destruction_adv
Yare Yare Daze
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It's timed so they don't hit the ground off the 2nd bypass it looks like, might not work on anyone heavier than Val.
It's timed so they don't hit the ground off the 2nd bypass it looks like, might not work on anyone heavier than Val.
there's plenty of time to load a vial and keep the combo going. You can even load & throw and it would work.
The second savage bypass is the light version. Cancel into it as soon as the last s.hk connects. The s.lp/s.lk follow up after that is tricky and you can't mash to get the timing.
If I start a combo like this: cr.LK, cr.MK, s.HP, LK Savage Bypass, s.HKx3, Cerecopter Assist, then the opponent manages to do a ground tech after I load up a vial and it's difficult for me to continue this combo.
Is it just me or does the very first air cancel into j.mp take some time to figure out? It's like like an instant air dash, there's a slight delay and the dummy always falls too fast for me to do j.mp and j.hpWhoo, 480p recording!
Anyway, here's an alright thing that ranges at about 6.5 to 7k depending on what you do.
Works on everyone. There's some slight timing changes on heavier/lighter people, but it's mainly just when to do the j.HK, works anywhere on the screen and builds into itself as long as you had about 1 meter when you started it.
Do whatever into a launcher
j.HP > j.HK air dash cancel
j.MP > j.HP
land > dash-jump > j.MK > j.HP
land > dash-jump > j.LP > j.MP > j.HP
land > dash forward LP > MP (twice) > MK > HK (twice) > QCF + MK > QCF + KK
The dash-jumping and the dash at the end in certain cases isn't needed (like near the corner), but it does carry 'em a lot further if you do that when you start from the corner.
On heavies do the j.hp and j.hk parts fairly quickly, against light characters you want to delay the j.hk a bit. Also, here is it with the actual inputs.Is it just me or does the very first air cancel into j.mp take some time to figure out? It's like like an instant air dash, there's a slight delay and the dummy always falls too fast for me to do j.mp and j.hp
also I dont think this works in corners for lightweights, they don't fall fast enough for you to catch them in s.lp during the ending ground string
I don't know if it's just me being terrible, but I seem to have a lot of trouble comboing Squigly.
For me too, Val combos are hardest on Squigs.
Nah, Valentine combos on Squigly (And Ms. Fortune to a lesser degree) can be really annoying.
It's universal just don't do the first savage bypass on double and big band. I'll add annotations soon
I must add an amendment to this grim reminder. We must also fight the urge to start combos with j.hp, ad, j.hp if we are going to have a standardized reference for combo damage.
Well yes, that's the intent. A lot of times I see beginners and intermediate players trying to learn the hardest combo since they are the only videos available, drops it more than half the time, and freeze up because they are too focus at not messing up the combo. I figure a short and easy combo that works everywhere will put that out of their mind so they can focus on actually playing.Also please don't take this as a kind of chastisement, all I am doing is being critical. If your combo is just meant to be a placeholder for people who don't know how to do combos yet and aren't able to grasp the utility of what they are doing yet, then its all fine. I just feel like I should be making anyone who uses this combo aware of the pieces of it so they don't start making bad combo habits or bad assumptions about the way val combos work.
By light/mid do you mean everyone except big band/double?
This post is a perfect example of what it's an example of.What the heck is optimal now? It sucks because I can barely find ways to do the simplest of things like mid-combo poisoning, relaunches etc...
[snip]
Managed to throw together a makeshift variation of my old BnB that does 7K in the corner for 1 meter and lvl1 poison, but its way harder than my old one. Not so bad I guess, But I had no idea combo lengths got axed so hard. Kinda wish I could go back to how it used to be.
[snip]
Double Edit: Sweet jeezums. All it took was an hour figuring things out, and holy hell, the changes just made Val scarier. Counter hit combos are ridiculous now.
how do you adc cancel?