• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Green Vials Effects Green Bar?

Notkastar

Not a- What?
Joined
Nov 25, 2014
Messages
320
Reaction score
146
Points
43
Age
26
Location
Somewhere Amazing
Website
www.youtube.com
Steam
notstardragon
Unknown Squigly Fukua
It's something I just notice while re-watching a video I made of me just playing around with the Vial combos

Skip to the combo shown at 0:42

and you can see that when Fillia was hit with the green vial her burst bar went down by half.
Does it also reset the moves leading up meaning you can do them again without having to worry about being bursted out?
Or something else?

What does cutting the burst meter in half when hit in the vial open up in way of combo extension?
 
green vial reduces undizzy and increases hitstun and blockstun. I don't think it has any impact on tracking of IPS or what stage your combo is at. As far as combo potential goes, if your opponent has a lot of undizzy you can counter super their reversal or counter their burst for an extended punish I guess, since counterhits already reduce undizzy, hitting with a green vial counter will reduce additional undizzy.
 
  • Like
Reactions: Notkastar
yeah green vial has no impact on IPS. Green Vial is mostly used just for swag and hard hit confirms. The more loads you do to Green Vial the more Hit Stun and Subtraction from Dizzy it will do. If I remember correctly it is lvl1 -50 dizzy, lvl2 -100 dizzy and lvl3 -150 dizzy.

I suggest taking a look at Gllt's youtube channel. He has a ton of stuff on Val's Vials and how to optimize the use of Poison in a combo.
 
Ah, I see. Thanks for clearing things up.
Wanted to make sure I wasn't missing anything when I noticed that effect.

yeah green vial has no impact on IPS. Green Vial is mostly used just for swag and hard hit confirms. The more loads you do to Green Vial the more Hit Stun and Subtraction from Dizzy it will do. If I remember correctly it is lvl1 -50 dizzy, lvl2 -100 dizzy and lvl3 -150 dizzy.

I suggest taking a look at Gllt's youtube channel. He has a ton of stuff on Val's Vials and how to optimize the use of Poison in a combo.

I'll look him up later on today, Could always use the extra help n_n

green vial reduces undizzy and increases hitstun and blockstun. I don't think it has any impact on tracking of IPS or what stage your combo is at. As far as combo potential goes, if your opponent has a lot of undizzy you can counter super their reversal or counter their burst for an extended punish I guess, since counterhits already reduce undizzy, hitting with a green vial counter will reduce additional undizzy.

That brings up this old idea I had, Since the green while effects block stun.
Is it possible to first poison an opponent with the green vial then purposely
have J.HP block so that their trapped in Block stun while you go under
making a unblockable mix-up?
 
there is no unblockables in this game. (the only exception is Big Band's Hk Giant Step from Far way. But really it's not a move that allows the player to confirm a full combo off of) Just Hard to Block-ables. Mike Programmed in absolute guarding when both a high and a low attack is blocked by the opponent at the same time where the player can either crouch block or stand block and will not be hit by either move. So the best you can do is stagger your pressure by a couple of frames so that the absolute guard does not activate. This is why SG is so reset heavy and that using smart pressure will reward the player, this is also why Push Block Guard Canceling is a thing so the opponent can have a chance at getting out of a set up like that.
 

I like using green vials for things like this.
 
  • Like
Reactions: Notkastar
there is no unblockables in this game. (the only exception is Big Band's Hk Giant Step from Far way. But really it's not a move that allows the player to confirm a full combo off of) Just Hard to Block-ables. Mike Programmed in absolute guarding when both a high and a low attack is blocked by the opponent at the same time where the player can either crouch block or stand block and will not be hit by either move. So the best you can do is stagger your pressure by a couple of frames so that the absolute guard does not activate. This is why SG is so reset heavy and that using smart pressure will reward the player, this is also why Push Block Guard Canceling is a thing so the opponent can have a chance at getting out of a set up like that.

Ah, Guess that puts an end to that combo idea sorta.
With a bit more tinkering I could work that into my current shenanigans.

My Idea now:
Green Poison, Switch with a s.HKx2 with or something else with enough stun for my to switch
character safely. When I switch into ether Fukua or Squigly I could do my normal High, low
and cross over assist combos I know with ether just with a high chance of getting in.


I like using green vials for things like this.

That's the idea I was going for the combo up there just with a lot more assist calls and
stance canceling lol n_n

Although another question if you don't mind me asking,
Does increased block stun just mean they won't be able to move from there place when blocking?
 
yeah block stun means that they are stuck in that blocking animation for a set number of frames depending on the move they blocked. Now they still can Push Block and with that they can Push Block Guard Cancel allowing the opponent to do either a move or an action out of the push block animation allowing them to move out of the block stun quicker than if they just did normal blocking. So for your combo video thing have two versions of a green vial block chain, one where the opponent just does normal blocking and another where the opponent does push blocking but you can still keep ontop of the opponent despite that so you can keep them in block stun.
 
  • Like
Reactions: Notkastar
yeah block stun means that they are stuck in that blocking animation for a set number of frames depending on the move they blocked. Now they still can Push Block and with that they can Push Block Guard Cancel allowing the opponent to do either a move or an action out of the push block animation allowing them to move out of the block stun quicker than if they just did normal blocking. So for your combo video thing have two versions of a green vial block chain, one where the opponent just does normal blocking and another where the opponent does push blocking but you can still keep ontop of the opponent despite that so you can keep them in block stun.

Ah, so block stun only effects the other players ability to move not to block.
Knowing that, I can really come up with some tricky Val and Squigly shenanigans if I set a
Vial toss as an assist. Making Squigly's vortex even harder to avoid let alone block.

That's all the questions I had,
Thanks for help =)
 
Last edited:
The more loads you do to Green Vial the more Hit Stun and Subtraction from Dizzy it will do. If I remember correctly it is lvl1 -50 dizzy, lvl2 -100 dizzy and lvl3 -150 dizzy.
Lvl1 -25, lvl2 -50, lvl3 -100.