The Valentine Thread: MEEEDIC!

Notation?

cr.:lp:>cr.:mp:>cr.:hp: (launch) xx :uf: > j.:hp: xx :lp::mp: > j.:mp: > j.:hp: > land > :uf: > j.:lp: > j.:mp:> j.:hp: > land > s.:mp: > cr.:hp: (launch) xx :uf: > j.:mk: > j.:hp: xx :lp::mp: > j.:lk: (1 hit) > j.:hk:

With super, it does 6600. This combo meterless does 5600 (forgot to put up the damage). I am seeing if maybe he can do some jump loops in the corner by canceling into air dash early after launcher (would stop upward momentum).

I’m having fun with the combo system. But the infinite burst detection ruins it lol

cLP seems to be just a really weak move. Not much you can do with it on its own. Wish you could link it with it’s self to create frame traps.

Pardon me if I’m wrong, but it looks like the hitsparks turn red with the last j.LK, meaning the IDS triggered.

Valentine is scary she doesn’t have to normal jump to get in. She can run crouch back dash air dash She’s gonna have some sick instant over head set-ups

Oh man, I just recently got into searching for SkullGirls info so I might be wrong here. The red burst is the thing that makes the character go completely red and the attacks sound different right? I don’t hear/see it man, but try it yourself, I left the notations above.

Also new ender for that combo above (if it’s a real combo):
j.:hp:>cr.:lp:>cr.:mp:>cr.:hp: (launch) xx :uf: > j.:hp: xx :lp::mp: > j.:mp: > j.:hp: > land > :uf: > j.:lp: > j.:mp:> j.:hp: > land > s.:mp: > cr.:hp: (launch) xx :uf: > j.:mk: > j.:hp: xx :lp::mp: > j.:lk: (1 hit) > j.:mk: (1 hit) xx :d::df::f::lk: > land > cr.:lk: (OTG) > cr.:mk: > cr.:hp: (Launch) xx :f: > j.:hk: ( 2 hits) xx :d::df::f::lk:

6276 Damage Meterless.

[media=youtube]4D37iRgr0IE[/media]

EDIT: It builds a little over 1 meter, so you can end it in a super because the combo builds the meter necessary. 7454 with super. Can only be started near the corner currently.

Man, putting LM instead of dash confused the hell out of me lol but nice. Does it work midscreen?

Not currently, but I can sometimes get a raw lunch after the j.:lp: > j.:mp: > j.:hp: series, so it needs more lab work. It works in the middle of half-screen and the corner, around there.

Her initial gameplan should be to get the initial knockdown and prepare a vial, then go into another combo for a type b vial, which will then give you any combo opportunities you desire and set up another vial.

What vial seems to be the best? I’m thinking Type B.

I’m thinking type B as well, but they all have good uses.

Type B lets you do some pretty good combos. With this game having basically no hitstun deterioration, I think thats gonna be the best. Even better since it can be used as an assist

I am thinking, with online lag, type C will be a big problem … once people understand how to abuse it. Might be a bit too much.

At a glance, I think Type A seems to be quite weak. 10% life is not that much. Might have been better being 15-20%, I dare say.

It’s interesting that for a some of her combos, adding more hits in with L or M attacks makes the overall damage output lower.

Because I suck I’ve been relying a lot on the simple jHP cMP cHP jMK jHK dash jHK QCF-HK or super.

Isn’t it on a projectile? Meaning it’s a projectile on hit that does 10% life dot? That sounds pretty good to me.

valentines aerial movement options are SIIICK

-dime

You can get 10% more damage easy off Vial 2 with any extended combos. I see limited uses for Vial 1.

She seems like a cross between Bang Shishigami and Chipp Zanuff.
Meee guuuuustaaaaaaa

anybody got a decent mid-screen bnb? I’m just using basic magic series stuff for now.

Online’s got like 40% Valentine’s running around.