Slowpoke
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Joined
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About Slowpoke
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Rank
Slooooooooooow
- Birthday 09/05/1989
Other Info
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Location
New York
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XBL
slowpoketales
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PSN
thehappysloth
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he's probably the only valk player worth watching at this point
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Loving the new Hima vids that are up. Starting to show Valk's real damage potential in CS2.
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I originally had something negative written here but fuck it, I think you just misunderstood me and I don't feel like starting more fights. Random 5A's in the middle of combos prorate the combo more and either let them tech out early or just make the damage trash, thats all I was observing. Anyways we need to band together and stop B.P.M. from posting wrong information in matchup forums
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This is the kind of stuff I'm talking about. Like sticking extra 5a into combos for no reason. At first I wonder if maybe its something new, but then I've realized most of these people are just picking him up for arcade and don't know what to do.
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I like hima's valk better than the rest. It still just seems like no one knows how to get max damage, so I'll give it more time before I actually get worried.
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http://www.dustloop.com/forums/showthread.php?10054-CS-Valkenhayn-Technical-Discussion&p=869355&viewfull=1#post869355 this is probably what you're looking for
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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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quite right, my mistake, 5b > 5c >236C works on crouching opponents and on counter hit when they're forced into crouching positions (ex. Tagers 2C).
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that never worked
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http://www.nicovideo.jp/watch/1291885760 so this has a showcase of Valk from CS2, it's a 4800 damage combo that uses up 100 heat and only gets 16 back. Ow. forgot to mention, the combo is at 27:00
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You're either doing it on a combo that prorates too quickly for that to work, or you're not doing it fast enough.
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If you're talking about 6B then its probably not going to happen. On the off chance I get a 6B fatal everyone immediately bursts or they're in the air and I can't follow up properly. I would still just save that DD>DD combo for finishing blows because its much nicer to have a CA handy or a RC than do around 800-1000 extra damage. And to the person who asked what combos they should learn, right now it seems like C > j.B > j.B > Land > D > 5B > 632146D was taken out. Since we don't know when the patch is out for consoles you might as well learn it and piss people off while you can.
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I've found 9000 damage combos from 47 meter in the corner, so 7000 for 100 does seem a bit impractical, you could be using that meter in much better ways instead of just looking flashy. Do that combo only if you've already got it set up and they're gonna die if you land it.
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I dont think 6a can be jump canceled edit: nope, it can't
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Is 236A a good round opener? I've started airdashing backwards and throwing this out to give me space and start my stein setups. Any characters I really shouldn't be doing this against ? It seems like no matter what else I do I'm either open if I try to place a stein, or I'm outside of my optimal range and just sit there doing nothing. Basically any tips for opening the round?