I don’t think I could ever pull that haha.
Sadly I’ve tried to get a land jump MK after j.HK but to no avail
After green syringe there is enough time for a IAD j.hp; looks really cool when you do it too.
Edit: Because it sounds like I’ve been somewhat negative and hard for a bit I’d like to say that I do sincerely appreciate all the work you guys put in finding the combos and even more insanely posting them on youtube. Too many people take that shit for granted and while it seems that I may be doing so, I am not.
Even the corner combos or the random ones with “disagreeable” starters are gonna get looked at more than three or four times. Good shit all around.
Did you find that out yourself? I remember randomly posting it a while back & I landed it online, once (FUCK YEA).
It’s not very practical, but is perdy sexy, indeed!
Swift Edit: my bad! I meant after a GRAB! (also very sexy)
how does Valentine do with Cerebella’s Cerecopter assist or should I use something else?
I did. Hadn’t posted about it because I didn’t check to see if it was already post it. I’ll call it the fishy then.
Nah, sorry! That’s your find/post! I was referring to IAD j.hp after a GRAB!
Haven’t touched Bella, yet, But somebody from this thread posted a badass combo using copter assist (enough time to load a syringe) so, i’d say it’s a great choice~
That guy must be a badass.
Spoiler
kappa
I knew it was ‘the guy with the zero avatar’ but, I wasn’t sure if it was ‘kel’ or ‘kef’ & so, yah!
I need an avatar, too bad SRK doesn’t let you upload from iPod -_
Swift Edit: Gravatar Wins~
So I absolutely suck as much a humanely possible at Valentine combos and drop everything. I just can’t get accustomed to her combos, yet want to play her now and then anyway.
I’ve settled for launcher to bodybag IAD bodybag QCF-HK (and prior to launcher do crouching attack or jump in HP or whatever starts it), because I know I can do this one every time. And I think it gets a bit over 3k.
So does anybody else have any super short mollycoddling-input combos that at least take a small chunk off that I can start to incorporate before attempting bigger and bigger stuff?
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.
Works on everybody. If you can’t be arsed to learn that though there is absolutely nothing we can do to help you. Get into that training mode and grind that shit. The skills that you pick up executional wise will travel with you from game to game.
It’s the assist I primarily use with Cerebella. It holds Valentine’s opponent in place long enough for her to do pretty much anything she wants. Fill a syringe, start a combo, air dash double over heads, or even call it early and go for a crossup.
j.hp j.hk(2) ad(hold) j.mk(2) j.hk(2) xx qcf+hk :: super-simple & you get some REAL 36E DAMAGE without the clusterfuck of inputs~
I needed a midscreen no syringe combo.
Will grind out Reioumu’s tomorrow, thanks for that.
Hopefully I can perform it.
Is this the combo (with some slight edits) that you posted earlier in the thread?
Also, I hate to be the nitpicker, but could you also show the combo again without the assist?
In general, this game doesn’t require you to do complex combos to get big damage. A very long, complicated combo might yield only 1k or 2k more damage than something super simple. The longer combos are better for building meter, of course, so I prefer them because I want to be able to DHC for even bigger damage when I have to.
Very True! I also prefer them because: they express my creativity (or @ least my will to do REAL 36E DAMAGE), they’re fun to execute, they ultimately have a better pay-off~
Swift Edit: REAL 36E DAMAGE for REAL BIG DICK Gs!~
IT WORKS! With this IAD j.hp after the initial syringe, I have an 8k combo on any character from anywhere on the screen, provided I keep track of which corner is closer. It all works out because screen positioning is something I need to learn anyway, since I also plan to play Ms. Fortune.
The only change needed for my combo is that doing IAD j.hp after the syringe will use up that normal for the rest of the combo. When you get to the corner you need to skip the initial j.hp after the launch and go straight into j.hk. Then again, since this technique essentially “transfers” a j.hp to an earlier part of the combo with presumably less damage scaling it might prove to be the more damaging also (I wish I checked this when I tried it earlier). If that is the case then the combo can be performed with a j.hp after the initial syringe hit no matter where you are. You just adjust to cross-up or not depending on your position.
The current version of the combo might still be useful if you are iffy about the distance to the corner, though, because I think that j.hp has more pushback when used in an air combo.
lol omg you used my Valentine Bacon