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[CPEX] Valkenhayn Combo Thread - Less Launching, More Biting

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General Overview:

Valkenhayn is a relatively tricky character to use, as he relies on the player being constantly cognizant of his/her wolf meter. At times, you may find yourself opting for combos that use less wolf meter in order to reserve a good amount of it for extended oki/pressure/mix-up, etc. Acting recklessly during wolf mode may cause you to fully deplete said meter, thus putting you in a rather unpleasant situation. If such an occasion arises (ideally it shouldn't be happening) playing the spacing/poking game until you've fully regenerated your meter is a solid option in most cases, as you're essentially stalling for time. New to Chrono Phantasma, Valkenhayn can actually link a h[236B~236B] from his 5C. Since most normals chain into 5C, using 5C > h[236B~236B] as a means to create space between you and your opponent while stalling for wolf regen time has become quite a solid option. In short, please try to keep in mind that wolf mode is an extremely important/core aspect of Valkenhayn's neutral, and is not solely used for combos. With that being said, regularly using three w[4D] command dashes in succession as a means to approach/get in with wolf mode is generally frowned upon, since you're essentially crippling your combo potential for when you do actually land a clean hitconfirm. It's most definitely a two way street, and part of being a strong Valkenhayn player is actively being able to properly balance and utilize wolf/human mode both effectively yet efficiently. If you do find yourself running out of wolf meter mid combo, try to end said combo with w[j.214A/j.214B].
 
Note: You will notice that combos which start with wolf mode will indicate which segment is performed in human mode with an h[ ], likewise, you will also notice that combos which start with human mode will indicate which segment is performed in wolf mode with an w[ ]. Transitions from human mode to wolf mode and vice-versa are excluded from this rule and will not be put into parenthesis. Please PM/VM me if any confusion arises as I will be updating this thread on a daily basis.
 
Current Combo Count: W.I.P.
 
                                                                                         Screen Positioning Explanation:
 
Midscreen: These combos may vary, and not all of them will end in the corner. However, these are combos that can be done around the fullscreen-ish/midscreen-ish area without the need of the corner.
 
Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Combos found in this sub-section will mostly end in human strings and are solid for regenerating wolf meter.
 
Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Combos found in this sub-section will mostly start from strong starters and have very good corner carry.
 
Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus around bringing your opponent back into the corner behind you.
 
Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Combos found in this sub-section have many different purposes, and Valkenhayn's most damaging combos can be found here.
 
 
                                                                                              General Screen Positioning:

 

                              2mdezup.jpg 


                                                                                                                  Notations:

 

[table]
jJump
djDouble Jump
sjSuper Jump
adAirdash
IADInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
OD(LvL?)Overdrive Level
(j.C)Falling j.C
6B(1)First Hit Of 6B
tkTiger Knee
w[ ]Wolf Sequence
h[ ]Human Sequence
CTCrush Trigger
(CS: )Character Specific Combo
(CO)Only Works On Crouching Opponent
(AH)Only Works On Aerial Hit
xNRepeat ??? N amount of times
DMGDamage
HGHeat Gain %
[x%]Heat Required[/table]
 

 

Overdrive Explained

Press A+B+C+D while standing or airborne to activate overdrive. Overdrive costs an entire burst gauge and places Valkenhayn in a temporarily powered up state. Overdrive lasts longer the less life you have remaining. Combos in this thread that use overdrive will list the required level of overdrive which will range from 1-10. The duration of overdrive for Valkenhayn is calculated by the following table:
 
                                                  Overdrive_Image.png
 
                                                     Please note that cancelling a move into overdrive splits it's duration in half.
 
                                                                                                 Overdrive Levels: 
 
                                                                                        Health (%) 100-90 = Level 1
                                                                                        Health (%) 089-80 = Level 2
                                                                                        Health (%) 079-70 = Level 3
                                                                                        Health (%) 069-60 = Level 4
                                                                                        Health (%) 059-50 = Level 5
                                                                                        Health (%) 049-40 = Level 6
                                                                                        Health (%) 039-30 = Level 7
                                                                                        Health (%) 029-20 = Level 8
                                                                                        Health (%) 019-10 = Level 9
                                                                                        Health (%) 009-0 = Level 10

 

 

Basic Combo Theory

Combos involving wj.A > 5D > 5B Can be pretty annoying to land due the reduced untechable time of wj.A, so try to delay wj.A as much as possible to get the 5B to connect. If that is not possible, for example you may be using w[5B > 5C > 6D > j.A] > 5D > 5B, opt for the wolf loop instead: w[5B > [iAD wj.A > j.B > 5B] x N. If you find yourself low on (or out of wolf meter) use the human only routes to regain more wolf meter for your offense.

 

Midscreen Human Confirms

 

On Standing Opponents - These confirms are anything such as 2A / 2B / 5B / 5C / j.C (You get it)

----> Any Hit > 5B > 5C > 236A

----> Any Hit > 5C > 236B~236B

 

RC combos (Requuires 50% heat and excludes A starter confirms since they're not worth the meter)

---> (5B) > 5C > 236A > RC > 2C > 6B > 2B > 5C > 236B~236B [Human only route]

---> (5B) > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C

---> (5B) > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C

---> (5B) > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > 5B >[ IAD j.A > j.B] x4 ]

 

On Crouching Opponents

2A

----> 5B > 5C > 236C > 2C > j.B > dj.B > j.C [2025 Damage] [Human only route]

----> 5B > 5C > 236C > 2C > sj.B > j.A > j.B  > dj.B > j.C [2106 Damage] [Human only route]

----> 5B > 5C > 236C > 2C > j.D > w[j.A > j.B > (5B > IAD j.A > j.B)] x2 [2142 Damage]

 

2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C

---> (5B) > 5C > 236C > 236A [Human only route]

---> (5B) > 5C > 236C > 2C > sj.B > j.A > j.B > dj.B > j.C [Human only route]

---> (5B) > 5C > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C

---> (5B) > 5C > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C

---> (5B) > 5C > 236C > 2C > j.D > w[j.A > j.C > j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > sj.B > dj.B > j.C (Timing of wj.A > 5D > 5B can be tough)

---> (5B) > 5C > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > [5B > IAD wj.A > j.B] x3

 

Throw

---> 236C > 5C > j.B > dj.B > j.C [2450 Damage] [Human only route]

---> 236C > 5C > sj.B > j.A > j.B > dj.B > j.C [2528 Damage] [Human only route]

---> 236C > 6D > w[j.C > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3009 Damage] (Cancel into wj.C quick)

 

Wolf Throw

---> w[j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2911 Damage] (Cancel into wj.236A immediately)

 

 

Corner Human Confirms

2A

----> 5B > 3C > 236A > 2A > 5B > 2C > sj.B > dj.B > j.C [1974 Damage] [Human only route]

----> 5B > 3C > 236A > 2A > 5B > j.B > j.214B > 2C > j.B > dj.B > j.C [2048 Damage] [Human only route]

 

2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead)

----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [Human only route]

----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

----> (5B) > 5C > 236B~236B > w[brj.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C

----> (5B) > 3C > 236A > 2A > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B

----> (5B) > 3C > 236A > 6D > w[j.A > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B

 

On Crouching Opponents

2A

----> 5B > 5C > 236C > 2C > tk.214B > 6C > 3C > 236B [2343 Damage] [Human only route]

 

2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead if combo allows)

---> (5B) > 5C > 236C > 2C > tk.214B > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [Human only route]

---> (5B) > 5C > 236C > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

---> (5B) > 5C > 236C > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > tk.214B > 3C > 236B

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

 

Throw

---> 5B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [3009 Damage] [Human only route]

---> 236A > 2C > 6B > 2C > tk.214B > 3C > 236B [2874 Damage] [Human only route]

---> 5B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3517 Damage]

 

Wolf Throw

---> 2B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [2919 Damage] [Human only route]

---> 2B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3405 Damage]

 

------

 

Midscreen Wolf Confirms

wj.A / w5A / wj.B

----> w[5B > 5C > 6D > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C

----> w[5B > 5C > 6D > j.A > [5B > IAD wj.A > j.B] x3

----> w[5B > 5C > 236A > IAD j.AA(delay) > 5D] > 5B > 2C > j.B > dj.B > j.C

----> w-5B > 5C > 236A > 5D] > 5C > j.B > j.C

 

w5B / w5C / wj.C

---> w[5B > 5C > 6D > j.A > [5B > IAD wj.A > j.B] x4

---> w[5B > 5C > 6D > j.A > 5B > IAD j.B > j.C > 5B > sj.A > j.B > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C

---> w[5B > 5C > 6D > j.A > 5D] > 5B > 2C > j.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C

 

Corner Wolf Confirms

wj.A / w5A / wj.B

----> w[5B > 5C > 6D > j.A > 5D] > 5B > 236A > 5B > 2C > j.B > dj.B > j.C

----> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B

----> w[5B > 5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

----> w[5B > 5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B]

 

w5B / w5C / wj.C (If starting from w5C, use w5C > 6D > wj.A > w5C > w236A > 5D > etc for better hitconfirm)

---> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C

---> w[5B > 5C > 236A > 5D] > 2C > 236A > 2C > 6B > 2C > tk214B > 6C > 3C > 236B (Slightly delay 6B to get the distance for 6C to hit)

---> w[5B > 5C > 236A > 5D] > 2C > 6B(1) > 236C > 236A > 5B > 2C > tk.214B > 6C > 3C > 236B

---> w[(5B) > 5C > 236A > 236C > j.236C > 3D > j.D] > j.C > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B

 

OD Combos

Midscreen:

  • Throw > OD > 632146D
  • Throw > OD > 236B(w) > 9D > j.236236C (input quite quickly)

Corner:

  • FC 6B(1) > CT > 5D > w[(j.C > 5C > 236A > 236C > 2D > j.D] > 2C > 5C > j.D > w[j.B > j.C > j.C > j.236A > j.236C > j.236B > 3D > j.D] > j.C > 3C > OD > 3C > 632146D [6988 (7151) Damage]
  • w[j.A > j.C > dj.C > 3D > j.C > j.236C > j.236A > j.236B > 3D > j.D] > j.C > delay j.214B > 3C > OD > 3C > 632146D [4011 Damage]

 

Wolf Sweep Loop

Valkenhayn can optimize certain combos with his w[5C] coupled with the wolf brake, this is more commonly referred to as the "Wolf Sweep Loop." Combos that utilize this loop tend to be very wolf meter intensive and executionally demanding, and so they are not needed.
 
Here's an example of a combo that utilizes the Wolf Sweep Loop:
 
5A > 5C > [3D > 4C > 5C] x3 > 6D > 1C > j.A > 5D > h[5C > 236A > 2C > tk.214B > 6C > 3C > 236B] [2863 DMG20 HG]
 
For learning purposes I've put the part of the combo that utilizes the loop in bold & italics. The loop is notated as [3D > 4C > 5C] xN, wherein the xN is being used to indicate the number of reps.
 
Steps:
 
1. Input w[5C].
2. Immediately follow-up with 3D (anything above 3 reps requires 3D due to spacing issues).
3. Next, input a slightly delayed 4C (this is the wolf brake).
4. Now hold the 4C to get another w[5C].
5. Rinse & repeat from step 2.
 
Here is a video that showcases the loop.

 

Wolf Gauge Usage

Rasen Wolf is a wolf dash done when already in wolf mode and Geschwind is a wolf dash done with wolf-cancelable normal.
Everytime you use Rasen (1D/2D/3D) or Geschwind (Any), 10% of the wolf gauge is instantly removed. To test it, you can do 1DC xN as fast as possible. You should be able to do it 9 times with the remaining 10% being the gauge naturally depleted. If you don't brake a wolf dash, your wolf gauge will deplete faster during the wolf dash duration. Looks like it's around 3 or 4 times faster than the natural wolf depletion.

For Rasen 6D, 15% is instantly removed. For 9D, 8D, 7D and 4D, 20% is instantly removed

Wolf backdash: ~5%
w5A>w5B>w5C: ~5%
w5C>w236A: ~7%
w5C>6D>wjA: ~20%
w5C>brjA: ~15%
Air hit w5B>IAD wjA>wjB xN: ~5% xN
Air hit w5B>866 wjB>wjA: ~7%
Air hit w5B>IAD>wjB>wjC: ~10%
Air hit w5B>swjA>wjB>wjA: ~7%

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Human Starters:
 
Midscreen ~

 

  • 5B > 5C > 236B~236B [1893 DMG, ?? HG]
  • (CO) 5B > 5C > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3010 DMG, ?? HG]
  • [50%] 5B > 5C > 236A > RC > 2C > 6B > 2B > 5C > 236B~236B [2998 DMG, ?? HG]
  • [50%] 5B  > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2977 DMG, ?? HG]
  • [50%] 5B > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C [2844 DMG16 HG]

 

  • Throw > 236C > 5C > sj.B > j.A > j.B > dj.B > j.C [2528 DMG, 18 HG]
  • Throw > 236C > 5C > j.D >w[j.A > j.C > dj.C > j.236A > j.236B > j.214A > j.214B] [3141 DMG, 23 HG]

     

 

 
Midscreen to Corner ~

 

  • 5C CH > 236C > 6D > w[j.C > j.236C > 6D > j.B > j.B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 6C > 3C (> 236B) [4342 DMG, 27 HG]
  • 5C CH > 236C > 9D > w[j.C > j.236C > 3D > j.D] > j.C > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [4081 DMG, 29 HG]

 

  • 6B FC > 2C > 5C > 236C > 2C > 6C > 5D > w[236A > 5D] > 2C > 5C > tk.214B > 5B > 2C > j.B > dj.B > j.C
  • 6B FC > 2C > 5C > 236C > 2C > 6C > 5D > w[236A > 5D] > 2C > 5C > j.D > w[j.B > j.C > dj.C > j.236A > j.236C > j.236B > j.214A > j.214C [4543 DMG]

 

  • Throw > 236A(w) > 6D > w[j.A(w) > 5C > 236A > 5D] > 2C > tk.214B > 6C > 3C > 236B [3110 DMG, 22 HG]
  • Throw > 236A(w) > 6D > w[j.A(w) > 5C > 6D > j.A > 5D] > 5B > 2C > tk.214B > 6C > 3C > 236B [2853 DMG, 20 HG]

 

 

 
Back to Corner ~

 

  • (CO) 5B > 5C > 236C > 2C > j.D > w[j.A > j.C > j.236B > 6D > j.B > j.A > 5D] > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3255 DMG, ?? HG]

 

  • 5C CH > 236C > 6D > w[j.C > j.236C > j.236B > 7D > j.D] > j.C > 5B > 236A > 5B > 2C > j.B > dj.B > j.C [3823 DMG, 27 HG]

 

  • 6B FC > 2C > 5C > 236C > 3D > dash (to switch sides) w[5C > 6D > j.A > 5D] > 5B > 2C > 6C > Walk forward (Or Forward Dash) > 5C > 236A > 5B >2C > j.B > dj.B > j.C [3846 DMG, 27 HG]
  • 6B FC > 2C > 5C > 236C > 6D > j.D > 2C > 6C > 5D > w[236A > 5D] > 2C > 5C > tk.214B > 5B > 2C > j.B > dj.B > j.C [4060 DMG, 29 HG]

 

 

 

 

Corner ~
  • 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 2C > 5C > sj.B > dj.B > j.C [3017 DMG, 21 HG]
  • 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > dj.D > w[j.B > j.C > j.236C > j.236B > 3D > j.D > j.C > 632146D [4351 DMG, 23 HG] 
  • 5B > 5C > 236B~236B > w[brj.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3770 DMG, 30 HG]

 

  • 2B > 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [2650 DMG, 19 HG]

 

  • 6C > 2C > 6B > 2C > tk.214B > 5D w[5C > 236A > 5D] > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3530 DMG, ?? HG]
  • 6C > 2C > 6B > 2C > 5C> tk.214B > 2C > 236C > 2C > j.D > w[j.B > j.C > j.236A > j.236C > j.236B > 3D > j.D] > j.C > (632146D) [3796 / 4820 DMG, 27 HG]
  • 6C FC > 2C > j.D > w[j.C > 5D] > 2C > j.D > w[j.C > j.236C > 2D > j.D] > 2C > 6B > 3C > 236A > 5B > 2C > tk.214B > 3C > 236B [4014 DMG, ?? HG]

 

  • 6B FC > 2C > 5C > 236C > 2C > 6C > 2C > 5C >tk.214B > 2C > 236A > 5B > 2C > sj.B > dj.B > j.C [4084 DMG, 29 HG]

    6B FC > 2C > 5C> 236B~236B > 3D > w[5C > 236A > 5D] > 2C > 6C > 2C > j.D > w[j.B> j.C > dj.C > j.236A > j.236C > j.236B > j.214A > j.214B > (j.236236C)] [4953 (5673) DMG, 29 HG]

  • [25%] 6B(1) FC > CT > 2C > 5C > 236C > 2C > 6C > 2C >tk.214B > 2C > 236A > 5B > 2C > sj.B > dj.B > j.C [4732 DMG, 18 HG]

  • [75%] 6B(1) FC > CT > 2C > j.D > w[j.B > j.C > 5C > 236A > 5D] > 2C > 6C > 2C > j.D > w[j.B > j.C > dj.C > j.236A > j.236C  > j.236B > 3D > j.D > j.C > (632146D) [5453 (6477) DMG, 22 HG] 

 

  • Forward Throw > 5B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [3009 DMG, ?? HG]
  • [50%] Forward Throw > 5B > 2C > j.D > w[j.B > j.C > 5D] > 2C > j.D > w[j.B > j.C > j.236A > j.236B > j.236C > 3D > j.D] > j.C > 632146C [4536 DMG, 25 HG]

 

  • Air Throw > delay j.214B > 2C > j.D > w[j.B > j.C > dj.C > j.236A > j.236C > j.236B > j.214B > j.214C] [3475 DMG, 25 HG]

 

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Wolf Starters:

Midscreen ~
  • j.A > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > sj.B > j.A > j.B > dj.B > j.C] [1709 DMG, 12 HG]
  • j.A > 5B > 5C > 6D > j.A > 5B > IAD > [j.A > j.B] x3 [1744 DMG, 13 HG]

 

  • j.B > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > sj.B > j.A > j.B > dj.B > j.C] [2208 DMG, ??? HG]

 

  • 5C > 6D > j.A > 5D h[5B > 5C > j.B > dj.D] > j.A > j.B > j.A > 5D > h[5B > 5C > sj.B > j.A > j.B j.B > j.C] [2485 DMG, 17 HG]

 

  • j.C > 5B > 5C > 6D > j.A > IAD j.B > j.C > 5B > sj.A > j.B > j.A > 5D > h[5B > 5C > j.B > j.B > j.C] [2820 DMG, 20 HG]

 

  • Wolf Throw > j.236A > 236A > 5B > j.A > j.C > dj.D > h[j.C] [2762 DMG, 20 HG]



Midscreen to Corner ~
  • (AH) 5B > j.A > j.236A > j.236B > 6D > j.B > j.A > 5D > h[2C > 236A > 2C > 6B > 2C > tk.214B > 3C [2490 DMG, 18 HG]



Back to Corner ~

 

 




Corner ~
  • j.A > 5B > 5C > 236A > 5D > h[2C > 6B > 5B > 2C > j.B > dj.B > j.C] [2216 DMG, 16 HG]
  • j.A > 5B > 5C > 236A > 5D > h[2C > tk.214B > 6C > 3C > 236B] [2085 DMG,16 HG]
  • j.A > 5C > 236A > 5D > h[2C > 6B > 2C > tk.214B > 3C > 236B] [2265 DMG, 17 HG]

 

  • [AA] 5B > j.A > j.C > j.236A > j.236B > 6D > j.B > j.A > 5D h[2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [2609 DMG, 18 HG]
  • [AA] 5B > j.A > j.C > dj.C > 9D > j.B > j.A > 5D > h[2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [2273 DMG, 19 HG]
 
  • 5C > 6D > w.jA > 5D > h[5B > 5C > tk.214B > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C] [3085 DMG, 22 HG]
  • 5C > 236A > 236C > j.236A > j.236B > j.236C > 3D > j.D > h[j.C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C] [4065 DMG, ?? HG] 
 
  • j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 5B > tk.214B > 6C > 3C > 236B] [3313 DMG, 19 HG]
  • j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 5B > 2C > j.B > dj.B > j.C] [3412 DMG, 24 HG]
  • j.C > 5C > 236A > 236C > j.236C > 3D > j.D > h[j.C > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [3877 DMG, 27 HG]
  • [50%] j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 5B > 2C > j.D] > j.B > j.C > dj.C > j.236A > j.236C > j.236B > 3D > j.D >h[j.C > (632146D)] [3705 (4725) DMG, 26 HG]
 
  • Wolf Throw > h[2B > 2C > tk.214B > 236A > 5B > 2C > sj.B > dj.B > j.C] [2757 DMG, 19 HG]
  • Wolf Throw > h[2B > 2C > tk.214B > 5D] > 5C > 236A > 236C > j.236A > j.236B > j.236C > j.214C > j.214A > j.214C [3497 DMG, 25 HG]
  • [50%] Wolf Throw > h[2B > 2C > j.D] > j.B > j.C > dj.C > j.236A > j.236C > j.236B > 3D > h[j.D > j.C > (632146D)] [3283 (4307) DMG, 23 HG]
  • [50%] Wolf Throw > j.214C (whiff) > 5C > 236A > 236C > 3D > j.C > d.jC > j.236C > j.236A > j.236B > j.214B > j.214C > (w.j236236C) [3949 (4669) DMG, 29 HG]

 

  • Air Wolf Throw > j.236A > 5C > 236A > 5D > h[5B > 2C > sj.B > j.B > j.C] [3085 DMG, 22 HG]
 


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Last post reserved just in case.

 

Going to do something a bit different this time. Since CP 2.0 is not yet upon most of us this thread wont currently be used as a starting point for new Valkenhayn players, as most players who frequent Dustloop are still playing 1.1. Therefore, in order to avoid clutter and to focus solely on the new/different additions in 2.0 this thread's primary use will be to compile/list/discuss some of the new/different routes that Valkenhayn players will be using in 2.0 (this also includes the stuff that we lost in 1.0 that has been added back in 2.0). I will be taking the old 1.1 thread and weeding out all the outdated information in the coming weeks (I've already done a good portion of it) and adding all the revelant information back into this thread. However, for now, this thread's primary purpose is to gain better insight into Valkenhayn's new/different routes. Theorycrafting is permitted and encouraged, but please explicitally outline it otherwise new players who come to this thread for information once it has been fully converted/when 2.0 drops may get confused and potentially attempt to learn combos that are not possible and were simply theorized at the time. The list of new/different combos is going to build-up steadily, but it will eventually be cut down due to proper optimization. I will be updating this thread with new/different combos on a daily basis.

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In response to the discussion of the TK.214B nerf affecting our oki consistency, I had actually seen Suya use a route that nets guaranteed 6C > 3C oki every time.

w.5C > 6D > w.jA > w.5C > w.236A > 5D > h.[2C > 6B(1) > 236C > 236A > 5B > 2C > tk.214B > 6C > 3C > 236B] - 3101 Damage, 22 Heat.

Given that this is a w.5C starter, we might be forgoing a bit of damage for this route. But for those of us like myself that prefer oki over damage, this is a route that I think looks worth using.

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I don't know how many of you guys have the game yet, but Valk's new combo theory feels incredibly finicky. We should get some discussion up in here ASAP.

 

To be honest, I'm pretty upset with fact that they took away our ease of corner carry. All the options I'm messing around with either drop, or cost way too much wolf gauge to be optimal. The reduced hitstun on his moves has made execution way harder overall, and has even made corner tk.214B > 6C > 3C enders feel random/inconsistent. 

 

Plz help. Someone tell me I'm just bad and there's a solution I'm not seeing.

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I don't have the game yet but I may be able to help some.

 

I too have noticed the inconsistency with the tk.214B > 6C > 3C. If they are pretty low to ground after tk.214B I suggest maybe doing tk.214B > 3C instead, especially if you're using this from wj.A. With the corner carry, you have two options. You can use the w[5B > IAD j.A > j.B > 5B > IAD j.A > j.B] which doesn't use much meter, or if you've used 236C, you may have to do something like 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A] > 5D > into whatever you want.

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Found a combo off a 6B FC

6B> CT> 2C > 5C > 236C > 2C > 6C > 5B > 2C > jc > wjB > wjC > jc > wjC > 236A > 236C > 236B > 214A > 214C (~5000 damage)

Yes, 2C>6C (juggle) still works if you start with 6B FC.

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I don't know how many of you guys have the game yet, but Valk's new combo theory feels incredibly finicky. We should get some discussion up in here ASAP.

 

To be honest, I'm pretty upset with fact that they took away our ease of corner carry. All the options I'm messing around with either drop, or cost way too much wolf gauge to be optimal. The reduced hitstun on his moves has made execution way harder overall, and has even made corner tk.214B > 6C > 3C enders feel random/inconsistent. 

 

Plz help. Someone tell me I'm just bad and there's a solution I'm not seeing.

 

It seems to me they intentionally made it hard to get as much corner carry without staying in wolf form. I think they want us to have to trade meter for carry now more than ever.

 

For mid screen corner carry without a command dash, you can also do things like the IAD wjBjC route (same as before), and wjAjBjA.

You can actually combine the two. You do the wjABA thing after the IAD wjBjC5B.

e.g. w[5B>5C>6D>jA>5B>IAD jB>jC>5B>sjA>jB>jA>5D]>5B>5C>jB>jA>jB>djB>jC

 

You can also get this sort of extension off rozen by doing ...236C>2C>jB>djD>w[jA>jB>jA>5D]>5B...

 

Lastly, try to get down the wjB>wjA>2C route without using a command dash between jB and jA! That gives you some extra carry into human whatever without spending too much wolf meter. :)

 

For cornered j214B>6C, you just have to make sure they're higher up before the j214B. It's not always possible now and sometimes you just have to do 3C or 5B>2C>jB>jB>jC

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Starting to get used to the new routes. Sure feels weird, but it certainly isn't bad.

 

Midscreen to corner: j.236A > j.236B > 6D > w.jB > w.jA > 5D > [2C > j.B > dj.5D] > w.jA > w.jB > w.jA > 5D > [5B > 5C > j.B > j.A > j.B > dj.B > j.C] - 2411 Damage, 17 Heat.

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236B~236B>br j.A is a lot more lenient now.

 

wolf brake in general is a lot more lenient allowing for some easier br j.A combos

 

w5B>w5C>brj.A>5D~2C>6B>5B>2C>2147B>6C>3C>236B>2D

5B>5C>236B~236B>br j.A>5B>2C>2147B>6C>6B>236A>3C>2D

 

 

 

w5B>w5C>w236A>w5B>w236B>wj.236A>wj.236B>wj.236C>wj.214C>wj.214B>brj.A>5B>2C>j.B>j.C (j.b>dj.B>j.C gets teched unless w5B counterhits at start)

 

and character specific i think:

w5B>w5C>w236A>w236C>3D>wj.B>w5B>w236B>wj.236A>wj.236B>wj.236C>wj.214C>wj.214B

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I don't have CPE yet (Well actually I do but I've downloaded it 8 times and had the 14% glitch everytime), but here are a few notes I wrote concerning wolf routes that were written during 1.1 but should still be relevant now. Hopefully, they will be useful to you guys.

First, copy/pasting the specfics for IAD wjB>wjC that are probably irrelevant now but please test them if you have the time:
[collapse]

Works On: Amane, Nu-13, Platinum, Valkenhayn, Tsubaki, Arakune, Izayoi, Terumi, Azrael, Bullet, Ragna, Litchi, Relius, Makoto, Taokaka, Kokonoe, Kagura.

 
Works On But Must Slightly Delay The 5B Before the IAD: Hakumen, Mu-12, Tager.
 
Works On But Can't Get 5B Follow-Up: Carl, Noel.
 
Doesn't Work On:
 Bang, Rachel, Jin.
 
Note: Against Terumi & Hazama, make sure to input the 5B > IAD > j.B > j.C very, very quickly otherwise it will not combo properly.

[/collapse]

Do keep in mind that the values here aren't exactly accurate but are merely estimations. Make sure you learn them well in order to better figure out what you should go for whenever you get a hitconfirm.

Wolf usage:
[collapse]
In case you forgot, Rasen Wolf is a wolf dash done when already in wolf mode and Geschwind is a wolf dash done with wolf-cancelable normal.
Everytime you use Rasen (1D/2D/3D) or Geschwind (Any), 10% of the wolf gauge is instantly removed. To test it, you can do 1DC xN as fast as possible. You should be able to do it 9 times with the remaining 10% being the gauge naturally depleted. If you don't brake a wolf dash, your wolf gauge will deplete faster during the wolf dash duration. Looks like it's around 3 or 4 times faster than the natural wolf depletion.

For Rasen 6D, 15% is instantly removed. For 9D, 8D, 7D and 4D, 20% is instantly removed

Wolf backdash: ~5%
w5A>w5B>w5C: ~5%
w5C>w236A: ~7%
w5C>6D>wjA: ~20%
w5C>brjA: ~15%
Air hit w5B>IAD wjA>wjB xN: ~5% xN
Air hit w5B>866 wjB>wjA: ~7%
Air hit w5B>IAD>wjB>wjC: ~10%
Air hit w5B>swjA>wjB>wjA: ~7%
[/collapse]
Total Combo usage:
[collapse]
Model: Combo [DMG, Wolf Usage, Corner carry]

wABC>6D>wjA>5D>5BC>sjBAB>djBC [2208, ~20%, 4/10]
wABC>6D>wjA>5D>5BC>sjABC [2030, ~20%, 3/10] (Better oki, wolf regen faster. 3C right after landing will catch rolls/quick tech.)
wABC>6D>wjA>w5B>IAD>wjAB>w5B>wjAAAC>djD>jC [2191, ~25%, 6/10]
wABC>w236A>w236B>6D>wjBA>5D>5B>2C>jBBC [2561, ~35%, 5/10]

wBC>6D>wjA>w5B>IAD wjBC>w5B>swjABA>5B>5C>jBBC [2828, ~30%, 8/10]
wBC>6D>wjA>(w5B>IAD wjAB)x4>w5B>wjAAAC>djD>jC [2573, ~45%, 10/10]
wBC>w236A>w236B>6D>wjBA>slight run>w5B>wjAABA>5D>5B>5C>jBBC [2977, ~40%, 7/10]
wBC>w236A>w236B>6D>wjB>delay wjA>slight run>(w5B>IAD>wjAB)x2>w5B>wjAAAC>djD>jC [2994, ~50%, 9/10]
[/collapse]

Currently, I don't have much data with 866 wjBA and need to experiment with it more. Will certainly keep working on it once I'll finally be able to install CPE

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Haven't watched any vids and finally got to play today. Did we lose W[J.c] as an overhead outside of dashes? Totally lost in this game lol (:

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Haven't watched any vids and finally got to play today. Did we lose W[J.c] as an overhead outside of dashes? Totally lost in this game lol (:

 

Yup, you need to use 6D if you wanna try to open people up with it. It's not so bad since br.jA is more lenient now, and you can also do stuff like 6D > w.jA > w.jC.

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Yup, you need to use 6D if you wanna try to open people up with it. It's not so bad since br.jA is more lenient now, and you can also do stuff like 6D > w.jA > w.jC.

 

Thanks for the heads up. I was starting to think I was going crazy for a sec. :3

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w5B antiair:

 

w5B(AA, CH)>6D5D>2C>6B>2C>j.D~B>j.3D~A>5D2C>236C>5B>j.B>dj.B>j.C

 

 

fairly easy combo. Just wanted to use the new 236C.

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236B~236B>br j.A is a lot more lenient now.
Shit, is that why I was getting every single time today? I thought I'd just become godlike. ww But anyway, yeah I'm finally playing and loving it.
 
 

 

Did we lose W[J.c] as an overhead outside of dashes?
Yeah. It doesn't work rising anymore except on Tager.
 
Also, since I've finally sat down with the game I figured out a few things about getting 6C after j214B. In particular, you can usually get it after 6B if you take advantage of the vacuum. The opponent being further away from the corner gives you the extra time you need. In my experience delaying the 2C after the 6B is worth sacrificing the height to gain the distance. Also, you've probably all noticed, but you have to hit 6C a lot earlier than you did before. There's less hitstop or less landing recovery on j214B or something.
 
My favorite mid-to-corner combo (boring but good):
w[(jC>5B)>5C>6D>jA>5B>jc>delay airdash>jB>jA>5D]>2C>236A>2C>6B>2C>j214B>6C>3C>236B
 
But playing people at NWM, since it was day 1 for me, I was usually just doing this caus it's easy:
w[(jC>5B)>5C>6D>jA>5D]>5B>2C>jB>djD>w[jA>jB>jA>5D]>5C>236A>5B>2C>jBBC
If they're too far from the corner for that, you can just do w[...>5D]>5B>5C>sjBABBC

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Before reading the following bear in mind that the damage varies depending on the starter ofc.

 

Wolf Corner Confirms

-wj.C / w5B / (w5C) starters can lead to > w[5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C

 

-w5A / wj.A / wj.B starters can lead to > [w5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B. I omitted 6C since it's pretty inconsistent and I'm going with reliable stuff.

 

 

Human Corner Confirms

 

-2B / 5B / IOH j.C / 3C starters can lead to > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

 

 

Human Midscreen Confirms

 For now, 5B  > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C OR;

                5B > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C OR;

               5B > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > 5B >[ IAD j.A > j.B]x4 ] For more corner carry

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Damage values for the above corner combos

 

w[j.C > 5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C = 3421 Damage

w5B starter = 3425

w5C starter = 3551

 

w[5A > 5B > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B = 2756 Damage

wj.A starter = 2263

wj.B starter = 2820

 

 

2B > 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C = 2650

5B Starter = 3001

IOH j.C starter = 2929

3C starter = 2757

 

 

Damage values for the above midscreen combos

 

5B  > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C = 2977 Damage

5B > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C = 2844 Damage

5B > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > 5B >[ IAD j.A > j.B]x4 ] = 2981 Damage

 

Corner crouch confirms

5B > 5C > 236C > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C = 3448 Damage

---> So if you begin with most other human starters (IOH j.C or 2B for instance, they can go into the same route)

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Basic Combo Theory (Will include this in the OP)

 

Midscreen Human Confirms

 

On Standing Opponents - These confirms are anything such as 2A / 2B / 5B / 5C / j.C (You get it)

----> Any Hit > 5B > 5C > 236A

----> Any Hit > 5C > 5C > 236B~236B

 

RC combos (Requuires 50% heat and excludes A starter confirms since they're not worth the meter)

---> (5B) > 5C > 236A > RC > 2C > 6B > 2B > 5C > 236B~236B

---> (5B) > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C

---> (5B) > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C

---> (5B) > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > 5B >[ IAD j.A > j.B] x4 ]

 

 

On Crouching Opponents

2A

----> 5B > 5C > 236C > 2C > j.B > dj.B > j.C [2025 Damage]

----> 5B > 5C > 236C > 2C > sj.B > j.A > j.B  dj.B > j.C [2106 Damage]

 

2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C

---> (5B) > 5C > 236C > 236A

---> (5B) > 5C > 236C > 2C > sj.B > j.A > j.B  dj.B > j.C

---> (5B) > 5C > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C

---> (5B) > 5C > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C

---> (5B) > 5C > 236C > 2C > j.D > w[j.A > j.C > j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > sj.B > dj.B > j.C (Timing of wj.A > 5D > 5B can be tough)

---> (5B) > 5C > 236C > 2C > j.D > w[j.A > j.B > j.A > 5B > [iAD wj.A > j.B > 5B] x 4

 

Throw

---> 236C > 5C > j.B > dj.B > j.C [2450 Damage]

---> 236C > 5C > sj.B > j.A > j.B > dj.B > j.C [2528 Damage]

---> 236C > 6D > w[j.C > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3009 Damage] (Cancel into wj.C quick)

 

Wolf Throw

---> w[j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2911 Damage] (Cancel into wj.236A immediately)

 

 

Corner Human Confirms

 

2A

----> 5B > 3C > 236A > 2A > 5B > 2C > sj.B > dj.B > j.C > 236C > 2C > j.B > dj.B > j.C [1974 Damage]

 

2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead)

----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

----> (5B) > 5C > 236B~236B > w[brj.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C

----> (5B) > 3C > 236A > 2A > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B

 

 

 

On Crouching Opponents

2A

----> 5B > 5C > 236C > 2C  tk.214B > 6C > 3C > 236B [2343 Damage]

 

2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead)

---> (5B) > 5C > 236C > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

---> (5B) > 5C > 236C > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

---> (5B) > 3C > 236C > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > tk.214B > 3C > 236B

 

Throw

---> 5B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [3009 Damage]

---> 236A > 2C > 6B > 2C > tk.214B > 3C > 236B [2874 Damage]

---> 5B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3517 Damage]

 

Wolf Throw

---> 2B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [2919 Damage]

---> 2B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3405 Damage]

 

 

------

 

Midscreen Wolf Confirms

 

wj.A / w5A / wj.B

----> w[5B > 5C > 6D > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C

----> w[5B > 5C > 6D > j.A > 5B > [iAD wj.A > j.B > 5B] x 3

----> w[5B > 5C > 236A > IAD j.AA(delay) > 5D] > 5B > 2C > j.B > dj.B > j.C

----> w-5B > 5C > 236A > 5D] > 5C > j.B > j.C

 

w5B / w5C / wj.C

---> w[5B > 5C > 6D > j.A > 5B > [iAD wj.A > j.B > 5B] x 4

---> w[5B > 5C > 6D > j.A > 5B > IAD j.B > j.C > 5B > sj.A > j.B > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C

---> w[5B > 5C > 6D > j.A > 5D] > 5B > 2C > j.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C

 

 

Corner Wolf Confirms

 

wj.A / w5A / wj.B

----> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B

----> w[5B > 5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C

----> w[5B > 5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B]

 

 

w5B / w5C / wj.C

---> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C

---> w[5B > 5C > 236A > 5D] > 2C > 236A > 2C > 6B > 2C > tk214B > 6C > 3C > 236B (Slightly delay 6B to get the distance for 6C to hit)

 

I will work on misc combos later (Such as 6B FC and CH combos), but right now I wanted to provide a short basis. After getting the idea behind those combos you'll understand that some of his CH combos will result in the same thing, for example corner CH 5C > 6C > 2C > 6B > 2C > 1tk.214B etc.

 

Also, if you want to combo wolf cannons into sturm in the corner, you need to do w[j.236C > 3D > j.D] > j.C > land > Sturm. So for example: https://www.youtube.com/watch?v=hocTOk1Elw8&t=40m46s

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Midscreen:

 

w[5C>brj.A>5D]>2C>236C>5B>2C>2147B>9D>w[j.A>j.B>5B>iadj.C>j.B>5B>j.D]>j.B>dj.B>j.C

 

probably can optimize it more but it was a fun combo.

 

 

Theoretical Optimization:

 

w[5C>brj.A>5D]>2C>6B>2C>236C>5B>2C>2147B>9D>w[j.A>j.B>5B>j.D]>j.B>dj.B>j.C

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More stuff.

 

Experimenting with CH combos, they all go into the midscreen / Corner combos I listed above, so for example 5C CH > 236C > 2C > etc or 6B FC > 2C > 5C > 236C all go into the same midscreen combo, and 5C CH > 6C > 2C > 6B > etc will go into any of the above corner combos.

 

Also I forgot 6C combos so I'll go through them first because the following CH combos may follow the same route

 

6C Corner

6C > 2C > 6B > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3530 Damage]

6C > 2C > 6B > 5B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3264 Damage] (The 6B and 5B need to be slightly delayed to get the tk.214B to hit)

6C > 2C > 6B > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > tk.214B > 3C > 236B [3341 Damage]

 

6B FC Corner combos (Because there is a difference in what you can do here)

6B FC > 2C > 5C > 236C > 2C > 6C > 5B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3985 Damage] (5B > 2C can be substituted for 2C > 5C for a little more damage)

6B FC > 2C > 5C > 236B~236B > 6D > w[j.A > 5C > 236A > 5D] > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [4101 Damage]

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Nice list Kiba! You should maybe add:

w[5C > 6D > j.A > 5D] > 5B > 5C > tk.214B > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3086 Damage]

to corner wolf confirms.. I think it's good to always confirm into cannon when you have time, but after doing a sweep loop to mix someone up, it can be a bit hard and 6D is a safer option.

 

EDIT: Well... maybe not. I didn't test before if you could just do the entire w[5C>236A... combo after 6D>jA. And you can. It does about 200 more damage for a little more wolf meter... So maybe the one I just listed is unnecessary.

 

 

As for FC combos:

I noticed 236B~236B>6D>wjA doesn't work on everyone. Forgot which character. But  236B~236B>3D>w5C seems a bit easier now. So this is what I came up with:

 

6B FC > 2C > 5C> 236B~236B > 3D > w[5C > 236A > 5D] > 2C > 6C > 5C > 236A > 5B > 2C > j.B > dj.B > j.C [4482 Damage]

6B FC > 2C > 5C> 236B~236B > 3D > w[5C > 236A > 5D] > 2C > 6C > 2C > j.D > w[j.B> j.C > dj.C > j.236A > j.236C > j.236B > j.214A > j.214B > (j.236236C) [4953 (5673) Damage]

 

Both of these can have CT added after the first hit of 6B and still work if you omit the 2C immediately afterwards.

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