• As part of the relaunch of Skullheart, ALL previous threads have been archived.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.

Valentine Combo Thread

I made an accidental discovery with a very simple Valentine combo that comes into great use. my apologies if someone already mentioned this on the forums.

Her most simple crossup after the c HP launcher. j. LP, then delay j.HP (y'know that crossup that people can see a mile away most of the time) has another use.

all depending on the timing of when you J. HP, will alter whether that move will be a crossup or a frontal attack.

so basically.

C. HP > J. LP > . > . > . > J. HP will perform her crossup version.
C. HP > J. LP > . > . > J. HP will perform her frontal version.

this simple reset, most of us know, is not heavily reliable, but can be utilized from time to time. it turns an obvious crossup into a 50/50 wild card move, while looking exactly the same. This can be utilized to bait them into eating more of your resets and turning this horribly basic reset into a guessing game.

Just be wary if they super or jump in the middle of your arch
 
  • Like
Reactions: gllt
In fact, if you time that reset correctly (which is dependant on the character youre fighting) it crosses up twice, you get the crossed up jHP, aswell as landing where you started the cHP.
But I dont think you should bother trying to make it a consistent thing.
 
  • Like
Reactions: gllt and Karr
I could see that being put to use for both versions
 
This argument boil down to something similar to the teams vs solo argument. Yea, you can get 7k and 8k and only have to touch me twice to kill one of my characters, but getting that confirmable hit is an entirely different story. If I can get 5k more from a grab with cerebella that's nice, but you have to get in. You have to get in on the guy who is using x/filia/double who can murder you without fail. And maybe you play a 3-man team so you do have a neutral game assist as well, but that's kind of constructing a case that avoids the issue at hand. I think some people are underestimating the difficulty of getting a hit against a good player without an assist helping out. Not to mention that if they get a hit and dhc out they will be gaining back all that red health you gave them during that 8k combo. In the long run its just worse. You can do whatever you want, but it IS going to make life harder for you, for no real reason.

And frankly, I don't care about different play styles in regards to assists, this hardly constitutes an area of the game that should be influenced by that. Your point character is where you show play style. Gimping your neutral game for the sake of a niche shenanigan or combo extender is a naive way of expressing your style. Unless you don't want to be good at the game, in which case do whatever.
Again, I see where you're coming from, but what I think I might not have stressed as much was, I just need 1 or 2 hits (per character) if I follow the combo all the through (which I have a habit of resetting like everyone else). You will ALWAYS get hit. Duckator as epic as he is gets hit. Now trying hit AND beat him....2/3 times is another story, but I think you're giving everyone including yourself too much credit. I don't say this in an insulting manner, but rather in a factual one. The games about having a better plan, responding to the opponent, or just being good at neutral. I feel I'm a mixture of them & getting a hit is fine if I don't drop or screw up inputs/timings.

Remember, I'm not discounting neutral assists..noooo, that's what they're for usually! But I'm arguing by when they don't exist or options are inferior to the typical stuff...you gotta improvise.

And again, I never ever said you couldn't reset after getting the hit. You're getting MORE damage each reset, TWICE as much than you normally would. So it does equalize. Some people are quite good and patient and don't succumb to the typical DP stuff, but some don't mind being patient. I don't mind. It's not just about "playstyles." I understand how superficial that word may seem, since it often get tossed around negatively, but assists in this game are akin to a "build" in a strategy game. Although some may be unorthodox, they are doubly effective. Same here. If you have a plan...a defined plan and set things to do & stay alive & get ahold of the opponent, you got it.

That's all I'm saying. Playing w/neutral assists is the "normal" way to go for sure, but i think you're missing a couple parts of it & more notably, not thinking about the players themselves. Some people have great solo strength & don't particularly have need for neutral assists. Now that's NOT to say they're perfect or couldn't tighten up their game if they added them, but just to say it depends

And besides...the temptation to punish a blocked H Bypass from the opponent is often so strong, covering Val is so easy & there you go, free combo & Val's fine lollll
 
Last edited:
  • Like
Reactions: gllt
Meat shields are the best assists. BB anything Val h bypass Fortune dash
 
I can't help but find it odd that these exact same arguments are made for solo. The damage boost you get for simply removing the character from your team is probably even higher. Yet it is mostly a teams based game. And if you think duck will always get hit... You need to watch his stream more. He has godlike neutral and neutral game assists, a deadly combination. The point is you just can't take it as a given that everyone gets hit because thats most of the game. Thats where this conversation is being had. If you can't talk on that level then you are just talking passed me. The strength of resetting in a lockdown assist is significantly better in this game than a longer combo. If we would want to actually have an informative conversation we would go down the exact same road the solo vs teams debate did and I don't like repeating stuff other people have already said.

I'm done with this conversation, it really doesn't matter to me if you still disagree. It is an old argument disguised as a new one and my side already won the last one.
 
@Camail ....you don't have to condescend man :( or be done w/the convo because you think I'm talking "past" you. It's not like that at all broski. I'm not disproving neutral assists are effective or even that they're better than combo focused assists. Allllll I was saying is that I disagree when people say they're "bad" in all interpretations of the word. And as for duck, idk if it was mashing or he just knew reset points, but more noticeably than others, he's supered out of resets when I HAVE gotten ahold of him (he's obviously quite slippery lol). And there it stands to reason that combo-focused assists help in that regard.

So anyways if anyone's forgotten everything I've said before, just remember I'm saying this: neutral & DP assists are ultimately the best. HOWEVER, if a person's game is made around a combo-based assist and they aren't weak at neutral, it can be just as effective. Anyways...that's all, I still definitely appreciate your opinion & agree, yet also agree with my point. Cool beans? Cool beans.
 
Last edited:
Def
Val scrub question:

When practicing combos, there's situations where j.HP at the end of an air chain will actually connect at the bottom/rear part of j.HP's hitbox and fling the opponent from behind Val over her head and in front of her. It's as if it hits as a crossup mid-combo, and then they just fly overhead in front of her again.

Of course it happens when I'm practicing BnBs and I have no clue how/why. Any tips on reproducing this consistently? It seems like a great time to go for a 50/50 reset.
definitely a hella good question...I've been working on this myself and I'll have to upload the footage I have, but I've noticed when I do a super jump (yes super jump) on the second air chain after the typical j.lp, you do j.mp and Draggggg it out. You should be at forehead or almost directly a over them. Do j.hp and shake n bake
 
  • Like
Reactions: gllt and Hilary
Def

definitely a hella good question...I've been working on this myself and I'll have to upload the footage I have, but I've noticed when I do a super jump (yes super jump) on the second air chain after the typical j.lp, you do j.mp and Draggggg it out. You should be at forehead or almost directly a over them. Do j.hp and shake n bake

Just saw the video, and I'm pretty sure it's what I was testing when it happened. So fucking glad I can reproduce it now. <3 <3 <3

I'll play with it tonight/tomorrow and see who all it works on and who it doesn't. I'm thinking it should be okay on everyone, because even though they're generally taller, the larger weight class works against them on this one for falling/height purposes.
 
First of all, i'm new at this game. I've never played seriously another fighting game before other than Tekken 3, so forgive me if I say something dumb.

I've started playing near two months ago, only with a friend of mine and with bots, but never searched anything related to the game, and just some weeks ago I started practicing the combos in this thread, and I managed to get together some chunks and made a combo that I can actually perform with my keyboard.


Solo - Midscreen - Lights (almost) only - ~6.3k - No vial
c.lk c.mk c.hp
j.hp ADC j.mp (1) j.hp
j.lp j.mp (1) j.hp ADC j.mk (2)
s.lp (3) s.mp (9~) s.mk (5~) s.hk (3) xx HK Bypass xx EKG Flatliner

It (sometimes) deals 6.4k with c.mk(1) in the beggining and when timed well, and it's the best I could perform. The problem in this combo against Double is hitting the third line of the combo. When the j.lp connects, you'll probably be able to follow up with the rest of the combo, but it's risky and it may leave you in a vulnerable position.
I want some help to make it stronger, but keeping it's base (inb4 vials because keyboard makes it difficult).

EDIT: Also, it generates a little more than half a meter, somewhere under the V in her name.
 
Last edited:
This is a midscreen, corner carry combo I have been using that combines a few things I have seen around online. Its optimized in terms of damage pretty well, not too sure about reset points, but it has been working for me.

any air starter - c.lk c.mk c.hp j.hp ADC j.mp j.hp j.lp j.mp j.hp dash s.lp s.mp s.hp, QCF HK bypass, s.lk s.mp s.mk s.hk x2 QCF mk bypass EKG flatliner
does about 6.3 to 6.5 without vial, but has multiple points that a variety of assists can easily allow a vial load. With vial it can do anywhere between 8.2 to 9 k
 
Last edited:
I don't get this dash after the j.hp ADC j.mp j.hp. I've been trying this:

j.LK j.HP ADC j.MP j.HP
s.LP s.MP c.MK s.HK (2) xx HK Bypass
s.LK c.MP s.MK c.HP

The combo is not complete, tho. Maybe after the last line I can drop on the floor with j.LK and grab to continue combo, but I still didn't reach this part.
 
Last edited:
I don't get this dash after the j.hp ADC j.mp j.hp. I've been trying this:

j.LK j.HP ADC j.MP j.HP
s.LP s.MP c.MK s.HK (2) xx HK Bypass
s.LK c.MP s.MK c.HP

The combo is not complete, tho. Maybe after the last line I can drop on the floor with j.LK and grab to continue combo, but I still didn't reach this part.

Im sorry left out one of the j.hp loops. Corrected it on the initial post. Sorry for the mispost.
 
So what the highest damaging corner combo anyone has found with Val and mk bomber assist without vial?
 
So what the highest damaging corner combo anyone has found with Val and mk bomber assist without vial?

With LK bomber and 3v3 I think I'm getting like 8800 usually. Defs beatable tho.
 
You can easily break 7k with Nuuance's No-Vial + MK Bomber.
 
c.lk c.mk c.hp
j.hp ADC j.mp j.hp
j.lp j.mp j.hp dash
s.lp s.mp s.hp QCF HK bypass
s.lk s.mp s.mk s.hk x2 QCF mk bypass EKG flatliner

I don't get what this dash is. Just a normal dash on the ground? I don't see the need of covering distance here, since it's a corner combo and you'll be pretty much glued to the enemy, so I ignored it until i figure out what does it means.

The s.HP part is tricking me. It seems like it's way too slow and sometimes resets the combo. I thought maybe putting the s.HK (2) xx MK bypass there and continuing the combo might be ok, but the overall damage would decrease.

EDIT
Great, and then i went to quick match to play a little and it was against @Nuuance. FML.
 
yes, the dash is on the ground to catch up after jLP jMP jHP, its not in the corner (yet) since its a corner carry combo as @cloudKing211 said, the part after HK bypass only works if theyre in the corner then though

sMP into sHP is weird sometimes, timing might be off
 
yes, the dash is on the ground to catch up after jLP jMP jHP, its not in the corner (yet) since its a corner carry combo as @cloudKing211 said, the part after HK bypass only works if theyre in the corner then though

sMP into sHP is weird sometimes, timing might be off
You have to chain s.HP on the very last hit of s.MPx1.
 
yes, the dash is on the ground to catch up after jLP jMP jHP, its not in the corner (yet) since its a corner carry combo as @cloudKing211 said, the part after HK bypass only works if theyre in the corner then though

sMP into sHP is weird sometimes, timing might be off

Oh, my bad. I didn't read the "carry" part. Now everything seems to fit.

You have to chain s.HP on the very last hit of s.MPx1.
TY, it worked.
 
The corner carry combo can bring all the way to the corner if you have a long horizontal assist (ie. mk/hk hornet bomber, hk hairball, etc). Just use (s.lk s.mp x3 s.mk s.hk x2 - mk bypass - special) after the assist knockdown. Keep in mind that using the time the assist is in use to load a vial, and then adding a vial throw into the end chain, will mitigate the assist damage scaling for the last chain.

edit: solo val would just have to combine this combo with dirty resets, but I wouldn't know because resets are the bane of my existence
 
solo val would just have to combine this combo with dirty resets, but I wouldn't know because resets are the bane of my existence

First I need to learn (at least) two characters, then I can learn to use assists. Still working in my first one.
Btw, the damage increase (just a little) when you chain s.LP c.MP s.HP instead of s.LP s.MP(1) s.HP, but it's weird to perform, even connecting better with the s.HP.
Forget about it. The c.MP hitbox is too low to hit after the s.LP when the enemy is falling.
 
well I found an 8k corner combo with mk bomber assist starting off cr.lk with no vial so here it is:

cr.lk > cr.mk > cr.hp > delayed j.hp >ADC j.mp(x2) > j.hp > s.hk delayed s.hk > call mk bomber at the same time as the second s.hk > qcb.lp (poison vial) > s.hp > qcf.hp (throw vial) > s.lp(x3) > cr.mk > qcf.mk > OTG s.lk > s.mp > s.mp > cr.mk > s.hp > qcf.hk > super

should work on every character and does 9.7k if you start with 2-3 vial.
 
Just wondering, but could you not just load a purple vial during the assist hit and then use it?
Why not go for "s.LK, s.MPx2, s.MK, s.HKx2, H Bypass, Super" right at the end?
 
Why not go for "s.LK, s.MPx2, s.MK, s.HKx2, H Bypass, Super" right at the end?
Its just if you do s.hk x2 vial special, the poison does a set amount of damage, and is dependent on their remaining health. This can end up doing more, but not less, damage. If you had a vial prior, then loading a vial during the combo would actually add a decent amount of damage. If you get a level 3 vial due to resets, or other means such as through combos, then you can easily get a kill in 2v2 and 3v3 with good DHCs.

My point is that vial loads can still add alot of versatility to vals combos, and the damage output of the purple vial is generally worth it.
 
My point is that vial loads can still add alot of versatility to vals combos, and the damage output of the purple vial is generally worth it.


Does anybody really use the orange one?
 
Does anybody really use the orange one?
If you're going for near-untechable throw resets, yes.
 
And what it actually does? Never got the "input lag" meaning.
 
The victim's buttons are delayed. You can grab reset, and unless they tech earlier than usual, they're getting caught.
 
I forget the exact frame lag. But it's enough to screw with you if you decide to push buttons. I'll try and check around.
 
I forget the exact frame lag. But it's enough to screw with you if you decide to push buttons. I'll try and check around.
I remembered I've tried using it before but it didn't seem effective. And I herd MikeZ might change the orange viral.
 
Any combo you guys recommend to built meter? I saw most of the combos here in this thread for damage but I've always been curious for meter building.
 
If you want to build meter you go for resets, there are no meter building combos because meter gain scales heavily and there is no point in creating a combo with that purpose. You always have the option of not doing a super ender so you automatically go meter positive, though.
 
  • Like
Reactions: Nuuance
If you want to build meter you go for resets, there are no meter building combos because meter gain scales heavily and there is no point in creating a combo with that purpose. You always have the option of not doing a super ender so you automatically go meter positive, though.
Oh ok I though I was doing something wrong. Damn I'm so used to doing it for any other fighters and I just now notice that I barely build meter unless I'm getting bodied.
 
Do you know how delayed are their inputs?
  • Type C (orange) level 1: Adds 4f of input lag.
  • Type C (orange) level 2: Adds 6f of input lag.
  • Type C (orange) level 3: Adds 9f of input lag. 9f of lag means it is impossible to block any LP on reaction and throw tech inputs must be within 3f of the throw's startup.
That's what Shoryuken says.