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[CSE] Valkenhayn Combo Discussion (Updated: 6/7/13)

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w[5A > 5B > 236B > 236B > 5C > j.B > j.B > 5B > j.AAA > dj.D] > j.C

There are a bunch of variants though, like

w[5A > 5B > j.AAA > j.236A > j.236B > 5C > j.B > j.B > 5B > hj.D] > j.B > dj.B > j.C

w[5A > 5B > 236B > j.236B > 7CD] > j.C > 5B > 5C > h.jB > j.A > j.B > j.C

Human 5B is difficult to land, try [... 7CD] > j.C > 2A > 5C > hj.B ... first

With a 5B starter (mostly anti-air) you can have even greater carry (because that was not enough):

w[5B > 236B > 236B > 5C > j.B > j.B > {5B > IAD > j.A > j.B}x2 > 5B > IAD > j.A > j.B]

This is pretty difficult and not absolutely necessary, I put it there so you know it exists.

w[5B > 236B > 236B > 5C > j.B > j.B > 5B > IAD > j.B > 3C > j.A > 5D] > 5B > 2C > hj.B > dj.B > j.C > [König Flug]

Watch out for your wolf meter!

Keep in mind that if you are near and back to a corner, you should modify your combo slightly, like this:

w[5A > 5B > j.AAA > j.236B > 5C > j.B > j.B > 5B > hj.D] > j.B > dj.B > j.C

You will switch sides with your opponent, so in a situation like this

|_______________________X_o_______|

o=you

X=opponent

You'll end up straight in the right corner instead of somewhere around here:

|____X_o________________________oX|

And finally a bonus swag combo!! Extremely great carry, impress your friends, etc.

w[5B > IAD > j.B > 3C > j.A > 5D] > 3C > 236C > 9D > [j.B > j.A > 5D] > 5B > 2C > hj.B > dj.B > j.C

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quick question about this combo '

FC 6B> 5C >236B~216B >5B >2C > 6C > 4~2C > 6C > 2C > 5C > hj.5B> dj.5B. > j.5C > j.236236C [5700 Damage, ? Meter Gained]

FC 6B> 5C >236B~((216B)) - im assuming this notation is 236B but if im wrong could someone explain wat this notation does ? never seen it before hopefully its just a typo

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Here is an 8278 damage fatal gold burst combo:

6B(FC)(2)>5C>236B(1)>(RC)>2C>j.Gold burst>(Position yourself for 2C now)>Gold Burst>2C>6C>2C>236C>2D>Wolf 236B>Wolf j.236B>Wolf j.C>Wolf j.B x2> Wolf B>j.d>j.B>dj.B>j.C>j.236236C

(100% heat, Generates about 28%)

8381 DMG, 100% heat:

6B(FC)(2)>5C>236B>(RC)>2C>j.Gold burst>(Position yourself for 2C now)>Gold Burst>2C>6C>2C>236C>2D>Wolf 236B>Wolf j.236B>Wolf j.7C>j.D>j.C>5A>5B>hj.B>dj.B>j.C>j.236236C

9038 dmg, 100% heat, 2 Gold Bursts:

6B(FC)(2)>5C>236B>(RC)>2C>j.Gold burst>(Position yourself for 2C now)>Gold Burst>2C>6C>2C>236C>2D>Wolf 236B>Wolf j.236B>Wolf j.7C>j.D>j.C>5B>2C>6C>2C>236A>2C>hj.5B>dj.5B>j.5C>j.236236C

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I was reading the Valky guide thread for the millionth time (not sure why I still read it anymore, but it interests me when I have nothing else to do). Anyways, I was reading the description of his normals, this one in particular ("5C - Long Range poke, although kinda slow, mostly followed up with 236A or nothing at all. Crouching and Counter hits combo into 236C.") and I realized that I could combo off of his 5C without meter, crouch, or CH from anywhere on screen since it was jump cancellable on hit and could be linked into a tk'd mondlitcht. So I went into the lab for a little while and came out with two combos that had an 5C starter:

Midscreen:

5C > tk.214B > 6D > w[j.236A > j.236B > 5C > j.B > j.B > 5.B > j.AAA > dj.D] > j.C

Damage: 2995 Meter Gain: 31 Heat

Corner:

5C > tk.214B > 6D > w[j.236A > j.236B > 7CD] > j.C > 2A > 2C > 6C > 2C > 6B > 236A > 5B > 2C > w[j.DA] > j.C

Damage: 4220 Heat Gain: 55 Heat

Not sure if this is too well known, but I figured that it'd be a good little tidbit of information to share for others who didn't know like myself. It's a tad situational since you need to be relatively close to your opponent for it to work. In the corner I'll sometimes do 5C > 6C and at times they will get hit by the initial 5C and I don't have a proper follow-up combo without meter, crouch, or CH so I guess that could be one of it's uses.

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You have to know 5C will hit to use those combos because you can't confirm it. You will most likely be punished if blocked. The only times you will use that combo route is if you hitconfirm 2B/5B into 5C while close to the opponent or if you have meter and confirm a poke into 236A RC>2C>6B>5C>TK214B>etc.

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Actually, I managed to cancel into the tk'd mondlicht at the ending frames of 5C consistently (after the kick connects and he twists his body slightly and pauses you can do it, this is probably due to the amount of hitstun on 5C).

It's nothing big or anything, just something that some people may find useful.

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Might as well just post the fun little double gold burst combo that I use, it's pretty practical since it's off of a 2C starter and we seem to get those on occasion. Requirements are (42 starting heat, 2C confirm, and 2 gold bursts)

Corner:

2C > 236B > Rapid Cancel > 2C > Jump Cancel Gold Burst > 2C > Jump Cancel Gold Burst > 2C > 6C > 2C > 6B > 2C > tk.214B > 5D/4D > w[j.236A > 236A > 236B > j.236 > 7CD] > j.C > 2A > 5B > 2C > j.D > w[j.B > j.A] > 5D > 5B > 2C > j.B > j.C > j.236236C

[9840 damage, builds 81 heat]

Edit: I'll mess around a bit later and see if I can break the 10k barrier with the same amount of resources.

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I thought I'd ask here first before digging into the CSE video thread again, does anyone know a wolf starter combo that goes something like w[5B > one or two Konigs > Rasen jB > jA] > 5D > 2C > 6C ~. I think the combo looked something like that but the general difference from the usual midscreen wolf combo was the usage of w[jB > jA] > 5D > 2C (w[jB > jB > jA] at a higher altitude I think), but I don't remember exactly how the combo went so was hoping someone here would know what I'm talking about.

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Was gonna say, "Check the OP!", but for some reason it isn't there...

w[5B>j.A>j.236A>j.236B>5C>j.B>j.A>5D]>2C>6C>(dash)2C>6B>236A>5B>2C>j.B>j.B>j.C

w[5B>j.A>j.236A>j.236B>5C>j.B>j.A>5D]>2C>6C>(dash)236A>5B>2C>j.B>j.B>j.C (Too far for 2C after 6C)

For one konig you can do w[5B>j.AAA>j.236B>5C>...]

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itsme, if you need the damage/heat values, here they are:

w[5B>j.A>j.236A>j.236B>5C>j.B>j.A>5D]>2C>6C>(dash)2C>6B>236A>5B>2C>j.B>j.B>j.C

3463 DMG, 51 HG.

w[5B>j.A>j.236A>j.236B>5C>j.B>j.A>5D]>2C>6C>(dash)236A>5B>2C>j.B>j.B>j.C (Too far for 2C after 6C)

3091 DMG, 43 HG.

For one konig you can do w[5B>j.AAA>j.236B>5C>j.B>j.A>5D]>2C>6C>(dash)2C>6B>236A>5B>2C>j.B>j.B>j.C]

3398 DMG , 47 HG.

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A few combos:

Corner: - 5B > 2C > tk.214B > Forward Dash > 2C > 6C > 2C > 6B(1) > 236C > 2D > w[236B > j.236A > j.236B > 7C] > j.D > j.C > 5B > 2C > j.A > j.B > dj.B > j.C [4688 DMG, 64 HG]

Midscreen to Corner: - j.C > 2C > 6B > 5C > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6C > tk.214B > 2D > w[236B > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C > j.D > w[j.A] > dj.D > j.C > (j.C) [4337 DMG, 59 HG]

- w[5B > j.A > j.236A > j.236B > 5C > j.B > j.A] > 5D > 2C > 6C > 2C > 6B > 236A > 5B > 2C > j.D > w[j.A] > dj.D > j.C > (j.C) [3351 DMG, 48 HG]

- w[5B > IAD > j.B > 3C > j.A] > 5D > 2C > 6C > (Forward Dash) > 236C > 2D > w[236B > j.23A > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C > j.D > w[j.A] > dj.D > j.C > (j.C) [3458 DMG, 48 HG]

Midscreen: - w[236A > 236B > j.236A > j.236B > 7C] > j.D > j.C > 2A > 5C > j.A > j.B > dj.B > j.C [3340 DMG, 38 HG]

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...W[5B> jAAA> jB>, 3C>, jB>B Eisen>Himmel] OR ...5B->2C>[jD>jAAA>jB>3C>jB>jc>B Eisen>Himmel]

The himmel wolf pattern. Himmel wolf should only come out if they tech, so buffer it accordingly (like an OS). If they decide to take a nap on the floor,a w5A can sometimes reset the combo counter. If it doesnt reset them, prepare for an air tech, or gatling into w5B and go from there. Mix up the cmd grab with w5A to catch their jump attempt. Should be used on

characters without a legit reversal. If they do have a reversal, use the below variation instead. The command grab can be avoided by chicken blocking or with a back step. If they jump ,they might try to get out of the corner(due to w5B), so plan ahead. If they back step, you can evade their punish by buffering a 4C/7C during the command grab (match up specific).

hey anyone know if theres a video of this ... or could anyone answer me on how this is achieved? is it an option select? of is it just a set up?

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I believe it's a mixture of both a set up and an OS. I think it was also shown in one of the CSE videos but since Jourdal's & PK's accounts were terminated I can't show you. When you use j.B > 3C > j.B > j.214B, the j.214B is supposed to whiff allowing you to catch your opponent with the command grab as they tech immediately from the j.B.

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I'm having a bit of trouble with his double distortion ender (632146D>2362369C)

Any tips for connecting that? And is it character specific?

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It's not character specific (although it's a bit easier on some.). I found it helped with timing to enter the konig input right after the opponent lands from sturm. But it's really just one of those things to grind out...

If you're having trouble with 2362369C, try 2369236C. If you're having trouble with 2369236C, try 2362369C. :P

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Did a bit of testing for you. Here are the results:

Was Able To Do It On: Ragna, Jin, Hakumen, Hazama, Tager, Litchi, Noel, Relius, Valkenhayn.

Wasn't Able To Do It On: Rachel, Carl, Arakune, Bang, Lambda, Taokaka, Mu, Makoto, Platinum, Tsubaki.

I usually just input the tk.konig flug at the near end of sturm wolf. Make sure to delay it slightly otherwise it'll come out too low and whiff.

Perhaps I'm doing something slightly wrong though since it keeps whiffing on a good portion of the cast.

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