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Val's lvl2 is an under-utilized tool. Granted its is situational, but don't forget that it's there.
Basic Info
Countering Without Vial Loaded
Countering With Vial Loaded
Countering Armored Moves
Basic Info
- 0 frame startup
- Val takes a step forward, and stands straight at full height (taller hitbox). She stands taller than Parasoul, shorter than Double.
- Notice that Val's collision hit box (blue) does not expand from her normal height. So trying to counter a Filia IAD j.hp before the move comes out will lead into a whiffed counter and Filia dashes through you.
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- Active frames end when Val exits her pose.
- Can only DHC from counter super if it connects.
- Cannot be DHC'd into since there is no super flash.
- Can beat out mashed out supers (esp. Double's Car)
- Works on assists (as long as it counts as a physical hit)
- Can cancel from any ground normal and ground special.
- Cancelling HK savage bypass isn't useful. On block, the cancel period is short and the entirety of the lvl2's active frames is shorter than bypass's blockstun. It is also punishable during recovery.
Mortuary Drop can be cancelled on whiff up to the point where Val tosses the body bag. Careful, it can be cancelled after it hits too.
EDIT: Mortuary drop has been patched so that it starts up faster, but cannot be super canceled unless on hit.
- Cannot counter projectiles, or throws.
- Includes Double lvl2 catheads and Fortune's lvl3 and detached head attacks, Squigly's silver chord and Daisy Pusher super, as well as Big Band's hk giant step shockwave.
- CAN counter bursts
Countering Without Vial Loaded
- Opponent gets frozen with an Rx prescription drawn on her/him
- The Rx is palletized! Silent Hill nurse pallet is blood red!
- gives an opportunity for a guaranteed counterhit combo
- Remember 350 drama MDE Val combos? now you can kinda do them if you want. (found at the first few pages of the Val combo thread)
- opponent is in a throwable state (useful for armored attacks section)
- only one opponent character on the screen can be frozen from the counter. If opponent's point character is frozen (countered without vial loaded) and the opponent called an assist before the counter, and the assist was countered, then point character will be unfrozen. The unfrozen point character will continue its attacking animation.
- The counter works in that it absorbs a hit for no damage. If countering a single hitting normal/special, the attack won't have a hurt box after the frozen effect wears off. If countering a super/multi-hitting move, the attack will continue after the frozen effect wears off.
- Any backwards movement (with the exception of backdash) is sealed off and translates into Val's blocking animation. So if you want to adjusting for jump-in j.hp xx air dash j.hp, you have to backdash, air jump forward j.hp xx airdash j.hp.
- Gives enough time to load up a vial, and then s.hp/c.hp. SO DO IT!
(unless the vial load's hitbox will overlap with the frozen opponent's hitbox)
EDIT: Vial Load hitbox removed. JUST DO IT! LOAD A VIAL!
- Opponent can be pushed to the corner in frozen state if that's your fancy. So you could run for a few sec -> grab -> run more to the corner -> combo/free oki.
- Val injects the opponent with the vial, the opponent gets stunned in place for short period, and flies backwards half screen in a juggle state.
- Causes 3375 Damage by itself (2250 + counter hit bonus), an additional 2364 damage with poison vial loaded (given 1.0 damage ratio)
- Is invulnerable all the way through the animation.
- Causes instant lvl3 vial effects
- Doesn't give drama/undizzy counter hit benefits
- instant stage 3 combo state, so watch those buttons and try to avoid triggering ips.
- Is a legit punish of predictable dp assist calls. If countering a called assist and point is around the same location as assist, both point and assist get hit by the needle and are injected with the lvl3 effects.
- If opponent's point character is blocking, is +45 on block. Causes slight pushback on opponent's point character, but still plenty of time to do a mix-up. (They could of course pushblock, but people would probably be mashing buttons to punish the first time.)
- Opponent's assist will suffer counterhit + assist damage bonuses, and with a purple vial loaded, will bleed every time the assist is called.
- DAT HITBOX DOE
- with purple vial loaded, the simplest bnb can reach 9k with ease
- is a tide changer and only needs 1 reset to kill a character.
- Successfully countering extended hitboxes (squig's j.hp, titan knuckle) from a distance leads to a teleport directly in front of opponent.
- Countervenom breaks armor
- Freezing armored moves with a prescription
- Armor doesn't get broken unless you throw the enemy or use a multi-hitting attack that rips through all the hits of armor.
- Frozen effect disappears once opponent is hit
- Counter Hit bonuses don't occur until you get through all hits of armor
- When countering moves with up to 2 hits of limited armor (Big Band's Super Sonic Jazz w/o taunt and Brass Knuckles, Bella's H/M Lock n Load, NOT Bella's lvl3) Val can use c.mp to rip through the armor and keep a combo going.
- If you can time it right, you can cancel the first two hits of c.mp into c.hp for +100 drama/undizzy and 1425 counter hit damage.
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