The Valentine Thread: MEEEDIC!

Yeah Val’s j.MK is really beast. All of her air normals are pretty solid really.

Yeah, I think any anti-air assist that knocks down is excellent for Val. You can sort of time it so that you double-jump/air-dash above them call the assist when you’re right on top of them to cover your approach and make the blocking ambiguous. If it hits you can OTG for a full combo, and if they block you still get in for mix-ups. I might go with Filia over Parasoul, though.

Filia has a very similar assist doesn’t she (HP Up-Do?)? I tried it the other day and it’s actually faster than Napalm Pillar and let’s you combo afterwards too.
Fillia assist > Parasoul assist? Would like to know the invisibility frames on both.

Yes, I am using Filia with Updo to go with Valentine. However, I am going with the MP version over the HP one. It seems to be a good compromise of damage, reach, and safety. If this were MVC2, I would consider Parasoul to be Commando and Filia to be Psylocke.

Both assists are normally invincible, but they should be vulnerable for two frame before their invincibility kicks in because they are used as assists.

I don’t think the comparison is that big. Their hitboxes seem really similar, and I actually like Updo better. Commando has no comparison honestly, so I see both Updo and Napalm as a Psylocke type assist (especially since you can combo after).

Doesn’t Parasoul fling the opponent farther than Filia? That’s what it looked like in streams. When I was testing Updo I liked it because it dropped the opponent closer to me.

Solo Val seems hopeless against scrubbish cheez whiz teams of cock/soul/dub__

Spamming garbage all over the screen, doom gets you when yur closing in/teleport, dub’s ass slam hits so fkn high, it’s RE-TAR-DED (hits my dbl fkn jump) && it’s invincible on startup+pushes you back, chips & keeps you in blockstun until your birfday -_

I usually punish the ass slam on block with checkmate, but that’s crazy unsafe___was talking with someone about how to win against that cheez-ass team & considered snapbacking dub :: would that render her unspammable for @ least a while, so, you know, solo Val can actually play a little bit?

3 things that usually works for me:

  1. Checkmate the moment you see Peacock in the mist of shooting or attempt to toss a bomb, not only is usually a free “in” but in case of they try to call double you can toss a move with enough active frames to cause them to block as well tag double since her invincibly is on frame 2.

  2. Using her alpha blade(qcf+k) on reaction to peacock calling out any bomb, mainly the plane since it’s the most telegraphed one.

  3. If you tag assist Double with Vial B snap her in asap, even if they block the incoming mix up he’s still gonna be in 30 frames of blockstun meaning you can easily land a instant overhead j.la > j.hpx2 into whatever or empty jump low.

What combos are you guys doing after a whiffed EKG on a DHC? It’s feels like the IPS kicks in way earlier than I’m used to, can’t get a good way to combo after that.

Thanx, dude :: I usually juss blocked hornet bomber & punished with Checkmate, but I juss lab’d a good few ways to deal with Team DOUBLESOULCOCK with a buddy & there are a lot of ways to get through :: For 1) I didn’t know you could simply CROUCH under hornet >.< 2: SJ out’ve Argus Agony part 2 dbl jump, AD j.mp lands you right infront/on peacock, punishing her (&from fs) can also juss be used to avoid the chip+get in & bait a DHC/meter dump <3 3) (unverified) I had the idea of TK Alpha Blading on bomb reaction, dunno if it’s useful, but it sure seems like a neat idear! 4) c.hp on blocked hornet & checkmate up there (vulnerable to soid, so, it’s a gamble/trade-off)

I’m doing cr.LK cr.HP (jump) j.HP PP j.MP j.HP (land) j.MK j.HP (land) j.LP j.MP (1 hit) j.HP st.LP st.MP st.MP st.MK cr.HP j.LK j.MP (all hits) j.HP HK HK HK 236LKMK after Cerebella’s Showstopper grab. Nets me about 10K. I can probably do more but I’m not sure how the HSD is at that point.

http://wiki.shoryuken.com/Skullgirls/Game_Systems

Reading these two things will help you sort things out. Remember that SG does not have hit stun deterioration. Instead it works through some voo doo in which the game turns into big brother, gets mad at your combo and tells you to quit your shit.

Edit: If you guys don’t I am putting together the valentine combo thread and would like to know which way of notating you liked best: smilies or no smilies. When doing this please make sure you look at it from an outsider’s point of view as to which is easiest to read. The corner combo section for solo Valentine has the same combo written twice: one with smilies and one without. Feedback is greately appreciated as well as you guys putting the combo damage and the dummies your combos were performed on. I’m gonna GRRRRR all of you who keep ignoring this in the thread. Thank You!

Yeah I meant IPS. I still can’t get used to calling it that. I meant more that I already used my OTG and the most I could really do with that combo is load a vial and do a syringe loop with Cerebella assist but I already use a ton of normals in that combo and there’s not much I can end it with either. I use all my air normals too so yeah it’s best to just end it with 236 kicks super.

anyone have any idea how to stop filia j.hp…i swear she just gets to airdash j.fp all day and it beats everything

  1. Have a decent to good anti-air assist, 2) use st.hk and cr.mp as anti airs. St.HK has a really crazy hitbox that more or less swipes down anything in front of it. You can use it to smack her down.

Pushblock, Flatliner/Checkmate, HK, 7j.HK, perhaps?

st,hk is slow as all hell so unless shes juming full screen u cant really do much unless its pre emptive…ill try cr.mp…for some reason st.lp seems to stop it from a bit closer distance

To add on to this, after you crouch under Double Hornet Bomber, if peacock does item drop or anti-air airplane, and there arent any bombs on the ground, 236 HK into super of your choice is a decent punish (fantastic punish if you’re solo val like me."

If there is a bomb on the ground, blocking it and reacting with above options based on what Peacock is doing is another option.

tbh, as a Solo Val user, DoubleCock is far less aggravating than it used to be because ducking under Hornet Bomber is godlike. If you fail to duck it and get pushed back, a simple Checkmate Incision or Launcher straight into Checkmate Incision is one of the better punishes imo since this can condition the opponent to use assist less if you punish/trade reliably.

For me, trades are always in my favor due to the ratio system.

cr.MP on Filias instant air dash saved my LIFE. I need new tech for Peacock. I cannot stand her long range game at all. I can make her pause with a few shurikens and syringes, but as far as getting close up, i’m usually expecting a teleport from her which causes this ‘cat and mouse effect’ lol. I guess I got to work on mixups

that’s why you mix up your approaches from super high and close to the ground but in air. short jump iad j.mp gets over 236 5HP pretty well too. most peacocks have a projectile pattern. it’s your job to recognize it quickly. the key is also to move when she’s shooting shit. when she’s not shooting shit, dont attack and you can most likely punish cooldown of teleport.

it’s also a game of patience.

i think the best time to approach peacock is after an item drop, due to the cooldown as she’s then restricted to bangx3 and toon assists, which you can react to and approach accordingly ie (close to the ground iads for bangx3 and super jumps, delayed air dashes and delayed double jumps for everything else.)

if you can get a running jump j.mp, it’ll carry you all the way from full screen while saving you an airdash and double jump.