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Valentine Combo Thread

cr.LK, cr.MK cr.HP
j.HP ADC j.MP j.HP
j.LP j.MP j.HP ADC j.MK
LPx3 MK cr.HP
j.LK j.MP j.HP xx HK savage bypass xx Flatliner

I get this far..

cr.LK, cr.MK cr.HP
j.HP ADC j.MP j.HP
Sometimes I get to the j.hp My question and thoughts my first question is should I try to immediately cancel the j.mp into j.hp next after landing j.mk I am already on the ground is it a sj missing in the combo? do I imeadately jump? can I hold up after imputing j.hp? lol this combo is crazy.
 
when you go jHP, ADC jMP, jHP let the jMP hit for 2-3 hits depending on light/medium/heavy characters, then hit jHP

immediately after you land, you jump forward, not just up, forward

then proceed with the combo jLP, jMP, jHP etc.
 
cr.LK, cr.MK cr.HP

Sometimes I get to the j.hp My question and thoughts my first question is should I try to immediately cancel the j.mp into j.hp next after landing j.mk I am already on the ground is it a sj missing in the combo? do I imeadately jump? can I hold up after imputing j.hp? lol this combo is crazy.
Let 2-3 hits from j.mp hit before using j.hp. After the j.mk you should be on the ground and the opponent should be a little in the air or on the ground. There is no super jump missing, the only one in the combo is after the cr.hp and the game does that one for you. After using j.hp you should jump as soon as you hit the ground and you can hold up forward to make this easier.
 
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Here's a damaging corner combo involving hp LnL assist, and a 1 frame link after a lvl1 vial toss.


c.lk, c.mk, s.hp, call LnL (H) assist, xx L. savage bypass
s.hp, xx vial toss
(1 frame link) c.lk, c.mk, s.hp xx H. savage bypass
s.hk (x3), xx L. savage bypass
s.lp (x3), s.mp (x2), c.mk(x2), s.hp, xx H. savage bypass xx EKG flat-liner

-If you delay the follow up of the s.mp to get the full 4 hits,
an extra 100 damage is added to the combo
-If green vial loaded instead, combo does 8.4k.
-Does 9.8k with lvl2 poison, 10.7k with lvl3 poison.
-Becomes a TOD with lvl3 poison and dhc into Bella lvl3,
or lvl2 poison -> dhc Bella lvl3 -> titan knuckle.
 
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Why use c.lk after the vial toss? Unless I'm missing something, why not just use c.lp? It starts up a bit faster.
 
Because ips. I'm saving the lp for the link after the OTG s.hk(x3) xx L. savage bypass.
btw that link doesn't work on Double/BB so feel free to link s.lp after the vial toss I guess.
 
That combo could probably have two air chains added to it if you got a CH. Dat damage, now wanna figure how to do that assistless, or maybe with fiber opper or something.
 
a lot of the damage in my combos come from Hp LnL assist.
Unscaled it does 1800 in one hit. So it's a free extra 1000 something that doesn't add to damage scaling much, and acts as a restand combo extender.

Not sure how to make assist-less bypass loops with similar damage, but here's a 7.5k solo corner combo.

c.lk, c.mk, c.hp
j.hp, adc, j.mp, j.hp
*land* j.lp, j.mp, j.hp
s.mp (x2), c.mk (x2), s.hp, vial toss
s.lp (x3), s.mp (x2), s.hk(x3), H. savage bypass, EKG flatliner

It probably would be 7.6k if I delayed the followup on the s.mp in the last chain to get all the hits, but muscle memory. Meh.
 
Found a way to milk out more damage. Also a simpler way to reach 9.1k. And then some decent solo corner combos. Not much variation tho.

Combo 1: 7.4k solo, lvl1 poison vial, 1 meter

c.lk, c.mk, s.hp, vial toss
(1 frame link)c.lk, c.mk, s.hp, hk savage bypass
s.hk (x3), lk savage bypass
s.lp (x3), s.mp (x2), c.mk, s.hp hk savage bypass, EKG flatliner.


Combo 2: 7.4k solo, lvl1 poison vial, 1 meter (not optimized in video. meh)

c.lk, c.mk, s.hp, hk savage bypass
s.hk(x3), vial toss
(4? frame link) s.lp(x3), s.mp (x2), c.mk (x2), c.hp
j.hk, adc, j.mp, j.hk, hk savage bypass, EKG flatliner


Combo 3: 9.1k with LnL(H) assist, lvl1 poison vial, 1 meter

c.lk, c.mk, s.hp, call assist, hk savage bypass
c.lk, c.mk, s.hp, hk savage bypass
s.hk(x3), vial toss
s.lp(x3), s.mp(x2), c.mk, s.hp, hk savage bypass, EKG flatliner


Combo 4: 9.6k with LnL(H) assist, lvl1 poison vial, 1 meter (Milking ALL the damage. Practicality questionable. Timing specific in 3 parts.)

c.lk, c.mk, s.hp, (delay) call assist, hk savage bypass
s.mk, s.hp, vial toss
(1 frame link) c.lk, c.mk, s.hp, hk savage bypass
s.hk(x3), lk savage bypass
(4? frame link) s.lp(x3), s.mp (x2), c.mk (x2), s.hp, hk savage bypass, EKG Flatliner
 

Only does 8.8k cause I rainman'd it. Normally does like 8.2-8.4k~. Should be universal, change timings as necessary.

cr.LK, cr.MK (x2), s.HP, HK Savage Bypass
cr.LK, cr.HP, j.HK (both hits) > ADC > j.MP (3~ hits), j.HK
(restand) j.LP, j.MP (2-3~ hits), j.HK > ADC > j.MK (both hits) xx Vial
s.LP (x3), s.LK, s.MP (x2), cr.MK (x2), s.HP, HK Savage Bypass xx EKG Flatliner


*The delay between the j.HK and the first air dash is as long as necessary
 
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I know I mentioned this before & I'm sorry to bring it up again, but I'm getting extremely annoyed of all these corner combos....like we get it...(I get it rather...speaking for myself). I mean I get the goal of val is to get to the corner. Ok cool beans. We have like 20 vids of doing stuff in the corner...and even most of those videos are half-useless because they start off with j.hp or have an assist.

There's only like 3 others. And 1 uses Bella's assist. And the other has been very tricky to learn, although it's a very fun-looking combo...just a lot of dash jumping. Like I'm just saying, can we put that energy into a solid SOLO combo that can be done anywhere and breaks/meets 7k? Feel free to use poison obviously. I came up with one for heavy characters that's 7k solo, 1 bar, lvl 1 poison, but I'm still figuring one that breaks 7k for everyone else :/ anyways I'll post what I have a little later.

Not going off or anything, just saying in general. Along w/ j.hp starters lol (but I think you already covered that).
 
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Here's a combo that works with light characters only (so far, at least):

cLK, cMK, cHP, jHP AD, jMP x3, jHP GD, jLK x1, jMK x2, jHP GD, jLP, jMP x3, jHP, GD, sLP x3, sMP, cMK x2, sHP, vial throw, EKG flatliner

does 6400 without poison, has a dash instead of vial throw then
level 1 poison does 7100, level 2 7600, level 3 8500, can probably increase numbers with an assist such as hornet bomber H

it does use a lot of ground dashes to catch the enemy outta the air, so it takes a lot of good timing with the jMP, jMK and ground dashes

also I only tried it on peacock but it should be similar with every other light character, might have to adjust the number of jMP


on a different note, heres a duckator combo that id like to be able to do, but cant because I have no idea how his jMK hits without dropping the combo (combo starts at 0:10):
 
Its called dash jumping, he inputs a dash on the ground and it alters the speed and angle of his forward jump. This is a standard val combo tool and is most notably performed in the Pulsr combo.
 
yeah, I know, but every version of that combo I tried dropped every time at the jMK

I tried the IAD into jMK, doesnt cover enough distance to catch them again after jHP
I tried a ground dash to cover the distance into jMK, drops the combo

im pretty sure he's just ground dashing far and fast enough to catch them, but I dont know how exactly he does it, because I cant do it that fast no matter what

if anyone can pull it of, pls tell me your secrets i will love you forever
 
Its called dash jumping, he inputs a dash on the ground and it alters the speed and angle of his forward jump. This is a standard val combo tool and is most notably performed in the Pulsr combo.

I KNOW WHAT DASH JUMPS ARE LOL O_O I MENTIONED THEM

Unless you're referring to the guy who called them ground dashes. Try to quote if so.
 
Its proper forum etiquette not to quote posts directly above your own, its unneeded mess.

As for melon's timing issue, that's something you have to find yourself. The only tip we can give is that you press forward once right before landing, then immediately when you land hit forward again, then jump. You simply have to find the timing yourself through hours of trial and error.
 
But can any of you get that combo? Because if thats the case then Im just doing something wrong and its not about the combo being ridiculously hard to time, thats all i need to know :b
 
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Hey remember that beginner combo Fierce Dash Fierce? Lets bring that back but in the corner. And while we're at it let's throw in some remnants of them good old SDE/MDE corner loops. And then tie them together with those tricky mid-combo double jumps.

First combo is for lights. Second one is a heavy character variant. Both can apply to Parasoul/Bella.


Combo 1: 7.6k solo, 1 meter, lvl1 poison
c.lk, c.mk, c.hp,
j.hp, adc j.hp, vial toss
(link) jump up, j.lp, j.mp, j.hp
(land) j.lk, j.mp, j.hp, dead cross
s.lp (x3), s.mp (x2), s.mk, s.hk (x3), h savage bypass, EKG Flatliner

combo 2: 7.4k solo, 1 meter, lvl1 poison
c.lk, c.mk, c.hp,
j.hp, adc j.hp, vial toss
(link) jump up, j.lp, j.mp, j.hp
(land) s.mk, s.hp, h savage bypass
c.lk, c.mk, s.hp, h savage bypass, EKG Flatliner

combo 3: 10.4k, 2 meter + 2.7k burst bait. lvl 1 poison, HP LnL assist. Does 8355 without dhc.
c.lk, c.mk, c.hp,
j.hp, adc j.hp, vial toss
(link) jump up, j.lp, j.mp, j.hp
(land) s.mk, s.hp, call h LnL assist, h savage bypass
s.lp (x3), s.mp (x2), c.mk, s.hp, h savage bypass, EKG Flatliner, dhc Diamond Dynamo,
f.hp xx hp LnL burst bait.
 
Since I can't get the ground dash right (yet), I made a thing. Just keep your eyes here for the vid. @Nuuance, I hope it helps with your midscreen shenanigans.
 
Since I can't get the ground dash right (yet), I made a thing. Just keep your eyes here for the vid. @Nuuance, I hope it helps with your midscreen shenanigans.
Actually I said eff the dash jumping and other stuff that got on my nerves. Check out my post a little before this for my newest vid. 7k+ w/poison vial. I think I might be able to figure how with a stun vial, but idk. Anyways maybe that in turn can help w/something
 
Dude, I don't even dash jump. What is this dash jump you speak of?

Anywho, that thing I made.
 
Scrub question here:

How do you guys physically execute the dash jumps? Are you doing something like land-> fast 669 on stick? Or are you doing land -> lp + mp + up?
 
you could buffer forward right before you land, hit forward after landing, and up forward. either way it's whatever you're most comfortable with.
 
Dude, I don't even dash jump. What is this dash jump you speak of?

/snip media

There's a lot of optimization you left out completely lol
 
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I mentioned it a few posts back, but to dash jump you can hit 6 right before you land then hit 6 gain when you land, this makes the dash come out as soon as you input the 6 on the ground without having to quickly do 66 as soon as you land. This is takig advantage of input buffering. I think its more consistant than button dashing, you just have to get confortable with it.

Ninja'd

Anyway, the combo I currently use does 6.2k vialless and I use deadly cross all the time unless I fill a vial on their incoming so a midscreen vial combo is very much useless for me. Hopefully I/someone can come up with a more damaging combo for midscreen, or a least one with better reset options.
 
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Optimization
Day 2 Valentine; cut me a break :P

unless I fill a vial on their incoming so a midscreen vial combo is very much useless for me. Hopefully I/someone can come up with a more damaging combo for midscreen, or a least one with better reset options.
After the LMH adc j.mk, you can whiff j.HP to fast fall for reset.
 
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I mentioned it a few posts back, but to dash jump you can hit 6 right before you land then hit 6 gain when you land, this makes the dash come out as soon as you input the 6 on the ground without having to quickly do 66 as soon as you land. This is takig advantage of input buffering. I think its more consistant than button dashing, you just have to get confortable with it.

Ninja'd

Anyway, the combo I currently use does 6.2k vialless and I use deadly cross all the time unless I fill a vial on their incoming so a midscreen vial combo is very much useless for me. Hopefully I/someone can come up with a more damaging combo for midscreen, or a least one with better reset options.
Well I'll post the version of that combo I do vial-less later on. It does 6.6k-6.9k. I think might have accidentally deleted the footage though -_- the 6.955k combo. Dammit. Anyways just hold on till then :p

Day 2 Valentine; cut me a break :P
Sorry :( just was Saying. Not to be mean lol. With Val, just like filia you can do LP > LK > MP > MK > HP or HK. As long as you don't think range is too far or you push them back too far you should try to put as much as you can in the end.
 
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Sorry :( just was Saying. Don't mean to be mean lol
It's all good. Btw, has anyone been toying with Val burst baits? I found one, but I have to figure out a way to consistently punish without blocking burst.
 
After a corner bypass you can s.lk(or any 1 hit normal that hits a downed character) xx vial that forces them into a burstable knockdown and puts you pretty far away. Also for light characters when they are floating in front of you during a combo you can get them in such a position where a s.lp or s.mp will put them in a burstbait position.
 
Day 2 Valentine; cut me a break :P
Sorry :( just was Saying. Don't mean to be mean lol
It's all good. Btw, has anyone been toying with Val burst baits? I found one, but I have to figure out a way to consistently punish without blocking burst.
theres plenty :) one of my favorites is one me & fedora messed around with a while ago. Anyways I'll post the couple I got later on.

Here are the optimized combos I've come up with that aren't too hard to do and very universal. My final product :D


EDITED UPDATES:
1) seems that the j.mp after the j.lp is best done in only 1 hit.
2) a delayed first j.hk for the light vial combo seems to help a lot.
3) for vial bnb on lights, you wanna usually j.mp at foes hip.

Important Note: these combos were made primarily for damage, but also have great corner push too. Not pushing as fast as some dash jumping combos, but you WILL end up in the same position if not a better one with more frame advantage. It's quite simple really. HOWEVER, I will say the combos on light characters are challenging in regards to timing at certain parts (j.lp in vial combo & last j.mk, j.hk in vial-less) since they're different from the usual rhythm of valentine...and I can't lie, I'm STILL practicing getting them down 100%...it's definitely a muscle memory thing, but even so, they're more consistent that the dash jumping. And even from across screen, the opponent will be in the corner w/full damage! However, if you're midscreen and do one of these, but want to keep the opponent in the corner, then you've a few options:

1) finish with last hit of s.hk for slide & enough time to load a vial. They can't tech and will have to get up so baiting a super or raw tag should be super easy. You CAN tack on H Bypass for more damage, BUT they will get up quite fast. Not faster than you recover, but still.

2) instead of doing the last hit of s.hk, you can do the 2nd hit, then M bypass, then super if they're not literally rubbing the corner. They will end up in the corner and you ready to hook up some serious pressure! If you do it this way, damage will only go down 200 (vial combos will be 7.2k-7.3k instead).

3) if you're already up on the walls and don't mind using meter...you can use scalpels! Now idk what damage will be, but most likely it'll be significantly less since not all the scalpels will make contact (opponent on ground). Be ready for a tech too.

4) this is kind of a silly option, but still works nicely...instead of stretching s.mk, just do the first hit, s.hp, mortuary drop! The combination is fairly tight so visually it's pretty sneaky, but as usual if they're holding up-back they might get out. Mix this in and you'll get a lot of people lol. Also you can EKG Flatline, but you won't have them in the corner after I believe. Anyways, there are always different stuff you can do along with resets & these combos have some very fun reset potential -- so hookitup!

Universal lvl 1 poison Vial Combo on light characters @7.4k:
c.lk, c.mk (1 hit), c.hp,
j.lk (1 hit), j.hp, j.hk (slight delay), ADC j.mp (2 hits), j.hk,
j.lp (most important part...jump immediately...but delay the punch so it hits waist/upper-body), j.mp (2 hits), j.hk (restand), vial toss,
Dash s.lp (3 hits), s.lk, s.mp~s.mp (be sure to get ALL hits), s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EKG flatline super)

Notes: because of the beginning j.lk always starting as soon as you launch the opponent and other moves coming out in the same way in a dialed-in manner, the first air chain is pretty easy. The hard part is the next chain w/j.lp. Trust me, like many Val combos it requires some timing, but luckily this timing will work universally among everyone. The aim is to restand the opponent by j.hk & get that vial off. Typically I'd save it until the end...but I was only getting 7k & I had to sacrifice the last bit of s.hk (which is the most powerful) & just as big, H bypass. So essentially you had to hit EVERY multihit move to get to 7k, but with this combo it's much easier to be consistent. Once you get to the ground, everything is incredibly easy & all you have to do is make sure you don't rush moves, that's all. I tried seeing if I could potentially replace vial with dead cross to potentially hit 7k as a regular BnB, but I think I managed to get 6.5k, so if you don't have a vial just use the other combo I made.

Universal no-vial combo on light characters @ 6.9k:
c.lk, c.mk (1 hit), c.hp,
(delay jump till after sparks) j.hp, (fairly "long" delay) j.hk, ADC j.mp (2 hits), j.hk,
j.lp, j.mp (1 hit), j.hk, ADC (slight delay) j.mk, (slight delay) j.hk,
s.lp (3 hits), s.mp~s.mp, s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EKG Flatline super)

Notes: this is one of the only combos from anywhere I know that do this much damage on a light character period for encore. Idk ANY other combos that really get near this for relatively simple execution. Now mind you, there are still some timing issues I'm working out, but that's easy to get down instead of constant dash jumping in my opinion. Anyways, you'll have to do the first j.hp rrrrright as the sparks disappear & then j.hk needs to have a noticeable delay (right after the j.hp visual swipe arc effect goes away). After that, you ADC to j.mp for 1 hit & j.hk after. At first I thought it was 2 hits (it's possible), but I've found that doing one then just delaying attacks after works best. By doing 1 j.mp vs 2 j.mp hits, I've been able to do it more consistently.

Universal lvl 1 poison vial combo on heavy characters @7.5k:
c.lk, c.mk (1 hit), c.hp,
j.hp, j.hk, ADC j.mp (3 hits), j.hk,
j.lp, j.mp (3 hits), j.hk (restand), vial toss,
Dash s.lp (3 hits), s.lk, s.mp~s.mp, s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EGK Flatline super)

Notes: I really wish everyone could be combo'd as easily as heavy characters for valentine. It's funny because I often find heavier characters a pain with the rest of the cast because you WANT them to stay in the air...but with Val, the faster people drop and the heavier, the better. So luckily, doing a combo on parasol, Val, big band, & double is SO EASY. Everything is dial-in. Just drag-out those j.mp's and you're good!

Universal no vial combo on heavy characters @7k:
c.lk, c.mk (1 hit), c.hp,
j.hp, j.hk, ADC j.mp (3 hits), j.hk,
j.lp, j.mp (3 hits [only 1 for Bella]), j.hk, ADC j.mk, j.hk,
Dash s.lp (3 hits), s.mp~s.mp, s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EKG Flatline super)

Notes: just like the vial combo, this one is no different and is very dial-in as well. Only difference is you're using an extra ADC w/j.mk, j.hk to make up for the vial you don't have. Now mind you, on Bella she has a low profile so most likely you'll have to only do 1 hit for the j.lp air chain. Aside from that, everything is very straight forward :D
 
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Will put combos in here soon since @Nuuance wants me to put his macaroni drawings on the fridge.
First of all that's macaroni AND crayon drawings...get it right lol. Anyways, it doesn't really have much to do with mine although I DO want mine up only because I think they're worth seeing (why I did the vids in first place), but moreso because I'm tired of digging through the thread over & over. So while I laugh off the plausible joke, it's about more than just my macaroni drawings. It's about everyone's macaroni drawings who deserve golden stars...so yeah, so /endsarcasm please
 
I approve of the gratuitous use of j.HK

edit: i r gud spel
 
Who's being sarcastic. At least I'm updating the OP so you don't have to feel obliged to create another thread. Though that wouldn't seem fair to all those grumpy old OPs in the other combo threads that haven't been touched since September.

But really, nothing's wrong with having a bit of fun, right? I thought it was a rather clever placeholder.
 
Thanks, @Nuuance. Now my Val can actually do some damage.
 
Who's being sarcastic. At least I'm updating the OP so you don't have to feel obliged to create another thread. Though that wouldn't seem fair to all those grumpy old OPs in the other combo threads that haven't been touched since September.

But really, nothing's wrong with having a bit of fun, right? I thought it was a rather clever placeholder.
Oh ok...but macaroni art usually means shitty stuff or stuff not worth paying attention to. So I took it as such. but anyways, it's whatever, no big.
I approve of the gratuitous use of j.HK

edit: i r gud spel
Thanks lol...yeah at first I thought it was ridiculous, but in the end it calculated better and most of all, we're able to do combos easier...unless that's sarcasm lolll
Thanks, @Nuuance. Now my Val can actually do some damage.

That feel though :) I know this feel :D
 
Thanks lol...yeah at first I thought it was ridiculous, but in the end it calculated better and most of all, we're able to do combos easier...unless that's sarcasm lolll

Nah I've been ridin that j.HK train since Encore made me l2p again. Have you tried replacing the initial j.HP with a j.HK? My quick/lazy math made it seem like you could eek out a bit more damage.
 
Nah I've been ridin that j.HK train since Encore made me l2p again. Have you tried replacing the initial j.HP with a j.HK? My quick/lazy math made it seem like you could eek out a bit more damage.
yeah i tried but it seems scaling favored the way i did mine in the vid :/