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GenoWhirl

[CS2] Valkenhayn Technical Discussion

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Welcome to DEM WOLF combos! :yaaay:

PLEASE ONLY USE THIS THREAD TO DISCUSS VALKENHAYN COMBOS, AND TECHNICAL MUMBO-JUMBO.

INDEX (Combos in red are the preffered, most practical ones IMO).

MIDSCREEN/CORNER

I) General Notes

II) Combos from A Moves

III) Combos from B Moves

IV) Combos from C Moves

V) Combos from Anti-Airs

VI) Combos from Air-To-Ground

VII) Combos from Air-To-Air

VIII) Throw Combos

IX) DEM FEITAL COUNTER COMBOS

X) Astral Combos and Misc. Data

XI) Character specific combos

I. General Notes.

[h] means Human Forme, while [w] means Wolf forme. So obviously, [h] 5C means to use 5C while in human forme, and 5C [w] means to use 5C in Wolf forme.

MG = Meter Gain

Sturm = 632146D

[h] and [w] will only be noted once. Assume the forme changes when you see "D" in a combo. (Ex: 236C > 9DC)

MIDSCREEN.

II. Combos from A Moves.

[h] Close Range 2A > 2C > 6B > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > j.214B > 2D > 236B > j.236A > j.236B > CD > j.B > dj.B > j.C (3356 Damage, 53 MG)

[h] 2A > 2C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (2972 Damage, 47 MG)

[w] 236A > CD > 2C > j.B > j.214B > 9D > j.AAA > j.236A > j.236B > CD > j.B > dj.B > j.C (3101 Damage, 38 MG)

III. Combos from B Moves

[h] 5B > 3C > 236B~236B (1828 Damage, 18 MG)

[h] 5B > 5C > 236A > Rapid > 2C > 6B > 5C > 236C > 9D > j.A > j.236B > j.236A > 5C > j.B ×2 > 5B > j.DB > dj.B > j.C (3930 Damage, 36 MG)

[h] j.214B > 5D > j.236A > j.236B > C > j.B > j.A > Land 5D > 5B > Sturm (3753 Damage , 22 MG without Sturm Ender)

IV. Combos from C Moves

[h] CH 5C/ Crouching 5C > 236C > 9D > j.AAA > j.236B > j.236A > C > j.B > j.B > Land 5D > 5B > 2C > j.B > dj.B > j.C (3312k Damage, 38 MG)

[h] CH 5C/ Crouching 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 5B >2C > j.B > dj.B > j.C (3359 Damage, 46MG, Guaranteed Corner Carry)

[h] CH 3C > Dash 2C > j.214B > D > j.236A > j.236B > j.B > j.A > Land 5D > 2C > 6C > Delay 2C > 6B > 5B > 2C > j.DB > j.A > Land 5D > 5B > Sturm (5930 Damage, 50 MG, Must Be Somewhat Near Corner)

[h] 2C > 6B > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 5B > Sturm (5934 Damage, 43 MG Before Sturm Ender, Guaranteed Corner Carry)

2C > 6B > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > Delay 2C > j.214B > 2D > 236B > j.236B > j.236A > C > j.B x2 > 5B > j.DB > dj.B > j.C > Konig Flug (6611 Damage, 65 MG Before Konig Ender, Must Be At Least Mid-Stage)

V. Combos from Anti-Airs

[w] 5B > j.A(AA) > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > 6C > Land 5D > 236A > 236B > 7C > j.A > j.DC (2981 Damage, 39 MG)

[h] CH 6A > 5C > j.214B > 5D > 236A > 236B > 5C > j.B x2 > 5B (9) > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > j.C > Konig Flug (4114 Damage , 45 MG Before Konig Ender)

[h] CH 6A > 5C > j.214B > 5D > 236A > 236B > 5C > j.B x2 > 5B (9) > j.B > 3C > j.A > Land 5D > 5B > Sturm Wolf (4216 Damage , 36 MG Beform Sturm Ender)

CH 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > land 5D > 2C > 6C > delay 2C > 6B > 5B > 2C > j.DB > > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > dj.C (5254kDamage, 60 MG without Distortion) (6374 DMG, 10 net MG with Konig ender)

VI. Combos from Air-To-Ground.

[w] © j.A > 5B > j.AAA > j.236B > j.236A > C > j.B > j.B > 5B > j.DB > dj.B > j.C (2335 Damage, 30 MG)

[w] j.A > 5B > 236B > j.236A > 9C > j.B (> 3C) > j.A > D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (3482 Damage, 60+ MG)

[h] j.C > 5B > 5C > 236A > Rapid > 2C > 6B > 236C > 9D > j.AAA > j.236A > j.236B > CD > j.B > dj.C > j.236236C (4.8k)

VII. Combos from Air-To-Air.

[w] (CH?) j.236A > 7C > 5B > j.AAA > j.236B > C > j.B x2 > 5B > j.DB > dj.B > j.C (2.7k Gamage, 30% MG)

VIII. Throw Combos

Throw > RC > D > 236A > 236B > j.236A > j.236B > C > j.B x2 > Land 5B > j.AAA > j.DC (3.3k, 50 Meter Required, 25 MG)

Air throw (from a high jump) > Mondlicht Whiff > 3D > D > 2C > 6B > 2C > j.214B > 9D > j.A x3 > j.236A > j.236B > C > j.B x2 > Land 5B > j.A x3 > j.DC (3.8k Damage, 48 MG)

IX. DEM FEITAL COUNTER COMBOS

:kitty::kitty:

[h]6C CH > 2C> 5C> 236C> 9D >j.B > j.A > Land 5D > 2C > j.236A> j.236B >5C > j.B > j.A> Land 5D > 5B > 2C > sj.B > dj.B > j.C> Konig Flug (4847 Damage & 54 MG Before Distortion , 6017 Damage & Net 4 MG After , Gauranteed Corner Carry )

X. Asstral Combos and Misc. Data.

5B > 5C > Astral Heat

XI. Character Specific Combos.

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CORNER

II. Combos from A Moves.

[w] 5A > 5B > 236B > j.236B > j.236A > C > j.B x2 > Land 5B > j.B > 3C > j.A > Land 5D > 5B > Sturm (3.7k Damage, 32% MG, 18 Meter Required)

[w] 5A > 5B > j.B > 3C > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (> j.236236C) (2667 Damage (3787 with Super), 49% MG)

[h] Close 2A/5A > 2C > 236C > 9D > j.B > j.A > 2C > 6C > Delay 2C > 6B > 5B > 2C > j.DB > j.A > Land 5D > 5B > Sturm (4.3k Damage, 50 Meter Required)

III. Combos from B Moves

[w] (j.A/j.B) > 5B > j.AAA > j.236B > Delay j.236A > C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > Sturm (4.6k Damage, can be done midscreen if near corner. 50 Meter Required)

IV. Combos from C Moves

[h] 6C > 2C > j.214B > 6B > 5B > 2C > j.B > dj.B > j.C (4040 Damage)

[h]Crouching/CH 5C > 236C > D > j.236B > Delay C > j.B > j.A > Land 5D > 2C > 6B > 2C > 6C > Delay 2C > j.214B > 2D > sj.B > 3C > j.A > 5B > 2C > j.B > dj.B > j.C (4.1k Damage, 57 MG)

[h] Crouching/CH 5C > 236C > 3D > 236B > j.236A > 7C > j.B > 3C > j.A > 2C > 6C > 2C > 6B > 5B > 2C > 8 > j.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (4412 Damage, 64% MG)

[h] 2C > 6B > 5B > 5C > 236C > 9D > j.B > 3C > j.A > Land 5D > 2C > 6C > 2C > j.DB > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C (Near corner, 4.8k Damage)

[h] 6C > 5B > 2C > j.B > j.214B > 5D > j.236B > 5C > j.B > j.B > 5B > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C > j.236236C (4.9k Damage)

[h] CH/Crouching 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > j.214B > 2D > 236B > j.236B > j.236A > C > j.B x2 > 3C > j.A > Land 5D > 5B > Sturm (5000 Damage, 47 MG, 3 Meter Required)

[h] 6C > 2C > 6B > 2C > 5C > j.DAAA > j.236A > j.236B > CD > j.B > dj.B > j.C > j.236236C (5+k Damage)

[h] CH 3C > Dash 2C > j.214B > D > j.236A > j.236B > j.B > j.A > Land 5D > 2C > 6C > Delay 2C > 6B > 5B > 2C > j.DB > j.A > Land 5D > 5B (5.9k Damage, 50 MG, Must be somewhat near Corner)

[h] 6C > 2C > 6B > 2C > j.21AB > 2D > 236A > 236B > j.236A > j.236B > C > j.B x2 > 5B > j.B > 3C > j.A > 5B > 2C > sj.B > j.C (5k Damage, 63 MG)

[h] 6C > 2C > 6B > 2C > j.21AB > 2D > 236B > j.236B > j.236A > C > j.B x2 > 5B > j.B > 3C > j.A > 5B > Sturm (6k Damage, 50 MG)

[h] 3C > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > j.236A > j.B x2 > 5B > j.B > 3C > j.A > Land 5D > 5B > Sturm (6.5k Damage, 50+ MG)

[h] 2C > 3C > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > j.236A > j.B x2 > 5B > j.B > 3C > j.A > 5B > Sturm (7.2k Damage, 50 MG)

V. Combos from Anti-Airs

[w] 5B > j.AAA > j.236B > Delay j.236A > C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > Sturm (4.6k Damage, can be done midscreen if near corner. 50 Meter Required)

VI. Combos from Air-To-Ground.

[w] j.A > 5B > 236B > j.236A > 7C > j.B > 3C > j.A > D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (3482 Damage, 60+ MG)

VII. Combos from Air-To-Air.

VIII. Throw Combos

[w] 236D > 2C > 6B > 2C > 6C > j.214B > 2D > 236B > j.236B > 7C > j.B x2 > Land 5D > 5B > 2C > j.B > dj.B > j.C (4.1k Damage)

Air Throw > 2C > 6B > 2C > 6C > 2C > j.214B > Land 5D > 236B > j.236B > CD > j.B > dj.B > j.C (4.3k Damage, 40+ MG)

Throw > 2C > 6C > 2C > 6B > 2C > j.DA > j.236A > j.236B > CD > j.B > dj.B > j.C > j.236236C (4883 Damage)

Throw > 2C > 6B > 2C > 6C > j.214B > 2D > j.236B > j.236B > 7C > j.B x2 > Land 5D > 5B > Sturm (5.2k Damage, 50 Meter Required)

IX. DEM FEITAL COUNTER COMBOS

:kitty::kitty:

[h] FC 6B > 2C > 6C > 2C > j.214B > Land D/2D > 236B > j.236A > j.236B > C > j.B > j.B > 5B > j.DB > dj.B > j.C > j.236236C (6.6k)

[h] FC 6B > 2C > 236B > Rapid >2C > 6C > j.214B > 2D > 236A > 236B > j.236A > j.236B > C > j.B x2 > Land 5D > 5B > 2C > j.B > dj.B > j.C > j.236236C (7.7k Damage)

X. Asstral Combos and Misc. Data.

XI. Character Specific Combos.

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j.C 5B>5Cxx236A>RC, 2C>6Bxx236C>9C>[w]j.A>j.A>j.Axx236Axx236B>7C, j.D [h]j.B>jc.CxxSuper = 4859 damage and 16 heat

reposted from the general discussion. So far its the only valk combo we've seen from CS2

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Info from our dear Hiago:

j.214B > 5D > j.236A > j.236B > C > j.B > j.B > Land 5D > 5B > 632146D

Does 5k. Unsure if it's only on corner?

6C > 5B > 2C > j.B > j.214B > 5D > j.236B > 5C > j.B > j.B > 5B > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C > j.236236C

Corner combo. Does 4.9k Did 5.2k in CS1

6C > 2C > 6B > 2C > 5C > j.DAAA > j.236A > j.236B > CD > j.B > dj.B > j.C > j.236236C (5+k Damage)

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Midscreen

[h] 5B > 3C > 236B~236B (1.8k Damage)

[w] 236A > CD > 2C > j.B > j.214B > 9D > j.AAA > j.236A > j.236B > CD > j.B > dj.B > j.C (3k Damage)

How weird it'd be to actually land this lol

Corner

[h] FC 6B > 2C > 6C > 2C > j.214B > Land D/2D > 236B > j.236A > j.236B > C > j.B > j.B > 5B > j.DB > dj.B > j.C > j.236236C (6.6k)

[h] 6C > 2C > j.214B > 6B > 5B > 2C > j.B > dj.B > j.C (4040 Damage)

Throw > 2C > 6C > 2C > 6B > 2C > j.DA > j.236A > j.236B > CD > j.B > dj.B > j.C > j.236236C (4883 Damage)

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Time to pick apart some more combos

[h] CH 5C/5C on crouching op > 236C > 9D > j.AAA > j.236B > j.236A > C > j.B > j.B > Land 5D > 5B > 5C > j.B > dj.B > j.C (3.2k Damage, 38% MG)

[w] © j.A > 5B > j.AAA > j.236B > j.236A > C > j.B > j.B > 5B > j.DB > dj.B > j.C (2.3k Damage, 30% MG)

[h] 2C > 6B > 5B > 5C > 236C > 9D > j.B > 3C > j.A > Land 5D > 2C > 6C > 2C > j.DB > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C (Near corner, 4.8k Damage)

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5B > 5C > 236A > Rapid > 2C > 6B > 5C > 236C > 9D > j.A > j.236B > j.236A > 5C > j.B ×2 > 5B > j.DB > dj.B > j.C (3930 Damage)

FC 6B > 2C > 236B > Rapid >2C > 6C > j.214B > 2D > 236A > 236B > j.236A > j.236B > C > j.B x2 > Land 5D > 5B > 2C > j.B > dj.B > j.C > j.236236C (7.7k Damage)

Apparently you can do Nacht Rozen (236C) after a 6A CH

I wish people would experiment with 5B > 3C > 236B > Rapid > 5C combos...Maybe schwarz still has positive proration or something...

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Near Corner

Air Throw > 2C > 6B > 2C > 6C > 2C > j.214B > Land 5D > 236B > j.236B > CD > j.B > dj.B > j.C (4.3k Damage, 40+ MG)

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If the stream I saw is correct...

Valk can do 632146D in the corner...then do it again?

Which character was it on? In CS1, it works on Tager , Rachel, Hakumen, and Taokaka.

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[w] 5A > 5B > 236B > j.236B > j.236A > C > j.B x2 > 3C > j.A > Land 5D > 5B > Sturm (3.5k Damage, 28% MG, 22 Meter Required)

[h] 5B > 5C > 236A > Rapid > 2C > 6B > 5C > 236C > 9D > j.A > j.236B > j.236A > 5C > j.B ×2 > 5B > j.DB > dj.B > j.C (3930 Damage)

[h] CH 5C/ Crouching 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.B > dj.B > j.C (3.2k Damage, 44% MG, Guaranteed Corner Carry)

[h] 2C > 6B > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.DB> 3C > j.A > Land 5D > 5B > Sturm (6.1k Damage, 50 MG, Guaranteed Corner Carry)

[h] 3C > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > j.236A > j.B x2 > 5B > j.B > 3C > j.A > Land 5D > 5B > Sturm (6.5k Damage, 50+ MG)

IMO, these are the most vital combos to use as they're relatively simple execution wise and are for the most part, universal in terms of usage.

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http://www.youtube.com/watch?v=oFWL0U3QxoQ#t=0m44s

(0:44 just in case)

That was so cool, wonder if it's on standing only

It's not standing only, but you have to be at the lowest possible point in midair to get the Mondlicht to connect. It'd much easier to just go for land > 3C > 2C > Stuff rather than have to worry about it.

You can actually do it in CS1 if you wanna try (tested on Litchi standing/crouching).

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Had never heard about 236C > 3D > 236B though

I personally can't get it to work either, but 236C sends the opponent up noticeably higher in CS2, they might've increased the untech time too. If they did, we got us some more combo movie material here.

Edit: Ok, got it to work on CH in the corner; fairly easily at that. Unfortunately, that has nothing to do with what happened in the video :v:

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I personally can't get it to work either, but 236C sends the opponent up noticeably higher in CS2, they might've increased the untech time too. If they did, we got us some more combo movie material here.

Edit: Ok, got it to work on CH in the corner; fairly easily at that. Unfortunately, that has nothing to do with what happened in the video :v:

They increased the untech definitely. It was their way of making it a bit easier to combo after it cause as it stands now, AA Rozen is useless against anyone other than Tager which is dumb cause its a GREAT Anti Air if you're in a footsie fight against Ragna or Litchi. While they toned his damage down all around, they made his damage much more consistent to obtain off of most hits. Now max range 5B>5C>Rozen on crouching is actually problem for the whole cast rather than those with big hitboxes.

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Hey wats the deal with his DD back to back Stern wolf> air DD ?.? is that only in CS2 or is it possible in CS1. Also iv noticed how they reduced his mid screen dmg but increase alot of the untech time in most of his moves. Like (w) J.a it seems u can do 2c more consistantly without a fatal. Cause i tried an it only works if it was done in a fatal combo... or extreamly early in the combo itself.

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I think you may be doing j.A too high off the ground (wolf 5B > IAD > j.B > j.A works if the opponent is high enough and makes landing easy) Or you may simply be at a point where oyu need to do 5B instead of 2C

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Sturm > Konig works in CS1, but it's annoyingly character specific. It apparently works on the whole cast in CS2.

Like GenoW said, try to catch them as low as possible with j.A in the middle of a combo. The less time you spend falling before you transform back to human, the more time you have to land the 2C. It should work for most short to mid length combos, but you'll need to put 5B in before the 2C after a certain point.

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No i have done it before but like i said, only during a Fatal combos. But know i kno it works period, so thanks. Also whats up with his (w) dash ?.? does it take less of his meter, cause iv noticed some combos work a lil better in CS2 cause he has a lil more meter of am i just imagining it ?.?

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