This move is pretty much nearly useless
I'm not asking to make this move a super good move, but extend her hitboxes enough to work as a anti-air better than s.mp or s.hk and to work as a way to pop bursts.
OR
Remove multihits from it. Combo damage will increase and it's enough to make the move viable. Also, Val has enough multihits moves already(c.lk, c.mp, s.mp, s.mk, j.lk, j.mp).
- CONS
- Small hitboxes
- Fast, but not enough
- Small hitboxes
- Deals less damage than every part of s.mp and less damage than c.mk (that btw hits low)
- Small hitboxes
- Doesn't hit low
- Small hitboxes
- Hurtboxes don't match visual effect
- Small hitboxes
- Can't anti-air effectively
- Small hitboxes
- 14 frames startup
- Her s.mp is more useful and it's 13f, s.mk/c.mk are also 14, but are useful
- Just as an example, Fukua's c.mp is 9f, and s.mp/s.mk/c.mk are 10f
- Her s.mp is more useful and it's 13f, s.mk/c.mk are also 14, but are useful
- Small hitboxes
- Small hitboxes
- PROS
- Best move to stop SSJ, but still needs timing
- Backjumping j.hk can also punish and give you a heavy counterhit combo starting on stage 1
- Also, best way to punish SSJ is still blocking
- Val keeps a good position while doing it
- Pushes the enemy a little away and is -1 onblock, but who the hell will use this if you can cancel anything into L bypass (-4f onblock) after and deal some chip damage?
- ... that's it
- Can punish some specific jump-ins, but too slow to beat some crosses like Filia's air dash j.lk j.hk
- Best move to stop SSJ, but still needs timing
OR
Remove multihits from it. Combo damage will increase and it's enough to make the move viable. Also, Val has enough multihits moves already(c.lk, c.mp, s.mp, s.mk, j.lk, j.mp).
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