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Valentine Tech Thread: Small/Big Tips & Strategy YOU Notice?

Just found that the vials subtract 20 less than normal if you are in stage 3 or higher.
So -30 for level 2 and -80 for level 3.
They work normally, it's just that it adds the undizzy from the vial toss.
 
This was in the combo thread, but To prove worldjems point....
 
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They work normally, it's just that it adds the undizzy from the vial toss.
Oh, right. I didn't think of that.
 
Sometimes I would play Skullgirls as a stream of consciousness and come up with various mixups and things here and there.

A while back I recorded some things I came up with on those sessions and had them on my account. I dont really play as much anymore, so maybe these things will help someone out.

Naturally you'll have to pick out ideas that help you specifically. But I figure I should share.

1)

2)

3)

4)

5)
 
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Does cr.HP, j.LP, j.MP, j.HP still pull enemies over (as seen in some of the resets on page 4)? I've gotten it to work on Peacock, Painwheel, Squigly and Valentine (strict timing). Val also crosses over the top of Double and R.Fortune but they get re stood because of weight. I can't get it to work on any of the other light characters, even though Filia was used in the videos so am I just messing up or does it not work on these characters anymore?
 
Why Savage Bypass (in air) gives such a damage scaling?
i tested the same combo with/without Savage Bypass as beginning.

with Savage Bypass
lKTUmro.jpg

without Savage Bypass
1w3GgXZ.jpg

it shows combo makes more damage without beginning Savage Bypass.

first i was thinking maybe all characters starting skill in air would always make damage scaling.
Then i test Ms.fortune,but it turned out with J214mk, cat could make more damage.
 
cause the new bypass allowed for 9k++ midscreen before it got nerfed. It also allows for meterless (and, before the nerfs, lowly scaled [since scalpels scales quite a bit]) confirms from fullscreen shuriken or assist hits. Forced scaling is a tradeoff for making the move valhalla-tier
 
You can confirm into a full combo with almost any jumping move you hit if you have a good reaction time to do so. You can confirm from fullscreen if catch the enemy doing something, and it's nearly safe if you TK it and they block.
It went from an approach tool that only worked if spent a bar (to make it safe or confirm) to a incredible fullscreen confirm tool. If the damage scaling wasn't nerfed, she would be disgustingly powerful.
 
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Does cr.HP, j.LP, j.MP, j.HP still pull enemies over (as seen in some of the resets on page 4)? I've gotten it to work on Peacock, Painwheel, Squigly and Valentine (strict timing). Val also crosses over the top of Double and R.Fortune but they get re stood because of weight. I can't get it to work on any of the other light characters, even though Filia was used in the videos so am I just messing up or does it not work on these characters anymore?
It worked on Filia because her hitboxes used to be weird, before they got fixed.
 
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For that last one, couldn't you follow the j.lp up with j.mp, j.mk, j.hp (or something like that) for the cross under?
 
your momentum is away from them, so the only thing I could get to follow up from jLP was jHK1 (not sure which hit, first or second) and then i can't follow up from that since my bypasses, double jump, and air dash are gone.. so scalpels or a shuriken it is.

so, green vial = conversion without scalpels, i'd say, unless I missed something (which is possible)

also you could throw (and then have to scalpels on most characters, but not all?) but thats only one option, yeah
 
It is the second hit of j.hk.
You can know which of the limbs hit just by knowing that you can connect something later into it. The only things I was able to connect into the first hit of j.hk is ADC j.lp and the second hit of j.hk.
 
c.hp burst bait after j.hp works against pretty much everyone if you cancel it into L bypass.
 
for the cHP one, try going sHP and cancel it with vial load to take a few steps backward, pretty sure you can pick them up with a super then
 
for the cHP one, try going sHP and cancel it with vial load to take a few steps backward, pretty sure you can pick them up with a super then

sHP is a very tough link from jHP, I've considered it impractical for a long time. @LuxadeSwag had some cool stuff with it though?
 

Not shown: jHP adc jHP burst bait works here and you can same side (post initial crossup) the overhead. Also, earlier/later jHK timings alter the tightness of the options exercised. You can force all left/rights to be strictly in the air rather than going for the high aspect by letting them hit the ground, to keep their options limited.

@Datagram @dekillsage @Some Person
 
So, when doing the air dash j.LP for a reset (e.g. cr.HP IAD j.LP like gllt showed a few pages back) if you press j.LK afterwards (and it doesn't need to hit) then unless you are doing it really low it will cross under when it normally wouldn't. So you can choose whether you cross under with AD j.LP, j.LK or stay same side with AD j.LP.
 
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Here's a orange vial combo in the corner that leads into Datagram's reset (plus a few other options).
I haven't found a way to get it to work on Double or Big Band, works on everyone else though.
 
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im not sure i posted this
im not sure i want to post this


yo this is pretty dope. does this work on everybody?
 
yo this is pretty dope. does this work on everybody?

Only landed it on Filia (and therefore Fukua) and Squigly before. I haven't put time into it because I don't consider it (in theory) consistent. Might be more consistent on Squigly due to thin-ness?
 
Duck's crossunder reset presumably

Tested on Squigly, Cerebella, Beowulf, Double, Filia and Peacock.

This also works with other assists like Fukua's H drill and Eliza's Butcher's Blade
 
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Duck's crossunder reset presumably

Tested on Squigly, Cerebella, Beowulf, Double, Filia and Peacock.

This also works with other assists like Fukua's H drill and Eliza's Butcher's Blade

I'm almost certain you could set these up without an assist. Lab time.
 
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Yeah, these are actually pretty easy to do during jump loops, you just have to be low enough to the ground to convert. You'll need to stick dash for the j.LP>j.LK xx ad, j.HP. I guess I'll add this to the list of Val things I never discovered because I primarily button dash in the air.

If you wanna be a real Big Dick G™, you can also do it after otg c.HP xx Air L Bypass.
 
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Can anyone explain to me why burst baits done while opponents are under the effects of Green vial(hitstun) are given a yellow burst despite my point character and all assists being outside the burst zone? Thanks
 
Can anyone explain to me why burst baits done while opponents are under the effects of Green vial(hitstun) are given a yellow burst despite my point character and all assists being outside the burst zone? Thanks
Video? I wonder if this was intentional...
 
I could upload a video but it would take literally the entire day. Prerequistes are as follows
Level 2 Green Vial
s.lp s.mp s.mk s.hp xx Vial Throw
s.hp(triggers burst) xx Tag out(specifically to Double).
the s.hp triggers the burst which is yellow, even though Valentine is outside of the burst zone when the dummy bursts.
 
I could upload a video but it would take literally the entire day. Prerequistes are as follows
Level 2 Green Vial
s.lp s.mp s.mk s.hp xx Vial Throw
s.hp(triggers burst) xx Tag out(specifically to Double).
the s.hp triggers the burst which is yellow, even though Valentine is outside of the burst zone when the dummy bursts.
It's not because of the poison, when you tag immediately after a burst bait, the last hit will start counting as an assist since it's no longer a hit from the point character (that's just coming in).

For this to work you just have to delay the tag until after the burst starts, that should give you a blue burst.
 
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Ah, so that defeats the point entirely. Thanks for the clarification, Caio.
 
Just wondering for those who run Val/Double or Val/X/Double, do you have any tips of keeping your Hornet Bomber calls from being too predictable to avoid counter calls such as Brass Knuckles, DP(Pillar/Hurling Hurt,etc), or just being neutral jumped? Any tips are appreciated :)
 
i don't call double that much randomly on neutral, but when i do, it's after a s.hp, then i throw a shuriken after it. if they call brass or a multi hitting assist, i jump adc j.mp on reaction to protect the assist and maybe get a double snap (prone to reversals from the point char tho)
 
But what if they call the assist and you're forced to block it? Then you would be forced to take the mixup from their point character? Do you have a particular idea of getting out of this situation, or do you approach it on a case-by-case basis?
 
You can also jump and use j.hk then call assist. if they call the assist you can backdash in the air and throw a shuriken, or adc j.mp to get a double snap/continue the pressure.