Day 2 Valentine; cut me a break :P
Sorry :( just was Saying. Don't mean to be mean lol
It's all good. Btw, has anyone been toying with Val burst baits? I found one, but I have to figure out a way to consistently punish without blocking burst.
theres plenty :) one of my favorites is one me & fedora messed around with a while ago. Anyways I'll post the couple I got later on.
Here are the optimized combos I've come up with that aren't too hard to do and very universal. My final product :D
EDITED UPDATES:
1) seems that the j.mp after the j.lp is best done in only 1 hit.
2) a delayed first j.hk for the light vial combo seems to help a lot.
3) for vial bnb on lights, you wanna usually j.mp at foes hip.
Important Note: these combos were made primarily for damage, but also have great corner push too. Not pushing as fast as some dash jumping combos, but you WILL end up in the same position if not a better one with more frame advantage. It's quite simple really. HOWEVER, I will say the combos on light characters are challenging in regards to timing at certain parts (j.lp in vial combo & last j.mk, j.hk in vial-less) since they're different from the usual rhythm of valentine...and I can't lie, I'm STILL practicing getting them down 100%...it's definitely a muscle memory thing, but even so, they're more consistent that the dash jumping. And even from across screen, the opponent will be in the corner w/full damage! However, if you're midscreen and do one of these, but want to keep the opponent in the corner, then you've a few options:
1) finish with last hit of s.hk for slide & enough time to load a vial. They can't tech and will have to get up so baiting a super or raw tag should be super easy. You CAN tack on H Bypass for more damage, BUT they will get up quite fast. Not faster than you recover, but still.
2) instead of doing the last hit of s.hk, you can do the 2nd hit, then M bypass, then super if they're not literally rubbing the corner. They will end up in the corner and you ready to hook up some serious pressure! If you do it this way, damage will only go down 200 (vial combos will be 7.2k-7.3k instead).
3) if you're already up on the walls and don't mind using meter...you can use scalpels! Now idk what damage will be, but most likely it'll be significantly less since not all the scalpels will make contact (opponent on ground). Be ready for a tech too.
4) this is kind of a silly option, but still works nicely...instead of stretching s.mk, just do the first hit, s.hp, mortuary drop! The combination is fairly tight so visually it's pretty sneaky, but as usual if they're holding up-back they might get out. Mix this in and you'll get a lot of people lol. Also you can EKG Flatline, but you won't have them in the corner after I believe. Anyways, there are always different stuff you can do along with resets & these combos have some very fun reset potential -- so hookitup!
Universal lvl 1 poison Vial Combo on light characters @7.4k:
c.lk, c.mk (1 hit), c.hp,
j.lk (1 hit), j.hp, j.hk (slight delay), ADC j.mp (2 hits), j.hk,
j.lp (most important part...jump immediately...but delay the punch so it hits waist/upper-body), j.mp (2 hits), j.hk (restand), vial toss,
Dash s.lp (3 hits), s.lk, s.mp~s.mp (be sure to get ALL hits), s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EKG flatline super)
Notes: because of the beginning j.lk always starting as soon as you launch the opponent and other moves coming out in the same way in a dialed-in manner, the first air chain is pretty easy. The hard part is the next chain w/j.lp. Trust me, like many Val combos it requires some timing, but luckily this timing will work universally among everyone. The aim is to restand the opponent by j.hk & get that vial off. Typically I'd save it until the end...but I was only getting 7k & I had to sacrifice the last bit of s.hk (which is the most powerful) & just as big, H bypass. So essentially you had to hit EVERY multihit move to get to 7k, but with this combo it's much easier to be consistent. Once you get to the ground, everything is incredibly easy & all you have to do is make sure you don't rush moves, that's all. I tried seeing if I could potentially replace vial with dead cross to potentially hit 7k as a regular BnB, but I think I managed to get 6.5k, so if you don't have a vial just use the other combo I made.
Universal no-vial combo on light characters @ 6.9k:
c.lk, c.mk (1 hit), c.hp,
(delay jump till after sparks) j.hp, (fairly "long" delay) j.hk, ADC j.mp (2 hits), j.hk,
j.lp, j.mp (1 hit), j.hk, ADC (slight delay) j.mk, (slight delay) j.hk,
s.lp (3 hits), s.mp~s.mp, s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EKG Flatline super)
Notes: this is one of the only combos from anywhere I know that do this much damage on a light character period for encore. Idk ANY other combos that really get near this for relatively simple execution. Now mind you, there are still some timing issues I'm working out, but that's easy to get down instead of constant dash jumping in my opinion. Anyways, you'll have to do the first j.hp rrrrright as the sparks disappear & then j.hk needs to have a noticeable delay (right after the j.hp visual swipe arc effect goes away). After that, you ADC to j.mp for 1 hit & j.hk after. At first I thought it was 2 hits (it's possible), but I've found that doing one then just delaying attacks after works best. By doing 1 j.mp vs 2 j.mp hits, I've been able to do it more consistently.
Universal lvl 1 poison vial combo on heavy characters @7.5k:
c.lk, c.mk (1 hit), c.hp,
j.hp, j.hk, ADC j.mp (3 hits), j.hk,
j.lp, j.mp (3 hits), j.hk (restand), vial toss,
Dash s.lp (3 hits), s.lk, s.mp~s.mp, s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EGK Flatline super)
Notes: I really wish everyone could be combo'd as easily as heavy characters for valentine. It's funny because I often find heavier characters a pain with the rest of the cast because you WANT them to stay in the air...but with Val, the faster people drop and the heavier, the better. So luckily, doing a combo on parasol, Val, big band, & double is SO EASY. Everything is dial-in. Just drag-out those j.mp's and you're good!
Universal no vial combo on heavy characters @7k:
c.lk, c.mk (1 hit), c.hp,
j.hp, j.hk, ADC j.mp (3 hits), j.hk,
j.lp, j.mp (3 hits [only 1 for Bella]), j.hk, ADC j.mk, j.hk,
Dash s.lp (3 hits), s.mp~s.mp, s.mk, s.hk (3 hits), qcf+hk (H Bypass), qcf+kk (EKG Flatline super)
Notes: just like the vial combo, this one is no different and is very dial-in as well. Only difference is you're using an extra ADC w/j.mk, j.hk to make up for the vial you don't have. Now mind you, on Bella she has a low profile so most likely you'll have to only do 1 hit for the j.lp air chain. Aside from that, everything is very straight forward :D