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GenoWhirl

[CS2] Valkenhayn Technical Discussion

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Big reason to NEVER be in the corner with Valkenhayn.

2C > 236B > RC > 2C > 6C > 2C (Delayed) > 6B > 2C > 5C > j.214B > 2D > 236B > j.236A > j.236B > j.B x2 > 5B > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C > Konig Flug (8271 DMG , 50 Meter Required, 54 MG)

How does (highlighted in bold) work?

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So I know im kinda a noob at valk, but i found a nice little corner combo while trying to find one that i can do constantly, and out of boredom. My execution isnt perfect so i can only get it started but i'll share what i got and someone good can try to find out where to go from here...

Training Dummy: Jin

From B:

(1): 5b > 3c > 236b> 236b > 2d > [w]5b > 236B > 236A > 236B > 5C...

The only thing ive got to work past this with my shitty execution is (1) 5D > j.B > j.214b > 9d > 5d > j.b... and thats about when i drop it thanks to tiny table wobbling out of control thanks to tiny joystick and not being able to sit and play -.-

Note: This only stayed red throughout for me twice, if anyone wants to ask about anything feel free to aim me, also sry if this what brought up before, I apologize if it has, just didnt see it on front page, and the execution is pretty simple for the starter if you have timing down off the wallbounce

Edit Note: This is an attempt at a no meter combo, I'm also fooling with no wolf meter combos, but still learning how certain things effect the opponent on hit.

Second Edit Note: I'm a retard -.- 3c not 6c

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Missing a j.B after the 5B, thanks for pointing that out. :)

No prob. Props to the awesome combo! High damaging stuff.

@Hazmat - not really home to test that combo right now, but I'm not so sure that works. Should 6C be 3C?

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No prob. Props to the awesome combo! High damaging stuff.

@Hazmat - not really home to test that combo right now, but I'm not so sure that works. Should 6C be 3C?

Lol good catch, i get retarded with input notation and this overload of painkillers, but yeah its 3c, ill fix.

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So I know im kinda a noob at valk, but i found a nice little corner combo while trying to find one that i can do constantly, and out of boredom. My execution isnt perfect so i can only get it started but i'll share what i got and someone good can try to find out where to go from here...

Training Dummy: Jin

From B:

(1): 5b > 3c > 236b> 236b > 2d > [w]5b > 236B > 236A > 236B > 5C...

The only thing ive got to work past this with my shitty execution is (1) 5D > j.B > j.214b > 9d > 5d > j.b... and thats about when i drop it thanks to tiny table wobbling out of control thanks to tiny joystick and not being able to sit and play -.-

Note: This only stayed red throughout for me twice, if anyone wants to ask about anything feel free to aim me, also sry if this what brought up before, I apologize if it has, just didnt see it on front page, and the execution is pretty simple for the starter if you have timing down off the wallbounce

Edit Note: This is an attempt at a no meter combo, I'm also fooling with no wolf meter combos, but still learning how certain things effect the opponent on hit.

Second Edit Note: I'm a retard -.- 3c not 6c

In all honesty, I'd say avoid the 236B~236B wallbound for combo at all costs, the 50% secondary proration on the 2nd hit makes any decent follow ups impossible. But if that's all you can get, then I'd say save your wolf meter and just go for a basic combo afterwards. After the wallbounce, you can do 5B>2C>j.B>dj.B>dj.C. Assuming your best case scenarios, you can link 3C into 2C and get his full corner combo into a wolf combo and end it in super for about 5.2k. If you wanna know it, I'll put notation here:

5B>3C>2C>6C>2C>6B>2C>jump cancel D>[W]j.A(1)>j.236A>j.236B>7C>D>[H]j.214B>9D>D>j.B>j.B>j.C for about 4100 damage. End in air super and it's 5200 damage. This is assuming you're point blank which isn't often but when you confirm right, the damage is well worth it.

Now for a more practical combo since you'll probably be not quote point blank a lot:

5B>3C>2B>5C>j.B>j.214B>9D>[W]j.A(1)>j.236A>j.236B>5C>D>[H]j.B>j.B>j.C gets you about 2950 damage. Not much more than with 236B~236B filler, but the proration is much easier to work with and the spacing doesn't get weird either.

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Double Post, sue me. Been working on some combos using Valk's new normals and tricks. Its really REALLY fucking nice having a lot of time to hit j.C>RC>j.C now so its something that must be learned. Heres the result of my findings:

Near Corner(crouching only):

[H]5B>5C>Rozen> 9D>[W]j.B>j.A>Land D>[H]2C>6C>2C>6B>2C>TK j.214B>2D>[W]236B>j.236B>5/7C>D>[H]j.B>dj.B>dj.C>Konig Flug

DMG: 3942 without Super; 5062 with Super Heat Gain: 56

Utilizes Valk’s new ability to link into a [W]j.B after Rozen ANYWHERE on screen so this gets them to the corner in time for the 6C to wall bound from about half screen at the furthest. Works on everyone, the only part that is in need of tweaking based on characters is the j.B>dj.B>dj.C part at the end. On the thinner side of the cast(Hazama, Litchi, Carl etc.) the 2nd j.B will miss A LOT unless you hit the first REALLY high on its hitbox. I tend to just go 5CD>j.B>dj.C>Konig Flug as my ender on those characters to make it 10000x more reliable. You can also start this from a CH5B or 5C and it’ll work the same just now you can do it on standing opponents.

Works anywhere, starts with instant overhead j.C(MUST be point blank when you hit the j.C):

j.C>RC>j.C>Land>2C>6B>5B>5C>Rozen>9D>[W]j.A>j.236A>j.236B>5C>j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>5B>JC>j.B.

DMG: 3978 Heat Gain: About 27

A simple instant overhead combo that leads into [W]j.B>double jump D oki. It’s a good option to have should you dash in on someone and bait a grab tech as the dash will always put you within the necessary distance to use this combo. If you think you’re spaced too far for both hits of 6B to connect, you can opt out to do Land>2C>5C>Rozen if they’re crouching or just Land>2C>Rozen if they’re standing.

Midscreen 3C confirm:

5B>3C>236A>RC>2C>SJC>j.B>j.214B>5D>[W]j.236A>j.236B>5CD>[H]j.B>dj.C

DMG:3103 Heat Gain: About 20

Easiest way to pick up a 3C midscreen 100% guaranteed. On some characters, you can't even walk>2B unless its a CH which makes it really hard to want to use it in mixup. BUT add this with the added threat of instant overhead j.C and Valk becomes very scary to deal with Human or wolf form. Theres a corner variant you can use should you be too far for anything else to hit as well. You can hit a 6C after the 236A>RC>2C and go from there.

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If you manage to get an empty 3C on an enemy midscreen, you can do

3C > 236B > RC > 5C > j.B > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > 6C > Delay 2C > 6B > 5B > 2C > j.B > dj.B > j.C (5k damage, 45% MG)

This combo will work unless you're literally at the other side of the screen. I can get the 6C wallbound from the other end of the rose field in his stage, but then you're too far away for 2C >6B. Although you can still do 5C > j.B > dj.B > j.C for 4.5k

Finding ways to optimize and see if I can make it gain 50 meter...

Sadly this won't work with a 5B starter, although you can do

Not near corner

5B > 3C > 236B > 5C > j.B > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.B > dj.B > j.C (3.7k Damage, 28% MG)

Near Corner

5B > 3C > 236B > 5C > j.B > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (4.1k Damage, 40% MG)

5B > 3C > 236A combos should only be considered when you're out of 236B range, as 236B RC combos will always yield better damage and opportunities

(5B) > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > 2B > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (3.9k Damage, 50% MG, Does same damage with 5B starter)

Corner

Serious Version

j.C > RC > j.C > 3C > 2C > 6B > 2C > 6C > j.214B > 2D > 236B > j.236A > j.236B > C > j.B (x2) > Land 5B > j.AAA > j.C (4.4k Damage, 42% MG)

Reach the heavens version

j.C > RC > j.C > 3C > 2C > 6C > 2C > 6B (1 hit) > 236C > 3/2D > 236B > j.236A > j.236B > CD > j.B > dj.B > j.214B > 8DD > j.C (4.2k Damage, 42% MG)

I think I'm gonna need a "Near corner" section lol

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Why is my 236A-D>J.b not coming out

I do the charge tackle into wolf dash (w)J.b ?.? but the J.b refuses to come out

Valkenhayn is too low on the ground from the 5C dash after 236A~D for it to work anymore. It was possible in CS1, but not in CS2.

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[h] CH/Crouching 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > j.214B > 2D > 236B > j.236B > j.236A > C > j.B x2 > 3C > j.A > Land 5D > 5B > Sturm (5000 Damage, 47 MG, 3 Meter Required)

Is possible to squeeze in 2C > j.B > dj.B > j.C > Konig Flug after the second land 5D instead of what's posted?

EDIT: You can do this for half meter

CH/Crouching 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > j.214B > 2D > 236B > j.236B > j.236A > C > j.B x2 > 3C > j.A > Land 5D > 5B > 2C > j.B > j.C > Konig Flug (4912 DMG, 50 MG)

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The combo I've been using from midscreen into corner:

CH/Crouching 5C > 236C > 9D > j.B > j.A > land 5D > 2C > 6C > slight delay 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > C~D > j.B > dj.B > dj.C > Konig Flug (3966 DMG, 53 MG without super) (5086 DMG, 3 Net MG with super)

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The combo I've been using from midscreen into corner:

CH/Crouching 5C > 236C > 9D > j.B > j.A > land 5D > 2C > 6C > slight delay 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > C~D > j.B > dj.B > dj.C > Konig Flug (3966 DMG, 53 MG without super) (5086 DMG, 3 Net MG with super)

Nice one. :cool:

I'm currently 80% complete a CMV I'm working on for some of these combos, finishing up smooth transitions and such. Should be done and uploaded by the weekend.

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Near Corner(crouching only):

[H]5B>5C>Rozen> 9D>[W]j.B>j.A>Land D>[H]2C>6C>2C>6B>2C>TK j.214B>2D>[W]236B>j.236B>5/7C>D>[H]j.B>dj.B>dj.C>Konig Flug

(5B) > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > 2B > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (3.9k Damage, 50% MG, Does same damage with 5B starter)

The combo I've been using from midscreen into corner:

CH/Crouching 5C > 236C > 9D > j.B > j.A > land 5D > 2C > 6C > slight delay 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > C~D > j.B > dj.B > dj.C > Konig Flug (3966 DMG, 53 MG without super) (5086 DMG, 3 Net MG with super)

Apparently great minds think alike since 3 of us posted practically the exact same combo :keke:

Oh and Geno I wanted to say something about doing 3C>236B>RC>5C midscreen. I was playing around with it today and I noticed that while its a great confirm when you can hit it, the one big issue with it that a lot of the time you'll hit 3C and not be close enough for the 236B to link after. So I do like the idea of 236A being a midscreen guaranteed hit and keeping 236B in the back pocket as a situational confirm.

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Been noticing this airdash wolf loop that Japanese Valks have been doing:

[w] [5b > IAD j.A > j.B ] x3

Doesn't do a lot of damage, but it carries to the wall decently, and I notice it uses almost no wolf gauge. It's a nice combo to keep in mind if you wish to conserve some wolf form time.

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Apparently great minds think alike since 3 of us posted practically the exact same combo :keke:

Ok, I really have to start reading all the posts before mine a lot more thoroughly, for some stupid reason I didn't realize that that combo wasn't already posted. Multiple times. :psyduck:

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Midscreen Near Corner

[h] Close Range 2A > 2C > 6B > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > j.214B > 2D > 236B > j.236A > j.236B > CD > j.B > dj.B > j.C (3.3k Damage, 50% MG)

[h] 2A > 2C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (2.9k Damage, 47% MG)

[h] CH 236C > D (...) > C Land 5D > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (4.6k Damage, 50% MG)

Last one is really funny because you're doing 2C Backwards but it still hits and then it auto corrects the direction when you do the 6C

Corner

[h] 236B~236B > 5B > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (4k Damage, 50% MG)

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CH/Crouching 5C > 236C > D > j.236B > Delay j.236A C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (4112 DMG, 50 MG)

huh

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CH/Crouching 5C > 236C > D > j.236B > Delay j.236A C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (4112 DMG, 50 MG)

huh

How strict is the timing for this part? I was trying it out for a few minutes earlier and I couldn't get the j.A to come out and even when I could, I couldn't get Tager low enough to get hit by it. Might be a character specific thing but i only tried it for about 20 minutes.

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Try delaying the j.B too. I'll check if it's character specific.

Edit: Yep, it's universal. Although I found an easier one and it even gives more meter.

"My BNB is a combo movie"

Crouching/CH 5C > 236C > D > j.236B > Delay C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 2C > j.214B (> 2D) > sj.B > 3C > j.A > 5B > 2C > j.B > dj.B > j.C (4.1k Damage, 57 MG)

5B > 3C > 2C > 6B > 2C > 6C > j.214B > Delay 236C > 2D > 236B > j.236A > j.236B > CD > j.B > dj.B > j.C (4.3k, 56% MG)

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If you manage to score a 2C AA trade from midstage since it doesn't seem to be listed yet:

CH 2C > 5C > j.214B > D > j.236A > j.236B > C > j.B > j.A > land 5D > 2C > 6C > delay 2C > 6B > 5B > 2C > j.B > dj.B > dj.C (5.2k DMG, 54 MG without super) (6.3k DMG, 4 net MG with Konig ender)

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Posted this in the vid thread. Thought I'd just put it here:

6C[h] CH > RC> j.a> 2c> jc> j.214b> d> j.236a> j.236b> c> j.b> j.a> d> 2c> 6b> 2c> 5c> jc> d> j.aa> j.b> j.a> 5b> j.aaa> jc> d> j.c [4951 dmg]

j.a [w]> 5b> 236b> j.236a> c> j.b> j.a > d> 2c> 6c> dash> 2c> 6b> 5b> 2c> jc> j.b> 214b> d> j.236b> 7d> j.b> jc> j.b> j.c> j.c (falling) [3548 dmg]

b+c> 2c> 6b> 236b> d> j.a> 2c> 6c> 2c> jc> 214b> 2d> 236b> j.236a> j.236b> d> j.b> j.b> j.c [? dmg]

gold burst> d> 236a> 236b> j.236a> c> j.b> 3c> j.aa> d> 2c> 6c> 2c> 6b> 5b> 2c> jc> j.b> 214b> d> j.236b> 7d> d> j.b> j.b> j.c [3.6k dmg]

2c[h]> 6b> 3c> 2c> jc> 214b> 6c> 2c> 6c> 6c> 2c> Sturm [5050 dmg]

Combo vid can be found here

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b+c> 2c> 6b> 236b must be char specific. I've been trying all day.

(w) (C >) j.A > 5B > 236B > j.236B > j.214B > Delay 3C > j.AA > Land 5D > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (3.5k Damage, 51% MG)

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b+c> 2c> 6b> 236b must be char specific. I've been trying all day.

If I had to guess since its probably based on how high they are, you could try it on Makoto. She lifts higher than anyone else in the game when she gets hits.

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