Val HK bypass lets Cerebella convert off Diamond Drop or Dynamo (F+HP+Val), lets Parasoul convert off midscreen pillar->bikes on anyone the bikes don't OTG (Val, dash, F+HP), lets you put extra high-damage knockback moves in your combos, etc, and her throw assist stands them up. She doesn't have mashable neutral assists but she can give you a lot.
Ground LK Bypass is -4, which is unpunishable except by Big Band. And you'll forgive me if I can't think of a (reasonably balanced) game where there are projectiles that cover screen space and are plus on block at point blank.
As an actual pixie she's pretty damn bad given that her actual movement speed isn't terribly fast and her "alpha blade"-like move needs meter to do anything good, and the ground version is always awful, and her projectile is horribly minus on block.
(Also, I didn't pick her because I wanted a pixie; I picked her because I wanted a character that threw fireballs on QCF but was more focused around using her normals in neutral rather than a pure projectile runaway. SG needs a shoto... Eliza kinda fits the bill, though).
Even without FRCs, GGXX has a few. Venom's Stinger Aim and Carcass Raid, Testament's "forward" EXE Beast, Johnny's coins, and some of Dizzy's shit. Add FRCs, and... yeah.
No, but it's a factor, and in a game with assists it's going to be a bigger factor than in a game without assists.
Chipp has a + on block cS, basicaly + on block rekka, and a (shitty) standing overhead from his rekka chain. As I've mentioned in other threads before, Fortune does a better job at being Chipp than Val does.She has the ability to double jump and airdash and and iirc has the fastest running speed in the game. She can get where she needs to be provided her user isn't terrible at reacting and blocking. She's designed to basically be Chipp without the teleports (and a DP) and frankly, she doesn't need them and if she did, she'd be without a doubt the best character in the game since she'd have quite literally everything at that point.
I should have specified "non-charge projectiles without any downside" because charge moves are generally given better advantage, it's why they're charge moves.
Shot is a charge move, and yeah LK George is but it also has gigantic cooldown, and if you miss you can't throw another for years. None of these things are shoto-style projectiles.
Well of course it's a factor, everyone would like to deplete your lifebar, but it's not like she does 1 point per hit. Half health is 2-touch death the same as 2/3 health is.
I do like playing val but there are some issues
- you need to learn combos specifically for characters due to the basic bnb not working(fuck filia).
- needs vial to do a decent amount of damage/lag gimmicks
- metered reversals
- No decent assists besides 2mk or bypass which are beyond mediocre
- Assist reliant
- one of the harder characters to use without as much payoff (this is big)
- Throw range on air grab is laughable(plz buff this)
Gamma Blade (ironically enough, given the character in question in this thread) is another example; +5 at point blank, 15f startup, and I don't think anyone has ever called that move "broken".-off topic-
I should have specified "non-charge projectiles without any downside" because charge moves are generally given better advantage, it's why they're charge moves.
Forward EXE beast was the most broken move in GGAC, bar none, and is a pretty good example of why you don't want generic projectiles that are plus on block. Coins are limited ammo, and Dizzy's axes are 30+f startup. FRCs take meter and are game specific, as well as affording that advantage to anyone.
The fact that assists fill a character's holes are exactly WHY damage is more important in an assist-game than in a non-assist-game.
What if Dizzy has an assist that gives her a bunch of extra damage, or an assist that gives Pot a much harder time getting in? What if Dizzy plays solo so she has more health/damage than Pot?The fact that assists fill a character's holes are exactly WHY damage is more important in an assist-game than in a non-assist-game.
Think about Potemkin vs. Dizzy. It's OK for Pot to kill Dizzy in two or three hits, because Dizzy should never get touched in the first place. Now, imagine Pot with LnL or mBomber or Brass; he'd have a much easier time getting in, and still having "Potemkin damage" would be utterly imbalancing.
Having assists works to homogenize the neutral options across characters, which will always work to make damage more important.
2HP overhead change breaking the block high when she's in the air rule really sucks yeah. I hate that change.
Everyone has invisible mix up its Skullgirls.
But hey, this is my opinion
- No back dash/back airdash cancellable into normal
- No high damage without loading a charge
- No instant overhead
- No reversal besides a slow-ass hitgrab that you can't even combo after it even tho you wasted 3 bars
- A shitty tag in that even got nerfed
- No safe DHC
- No way to burst bait efficiently on the ground without wasting a meter
- A lvl 2 that most of the times is not worth wasting because if you countered an air attack you won't be able to combo right because of height
- The constant need of an DP assist to be not-that-lame with her
- Slow/highly predictable resets without lag vial
- No reliable anti-air
- Not recovering from air bypass until you reach the ground or waste a meter to be kinda safe, and still suffer a 50% chance of being hit or grabbed after it
- She is a ninja but needs to play defensively instead of being able to kill people fast and I think this is fucked up
Cilia Slide does all this, while also hitting low and breaking armor. Granted H Bypass does 250 more damage.
Is that really that useful?
I completely agree with you. I honestly think she is really underdeveloped (especially her reset cross up game cause its ridiculously good) And that s. hp is great cause you can kara that into cross which is pretty useful. And lets not forget the god like potential of lv 3 poison on combos (SO MUCH DAMAGE).ummm Cynical if I recall correctly you use LnL assist. If you're complaining about damage, you coulda learned my Val + LnL combos that I've been doing since early this year. Hell Gllt was dumping a bunch of them that do 8k+ in the combo thread not too long ago.
Honestly I think there's some untapped potential in Val.
s.hp can ruin the opponent's spacing since she takes a step back on startup (great for baiting throws/throw techs, also eat it parasouls that like to rush in at the start of matches), backdash jump cancel j.hk adc pressure is cool, and there's green vial to convert off of any random hit. And what do we do with all that undizzy we get from lvl2/lvl3 green vial? When's lag vial bandwagon?
what.
I'm gonna give an example of this just because I wanna link this video. Go to 4:25 for an example of the damage you can get from BB Hood with powered up Juggernaut. It's funny:
What does this even mean
Incorrect, because undizzy means that early resets are mandatory, so the amount of damage you do in your first few chains matters a lot. And Val's is abysmal.
Incorrect, because undizzy means that early resets are mandatory, so the amount of damage you do in your first few chains matters a lot. And Val's is abysmal.
@Mr Peck , why play Juggernaut when you can play Sentinel or Mags and have infinites anyways?
Yeah, as though anyone is going to finish a combo against a full-health character, instead of going for resets.
Incorrect, because undizzy means that early resets are mandatory, so the amount of damage you do in your first few chains matters a lot. And Val's is abysmal.
(EDIT: also, LOL @ everyone saying "she's just underdiscovered!". It's not like she was the most played character for most of 2013 or anything. She just sucks, and everyone dropped her when they realized that.)