How do you even call the assist if you are’t forcing them to block already? Kinda seems suicidal haha. The point is they may get caught in the first couple of games, but it seems like such a gimmick, I played about 50 games with a guy today, I landed it once in the last 40 or so games.
Just saying it was working for me so far.
Not sure what other assist to use though. I honestly love the move…
This will get moved there. I’ll start organizing things in an hour or two because I got a bunch of stuff to do around the house. Having you guys repost just makes it so I don’t need two windows open to copy/paste combos.
Prolly starts with j.hpx2 & ends in doa~
Luuu
That’s my guess~
Swift Edit: + it’s in 175%~
I’m running Parasoul/Valentine/Cerebella what is Valentines best assist? I haven’t been able to settle on one yet.
Also her lvl 3 Blockbuster (Dead on Arrival) is the sickest in the game so far. Love the cinematic!
I don’t have any way to record, but I usually get between 32-35 hits before I do the super if that helps.
Couldn’t you do 3 s.HKs at the end and then qcf.MK? That’s usually how I ended my green syringe combo which carried to the corner from midscreen as well. Also congratulations on topping mine. Hah. I knew it was a matter of time. Mine only did 7600 damage from about the same starting point.
Yeah! We’re all learning from eachother to make Valentine a killing machine deluxe! I’m sick of the lab! Seems getting the syringe in right @ confirm is better than launching first, but, if you aren’t close enough to the corner to pop that alpha early on, you’d have to keep the normals rolling until you’re within bounce-back range from the wall. So, my question is: how far does it push from a wall2wall perspective? You can do w2w with land/dash/jump, but that shit is gruelling! Using dead cross seems to be a solid pusher, i’m gunna mess with this concept. Thanx@Ukyo~
More neat/situational/useless crap I found: j.mk if hit pretty deep can be pretty ambiguous (at the very least on painwheel). First hit of j.mk canceled into a jump heavy low to the ground is hard to see. You could use it for, say, a fake empty jump or something. Also, during a j.mp, j.hp airdash j.mp, j.hp chain midscreen, you can do it in such a way that it crosses up the opponent when you restand them. That means you wouldn’t have to ground dash to continue the combo.
j.mp(1) j.hp x2 crosses easily on heavier chars (like Parasoul) & yes, makes life a lil easier without having to dashin :3
I don’t quite understand what a deep mk is? All I know is that backdash/dash j.mk(1) xx j.hk instantly puts you on the ground, so it’s perfect for a setup & if j.mk doesn’t hit, it flies across the screen & covers some nasty distance
Deep as in, you hit it as you’re touching the other person’s hitbox.
I’m really not sure if that works or not. Reioumu suggested 2 s.hk and then qcf+mk, and I just sorta assumed that he already tested the variations of the combo. I’ll check it out in training mode later.
In other news, I messed around with doing j.hp after the initial syringe hit last night. As expected, it does end up doing mode damage at the expense of reducing the wall-carry. If you are fairly close to a wall (in front or behind you) you should do j.hp after the initial syringe hit and skip the initial j.hp after the first corner launch. The way I do it is to jump and do a quick air dash forward into j.hp. If I jump straight up I hit in front of the opponent and puch him forward. If I jump forward I cross the opponent up and push him backwards.
If they are in the air you can do 5HKx3 in the end of a combo into 236MK on medium and lightweights. Heavyweights need 236LK.
If they’re grounded, none of your 236K series will combo without it OTGing off of 5HKx3. To solve this you can do 5HKx2 236MK on everyone, if you still have your OTG left, you can use it after this, if not you can still super cancel or do whatever you want.
ukyo, check out my syringe combo
[media=youtube]0u4_jzjKIXs[/media]
I like it. I had a feeling that it might be possible to start a corner combo normally and get big damage by dropping a syringe in the middle. I especially like how the combo omits the qcf+k for the wall-bounce, because that’s the part that trips people up because the timing is different for every character. How much damage does it do without the DHC at the end?
Yes there is j.hpx2 in the combo, the question is “where?”
Does not use DoA at all, and the counter shown was actually overkill but flatliner doesn’t show it~
Of course it would be in 175% because I main Solo Val.
However since people love that 1.00 ratio so much I’ll give one hint:
Off a cr.lk midscreen she can do 8750k (1.00 ratio, again solo) while only costing 1 meter and gaining 1.60 during the combo.
Good luck finding it~ and like said before I just want to promote further search into the character.
Sounds like a gimmick :: i’m not buyin’~
Swift Edit: if yur building that much meter, you might be alternating full strings with different starters~
lol If you knew me as a player then yeah gimmicky is sorta my style… but no.
You got that second half right, find the first and you got main reason I claim that it can work with just about ANYTHING. xD
8286 damage, you can freeze the video lol.
Found Valentine’s theme song just sayin. Viewer discretion advised
[media=youtube]7RqMYNppVBk[/media]
Sorry, I meant solo. Without the DHC and the teacup extender in the beginning.