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Valentine Beta Combo and Tech Thread

Colossi

THE ONE THAT DODGES
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Colossi
Fukua Cerebella Unknown
She has changed a lot, so to avoid filling the retail combo thread with combos that don't work there, I thought about creating this one to keep things organized.

c.lk c.mk(1) c.hp
j.hp xx H Bypass
IAD j.hp xx M Bypass
double jump j.lp j.mp j.hp
rejump j.lk j.mp j.hp
s.lp(x3) s.lk s.mp(x2) c.mk s.hk(x3) xx H Bypass xx EKG Flatliner
c.lk c.mk(1) c.hp
j.hp xx H Bypass
M Bypass
double jump j.lp j.mp j.hp
rejump j.lk j.mk j.hp xx vial throw
s.lp(x3) s.lk s.mp(x2) c.mk s.hk(x3) xx H Bypass xx EKG Flatliner
 
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After 60 whole seconds of trying I got

c.LK, c.MK, c.HP,
j.HP, j.HK, HK Bypass, MK Bypass, airdash,
j.MP, j.HK, rejump,
j.LP, j.MP, j.HK,
LP(3), MP(2), c.MK, HP, HK Bypass, Super

Was about 7.4k midscreen on Filia
 
c.lk c.mk(1) c.hp
j.hp xx H Bypass
IAD j.hp xx M Bypass
c.mk(1) c.hp
j.lp j.mk(1) j.hp IAD j.mp
s.lp(x3) s.lk s.mp(x2) c.mk s.hp xx H bypass xx EKG Flatliner

heavies only, 7.7k, midscreen, no vial, 1 bar

 
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Being able to meterlessly combo off an air grab.

Also with the new beta changes you can meterlessly combo Big Band's FAT ASS (edit: off an air grab) by canceling into L Bypass and linking with j.lp or j.lk.
 
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Bypassing armor, you mean?


edit: nvm, it's 4:20 and i'm feeling dumb
and I don't even use drugs
 
Sorry, I'm busy laughing my goddamn ass off to try testing these combos on other characters. I should also probably turn down the meters to see the net meter gain. Probably something ridiculous.

c.lk c.mk c.hp
L bypass, M bypass
c.hp
j.hp H bypass j.hk M bypass
air dash j.mk j.hk
dash s.lp (x3) s.mp(x2) s.mk s.hk(x3) xx H bypass xx EKG


c.lk c.mk s.hp, LnL assist, M bypass
TK M bypass, H bypass
c.hp
j.hp, H bypass, j.hk, M bypass
air dash j.mk j.hk
dash s.lp (x3) s.mp(x2) s.mk s.hk(x3) xx H bypass xx EKG
 
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So your telling me now I can air grab scapales OTG j hk bypass and then combo 0_0
Me and Val gotta do some loving tonight
 

Being able to meterlessly combo off an air grab.

Is this similar to the well-timed air normal thing duck does with jMK , albeit easier now because of cross angle changes?
 
which thing with j.mk is it that Duck does?
It is a well-timed air dash j.lp link that's somewhat tight-ish. Easiest to practice on Eliza/Double/Big Band/Painwheel/Peacock

For some reason it feels impossible to hit Filia/Fukua/Bella with a vial or shuriken in the corner. Bella especially has a hard time getting hit. Might be that the purple bounce heights vary character to character. Idk.
 
which thing with j.mk is it that Duck does?
It is a well-timed air dash j.lp link that's somewhat tight-ish. Easiest to practice on Eliza/Double/Big Band/Painwheel/Peacock

For some reason it feels impossible to hit Filia/Fukua/Bella with a vial or shuriken in the corner. Bella especially has a hard time getting hit. Might be that the purple bounce heights vary character to character. Idk.
Are you talking about the bread and butter Duck combo?
 
Huh. I guess it is essentially that thing Duck did. Don't think the shorter angle changed much for these combos tho, or made them any easier. Haven't tested the entire cast, but L dead cross actually lands on Filia/Fukua/Bella in the corner, but by the time it touches, they've gone into the blue bounce stage and the dead cross whiffs.
 
this is a level 3 poison combo that was based on green vial combos of SDE. It deals about 9.5k in 1.0 and gains about 105 percent of a meter bar
 
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Burst bait in corner. All hits 100% safe from burst (tested), burst will only work if the opponent bursts after all hits finish.
 
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Sorry, I'm busy laughing my goddamn ass off to try testing these combos on other characters. I should also probably turn down the meters to see the net meter gain. Probably something ridiculous.

c.lk c.mk c.hp
L bypass, M bypass
c.hp
j.hp H bypass j.hk M bypass
air dash j.mk j.hk
dash s.lp (x3) s.mp(x2) s.mk s.hk(x3) xx H bypass xx EKG

I got 8135 by simply swapping M and L bypass, need to check on other characters still.

Confirmed:
Valentine
Eliza
Fortune
Fillia/Fukua
Painwheel
Parasoul (really hard to hit j.HK in the second string if you don't use MK bypass though)
Big Band (hard to get only the second hit of j.HK)


Needs Alterations:
Squigly: swap MK and HK bypass in second loop or j.HK will whiff
Peacock: swap the first bypass of the second air string for LK bypass then use HK. NOTE: I have hit it with MK first, but I don't know how and in a lot of tries have not been able to replicate it. Never hit HK bypass first
Double: swap the first bypass of the second air string for LK bypass then use HK.
Bellabanana: swap the first bypass of the second air string for MK bypass then use HK.




NOTE:

The combo is easier on EVERYONE if you do LK bypass MK bypass in the first air string instead of vice versa.
The combo is easier on EVERYONE if you do a low strength bypass as the first one in the second air string.
 
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i want to make combos but i cant stop fucking laughing at all these bypasses
 
My val bnb as of now:

c.lk, c.mk, c.hp,
j.hp, H bypass, air dash, j.hp, M bypass,
dash, c.mk, c hp,
j.hk, adc, j.mp, j.hk,
s.lpx3, s.mpx2, c.mk, s.hp, H bypass, super.

Universal 7.9k
 
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not sure if the jHP hitstun is too long to allow for adc airthrow in any kind of ankle-check capacity, but hey.
 
My val bnb as of now:

c.lk, c.mk, c.hp,
j.hp, H bypass, air dash, j.hp, M bypass,
dash, c.mk, c hp,
j.hk, adc, j.mp, j.hk,
s.lpx3, s.mpx2, c.mk, s.hp, H bypass, super.

Universal 7.9k

how long do you let the j.mp rock?

i cant seem to nail down the timing except on tall characters. i can fudge it a bit by substituting the last string with j.lp j.mp j.hp h bypass super but that leaves a whole .5k on the table and i can't have that.

plus no option for s.hk knockdown dickery
 
how long do you let the j.mp rock?

i cant seem to nail down the timing except on tall characters. i can fudge it a bit by substituting the last string with j.lp j.mp j.hp h bypass super but that leaves a whole .5k on the table and i can't have that.

plus no option for s.hk knockdown dickery
4 hits of j.mp

and try to delay the first j.hk and the j.mp as much as possible.

or do j.lp, j.mk, adc, j.mp, j.hk instead
 
fun 8k for today's build
[ MEDIA=youtube]GMdx1sIns0o[/MEDIA ]


edit: fun 8.4k for today's build

 
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I have a fun air throw/burst bait 50/50 using the new changes for 1 meter.

I've been using CaioLugon's BnB for damage with some decent corner carry, my main reset point is right here:

2LK 5MP 2HP
j.HP xx j.236HK
air dash
j.HP xx j.236MK
dash
2MK 2HP
j.HK xx air dash
j.MP j.HK
HERE

So the actual 50/50 itself from the combo is either j.MP xx air dash back or simply air throw.

The air throw followup is:

air throw xx 236PP
j.236LK
air dash
j.MK j.HK
air throw OR j.LP xx air dash back

Sets up back into itself for 1 meter. Not sure if Val had a setup like this before, but I've thought for a long time these are the most threatening resets in SG, so it is great to have the option ever for a meter.
 
Few neat ideas with weird links. 10/31 build.


 
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Corner combo with copter


absolutely no effort went into this
 
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Just posting here to let people know that Duck's midscreen ilght corner carry combo works in the 25% super jump patch. the timing is different and you need to get in more hits with j.mp than usual but it still works.
 
here is my valentine+BB 11k corner operation. overall damage is about 9k without the bb lvl 1 followup. forgot I already had 1 vial loaded before the combo. but here it is.

there are opportunities to sneak in a few more heavy hits, but this is broken down to be done realistically everytime. biggest challenge is making sure your s. LP's carry the combo after the syringe toss.

this combo works on all weight classes

 
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you guys should totally use all s.mp hits and s.lk after s.lp when doing the last string in the corner.
 
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