Andarel Report post Posted September 23, 2010 Nah, I know the combo (it's listed, anyways). I'm just asking if it's midscreen-specific / you can only do 2 reps of [2A 2C 5C 236A]. If you can do more...that's pretty ridiculous damage right there. And yes, it's a fatal. Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 23, 2010 It can done in the corner, I don't see why it could not be used in the corner. I would test for another rep but LOL JP ONRY Share this post Link to post Share on other sites
Ronove Report post Posted September 23, 2010 Well, it requires landing a CH 6B, considering how bloody slow that move is unless the opponent is mashing it is likely that such specific setup won't occur that often (and it'll most likely force the opponent to burst). Oh well, I'm gonna test all this stuff after I get some sleep and report it here. [edit] screw that I'm going to try this stuff now, that vid was too nice I guess I'll sleep less Share this post Link to post Share on other sites
Almadiel Report post Posted September 23, 2010 Since it seems to matter a lot for this character, could you maybe list the exact amount of heat you need to begin the distortion combos instead of just the amount consumed? Thats going to factor a lot into the decision of which one to use at any given time. Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 23, 2010 Well, it requires landing a CH 6B, considering how bloody slow that move is unless the opponent is mashing it is likely that such specific setup won't occur that often (and it'll most likely force the opponent to burst). Yet it can still be done in the corner And Almadiel, sure. When I get Valk I'll be sure to add heat gains for every combo Share this post Link to post Share on other sites
Ronove Report post Posted September 23, 2010 This combo 5B > 2C > 6B > 5B> 5C> 236C > 9D >j.Ax3 > 236B > 236A >236B > CD > j.C does 3.8k damage and gains 43% meter However it's worth to note that it will work only if the opponent is hit while crouching, or if you get in really deep, like you dash in and start the combo if you just "poke" 5B then when doing 2C > 6B then 6B will whiff because you'll be pushed too far away. It's a similar issue as the 5B > 3C combos, due to the fact all of Valk's normal have a lot of pushback if you're hitting a standing opponent it has to be in their freaking damn face, or crouching. If not, it's safer to just 5B > 5C > 236A to close distance and reset, imo Share this post Link to post Share on other sites
A.K. Report post Posted September 23, 2010 I don't see it broken Geno. o_o; Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 23, 2010 I don't see it broken Geno. o_o; Oh so it's because I'm from Panama so now I can't see ANYTHING? Motherfuckers Share this post Link to post Share on other sites
A.K. Report post Posted September 23, 2010 Oh llolololol. Lemme here's Imageshack. http://img707.imageshack.us/img707/3889/j9a8sn.png Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 23, 2010 Thank you. @Ronove: Thanks for the info, I'll edit accordingly. ...Is it possible to follow 5B > 5C > 3C > 236B midscreen? Share this post Link to post Share on other sites
Felicia Report post Posted September 23, 2010 Hmm, interesting... Valkenhayn uses 6B as an anti-air during the final Hakumen fight. I wonder if there's more to this move. Share this post Link to post Share on other sites
dooku Report post Posted September 23, 2010 Yet it can still be done in the corner And Almadiel, sure. When I get Valk I'll be sure to add heat gains for every combo I can post heat gain for those combos later tonight. Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 24, 2010 Much appreciated. (And if you can, research not point blank 5B combos) Share this post Link to post Share on other sites
Silhouette Report post Posted September 24, 2010 Let me DERP here for a minute: [h] 2C > 6B > 5B > 5C > 236C > 9DC > j.AAA > j.236B > j.236A > j.CD > j.B > dj.B > j.C (4960 Damage) [derp]In bold. This denotes that you are to press these buttons simultaneously, correct?[/derp] Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 24, 2010 It's just 9D actually, apparently it does the dash by itself...My bad. But just to be sure press 9D then 9C? Share this post Link to post Share on other sites
Ronove Report post Posted September 24, 2010 6B works like a meaty AA, but it's really too damn slow, although if it does hit it leads to nasty damage. But if the opponent is out of 2C's range then a meaty 5C could be a better option as it covers more horizontal space. Anyway despite being out only for two days there's already interesting stuff on NicoNico. As I also personally figured out right now Valk plays more with really short strings into resets, until he either has meter for a RC combo or in case he lands a 2C. No 5B > 3C combos to be actually used as I suspected because of the pushback. Share this post Link to post Share on other sites
unsanctifier Report post Posted September 24, 2010 6B works like a meaty AA, but it's really too damn slow, although if it does hit it leads to nasty damage. But if the opponent is out of 2C's range then a meaty 5C could be a better option as it covers more horizontal space. Anyway despite being out only for two days there's already interesting stuff on NicoNico. As I also personally figured out right now Valk plays more with really short strings into resets, until he either has meter for a RC combo or in case he lands a 2C. No 5B > 3C combos to be actually used as I suspected because of the pushback. That play style is EXACTLY what I've been doing. It is really effective, the in-out game with the wolf helps once you get really comfortable with using his 236s to move around quickly and safely. Share this post Link to post Share on other sites
dooku Report post Posted September 24, 2010 Heat gain for a little over half the combos, I'll get the rest tomorrow when I have more time. II. Combos from A Moves. Midscreen. [w] 5A > 5B > 236B > j.236B > j.214A (1.7K Damage, 20% gain) [h] Close 2A > 5B > 3C > 2B > 5C > SJC > j.B > dj.A > j.B > j.214B > 9DD > j.B > dj.B> j.C (2357 Damage, 30% gain) [h] Close 2A > 5B > 3C > 2B > 5C > SJC > j.B > j.214B > 6D > j.236A > j.236B > C > D > j.B > dj.B > j.C (2.7k Damage, 38% gain) [h] 2A > 2A > 5B > 632146D (2.7k Damage, 50 Meter required, 3% gain...) Corner. III. Combos from B Moves Midscreen. [h] 5B > 5C > 236A (1548 Damage, 11% gain) [h] 5B > 3C > 236B~236B (2060 Damage, 18% gain) [h] 5B > 3C > 2B > 5C > j.B > dj.B > j.C (2.5k Damage, 18% gain) * [h] 5B CH > 6B > 5B > 3C > 2B > 5C > j.B > dj.B > j.C (3.3k Damage, 25% gain) [h] 5B > 3C > 2B > 5C > j.B > dj.214B > 9D > j.AAA > j.236A > j.236B >j.214A (3.2k Damage, 37% gain) [h] 5B > 3C > 2B > 5C > j.B > j.214B > 9D > j.AAA > j.236A > j.236B > j.D > j.B > dj.B > j.C (3.5k Damage, 39% gain) [h] 5B > 5C > 632146D (3.6k Damage, 50 Meter required, 5-6% gain...) [h] Dash/ On crouching opponent 5B > 2C > 6B > 5B > 5C > 236C > 9D > j.AAA > j.236B > j.236A > j.236B > C > D > j.C (3874 Damage, 43% gain) [h] 5B on Crouching Opponent > 5C > 236C > 9D > j.AA > j.236A > j.236B >7C > j.B > j.B > Land > 5D > 5B > 5C > j.B > j.214B > 9DD > j.B > dj.B > j.C (3.9k Damage) [having trouble landing this one, I'll try more tomorrow] [h] CH 5B > 6B > 5B > 6C > 236C > 9D > j.AA(A) > j.236B > j.236A > 5CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (4.3k Damage, 46% gain) [h] 5B > 5C > 236A > Rapid > 2C > 6B > 5B > 5C > 236C > 9D > j.AAA > j.236A > j.236B > 7CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (4.8k Damage, 50 Meter Required, 50% gain) Corner. [h] 236B~236B > 5D > j.A > D > 2C > 6B > 2C > 6C > 2C > SJC > j.B > j.214B > 9DD > j.B > dj.B > j.C (3.8k Damage, 47% gain) [h] 236B > Rapid > 2C > 6B > 2C > 6C > 2C > j.DB > j.A > 5B > 236B > j.236A > j.236B > 7CD > j.B > j.214B > 9D > D > j.B > dj.B > j.C (6.8k Damage, 50 Meter required, 53% gain) IV. Combos from C Moves Midscreen. [w] 5C > j.B > 5B > 236B > 236B > 236A > 5C > 5D > j.B > j.214B > j.DD > j.B > dj.B > j.C (3254 Damage, 37% gain) [h] 6C > 5D > j.B > Land > 5B > 236B > j.236B > C > D > j.B > j.214B > 9DD > j.B > j.C (3493 Damage, 33% Gain) * [h] 2C > 6B > (5B) > 5C > 236C > 9DC> j.AAA > j236A > j236B > j214A/B (4.4k (4.6 Damage), 37% gain) [h] CH 2C > j.C > 5B > 5C > 236A > RC > 2C > 6B > 5B > 5C > 236A > reset (4.5k Damage, 50 Meter required, 28% gain) [h] 2C > 6B > 5B > 5C > 236C > 9DC > j.AAA > j.236B > j.236A > j.CD > j.B > dj.B > j.C (4960 Damage, 39% gain) Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 24, 2010 Thank you very much Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted September 24, 2010 Another thing I thought about: j.C seems to have a low hitbox, so it gave me the ideas for my previous post. Thinking about it more, is it possible it might also have fuzzy properties like a low Hakumen j.B (low j.B (blocked) -> instant dj.B)? The hitbox might not stretch out horizontally enough, but it's worth a shot. Not only is j.C fuzzy possible, it's pretty easy. Making j.C jump cancel on block had to be one of the greatest things for Valk, that move is gdlk. Working on a corner combo based on the combos I listed earlier, you can do something a little stronger since you don't have to worry about landing far away after the RC. Share this post Link to post Share on other sites
unsanctifier Report post Posted September 24, 2010 Dunno if this has been mentioned, but its sort of a combination of one combo with a command grab that leaves you open to continue without a second RC after the grab. standard RC combo start up 5B - 5C - 236A - RC - 2C - 6B - 5B - 5C - 236C - 9D - [w]236D - MANY OPTIONS HERE (2c would probably be a good choice) you just have to make sure that when you hit the 236C -> 9D -> 236D that your opponent has his back to the wall (he won't be high off the ground then) making it possible for you to continue the combo! obviously don't do this combo often, command grabs in combos are blue beats and can be countered, just j.aaa after the 9D and whatever after has this been posted before? Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 24, 2010 We generally don't post bluebeats as they are unreliable. Share this post Link to post Share on other sites
unsanctifier Report post Posted September 24, 2010 ah, its just fun to toss in once or twice in your whole session with an opponent, its a big combo booster and rage-initiator! edit: thanks for the headsup though Share this post Link to post Share on other sites
Prinnical Shock Report post Posted September 24, 2010 Thread updated, though I hope to see a match video vs Lambda. If Severin's right, this is going to be bad Share this post Link to post Share on other sites
BladeOfJustice7 Report post Posted September 24, 2010 Thread updated, though I hope to see a match video vs Lambda. If Severin's right, this is going to be bad Probably, I'm hoping valk won't become the new ct hakumen, great damage but noway of getting in close on people and easily zoned. Hopefully he won't need a fumajin seal like hakumen. BB has a hard time making effective close range fighters... But this match up will sorta make or break his effectiveness as a character to get in and deal damage. Share this post Link to post Share on other sites