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Valentine Combo Thread

I found a 8.5k one that is inconsistent on lights. While I was trying to find another one, I came up with this new one that is not HCH, but hits 7.8k midscreen. Maybe universal.

 
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Reiterating that it took me 2 years to realize that green vial stacks with CH undizzy bonuses. Think about that for a second. No really. 440 undizzy points for Val. And then nonsense that wouldn't be possible without all that extra hitstun.


There are probably better ways to use it than this. Especially in the corner. This is just what I threw together in a couple of hours.


...We need to dig deeper.
 
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I've been waiting a looooong time for someone to do an assisted green-vial-load combo, into a burst bait using another vial load, into a HCH green vial combo, cuz yeah.
 
I've been waiting a looooong time for someone to do an assisted green-vial-load combo, into a burst bait using another vial load, into a HCH green vial combo, cuz yeah.
Didn't the hit on vial load get taken away? Or did you mean a burst bait into another vial load combo into flew shot?
 
Yes the hits got taken away. That's not what he meant. From what I understand, baiting & using an assist to catch them after. Of course using vial load on bait to retreat Val's hitbox
 
I'm new, might be useless

8,6 Works on anyone but Big Band/Double , just wanted to give Mortuary some love
Using c.LP makes it easier on land than s.LP on some characters

9,2 Works on everyone needs vial
 
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In the corner, mort drop leads into scalpels > adc conversion into a full combo/more resets, rather than just an EKG.
Also, first video is private.
Also, I figure you realize that's a reset, yeah?
 
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1)Didn't think that ,thanks
2)Sorry changes didn't save properly
3)Yes I do
 
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So what's the reasoning behind removing Vail Load hitboxes? Because there was some sick stuff you could do with that, sMP the way it worked before also allowed for some crazy resets.
 
Yeah, but now you can do as many vial loads in a combo (both as an assist and not) as you can fit in because of no hitbox.
 
hm, true, but even before that I managed 3 vial loads in a combo thanks to the hitbox.

I guess it is preferable the way it is for teams with valentine, solo it's pretty useless though
 
A few times, I'd land regular counter, and think, DEKILLSEINEN SAID THIS IS A GOOD TIME TO LOAD A VIAL, then I did that, but the hitbox tapped my opponent and they recovered and punished me, and then I couldn't be mad at sage because loading a vial was still the right thing to do, it was just a situational spacing thing that made it backfire in your face for not paying attention.

And while its uses in sikk combo video stuff is gone.. I won't miss it. I lost matches over that shit, lel.
 
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I will admit that the vial load hitbox once worked as a random ass AA, but that shit was random as hell and never happened again. Rip, you wont be missed
 
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but but but but but...the combos ;_;

(4:26 in case the timestamp doesn't work)
 
ilu datagram and the tk bypass thing but i still like ground bypass into LP on lights, its classic

 
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ilu datagram and the tk bypass thing but i still like ground bypass into LP on lights, its classic

Ground Bypass into LP is definitely more practical. Main problem is that you can't use s.LPx3 in the last chain. I've also found c.HP xx L Bypass to be somewhat inconsistent (though I was trying to do it fast enough to link c.LK).

 
Anyone know a good corner carry happy birthday combo (preferably solo but if it uses mk.bomber still fine)? Both my bnbs drop one character before I can snap.
 
Anyone know a good corner carry happy birthday combo (preferably solo but if it uses mk.bomber still fine)? Both my bnbs drop one character before I can snap.

The only combo I have right now that corner carries SquigBand is:
... c.HP, j.HK > ad, j.MP(3) > j.HK, j.LP > j.MP(3) > j.HK > ad, j.MK, s.LP ...

I'd be interested to know if there's anything more consistent.
 
I think that j.mk(1) is more consistent than j.mk(2), specially with the recent changes.
 
I had a video with vortex using j.hp IAD j.lp j.mk(1)
 
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Y'all are giving me so much good shit to learn when the Mac port comes out. Thanks so much guys.
 
You can also do stuff with cHP IAD jMK and cHP dj jMK or cHP dj jHP. The last two are a bit more difficult.
It's just me dragging up some @dragonos451 tech and trying to apply it to Valentine to see if it has any use. (dj normals after launcher)

Here's some things on my mind worth noting/remembering though. I mean, this is the combo thread, but since we're talking tech a little..

jLP recovers fast enough to do double jumps after and/or throws, I just realize I haven't test jLP recover > air dash yet, though that seems silly since I can adc out of the jLP anyways.

And yeah, jLP and jLK1 > adc is a thing and has uses, and outside just adcing into other lights. jLK1 adc jMP jHP is a corner and midscreen string I use that keeps people crazy low to the ground, but at the cost of using up normals quite early. Though you can use it late in corner combos with the air bypass and double jump stuff in your arsenal.

Some notable strings I've been working with are;
jLK1 adc jMPx jHP
jMK1 adc jMPx jHX
stage 3: jMK1 adc delay jMK1 jHP; this is not quite as good as the first two in terms of height (it's higher than them) but its low enough even on lights to reliably relaunch from, IIRC, and it's not as mean to IPS
jLP1 adc jMPx jHX; this is.. not very useful, because you don't want to burn jLP and jMP like this, but situations arise.. I used it in an optimal combo in the corner from a green vial countervenom the other day! Yeah, no one is gonna use this, lmao. Especially when jLP delay jMP jHP gets pretty much the same effect there and jLP delay jMP is super good now.

Can we talk about jMP..?

I understand a dislike for jMP > sLK/cLK, but.. I promise, with the right setup, it's nooot hard.
jLP delay jMP is really good if you find the timing and can restand Filia from raw cHP to the ground into sLK consistently, you don't HAVE to have sLP, it's just easier.
Even jMP > sMP works. Now that is probably a bit tougher, but damn, yes, it works. brb making a terrible jMP loop combo?

I've also been working on some green countervenom stuff, as mentioned in an above spoiler. The corner has some fuun stuff. I'll post something when it's more fleshed out. I'm still struggling to find the right combo of early ground bypass > good use of the otg from it > optimal-ish air bypass strings > relaunches and relaunch loops (here or earlier or later, but usually earlier, as I get free ones from green vial cHP ad air throw whiff loops, but I can't decide how worth it they are vs earlier ground bypass..) > then the proper restand from that into a sensible normal (considering some routes use up my LK and LP very early and even my MK and MP! The juggling/rearranging is real here.. and of course, I want that LP, which gets rid of the lights only ground bypass > lp juggles from my combos. and LK is my standard otg conversion, and MK is my green vial relaunch loop early optimal medium normal.. and MP restand from jHP.. my brain hurts..)

And corner countervenom gets you the free vial at the cost of otg (but is that worth it vs otging with the HBypass early? That damage..)

also, if you land corner countervenom, it seems smarter to start with air strings rather than ground because of stages?.. just jump and do things.
when I was hitting green countervenom, I think it put me directly in stage 3..? IIRC. So, jumping to meet that, I still got my 'two of the same normals/specials IPS is counting in stage 3 but not holding against me yet' thing.

e.g. green countervenom in the corner > superjump delay HBypass MBypass Shuriken land > combo
or blah blah jHP HBypass adc jHP (hits behind them, flings them into corner, this is green vial jank here.) sHP or cHP > whatever from here. sHP goes into bypass > otg. cHP (same damage as sHP) goes into relaunch loops (because jHP and raw bypass is already wasted and you want to save other air normals for the air bypass strings from the next launch)

THIS IS A LOT OF WORDS BYE
 
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I'm looking for ways to punish Peacock's Lenny (as in a combo that will make her get hit by Lenny, but not you).

I came up with a little 9kish combo that does it with 1 vial and 1 meter, but I'm sure you can get more damage off an enemy Peacock's Lenny (in the corner?), especially because Val's cLP gives a counterhit.

Anyone got anything?

Peacock in corner:
cLP, cHP,
jHP, AD, jMP, jHP,
[rejump] jLP, jMP, jHP, H bypass [block Lennysplosion]
sLk, sMP, sHP, Vial Toss,
sLP(3), sMP(2), cMK, sHP, H bypass xx EKG flatliner
 
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I had a midscreen for the HK ATrain stuff and I have Brass versions that I should share because more people would probably want to play Val/Brass than Val/HKATrain.
I'll look into beat extend too.
 
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I've been waiting a looooong time for someone to do an assisted green-vial-load combo, into a burst bait using another vial load, into a HCH green vial combo, cuz yeah.
So I recently tried to take this on. The issue I am having is that using vial load as a burst bait isn't working because the opponent always tends to recover before I am able to counter hit the whiffed burst, even if the burst was pretty high up. I would normally couple that burst bait with an assist but I had already used it to load the first vial so it is still locked out.
 
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So I recently tried to take this on. The issue I am having is that using vial load as a burst bait isn't working because the opponent always tends to recover before I am able to counter hit the whiffed burst, even if the burst was pretty high up. I would normally couple that burst bait with an assist but I had already used it to load the first vial so it is still locked out.
the only way I'd see that done is burst baiting with sLP --> sHP kara cancel vial load --> scalpel super

of course, there would be a lot more stuff like that if the vial load hitbox were still there, or at least mid combo only to avoid disrupting alpha counter *hint hint*
 
Couldn't the vial load be cancelled into either scalpels (I think you can combo off grounded scalpels in the corner) or level 5?
 
Hmm I was trying to avoiding using meter for the sake of being efficient, but after spending over an hour trying to figure this out, I might just have to do that, which sucks because it'll use up an OTG super early.
 
also burst punishing with scalpels no longer qualifies as an HCH combo. More like MCH + green undizzy benefits.
 
What you need is a burst bait that dodges with vial that puts them high in the air, rather than like, otg sLK sHP (kara vial load)
This way you have more time for the vial to load and to attempt a punish

sHK comes to mind?