK(2) dash 5LPLPLP 2MP 5MK 2HP j.LK(1) j.MP(5) j.HP dash 5MP 5HKHKHK 214P. It has a lot of corner carry, if you have an assist that you can combo with, do it after the 2MK by plinking it after a 5HP to add a lot of extra free damage, then you dash 2HP

People are complaining about the last dash but really isn’t not that hard :/… It’s not as hard as this combo’s dash jump links…
[media=youtube]VbdJ_WGL1xM[/media]

Yay 7.4k meter neutral combo that can be done anywhere~

My assists are more for defensive measures and staging an offensive front once in a while, I almost never use them for combos. I just want simple stuff to work with right now, going for MAX ULTRA DAMAGE DEATH BRINGER isn’t my cup of tea (it never has been), I want to figure out how to fight against everyone before I give a shit about TOD’s and the like. My plan is to opt between a team of 1-3 characters depending on the match up / situation. So right now I’m discovering what I lose to and what I win with, and to me that’s more important.

I am absolutely fucking SHIT with coming up with combos anyway.

Thanx for the compliment cries a lil

Yur talkin about the re-land dashin lk? You have to delay the j.mp(1) @ launch & delay the 2nd one after ad, too :: that should reland 'em. If they’re not grounded, you can juss dashin lp mk(1) c.hp! The only difference is that lk does peanuts more dmg & I think it loox cool :stuck_out_tongue:

& yes, I land them >90% online, nothin’ to it! Have fun, brou~

Swift Edit: I double tap to dash on the ground & PP for aerial combos (PP on the ground to troll before an entry, too :stuck_out_tongue_winking_eye: [Wavedash])

Do you do all those dash/jump linx on stick? I find it fkn hard to do that consistently, so I juss don’t :<

Swift Edit: Now that I think about it, j.HK doesn’t push far, you can juss jump in on that (I include a j.hk land j.lp in my combos without dashing) i wonder if I can get even more dmg by using j.hk before I land & using only 1 normal in the air to alternate air-to-grounds… Hmmmmmmm remember, Fishy__you’re on lab vaykay! Y’already posted some GG combos, Kick Back

deep breath WELP!

So by the time you do j.mp, j.hp airdash j.mp j.hp they should be grounded, before I do any dashing, correct? I think that’s what you’re saying but I want to be completely sure. I’ve been delaying the first j.mp but I haven’t been after the airdash very much, I’ll have to tinker with that a bit more. Thanks!

Dude, I just posted a midscreen green syringe combo that works universally, is so easy it can be done in your sleep, and leads to a corner combo which does 8000 damage overall (from a c.lk starter). The only catch is that it doesn’t go “coast-to-coast”. It goes pretty far, though. Even from more than half a stage away from the corner it’s viable.

Hmmm… I wonder is there’s enough time to jump over the opponent before doing the first qcf+hp, making my combo work from anywhere…

Yup! Just delay both j.mps (you’ll get used to the timing) & NP, kick some ass! :stuck_out_tongue: