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Dreize

[CP1.1] Valkenhayn Combo Thread - It's "wolf brake" not "wolf break"

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Thanks.

 

Rising w[j.C > 5C] only works on crouching opponents in 1.0.

 

And yeah, thought so. We're doing slightly less damage off of w[j.C] now as opposed to slightly more like we initially anticipated. Our old BnB does 3255 damage as opposed to 1.0's 3586. 

 

Looks like w[5C] is without a doubt our best wolf starter now. 

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Some of our corner combos actually do less damage now. w.jC into optimal stuff now does 3.2 rather than 3.5. This seems like something that happened across the board. Unless there happens to be new optimal combos that I'm missing...

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Feeling like a rekka character or something with all these QCF's, beast cannons off of w[j.A] galore. Still haven't decided how I'm going to approach this version's w[j.A].

 

Anywho, 1.0 Valkenhayn and 1.1 Valkenhayn feel very similar so it was easy to just jump right in. Aside from a few different damage values (more off of throws, less off of w[j.C], etc) not much has really changed. 

 

Within the first 20 minutes or so I have.

 

Corner:

 

5A > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [2941 DMG, 21 HG]

 

5A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B] [3006 DMG, 21 HG]

 

j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3447 DMG, 24 HG]

 

j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 6C > 2C > tk.214B > 5B > 2C > j.B > dj.B > j.C [3460, 24 HG]

 

Midscreen:

 

5A > 5B > 5C > 236B > 1D/2D > h[2C > 6B > 5B > 2C > j.B > dj.B > j.C] [2829 DMG, 20 HG]

 

j.C > 5B > 5C > 236A > IAD > j.A > Delay j.A > 5D > h[5B > 5C > tk.214B > IAD] > j.D > j.A > j.A > 5B > j.A > j.A > j.A > j.C > dj.D > h[j.C] [2868 DMG, 19 HG]

 

j.C > 5B > 5C > 236B > 1D/2D > j.D > h[2C > 6B > 2C > tk.214B > Forward Dash > 5C > sj.B > j.A > j.B > dj.B > j.C] [3204 DMG, 23 HG]

 

Midscreen to Corner:

 

j.C > 5B > 5C > 236A > j.236B > 6D > j.B > j.A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B] [3161 DMG, 22 HG]

 

Back to Corner:

 

5A > 5B > 3C > IAD > j.A > Delay j.A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C > 236B] [2699 DMG, 19 HG]

 

j.C > 5B > 5C > 236A > IAD > j.A > Delay j.A > 5D > h[2C > 6C > Forward Dash > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3013 DMG, 21 HG]

 

j.C > 5B > 5C > 236A > 236B > 1D/2D > j.D > h[2C > 6B > 2C > tk.214B > Forward Dash > 5C > sj.B > j.A > j.B > dj.B > j.C] [3236 DMG, 23 HG]

 

I'll experiment more later, I'd like to see how the wolf gauge is in neutral now.

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Before I went to sleep today I found a way to get 6C 3C 236B off brake j.A.

Point blank w[j.A > 5C brake j.A > 5D] > 2C > tk.214B > 6C > 3C > 236B = 1823, 13 HG

...6C > 2C > Sturm = 2773, 12 HG

...6C > 3C > OD > 2C > Sturm = 3477, 13 HG

This combo works on everyone but Makoto, Hakumen, Rachel, and Izayoi. They drop out between the second j.A and 2C (they're too thin in the air I guess). It works on Carl, but you have to perform the 2C > tk.214B as fast as possible or he will drop out of the tk.214B.

 

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Nice thanks for that It's 1823 damage with 12 heat gain.

 

Both of those enders seem to use around the same amount of wolf gauge but the human ender is preferable since the cooldown lapses. Rather than doing the cannon ender I'd just go for the new combo you posted or wj.A > (2B) > 5B > 3C > 236A which deals 1k. If you're afraid of rollouts after the 236A you can use delay 5A whiff > 2B. 5A is used just to help you time the catch.

 

So is anyone still using wolf cannon enders in the corner from anything other than wj.A? Because it seems like a waste now.

 

Like Dreize pointed out you have to be conservative with your wolf meter so you have to be smart about your combo routes

 

5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C deals 3858. 1/4 away from full wolf gauge.

5B > 5C > 236C > 6D > w[j.C > dj.B > 3D > j.A > 5D] > 5B/2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B deals 3580 but you're only an inch away from full wolf meter. It's also easier to followup with this combo. With the former you may need to forward dash, forward dash with 236A (and if they're too low you may have to use 2A > 5B > 2C) or walk forward slightly. So I know which combo I'm using.

 

Alternatively you could use 5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B for 3798 and the same results.

 

So basically, midscreen to corner combos from human confirms, the 2C > 6B > 2C > 236A (or 2C > 236A > 2C > 6B) > 2C > tk.214B  > 6C > 3C > 26B is the way to go unless you want to use the  > tk.214B > j.B > dj.B > j.C route which offers better oki but less wolf meter gained.

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Midscreen Wolf Starter

 

5B > 5C > 236A > run up > 5C > 236B > 2D > j.D > h[2C > 6B > 2C > tk.214B > dash forward > 5C > j.B > dj.B > j.C [3595Dmg, 25HG]

 

Corner Human Starter

 

5B > 5C > 236B~236B > w[brJA > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [4005DMG, 28HG]

 

50% Heat: 5B > 5C > 236B~236B > RC > 5D > w[5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [4254DMG, 20HG]

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Nice thanks for that It's 1823 damage with 2 heat gain.

 

Both of those enders seem to use around the same amount of wolf gauge but the human ender is preferable since the cooldown lapses. Rather than doing the cannon ender I'd just go for the new combo you posted or wj.A > (2B) > 5B > 3C > 236A which deals 1k. If you're afraid of rollouts after the 236A you can use delay 5A whiff > 2B. 5A is used just to help you time the catch.

 

So is anyone still using wolf cannon enders in the corner from anything other than wj.A? Because it seems like a waste now.

 

Like Dreize pointed out you have to be conservative with your wolf meter so you have to be smart about your combo routes

 

5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C deals 3858. 1/4 away from full wolf gauge.

5B > 5C > 236C > 6D > w[j.C > dj.B > 3D > j.A > 5D] > 5B/2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B deals 3580 but you're only an inch away from full wolf meter. It's also easier to followup with this combo. With the former you may need to forward dash, forward dash with 236A (and if they're too low you may have to use 2A > 5B > 2C) or walk forward slightly. So I know which combo I'm using.

 

Alternatively you could use 5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B for 3798 and the same results.

 

So basically, midscreen to corner combos from human confirms, the 2C > 6B > 2C > 236A (or 2C > 236A > 2C > 6B) > 2C > tk.214B  > 6C > 3C > 26B is the way to go unless you want to use the  > tk.214B > j.B > dj.B > j.C route which offers better oki but less wolf meter gained.

Thanks for the input Kiba, I appreciate it. I've edited my original post with a small note, damage numbers, and heat gain. Happy hunting.

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Eh, the biggest problems I have with that w[j.A] combo is that A. You have to be point blank and B. Even if you're point blank, the combo still isn't universal.

 

Rather than doing the cannon ender I'd just go for the new combo you posted or wj.A > (2B) > 5B > 3C > 236A

 

 

This is pretty much required for w[j.A] > Human Interchange mix-up now, as we can no longer go into 236C > 236A > 2C > tk.214B > 6C, etc.

 

5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C deals 3858. 1/4 away from full wolf gauge.

5B > 5C > 236C > 6D > w[j.C > dj.B > 3D > j.A > 5D] > 5B/2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B deals 3580 but you're only an inch away from full wolf meter. It's also easier to followup with this combo. With the former you may need to forward dash, forward dash with 236A (and if they're too low you may have to use 2A > 5B > 2C) or walk forward slightly. So I know which combo I'm using.

 

Alternatively you could use 5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B for 3798 and the same results.

 

So basically, midscreen to corner combos from human confirms, the 2C > 6B > 2C > 236A (or 2C > 236A > 2C > 6B) > 2C > tk.214B  > 6C > 3C > 26B is the way to go unless you want to use the  > tk.214B > j.B > dj.B > j.C route which offers better oki but less wolf meter gained.

 

If you're going to do a midscreen to corner combo from a human confirm always go with 2C > 6B first unless you're not confident with your execution.

 

Additionally, if you'd like a midscreen to corner combo from a human confirm that has good wolf meter usage/conservation you can just use one of the delayed geschwind cancel routes like:

 

5B > 5C > 236C > Delayed 6D > w[j.A] > 5D > 2C > 6C > Forward Dash > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3670 DMG, 26 HG]

 

Which uses much less wolf meter and gives all of it back whilst still doing great damage. 

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If you're going to do a midscreen to corner combo from a human confirm always go with 2C > 6B first unless you're not confident with your execution.

 

Additionally, if you'd like a midscreen to corner combo from a human confirm that has good wolf meter usage/conservation you can just use one of the delayed geschwind cancel routes like:

 

5B > 5C > 236C > Delayed 6D > w[j.A] > 5D > 2C > 6C > Forward Dash > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3670 DMG, 26 HG]

 

Which uses much less wolf meter and gives all of it back whilst still doing great damage. 

 

Sometimes I use 5B > 236A because the opponent may be too low to the ground for 2C to connect. That was my fault though, I should've corrected the combo. Too many errors on my part.

 

The delayed geschwind cancel is a really option. I forgot about it, but that's probably because I just go by what's the combo thread. Damn. (Allow me to do some updating)

 

On a side note, I suppose tk.214B > Forward Dash > 5C is preferable over tk.214B > IAD j.D > wj.AA considering the circumstances.

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Yeah, the general rule is that you want to use 2C on opponents that are higher-up whilst using 5B against opponents that are lower otherwise things will start to drop.

 

Also,

Corner:

 

5B > 3C > 236A > 2A > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A] > 5D > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [3285 DMG, 23 HG]

 

Pretty sure that we had to use a 3D command dash in 1.0 in order to get the 3C ender in this scenario. Thankfully we don't have to anymore so this route is actually pretty good now as it uses almost no wolf meter.

 

 

On a side note, I suppose tk.214B > Forward Dash > 5C is preferable over tk.214B > IAD j.D > wj.AA considering the circumstances.

 
I'd say it depends on how close you are to the corner. For instance, if you know that you wont be able to reach the corner then I'd just go with tk.214B > Forward Dash > 5C, etc whereas if you are close enough to the corner I'd go with 5C > 6D > j.A > 5D > h[5B > 5C > tk.214B > IAD] > j.D > j.A > j.A > 5D > h[5B/2C > 236A > 2C > 6B > 5B > 2C > j.B > dj.B > j.C] [3052/3119 DMG, 21/22 HG] for better damage and wolf meter conservation. 
 
 

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Yeah I think I'm out of shape again that's exactly what I failed to refer to, because the IAD wj.AA > 2C > w/e is what I'd encourage when you're close to the corner.

 

 


The delayed geschwind cancel is a really option. I forgot about it, but that's probably because I just go by what's the combo thread. Damn. (Allow me to do some updating)

 

Well for now I've edited the wolf confirm combos in the strategy guide

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We also have...

 

5B > 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C for 3.4k

 

Not on BB right now so I'll check the actual damage and meter gain later.

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Middscreen

Throw > 236C > Delayed 6D > w[j.A > 5D] > 5B > 2C > j.B > dj.B > j.C 2550 DMG, 18 HG

Midscreen to Corner

(CO) 2 Hits max unless FC > 236C > Delayed 6D > w[j.A > 5D] > 2C > tk.214B > IAD j.D > w[j.AA > 5D] > 2C > 6C > Forward Dash > 5B > 2C > j.B > dj.B > j.C (Damage varies depending on starter but 5B > 5C is 3.1k. This is inferior to the other midscreen to corner 5B combo listed in the first post but it's better if you're further away from the other side of the stage. Wolf meter efficient too!)

Throw > 236C > Delayed 6D > w[j.A > 5D] > 2C > 6C > 5B > 2C > j.B > dj.B > j.C 2872 DMG, 20 HG

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Right. So far I've been through combos from human starters, not thoroughly since I still need to correct some damage values, but anyway, I've added these combos:

 

Midscreen -

[50%] 5B > 5C > 236A > RC > 5D > w[5B > 5C > 236A > 6D > j.D] > 2C > 6B > 2C > tk.214B > Forward Dash > 5C > j.B > dj.B > j.C [3804 DMG16 HG]

6B > 2B > 5C > 236B~236B [2365 DMG, 17 HG]

6B > 2B > 5C > tk.214B > 6D > w[j.A(w) > 5C > 236A > IAD j.A > Delay j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3374 DMG24 HG]

 

Midscreen to Corner -

5B > 5C > tk.214B > 6D > j.D > 2C > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3910 DMG, 28 HG]

5B > 5C > tk.214B > Delayed 6D > w[j.A > 5D] > 2C > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3642 DMG, 26 HG]

(CO) 5B > 5C > 236C > Delayed 6D > w[j.A > 5D] > 2C > 6C > Forward Dash > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3670 DMG, 26 HG]

Forward Throw > 236C > Delayed 6D > w[j.A > 5D] > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [2872 DMG, 20 HG]

 

Corner

5B > 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3460 DMG24 HG]

5B > 5C > tk.214B > Forward Dash > 2C > 6C > 5D > w[5C > 236A] > 5D > 2C > 6B > 2C > 5C > j.B > dj.B > j.C [4004 DMG28 HG]

6B > 2B > 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 5B > 2C > j.B > dj.B > j.C [3354 DMG, 24 HG]

6B > 2B > 5C > tk.214B > Forward Dash > 2C > 6C > 5D > w[5C > 236A > 5D] > 5B > 2C > j.B > dj.B > j.C [3703 DMG, 26 HG]

3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3120 DMG22 HG]

 

On an unrelated note, I need to get a new sig. RIP wjA.

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Whenever you can.

Another midscreen to corner combo you can use is this:

[50%] 5B > 5C > 236B > RC > 5C > j.D > w[j.A > delay j.A > 6D > j.A > Delay j.A > 5D] > 2C > 6C > (Forward Dash) > 236A > 2A/2B > 5B > 2C > j.B > dj.B > j.C [3477/3560 DMG, 17 HG]

The corner carry is slightly inferior to the 4k combo already listed, though this one is slightly easier. Use of wolf meter is minimal.

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Glad to see everyone putting in good work with our new Valk! I'm still as busy as ever with school but hope my Vita 1.1 primer was enough to get things rolling. Just wanted to stop by and comment that I'm very glad AKA found a 6C > 3C ender off of brj.A. I think I never found it because brj.A on Vita pad is pretty difficult for me. lol

Also, I think there should be a section in the combo or strategy guide thread on wolf meter conserving combos/movement patterns. I know most of us could probably figure those out by ourselves, but I think an updated inclusion of it is in order.

I didn't realized I was a very greedy wolf movement user until the patch hit and I played my brother for the first time in 1.1. I never ran out often in 1.0, but taking my same habits into 1.1 puts my wolf meter at greater risks. Still love the guy, just gotta adjust!

Sent from my iPhone using Tapatalk

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Combo thread updated with new combos. I'll be weeding out the outdated combos tomorrow and re-creating the recommended combos list.

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Also, I think there should be a section in the combo or strategy guide thread on wolf meter conserving combos/movement patterns. I know most of us could probably figure those out by ourselves, but I think an updated inclusion of it is in order.

 

I've figured out the routes, mainly from wolf confirms. They're in both the combo thread and strategy guide though I'm not certain making as seperate list for them is necessary.

I was thinking of making a video on this. Thoughts?

 

To expand on wolf meter conserving combos:

With his midscreen throw combo your cheapest followup will be 236C > Delayed 6D > w[j.A > 5D] > 5B > 2C > Air combo. Getting the delay j.A can be pretty tough however, so you need to ask yourself whether it's worth going for midscreen throw, or going for the other old routes which use 2 wolf command dashes.

 

Crouching confirms so anything like 5B/2B/2C > 5C > 236C will also go into Delayed 6D > w[j.A > 5D] > 2C  > tk.214B > IAD j.D > w[j.AA] or Forward Dash 5C (not sure if Forward dash 5C works). If it's a midscreen to corner combo you can do > Delayed 6D > w[j.A > 5D] > 2C > 6C > Whatever.

 

Wolf confirms, excluding wj.A, can go into w[5B > 5C > 236A > IAD j.A > Delay j.A] > 5B > 2C > air combo. No wolf command dashes required.

Midscreen to corner confirms will use the old routes so you have to use w5C > 6D > j.A. That's one wolf command dash. Back to corner wolf confirms are the same although now you have w[5B > 5C > 236A > IAD j.A > Delay j.A] > 2C > 236A > Whatever.

Corner wolf confirms are the same except you don't need to use 6D > j.A, just go straight into w236A and do whatever.

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Midscreen to Corner:

wjB>5D>5B>5C>236C>Delay 6D>wjA>5D>2C>236A>2C>tk214B>6C>3C>236B (2417 dmg 17 HG)

Best corner carry from an S starter and minimal wolf consumption.

New combo route:
Corner:

wjB>w5B>w5C>w236A>5D>3C>236C>236A>2C>tk214B>6C>3C>236B (2711 dmg 19 HG)

Make sure that 5D>3C>236C is done as early as possible or it will whiff.

IMO, best way to get both damage AND wolf regen off a wjB starter in the corner. Not sure if this new route with an N starter will allow us to get more damage/wolf regen with it though.

The 3C>236C route doesn't work on: Tager, Azrael, Ragna, Nu and Kagura.

PS: The combo 

  • j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3447 DMG, 24 HG]

    Is written twice in the list.

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Ah, the good ol' 3C > 236C route. It's still cool but I don't like it very much in terms of practicality. Thanks for notifying me about the twice written combo.

 

A few things:

 

-Weeded out some more combos that I didn't like.

 

-Changed/optimized a few combos.

 

-Updated the heat gain/damage of every combo in the thread with a w[j.C] starter.

 

-Re-added/re-made the Recommended Valkenhayn Combos list.

 

I'm pretty confident in my new list (aside from a few combos, such as the 6B FC combo) but I'm extremely biased so I'd like to get the input of others as well. Once we reach some sort of consensus I'm going to pester Kiba (sorry) to make a video of the combos so that newcomers have a visual reference. 

 

Also, I'm still not even remotely convinced that the cornered w[5C > 236A] route is practical off of a raw w[5C] starter so I omitted those combos from the list. Off of w[j.B], w[j.A], w[j.C]? Sure. w[5A]? Probably. w[5B]? Eh, maybe. w[5C]? Nope. 

 

Anyways, I remembered why I don't like the 5B > 5C > tk.214B > Forward Dash > 5C, etc route today. Can't get it down on certain characters (probably character-specific, but for some reason it's not listed anywhere in my notes).

 

Oh yeah, Kiba, do you happen to have the color code for the Heat Gain? I need to list it in my notes for future reference. 

 

On a side note, I can't get the Recommended Combos List spoiler/collapse tag to close anymore. Not sure why.

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Once we reach some sort of consensus I'm going to pester Kiba (sorry) to make a video of the combos so that newcomers have a visual reference. 

 

Oh yeah, Kiba, do you happen to have the color code for the Heat Gain? I need to list it in my notes for future reference. 

 

 

It's all good.

 

Unfortunately, I don't know what the colour code is for heat gain. The new server for the site has caused some problems lol. The only way is to go through the colours and that may take a while.

 

I don't know why you can't collapse the combos. It works in the archived Valkenhayn video thread..Maybe it has something to do with the (info=) (/info) table? That's the only difference.

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Some of these kind of use a lot of wolf meter, but I was having fun messing around with them.

 

Midscreen

 

ODLv1 j.C > OD > j.C > 3D w[j.A > 5C > 3D4C > 236B > j.1D > j.5D] > 2C > 6B > 2C > tk.214B > dash forward > 5C > j.B > dj.B > j.C [3209Dmg, 23HG]

w5B > 5C > 236A > j.236B > j.2D > j.D > h[3C > 236C > delayed 6D] > j.A > 5D > h[5C > tk.214B > dash forward > 5C > j.B > dj.B > j.C] [3185Dmg, 22HG]

w5B > 5C > 236A > IAD > j.A > j.A > 5D > h[3C > 236C > delayed 6D] > j.A > 5D > h[5C > tk.214B > dash forward > 5C > j.B > dj.B > j.C [2834, 20HG]

 

Midscreen to corner

 

(CO) 2A > 5B > 5C > 236C > delayed 6D > w[j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2430Dmg, 17HG]

(CO) 2A > 5B > 6B > 236C > delayed 6D > w[j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2506Dmg, 17HG]

(CO) 5B > 5C > 236C > delayed 6D > w[j.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [3619Dmg, 25HG]

(CO) 5B > 6B > 5B > 5C > 236C > delayed 6D > w[j.A > 5D] > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3720Dmg, 26HG]

(CO) 5B > 6B > 5B > 5C > 236C > delayed 6D > w[j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [3704Dmg, 26HG]

ODLv1 5B > 5C > OD > 5B > 5C > 6D > w[j.A > 5C > 3D4C > 236B > j.1D > j.D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [4099Dmg, 29HG]

w5B > 5C > 236A > j.236B > j.2D > j.D > h[3C > 236C > delayed 6D] > j.A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [3458Dmg, 24HG]

w5B > 5C > 236A > IAD > j.A > j.A > 5D > h[3C > 236C > delayed 6D] > j.A > 5D > h[2C > 6C > dash forward > 5C > j.B > dj.B > j.C] [2898Dmg, 20HG]

Throw > 236C > delayed 6D > w[j.A > 5D] > 2C > 6B > 2C > tk.214B > 6C > 3C [2919Dmg, 20HG]

 

Back to corner

 

w5B > 5C > 236A > IAD > j.A > j.A > 5D > h[3C > 236C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C] [3043Dmg, 21HG]

 

IAD j.A j.A path doesn't work on Carl, Kokonoe and Mu. Stricter timing but still works on Bang, Rachel and Hakumen. The two cannon path I haven't tried on everyone, but it did work on Carl and Kokonoe.

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