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Valentine Combo Thread

I already dislike combo videos that start off with lvl3 vial (for the same reason I dislike jump-in starters), but it's even more misleading if you use ratios like 3v2.

I wish it were possible to enforce conventions on combo videos.
 
I already dislike combo videos that start off with lvl3 vial (for the same reason I dislike jump-in starters), but it's even more misleading if you use ratios like 3v2.

I wish it were possible to enforce conventions on combo videos.
I didn't start with lvl 3 vial, i started with lvl 1(just like the other video).
And 3x2 isn't a 1.00 ratio? Isn't that the one that should be used?
 
I didn't start with lvl 3 vial, i started with lvl 1(just like the other video).
And 3x2 isn't a 1.00 ratio? Isn't that the one that should be used?
The first one started with lvl1? My apologies. When I do videos with vial prerequisites I like showing the vial loads at the beginning, just to be clear (and also including prereqs in the video title).

And the damage ratio isn't the issue. In 3v2 the 2char team has more health per character, which makes poison do more damage.

Not trying to single you out btw; this is stuff that a lot of people do.
 
The first one started with lvl1? My apologies. When I do videos with vial prerequisites I like showing the vial loads at the beginning, just to be clear (and also including prereqs in the video title).

And the damage ratio isn't the issue. In 3v2 the 2char team has more health per character, which makes poison do more damage.

Not trying to single you out btw; this is stuff that a lot of people do.
Yep the two started with lvl 1, if i started with lvl 3 vial in the second video, i wouldn't need to load any after Excelebella(instead it would be a taunt). And about the team stuff, it's because i was doing some things with BB and Val, and since the damage ratio would be 1.00 i thought there would be no problem. I'll do it in 2v2
 
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Yep the two started with lvl 1. And about the team stuff, it's because i was doing somethings with BB and Val, and since the damage ratio would be 1.00 i thought there would be no problem. I'll do it in 2v2
Probably easier to just add notes to the video title/description, but it's up to you.
 
I already dislike combo videos that start off with lvl3 vial (for the same reason I dislike jump-in starters), but it's even more misleading if you use ratios like 3v2.

I wish it were possible to enforce conventions on combo videos.

I really do not see the problem with 3v-

And the damage ratio isn't the issue. In 3v2 the 2char team has more health per character, which makes poison do more damage.

Ahh, that's.. sorta whats happening yeah. This is Valentine specific honestly. Good catch.
(I could argue semantics but I won't because you're still right.)

I mean, we REALLY DO need a really big 'read this please read this READ THISSS' thread somewhere with some good information when recording combos such as

- Damage ratio in different team ratios so people record at 1.0 at the LEAST (I think 3v3 damage is something worth calculating though.)
- Val's poison at different ratios because that's a unique case
- Please use a cLK starter (Unless you're Peacock) most of the time
- But a jump in is actually totally fine if it's for a counterhit combo from a jump in that is something that actually happens (I've seen an HCH combo posted and someone say USE cLK.. it was an HCH...)
- What are LCH, MCH, and HCH combos (I have to explain this a lot it turns out.)
- Burst baits give you counterhits
- Throws scale
- Combos started with assists scale
- REMEMBER TO TURN OFF FORCE COUNTERHIT UNLESS YOU ACTUALLY NEED IT FOR THE COMBO
- etc

Sorry for OT. @Datagram thoughts?
 
Maaaaan all this stuff kinda points to:
1. OP being updated with setting guidlines
2. Val combo compendium (which I wish I could contribute to but gaming rig died and I'm not gonna order replacement parts till cyber monday. Also totally can't use work laptop for gaming purposes.)
 
I mean, we REALLY DO need a really big 'read this please read this READ THISSS' thread somewhere with some good information when recording combos such as

- Damage ratio in different team ratios so people record at 1.0 at the LEAST (I think 3v3 damage is something worth calculating though.)
- Val's poison at different ratios because that's a unique case
- Please use a cLK starter (Unless you're Peacock) most of the time
- But a jump in is actually totally fine if it's for a counterhit combo from a jump in that is something that actually happens (I've seen an HCH combo posted and someone say USE cLK.. it was an HCH...)
- What are LCH, MCH, and HCH combos (I have to explain this a lot it turns out.)
- Burst baits give you counterhits
- Throws scale
- Combos started with assists scale
- REMEMBER TO TURN OFF FORCE COUNTERHIT UNLESS YOU ACTUALLY NEED IT FOR THE COMBO
- etc

Sorry for OT. @Datagram thoughts?

The way I see it, the entire purpose of combo video conventions is to make it easier to compare different combos to each other. I think that's something important to keep in mind when creating guidelines.

I would add:

Guidelines:
- Suggested starters for each character (e.g. c.LK>c.MK(1) for Val)
- For the love of god, don't set your meter to max unless you actually need it (otherwise you're discarding all meter gain info).
- Set the dummy to ground tech (anyone remember that one video with fullscreen Beowulf chairless c.HK confirms?).
- If possible, edit out combo drops (saves everyone's time, makes you look cooler). Maybe link to free video editors?
- Always note resource requirements

Tips:
- Max damage enders for each character (e.g s.LPx3 > c.LKx2/s.LK > s.MPx2 > c.MK > s.HP/s.HKx3 xx H Bypass xx EKG for Val)
- Damage Scaling and You
- Test on multiple characters; explain weight classes

Val: (These are debatable)
- Always use the minimum number of vial loads necessary to perform the combo. Using 3x poison instead of 1x poison gives you no additional information, and just makes it harder to compare it to non-vial combos. You can always include both versions in the video if you want to.
- Show vial load pre-requisites in the video by performing a vial load before you start the combo.
 
is it above one bar tho? meter gain is different at 0 bars
 
is it above one bar tho? meter gain is different at 0 bars
Is it? I was under the impression that the only difference was that normals give meter on whiff.
 
is it above one bar tho? meter gain is different at 0 bars
yep it is. i've tried with it set on 3 bars too
 
If you're gonna use H LnL assist, it's kinda a waste to use it late in the combo. I was able to get 8.6k (1 meter, no vials) pretty easily off this starter:
c.LK>c.MK(1)>s.HP xx H LnL + L Bypass, s.HP xx H Bypass

Oh yeah, good idea! Well uh:

1 purple vial, 1 meter, corner, 9.6k damage, H LNL assist:
cLK cMK sHP (call assist) LKbypass
sHP HKbypass OTG cMK cHP
jHP vial toss* double jump jLP jMK jHK MKbypass
sLP(3) sLK sMP(2) cMK sHP HKbypass EKG Flatliner

*9050ish damage if you use HK bypass instead of vial here


1 purple vial, 1 meter, corner, 9.7k damage, H LNL assist:
cLK cMK sHP (call assist) LKbypass
sHP HKbypass OTG cMK cHP
jHP AD jMP(3) jHP
sHK(3) vial toss
sLP(3) sLK sMP(2) cMK sHP HKbypass EKG Flatliner
 
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Is it? I was under the impression that the only difference was that normals give meter on whiff.
afaik there's a bug and you gain some of the whiff meter and the hit meter. i don't remember that being fixed.
 
please turn meter to 1 or 3 so we can see gains : )
oh snap, forgot about that. i was doing something with big band's lvl 5 and forgot to change back. it's alright now
 
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valburg.gif
valburger approves all your training
 
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Hi guys ! i started using val and after something like 10 minutes i come up this:
without the vial i do mk air bypass at the end for like 6.4k.
Any suggestions ? :D
 
Oh yeah, good idea! Well uh:

1 purple vial, 1 meter, corner, 9.6k damage, H LNL assist:
cLK cMK sHP (call assist) LKbypass
sHP HKbypass OTG cMK cHP
jHP vial toss* double jump jLP jMK jHK MKbypass
sLP(3) sLK sMP(2) cMK sHP HKbypass EKG Flatliner

*9050ish damage if you use HK bypass instead of vial here
 
If your mid screen combo does less than 5.1k damage then it's not good.

c.lk c.mk c.HP j.HP (ADF) j.HP Savage Bypass EKG Flatliner does that much and the combo is ridiculously simple.
Wait, really? Sorry for being soooo late to the game, just bought it last month for PC, and I've wandered out of the beginner section to get more tips. I have yet to pass 4.5k damage with a combo, and this is all it take to reach 5k?
 
Yeah the combo I gave you in your training thread was just a baby one.
It's pretty much the standard starter combo that leads into every other bnb. I'll add on to it once you have it down and can practically pull it off with your eyes closed.

Just note that the time of that post, air H bypass did more damage and didn't allow you to move or combo after it aside from canceling into super. The game has gone through so many patches since 2013.

So you now do more damage if you did j.hp xx H bypass, AD j.hp xx M bypass xx EKG

Edit: on a side note, kinda funny how almost all the guys that posted in this thread either dropped Val or dropped the game.
 
Yeah the combo I gave you in your training thread was just a baby one.
It's pretty much the standard starter combo that leads into every other bnb. I'll add on to it once you have it down and can practically pull it off with your eyes closed.

Just note that the time of that post, air H bypass did more damage and didn't allow you to move or combo after it aside from canceling into super. The game has gone through so many patches since 2013.

So you now do more damage if you did j.hp xx H bypass, AD j.hp xx M bypass xx EKG

Edit: on a side note, kinda funny how almost all the guys that posted in this thread either dropped Val or dropped the game.
I'm not complaining about the baby one. I'm still working on getting down perfectly. But I have heard so much about "when things changed" in SG, where certain combos would no longer work. When did that big change happen?
 
Yeah that change happened thrice. The first was in SDE(slightly different edition) patch where IPS got stricter. Then came MDE with the implementation of undizzy/drama so there's a hard limit on how long you can can combo someone so there aren't minute long TODs. Then came Skullgirls Encore where the Undizzy meter was reduced from 350 to 240. And then there were a BUNCH of balance changes to all the characters in between.

So yeah. You can ignore like the first 3 pages of this thread since they are from the outdated MDE patch. The concepts of the combos still work, but you can do less complicated things for the same, if not more damage. Back then the ideal damage for a Val full bnb was 6k, but now you can milk 7k+ easy.
 
val is still the character i like the most to play, but i don't think she is my best char anymore
 
so here's a small corner combo i just came up with

s.LP(3), s.MP(2), s.MK, c.HP, jump, j.HK, checkmate incision
s.LP(2), c.MP, c.HP, jump, j.LK, EKG flatliner

im a beginner so this combo might not be optimal but whatever ¯\_(ツ)_/¯
 
so here's a small corner combo i just came up with

s.LP(3), s.MP(2), s.MK, c.HP, jump, j.HK, checkmate incision
s.LP(2), c.MP, c.HP, jump, j.LK, EKG flatliner

im a beginner so this combo might not be optimal but whatever ¯\_(ツ)_/¯
 
so alright.
what this video is saying is "don't do combos"?
just my opinion here, but that seems like a VERY stupid idea.
 
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so alright.
what this video is saying is "don't do combos"?
just my opinion here, but that seems like a VERY stupid idea.
u wot m8