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Valentine Combo Thread

How do you time those 2 Savage Bypasses in the beginning? Opponent does a ground tech when I practice it in Training Mode.
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.
 
Is it possible for Val to load up a vial during Bella's Cerecopter? Is there anyway that assist benefits her?
there's plenty of time to load a vial and keep the combo going. You can even load & throw and it would work.
Cerecopter = ridiculous lock down, combo extension and a wall while you load up full/mid screen vials. Also useful after sweeps for continued pressure.

and while we're talking about Bella assists,
Diamond Drop = hella reset opportunities, awesome alpha counter while corner pressured that leads to a combo
Lock n Load = delayed timing allows for cross-up set ups, extended pressure, and practically a projectile to cover your rushdown
Devil horns = a crap DP, but it's a DP.
 
How do you time those 2 Savage Bypasses in the beginning? Opponent does a ground tech when I practice it in Training Mode.
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.
Also as mpgame stated before, it doesn't work on double. Everyone else is fair game.
 
Now more than ever we need to fight the urge to start combos with j.hp.
 
there's plenty of time to load a vial and keep the combo going. You can even load & throw and it would work.
Cerecopter = ridiculous lock down, combo extension and a wall while you load up full/mid screen vials. Also useful after sweeps for continued pressure.
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.

Also, I have an arcade stick question. Mine controller has 8 buttons and the last 2 are used for Assists. I'm thinking of running a team in this specific order: Valentine/Cerebella/Ms Fortune. How should I call Cerecopter during the multi-hitting s.HK? If I'm playing Val/Bella, then I just push HK once, then HK+MP or HK+Assist Macro the 2nd time and it works, but If I use a team of 3, then I accidentally call out Fortune's (Who is Anchor) assist.

EDIT: Changed mine controls to fit the team.
 
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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.

do c.lk, c.mk, s.hp, hk savage bypass, s.hk (x3), lk savage bypass (link) s.lp/lk s.mp, c.mk, s.hp, cerecopter assist xx vial, mp vial toss.
or call the assist during the second hit of s.hk and cancel into vial load.

s.hp has far more hit stun than s.hk, but the second hit of s.hk does relatively close hit stun.
 
So the 240 undizzy is going to break a lot of fucking combos because Valentine needs a lot of hits to do damage + 66% scaling off assists = dem indirect nerfs.

For corner jump loops it looks like you'll need to fit 4-6 heavy attacks to reach 7k damage.

Ideally the combo should work in a corner carry situation rather than requiring the corner from the beginning. If anyone can hit 7k with 1 bar then I'd like to hear it. I know someone who can do a 6.1k damage combo with the new undizzy but the combo needs to start in the corner.

doing combinations of light/medium and heavy attacks to get 4 loops reaches about 4.2k damage but undizzy reaches like 200 or so...

then again I usually just use other people's combos so there's probably something I'm missing.
 
Whoo, 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.
 
just as a note, could you guys at least enable "show stick" in training options if you plan to put this up on youtube...it just helps with occasionally ambiguous moves and beginners/people just picking up val.
 
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I suck at dash jumps, so here's a midscreen cb for heavies.

Harder to time with Para/Bella, but omitting certain hits like the 2nd hit of the first j.MK and the LK near the end can make it work. To keep opponent in the corner, use HK(2) to QCF + MK instead of HK(3) QCF + HK near the end.

Depending on starting moves (ex. LK, MK, launch or j.HP, launch) it nets anywhere from 6800-7800 dmg.

- launch
- j.HP, ADC, j.MK(2), j.HP
- dash forward, (c.)LP, launch
- j.LK, j.HP, ADC, j.MP(3-4), j.HK(2)
- LK, MP(2), MK, HK(3), QCF+HK, QCF+KK

edit - better video
 
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Whoo, 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.
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
 
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
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.
 
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.
I don't know if it's just me being terrible, but I seem to have a lot of trouble comboing Squigly.
 
I don't know if it's just me being terrible, but I seem to have a lot of trouble comboing Squigly.
Nah, Valentine combos on Squigly (And Ms. Fortune to a lesser degree) can be really annoying.
 
8k posion syringe combo

annotations
j.HP
cr.LK, cr.MK, HP, HK savage bypass
HKx3, throw syringe
LPx3, cr.HP
j.LK, j.MP, j.HP
j.LP, j.MP
LK, MPx2, cr.mk, HP, HK savage bypass, flatliner super
 
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Universal? Lightweights only? List the moves?

Posting a combo without posting the specifics :|

Vial combos are sort of iffy anyway. It requires you to load up a vial in the first place and afaik there aren't too many assists that allow you to load a vial in the combo itself. The only one I can think of is Bomber.
 
Universal? Lightweights only? List the moves?

Posting a combo without posting the specifics :|]
It's universal just don't do the first savage bypass on double and big band. I'll add annotations soon

Vial combos are sort of iffy anyway. It requires you to load up a vial in the first place and afaik there aren't too many assists that allow you to load a vial in the combo itself. The only one I can think of is Bomber.

There's A LOT of assist that let you load a vial during combos cerecopter, hairball, drag'n'bite,wheel of fortune, painwheel's crouching mp, her gae bolga stinger, big band's rush punch. You can even use updo and naplam pillar if you launch then call the assist
 
Guys, I need help. I figured this thing out:



But I have no clue what to do later. s.lp into full chain finished with 2x s.HK -> vial -> super is available, but I dunno what to do in the air. Any ideas?
 
Guys, I need help. I figured this thing out:



But I have no clue what to do later. s.lp into full chain finished with 2x s.HK -> vial -> super is available, but I dunno what to do in the air. Any ideas?

You can do launch j.lk, j.mp, j.hp, dash, lp, lk, mp cr.mk, hp, vial, super
 

8,5k+ dmg, possible DHC into DD and then something with Cere, gonna work on that later.
 
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MDE is totally fine guys. No need to switch to beta patch next week.
Val has no damage; all the damage is Bella's rush punch. #nerfbella
 
Annotations:
c.lk, c.mk., c.hp
j.hp xx IAD j.mp (x2) j.hp
*land* j.lp, j.mp, j.hp
*land* s.mk, s.hp xx vial toss
s.lp (x3) c.mk (x2) s.hp xx hk savage bypass
OTG c.lk, c.mk, s.hp, delay assist call, xx mk savage bypass
s.mp (x2) c.mk, s.hk (x2) xx mk savage bypass xx EGK flatliner

concept is universal. just skip the second air rep for heavier characters.
 
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Here's my super short combo for beginners.


Annotations:
Jump in j.hp, air dash, j.hp, land (optional)
c.lk. c.hp, jump
j.lp, j.hp, j.hk (2 hits), air dash (not too fast), j.mp (1 hit), j.hp, land
s.mp (1 hit), c.hp, jump
j.mk (1 hit), j.hp xx hk savage bypass, land, EGK flatliner

Works on everyone except Double. For double skip the first j.lp, and replace s.mp on ground with dash s.lp. You may also add a j.HK at the end, which will look like this.


This works against double, parasoul, and bella.

If done as an otg combo (say off an updo/pillar/butt), be sure to cancel bypass into flatliner instead of waiting for landing.
 
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Now more than ever we need to fight the urge to start combos with j.hp.
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.
 
I changed the damage on video title to start counting from c.lk.

The whole point is just to show that is is j.hp, ad, j.hp safe, so if you try to break guard and the first j.hp end up hitting, you won't have to scramble for another combo due to Undizzy limit. It is also anti air j.hk, ad j.mp (1 hit), j.hp safe, and air Checkmate Incision, ad j.mp (1 hit), j.hp safe. Like double j.hp, they force undizzy to start counting once you land.
 
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I rarely play yet I have been finding it incredibly easy to improvise chain starters with val, just use the principle "if you started your combo at a high IPS then use the other light for the last chain" ideally you should be minimizing the light attacks you use at the beginning of the combo to reduce scaling so if you don't have a normal to start the final chain with you are doing something wrong. Also if the first j.hp hits its 90% of the time gonna be a counter hit and that makes the combo irrelevant anyway. The chances of someone merely walking forward into a slow j.hp is minuscule, or at the very least it is not an interesting scenario that needs discussion.

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.
 
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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.
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.
 
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That combo's actually been somewhat helpful for me just to get out of the deal of doing combos that were too long for current undizzy. I did find that if you delay the J.HP after J.HK ADC J.MP a bit you go underneath and behind them and end up in a pretty good position for a reset mixup with CR.LK/throw/backdash > airdash > J.HP
 
I think that even though combos are shorter now the variety is much higher, we aren't usig half of the openers in any given combo so any hitconfirm can lead to full damage even if you start at higher ips.
 

Works on light/mid weights.
 
So I took a huge break from SG, but upon hearing about Encore, I came back to check it out. To my surprise, none of my old BnBs work anymore, they just get green bursted every time. What happened to Val while I was gone? 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...

Any info would be greatly appreciated!

Edit: 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.

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.
 
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She got the short end of the stick on the update and virtually no love in return. Not befitting for someone named Valentine.

He tried with the green poison taking a little away from undizzy, but I can't make any real use of the green poison change in terms of damage over purple poison. It's for corner carry only for the most part.

Other than that, counter hitting now functions as a way to extend combos a little bit by also taking away from undizzy yeah, but still less than MDE had to offer. Good luck.
 

Works on light/mid weights.
By light/mid do you mean everyone except big band/double?

Looks interesting, are there any good reset points?
 
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.
This post is a perfect example of what it's an example of.
 
By light/mid do you mean everyone except big band/double?

Looks interesting, are there any good reset points?

Everyone except para/bella/BB/double. You can go for a grab reset or high/low mix up once you touch the ground again. It's also possible to get an airgrab after the scalpel throw > double jump, but it's kinda tricky.
 
Can someone just tell me Val's BNB solo and if possible BNB's with my future team Val/Pars/Fillia
 

Here's one, it's pretty easy unless you don't like air dash cancels
annotations
cr.LK, cr.MK cr.HP
j.HP ADC j.MP j.HP
j.LP j.MP j.HP ADC j.MK
LPx3 MK cr.HP
j.LK j.MP j.HP xx HK savage bypass xx Flatliner
 
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Here's one, it's pretty easy unless you don't like air dash cancels
annotations
cr.LK, cr.MK cr.HP
j.HP ADC j.MP j.HP
j.LP j.MP j.HP ADC j.MK
LPx3 MK cr.HP
j.LK j.MP j.HP xx HK savage bypass xx Flatliner
how do you adc cancel?
 
how do you adc cancel?

ADC is an air dash cancel. When doing a move in the air you cancel the animation of the move with an air dash so that you can do another move and continue the combo.