Val has great normals, good mobiliy and damaging combos. Her special moves are crappy, so you should rely on her mobility and assists to get her in. Look at Justin’s match. Just by repeatedly using her air-dash into j.HP he managed to dominate a lot of space, making the opponent afraid to press buttons. This made him susceptible to grabs, which Valentine could combo from for the kill.
What is the best contender for midscreen BnB? There’s a lot of combos all around but nothing that screams “hey you’re new, practice this and then try the other stuff.”
What I generally do is go into something like c.hp j.mk(1) j.hp a.dash j.mp(1-3) j.hp land (dash if needed) s.lp s.mpx2 s.hkx3 green syringe. That combo should do enough damage that the next time you hit the opponent, you can do a syringe combo to push him into the corner and kill him with your corner BnB.
If you just want to do damage mid-screen, something simple like c.hp j.mk(1) j.hp a.dash j.mp(1-3) j.hp land (dash if needed) s.lp s.mpx2 c.hp j.lp j.mp(1) j.hp a.dash j.hk qcf+hk qcf+3k should do the trick.
If you are new to the game and have trouble with intermediate combos, something super easy like c.hp j.hp a.dash j.mk(1) j.hp qcf+hk qcf+3k is fairly damaging.
-
Also, remember that in most combos with an a.dash, you can do j.lk after the air dash which will most likely end up with you falling behind them for a low/throw mix-up, even if they know the set-up and realize that they’ve been flipped left/right.
-
Also, in corner loops that have something like j.lp j.mp(5) j.hp, you can press j.hp a little late to go into a surprise low/throw reset.
Edit: Also, you must always watch out for the assist when you kill your opponent. If you are near the corner you can do c.lk c.mk c.hp j.mk(1) j.hp a.dash j.mp(1) j.hp (land in corner) [j.lp j.mp(5) j.hp s.lpx3 s.mpx2 s.mk c.hp] x infinite (remember that IPS does not protect the assist)
Combo thread getting made all pretty and stuff. There are still a lot of combos that do not have either damage in 1.00 or the number of people they work on. Although by the speed of the threads I’m guessing most of the people are on dust loop.
So I’m kinda new to Skullgirls. I bought it awhile ago but I haven’t played it much cause of other video games. I’m trying to get the gist of Valentine. What are like her best hit confirms. I think that was my largest issue with her cause I knew how to start off combos but in a match it felt weird. I’m trying to use her with Filia but I’m not sure if I should use Updo or Hairball as my assist.
I personally think Updo is probably better. You can beat a lot of Peacock players by air-dashing and calling Filia when you get close. Also Updo leads to hard knockdown, which can easily lead to a kill if you’re playing Val. Hairball isn’t bad though.
Wait it’s a “hard knockdown” hmmm that’s not bad lol
Updo tracks a bit and, in my experience, is a bit harder to stuff. You’d need hp updo, jab updo is also really good but it will not lead to a hard knockdown.
The main change is that the IPS counts all grounded normals as the same move. So, cr.lk and st.lk will be considered as the same normal by the IPS. I’m not entirely sure if it counts st.mp and st.mpx2/st.HKx1, st.HKx2, st.HKx3 as the same move or not either. I do know that the IPS counts command normals such as parasoul’s st.foward mp as “st.mp/cr.mp”
Just woke up/haven’t popped in the game and tested the “new” combos so I can’t tell if we have to chose between damage/oki/positioning, but this means that if we use cr.lk as the starter in any of our strings, besides the first string, we lose st.lk as an otg. St. lk otg is used in the corner usually after xx214mk since 214mk will bring the opponent back out of the corner with you right next to them. Imo, the real killer will be mp. In longer combos you’ll see rejump combo> cr.mp, cr.hp >combo > st.mp. The IPS will trigger on st.mp since the game considers st.mp and cr. mp as the same move.
Green poison changes mean that orange will be a lot more viable against teams of 2/3 or enemies with <10% HP. Purple will still be a viable option against a single opponent(team of one, I can’t remember if it’s ratio 1 or 4). Along with green poison changes, the raw tags counting towards IPS will make Green poison > raw tag less viable for damage but still viable for a meterless dhc.
One thing I do want to check out is the ability to skip her level 3 animation. Purple poison xx level 3 is a favorite trick of mine since my friend likes to run solo cerebella while I run valentine/parasoul. Letting the whole thing run changes the damage from 5000 to 7530. I know that the poison runs out before the animation completes which I like since the poison cannot kill you. However if the animation is skipped, and the damage is done from the level 3 before the poison is ran its course and they don’t die, they’ll still have the poison but won’t die from it. I’m probably just going to make a suggestion on the suggestion thread later where the level 3 automatically consumes the remaining purple poison and deals damage equal to the remaining amount…
One of the combos definitely going the way of the dodo is the corner to corner using green vial. I have to check Pulsr’s combos to see which ones will stop working.
Guys, I just realized something that will blow your minds.
Ready for this?
“Dead cross” is a pun on “red cross”.
BOOOOOOOOOOM
You can also tiger knee dead cross to hop over people’s low and link a j.lp on the way down.
Crazy. I’ll need to grab someone and make them my training dummy so I can test out what lows I hop over. Just some dumb stuff I found by special canceling 2369P since it doesn’t seem to be written here.
Works anywhere - 2369P xx j.236PP, land, 214PP.
Works anywhere - 2369P xx j.236PP land, 236KK.
TK Dead Cross from full hop height xx AD j.MP actually combos when you’re about a character-length away. Makes for hilarious hitconfirms.
Yo HB, what is your full team and what does your opponent play? If you’re gonna be money matching I might hit training mode extra hard just to give you some dumb scumbag shit to put on video.
Guys I’m new to the game but I just found out that if you are playing against Painwheel, an air HK a dummy or some thing will pop out and it can pretty much negate Painwheel’s flying move thing. Again, I don’t know much but as I was pressing buttons but this just worked for me I guess, but I don’t think that you can combo off it.
Yeah you can. j.HK is a super good move in the Painwheel MU. If you have an airdash, you can xx the j.HK into j.MK j.HP rejump combo if you’re low enough, or try to drag her down by adding a j.MP before the j.MK if you’re too high. If you dont have an airdash, canceling into Savage Bypass into Checkmate Incision for combo potential, if you have the assists and/or spacing/speed/timing, or go into EKG Flatline for damage (while giving up positioning or creating space.)
If you have a green vial loaded up, you can pretty much toss that right after the j.HK based on positioning, and get a full combo off of it.
j.MP, j.HK, and j.MK are pretty much the best moves to use against a flying painwheel.
I made a Valentine tutorial. Let me know what you guys think!
[media=youtube]J9RMbzdIis0[/media]
s.HP is superior to s.HK in terms of overall AA utility because s.HP pulls you backwards, does more damage, builds more meter, sets up for mort drop tick throw, is safer on block (-6 vs -19 to -24) without using dead cross to cancel. Also, if you do cancel into dead cross from s.HP, you move backwards, creating a small gap and adding on frames needed for the opponent to punish you with. Plus a pushblocked s.HK is way more unsafe vs a pushblocked s.HP
It’s probably known but during an air normal cancelling with backdash and immediately cancelling the backdash into double jump seems like it would be a useful movement technique.