Diveman Report post Posted February 4, 2012 Just to clarify, the one Im talking about is this one http://www.youtube.com/watch?v=VKdCVaNZbH8&t=9m07s Share this post Link to post Share on other sites
NickExtreme1 Report post Posted February 4, 2012 Just to clarify, the one Im talking about is this one http://www.youtube.com/watch?v=VKdCVaNZbH8&t=9m07s Only [w]5C dash was used in the beggining of that one. [w]j.A stops the dash and allows for a [w]5B follow-up afterwards. One of Valkenhayn's fundamental and simple links. Share this post Link to post Share on other sites
Diveman Report post Posted February 4, 2012 hmmm weird, when I do it, usually Valken dashes a small bit first, but here it looks like he's magically doing a [w]j.A in the air, am I just oo slow? Share this post Link to post Share on other sites
DJ_Blactricity Report post Posted February 4, 2012 He did 5C>5C>j.A you can input as 5C>5CA or you can piano the 5C~A Share this post Link to post Share on other sites
Kiba Report post Posted February 5, 2012 I added Astral Heat combos to my post. May as well make use of the reserved post. Share this post Link to post Share on other sites
DJ_Blactricity Report post Posted February 6, 2012 Tager Specific Combo 2A>5B>5C>w[j.A>delay j.A>j.B>5B>236B>j.236B>7CD]>j.C>2A>5B>hj.A>j.B>j.C 2583 damage 37 meter The delay j.A may whiff if you're not close enough so you can just go for a mixup(3CD>throw, 3C>j.A/5A, 3C>j.A>land 236D) or return to neutral. Share this post Link to post Share on other sites
Kiba Report post Posted February 7, 2012 Classy. Added. Corner combo 6B > 3C > 236A > 2C > 6C > 2C > j.214D > 1D > w[j.236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [5210 Damage] Pretty standard, though note that a 4th cannon can be added for more damage + meter. Share this post Link to post Share on other sites
Kiba Report post Posted February 12, 2012 Added a midscreen to corner combo: 236B > RC > 2C > j.214B > 9D > w[j.B > j.A] > 5D > 2C > 6C > 2C > 6B(1) > 236C > 1D > w[j.236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > j.B > j.B > j.C [5843 Damage, 55% Heat Gained] It's illustrated with a video link. Also check out this midscreen to corner 6B FC combo Added, but note it is Arakune specific. Share this post Link to post Share on other sites
GenoWhirl Report post Posted February 23, 2012 CH Sturm > jump over > 3C > jager > 2C > 6B > 2C > 6C > Mondlitch > 4cannons > falling j.C > 2A > 5B > 2C > ( j.B > dj.C or j.B > j.C) does 4.9k and builds 52 meter so that when you actually land a wakeup sturm with 100 meter ytou capitalize on it. And by the time you have 100 meter fuck oki lol they'll probabyl die from a 6k combo Share this post Link to post Share on other sites
Kiba Report post Posted February 24, 2012 Added. I also added this wolf starter midscreen combo: w[j.236A CH > 3C > 5B > 236B > j.236B > 7CD] > j.C > 2A > 5C > j.B > j.B > j.C [3201 Damage, 31% Heat gained] I wonder, can this be optimised by doing w[j.236A CH > 3CD] > 2C > j.214B > 9D > w[j.B > j.A] > 5D > 2C > 6C? Share this post Link to post Share on other sites
NickExtreme1 Report post Posted February 26, 2012 Added some damage and heat gain values to some combos that were missing them. Share this post Link to post Share on other sites
Kiba Report post Posted February 26, 2012 Thank you that's very much appreciated. Share this post Link to post Share on other sites
NickExtreme1 Report post Posted February 26, 2012 Corner: 3C > 236A > 2C > 6B > 2C > 6C > 2C > j.214B > 2D > 236B > j.236A > j.236B > 7CD > j.C > 2A > 5B > 2C > j.DA > dj.DC [4053 Damage, 64 Meter Gain] Midscreen to Corner: ([w]5C >) [w]j.B > 5B > 236B > j.236B > 7CD > j.C > 2A > 2C > 6C > 236A > 5B > 2C > j.DB > j.A > 5B > j.AAA > j.B > 3C > j.B [3381 Damage, 50 Meter Gain] Doesn't work on Share this post Link to post Share on other sites
Kiba Report post Posted February 26, 2012 I got the 1st one added. I didn't know you could use a third 2C before the j.214B. I thought that may have damaging to the combo itself. Edit: I derped. Got the 2nd one added. Share this post Link to post Share on other sites
GenoWhirl Report post Posted February 26, 2012 works near corner but mostly a corner combo CH w5B > 4 cannons > 7CD j.C > 2B > 2C > 6C > 2C > 6B > Jager > 5B > 2C > ender of choice, will always build 50+ meter and around 4.4k I'd normally say "useless combos yay" but if you can Hitconfirm a CH 5B this is good reward Edit: Should work off 5B > 236B > j.236A > j.236B too *shrug* for 4.3k /old news and if you do 3 cannons 2A > 2C > 6C will connects as opposed to 4 cannons yay optimization that isn't that practical Share this post Link to post Share on other sites
Kiba Report post Posted February 26, 2012 I hope you don't mind Genow, but I'd like to be extremely specific with the combos. w[CH 5B > 236A (slight delay) > 236B > j.236A > j.236B > 7CD] > j.C > 2B > 2C > 6C > 2C > 6B > Jager > 5B > 2C > j.B > j.B > j.C How much damage and meter does this combo give? Share this post Link to post Share on other sites
GenoWhirl Report post Posted February 27, 2012 4.5k damage, 65 meter Generic Schwarz Throw combo Throw > 236B > RC > 2C > 6B > 2C > 6C > j.214B > 2D > 236B > j.236A > j.236B > 7CD > j.C > 2A/2B > 5B > 2C > j.B > dj.B > j.C (Both do 4.2k, but if you use 2b it builds back the 50 meter) Share this post Link to post Share on other sites
NickExtreme1 Report post Posted March 6, 2012 Training mode adventures tonight revealed to me Weiss Jagd whiffs on Jin, Taokaka, Lambda, and Hazama up close on block. On Mu-12 it's a delayed hit(delayed enough to punished with Mu's DP.) Share this post Link to post Share on other sites
Kiba Report post Posted March 6, 2012 Nice find. It may be a good idea to mention that in the Valkenhayn guide. Share this post Link to post Share on other sites
NickExtreme1 Report post Posted March 7, 2012 Nice find. It may be a good idea to mention that in the Valkenhayn guide. It is done. Share this post Link to post Share on other sites
swordiris Report post Posted March 11, 2012 I'm learning valk as a second main ad i have problems comboing into Sturn Wolf from 236A. I always turn wolf and rush forward. Any advice? Share this post Link to post Share on other sites
Kiba Report post Posted March 11, 2012 If you're turning into wolf and dashing it means you're pressing C which doesn't need to be used at all. You should probably practice the sturm wolf input multiple times until you're comfortable enough in getting it down. Take your time. There's no need to rush the input but at the same time you shouldn't be too slow otherwise it could just whiff. Remember that 236A > Sturm wolf only works on an airbourne opponent. Share this post Link to post Share on other sites
Sahgren Report post Posted March 11, 2012 There's also the possibility that you're hitting D too early, causing you to wolf cancel the 236A rather than link into Sturm Wolf. Make certain to delay the Sturm Wolf until after you've recovered from 236A. Share this post Link to post Share on other sites
swordiris Report post Posted March 11, 2012 ok, I think it is the early input problem. I'm having issues with the timing. Gonna practice this again Share this post Link to post Share on other sites
AdmiralKorngold Report post Posted March 15, 2012 ok, I think it is the early input problem. I'm having issues with the timing. Gonna practice this again It's tricky because usually sturm is buffered, in this case, you input it after 236a hits. I would recommend only using this if it kills as there is so much more you can do after 236a on an otg opponent when you have 50 heat. Share this post Link to post Share on other sites