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Valentine too safe? A.K.A. Nerf Valentie?

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Ahahahahahahaha.

Yea. Got a sudden case of deja vu and thought I was in the steam forums again. Ain't that a fucking nightmare.
*stares into the distance in wide eyed horror*

I'm still surprised he took Mike seriously.
 
But the umbrella completes the ensemble. Without it, she doesn't have a complement to her hair. What do you propose to replace it with?
 
Filia's cr.MK is -7 on block, only Parasoul can't punish it. Everybody else can at least get a raw super.

I think all of this discussion on Filia's c.MK is ignoring the fact that Filia players will almost always chain it into s.HP or s.HK on block. S.HP is -4 on block, so it's basically safe outside of PBGC and perfectly timed Fenrir Drive.
 
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Also, special move cancels are a thing, gotta remember those. Also assist calls. Both make it more "safe", which in the end is all negated by pbgc if you blidly gontheough your block strings.

Wow the op has no idea how to play this game, I wouldn't be so annoyed if he didn't act like he knew anything though. Sorry but I'm usually not this mean to new players, it's just that humility is a valuable resource. When players that could 10-0 you call themselves trash and you come in here telling the dev to redesign a character it's gonna get me a little pissed off.
 
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Also, special move cancels are a thing, gotta remember those. Also assist calls. Both make it more "safe", which in the end is all negated by pbgc if you blidly gontheough your block strings.

All of Filia's special moves are more unsafe than cr.MK, so that's not really useful. Calling an assist is great and all but if I'm doing a reversal super to punish your cr.MK its probably going to beat the assist too, especially if its a throw.

I think all of this discussion on Filia's c.MK is ignoring the fact that Filia players will almost always chain it into s.HP or s.HK on block. S.HP is -4 on block, so it's basically safe outside of PBGC and perfectly timed Fenrir Drive.

I'm not ignoring it. The fact that most Filia players don't realize that s.HP is more safe than cr.MK is reason enough for me to bring it up as often as I can.
 
i wish more filias ended their strings with s.hp. It's a lot harder for me to mis-time a pushblock on s.hp than c.mk
 
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If they are ending their blockstring with cr.MK, then punish it.

Even if you can't punish it because you're playing parasoul, that's still -7. Its still a free low/throw mixup for you.
 
Just pbgc the cr.mk, problem solved.
 
Calling an assist is great and all but if I'm doing a reversal super to punish your cr.MK its probably going to beat the assist too, especially if its a throw.

Its not uncommon to call the assist early enough to also be part of the blockstring making the reversal nonexistent, as is the case with many lockdown assists. Then the only way to punish would be pbgc which we already said is a thing universally.
 
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>implying val is unbalanced

lemme tell u a thing, OP

tl;dr, Val only excels at close range, learn to keep your distance/spam grab. Realize that Checkmate Incision is often a waste of meter made necessary by how unsafe Val can be when used improperly. Also I understand, the game is hard and Val can be frustrating to play against. If your team allows it, learn to use DP's against her. I find it helps.

ONTO THIS THING: Val certainly has a number of safe options and resets, but have you noticed how predictable a number of them are? Let me go through this one by one:

1. Her ground throw is good. Okay, you got us there. It crumples, that's strong. God forbid a character have a good move that helps them play to their theme of a close ranged ninja. Spam grab when you're in a combo or she has gotten close to you, if it's one of those Val's that constantly grabs.
2. s.Mp gives too much time to hit confirm and it too safe? I don't see the problem, push block since her medium range gameplay is awful and you will not find a single Val using that outside of a block string that (lemme remind you) you are currently blocking.
3. *gasp!* That nasty Valentine used her s.Hp! Oh no! Guess what? You just got a free push block, and even if she had hit you it's next to impossible to combo out of that move unless someone has come up with some chain I have literally never seen.
4. j.Mp I actually agree is really strong. I've been thinking the hitstun is a little ridiculous for a multi-hit move for a bit as well, but again, god forbid a character has a good move.
5. Checkmate Incision is unpunishable? Well, I think if you're concerned about punishing her that means you've blocked it. And if you've blocked it, that means that Val just got 3-400 chip damage, but just used one meter for it. Also, yet again she just created distance between you two, and you can set up your plan for her next approach.
6. Savage Bypass is completely unsafe without Checkmate incision, and remember that she just used one meter to APPROACH, not even to punish or end a combo, if she chooses use it. If a Val is past mid screen, expect this approach. There's no excuse to get hit by it whatsoever, Vals use it constantly and it's predictable and punishable. If the Checkmate Incision, just push block the scalpels and she literally wasted 1 meter to reach medium distance.
 
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Nobody's posted in this thread for like week, dude.
 
You can do s.hp into vial into s.lp, fyi.
 
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