I’ve seen just as much Para and Cere. Not many Pains thou.
Well, considering the game only has 8 characters, I’d expect to see a bunch of everyone! Honestly it shouldn’t feel much different than SF4 online where you basically fight against 10 characters haha.
I worked on some Valentine combos yesterday night. She can do some nice chains to launches, chain ~ airdash ~ chain again. I’ll capture and post a video later tonight if I get the chance. I would’ve taken a sick day at work today and captured some combos for everyone if I didn’t have so many meetings!
Checked the thread real quick and it seems nobody has run into this: if you do throw, cr. mp, cr. hp, j.lp, j.mp, j.mk xx adf j.mk it triggers with IDS. Doing this without the throw doesn’t. Any reason why that would be triggering it?
My guess: the throw counts as the first section, ground series is the 2nd, first air series is the 3rd. The airdash makes that j.mk a 4th section, and you’ve already used that normal.
What is the best mid screen combo thus far? I am thinking, in theory, that connecting into a launcher and doing an air chain that brings them back down to the ground, where you continue the chain until you get sHKx3 (which allows for a knockdown into super), is ultimately what will be most desirable damage and positioning wise, as you can then get up a Vial 2 and go in for the next set up. Is it possible to transition from the air into standing HK? I haven’t put that much time into it yet.
Vial 1 I only see myself using against solo characters. 10% of a solo characters life is a lot of damage.
I wouldn’t mind Vial 1 if you could charge it up much faster than 2 or 3. So you do not have to wait for a knockdown to pull it out. It just seems to be weaker in almost every context (even vs 1 char teams). Id still rather do Vial 2 cause you will get at least 10% damage from any extended combo you do while they are poisoned and doing Vial 2 as an ender for an air combo allows you to continue the combo grounded and ultimately get a hard knockdown with sHK, which gives you another free opening to prepare another syringe.
basic midscreen bnb(does not work off throws): whatever>2HP>J.LP>J.MP>J.HP>Airdash>J.MP>J.HK>Land 5LP>2MP>2HP>J.LK>J.MK>J.HP>
J.236MK>Super
OR
J.236MK>2LK>5MP>5HK(3)>Super if the positioning is good
basic corner bnb(same deal, does not work off throws): whatever>2HP>J.MP>J.HP>Airdash>J.MP>J.HP>Land>J.LP>J.MP>J.HP>Land>J.LK>J.MP>J.HP>Land>2LP>2MP>2MK>2HP>J.MK>J.HP into
J.236MK>5LK>5MP>5HK(3)>Super
OR
J.236HP>Knives Super>Land>5LK>5MP>5HK(3)>Super
OR
J.236MK>Super>DHC into a follow up combo
I’ll record some basic stuff when I get back from work
Doing this one midscreen: jHP, cLK, cMK (2 hits), cHP, xx airdash, jMP, jHP xx airdash, jMP, land, sLP, sMK, sHK (3 hits) xx QCF HK xx QCF KK, QCB MP (for vial set up)
Need to check the damage again when I get off work. It might be possible to add, mid combo, another launcher + air string then back down to the ground, but I bet the timing is strict.
I’m having trouble landing these kind of relaunch combos against some of the heavier characters. It works, but I need to change it up for consistency against them
[media=youtube]OmC3MrPSKO4[/media]
What do you guys do at the end of your combos when you DONT want to spend meter to battery up and set up more mix ups?
Cant wait to get home and PLAY. I didnt get a chance to use Valentine yet but Im def using her and Ms Fortune together.
Have you tried any airthrow resets maybe? I’ve just been doing savage bypass then dashing back in
Right now off the relaunch combo I’ve been doing savage bypass before the launch. I need to test it more though.
Edit: sorry not savage bypass, I meant Mortuary Drop.
Here is two videos I just found:
[media=youtube]CvhYqwtKPrQ[/media]
[media=youtube]XNMCSdVpZ-s[/media]
That guy found some nice combos. Val is a beast in the corner.
I am loving my military nurse color. Throw her with “secret agent” ms fortune. I need to work on my valentine though, MF is doing all the work. I still want to get a res off in an actual match.
I’m not too sure if anyone has noticed yet, but when you do qcf + K super, and you hit Ms. Fortune’s head, it screws up the super and it ends right there. It’s kinda amusing and frustrating at the same time.
Like I said earlier, I think you want to opt for the hard knockdown (and corner push) that sHK x 3 will give you, as it gives you enough time to get a vial prepared, meaning the next mixup you do land you will be guaranteed a poison of your choice. So mid range, non meter combos should end with sHK x 3 IMO. After you charge a vial, you can pop an assist and rush the opponent down, who should be in the corner. If they are close to being dead after this last corner combo, a vial 3 might actually be the best thing to end the combo with as they will be just getting up under alot of input lag, which will be hell for someone staring at an assist (of your choice) with an airborne Valentine in their face.
Here’s a fairly simple Valentine corner combo I came up with, trying to utilize the poison. More damage can probably be tacked on.
[media=youtube]Av5aje3Iw-E[/media]