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Dreize

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

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yea i'm saying that i've tested the full combo on bang and jin and it works now. It dropped on the w5b after wjc in 1.0. For some reason it works in 1.1. Also there a back to corner combo that has a fluctuation in dmg output depending on what part of the screen you start from.

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What combo route are you referring to? The issue with the IAD > j.B > j.C route on Bang, Jin, and Rachel is the fact that the j.C whiffs, not the 5B afterwards.

 

Just tested, still doesn't work on them in 1.1.

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Ok after playing matches how it works is, on ch you can iad, wjb, wjc on jin and bang.

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What's the max damage we can get off corner 2B roll pickup with the intent to kill?

So far I got:

50 meter 4.3K with 2B>2C>6C>2C>6B>2C>sj.9214B>1D>w[236B>j.236A>j.236B>3D]>D>j.C>land Sturm

50 meter and OD 5K 2B>2C>6C>2C>6B>2C>TK214B>1D>w[236A>236B>j.236A>j.236B>7D]>D>j.C ODc>j.C> land Sturm

75 meter 4.7K 2B>2C>TK214B>CT>2C>6C>2C>6B(1)>236C>1D>w[236B>j.236A>j.236B>3D]>D>j.C>land Sturm

75 meter and OD 5.7K 2B>2C>TK214B>CT>2C>6B>2C>6C>5D>w[5C>236A>236B>j.236A>j.236B>7D]>D>j.C ODc>j.C> land Sturm

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Do we know any new optimal w.5C midscreen counter hit combos? Ever since the patch I've been scratching my head on what to do. If I go for the previous combo I would use I still get around 3.5 to 3.7k, but the amount of wolf meter spent just isn't worth it. Anybody have any ideas?

For the record, my old combo was w.5C > 6D > 5D > 2C > 6B > 2C > TK 214B > 6D > 5D > 2C > 6C > 236A > 5B > 2C > j.B > djB > j.C

Can't quite remember the actual damage but as I noted before it was around 3.5K, maybe slightly higher. Thanks in advance.

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Just do the instant airdash variant to save meter. It does 3.6K. You only sacrifice 100 compared to your variant.

w.5C>6D>5D>2C>6B>2C>TK214B>IAD 5D>w[j.AA>5D]>2C>6C>5B>2C>j.B>dj.B>j.C

If you have the meter, and it will kill you can do:

w.5C>6D>5D>2C>6B>2C>TK214B>IAD 5D>w[j.AA>5D]>2C>6C>5D>w[5C>236A>236B>j.236B>3D]>5D>j.C>land sturm for 4.8K

w.5C>6D>5D>2C>6B>2C>TK214B>IAD 5D>w[j.AA>5D]>2C>6C>5D>w[5B>236B>j.236A>j.236B>7D]>5D>j.C ODc>j.C>land sturm 5.4K

If you can't do 3D>5D>j.C land sturm doing 6D>5D>j.C>flug does 4.5k(4.8k with OD flug)

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I like the same one I used in 1.0. Like DJ_Blactricity but slightly different.

 

CH w.5C>6D>5D>2C>5C>j.214B>IAD 5D>w[j.AA>5D]>2C>6C>2C>6B>5B>2C>j.B>j.B>j.C I don't remember how much it does but I'm pretty sure it was a bit more.

You have to do it fast for it not to drop at j.C. If you're worried you can do 236A instead of 6B. (But then maybe Blactricity's does more? not sure)

 

If they're too far for 2C (and not at the right range for dash) after 6C you can do either (far) 236A>5B>2C>... or (close-ish) 6B>236A>5B>2C>...

 

Again, maybe 6B in the beginning does more if you have to use 236A... But I liked this variant because it was pretty stable and allows you to adjust easily depending on distance. (2C>6B after CH w5C can be weird on some characters)

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Late but, Back to Corner Combos

 

[50%] 5B > 5C > 236B > RC > 5C > j.D > w[j.AAA > j.C > j.236B > 6D > j.B > j.A > 5D > 2C > 236A > 2C > tk.214B > 6C > 3C [3700 DMG, 17 HG]

[50%] 5B > 5C > 236A > RC > 5D > w[5B > 5C > 236A > Dash > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > Forward Dash > 5B > 2C > j.B > dj.B > j.C [3772, 16 HG]

[50%] 5B > 5C > 236A > RC > 5D > w[5B > 5C > 236A > IAD j.A > Delay j.A > 5D] > 2C > 6C > Forward Dash 5B > 2C > j.B > dj.B > j.C [3468 DMG, 16 HG]

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Dreize did you test all these combos out? Some of these i can't get the enders to at all.

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The first 4 midscreen human starter combos in 2nd post. The cr.5b> 5c> 236c combo ender isn't connecting for me. The wja x 3> wjc> dj.d> jc drops at falling hj.c. Just wanted to know if i'm messing up or if it's just more strict for this combo route.

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The 6A CH combo does work, as does the 5B > 5C > 236B, etc combo. However, the third combo doesn't work. Specifically speaking, the ender; just like you said. There are too many w[j.A]'s. 

 

You can replace it with w[sj.A] > dj.D > j.C or you can even do tk.214B > Foward Dash > 5C > sj.A > j.B > j.C. 

 

The 4th combo does work, though I've removed it since it's too similar to the third and having both is redundant. But yeah, it wasn't your fault. The combo was faulty.

 

Thanks for notifying me. Fixed. 

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

 

Have I ever mentioned how much I like this route? Good stuff.
 
At any rate, here's a new route that I came up with while I was bored.
 
Midscreen to Corner:
 
-5C > 6D > j.A > j.C > Very Slight Walk Forward > 5B > j.A > j.A > j.B > Delay j.A > 5D > h[5C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [3012 DMG, 21 HG]
 
The great part about this route is the fact that it's good for wolf meter conservation as it only uses 1 command dash and 1 transformation (which is good because of the cooldown nerf). It's also universal, which is really nice as it can be used as a potential substitutee for the IAD > j.B > j.C route (which doesn't work on Rachel, Carl, Noel, Bang, and Jin). I might actually use this, good for variety too.
 
Also, some combos that I've been using due to their good wolf meter conservation (the only combos that I have now that use the cannon enders are my w[j.A] combos and my corner 6C > CT combo), 
 
Corner:
 
-6B > 2B > 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A] > 5D > 2C > tk.214B > 2C > sj.B > dj.B > j.C [3427 DMG, 24 HG]
 
-5C CH > 6D > j.D > h[2C > 6B > 2C > 6C] > 5D > 5C > 236A > 5D > h[2C > 236A > 5B > 2C > j.B > dj.B > j.C [4026 DMG, 28 HG]    
 
Also, adding this to the character-specific section as well since I'm sure quite a few of us have wondered this before, 
 
Midscreen:
 
j.B/5A > 5C > 6D > j.A > 5D > h[5B > 5C > tk.214B > Forward Dash > 5C > sj.B > (dj.B) > j.C]
 
Works - Mu-12, Bullet, Ragna, Azrael, Izayoi, Arakune, Tsubaki, Platinum, Valkenhayn, Nu-13.
 
Works With Only One h[j.B] - Carl.
 
Doesn't - Relius, Makoto, Taokaka, Hazama, Hakumen, Litchi, Tager, Noel, Kokonoe, Terumi, Amane, Jin, Rachel, Bang. 
 
The list is missing Kagura, but I'll add him when I get around to it. 
 

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-5C > 6D > j.A > j.C > Very Slight Walk Forward > 5B > j.A > j.A > j.B > Delay j.A > 5D > h[5C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [3012 DMG, 21 HG]

 

 

Similar to the route Suuya posted yesterday,

 

I'd been using this for a while, actually. Something like

 

Whatever > h[5B > 5C > j.B > dj.D] > j.A > j.B > delay  j.A > 5D > h[2/C5C > 236A/6B ....] etc.

 

Stole it from a random Valk at acho lol

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Similar to the route Suuya posted yesterday,

 

 

Wow, seriously? 

 

*shrug* Guess it's not new then. Haven't seen it in any footage though. What exactly did Suuya post?

 

And yeah, the combo route that you've been using is very similar excluding the j.A > j.C > Slight Walk Forward > 5B. 

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To be precise, what he posted is the route I'm using with a corner variaton, yours is 'new' since it's a conversion from wolf starter into the same idea.

 

Just thought is was interesting.

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Not sure if something similar has already been posted, but I came up with a CH 5C route that gets us a corner knockdown and 3C oki regardless of screen positioning. The combo assumes you have your back to the corner, meaning you can omit parts if you are close to the other end of the stage. Still, full screen corner carry swag.

CH 5C > 236C > [6D > delayed w.jA > 5D] > 5C > tk 214B > IAD > [5D > w.jAA > slight delay w.5B > IAD > w.jB > 3D > w.jA > 5D] > 2C > 236A > 3C > 236B. (2926 DMG, 20 Heat, costs about 40% wolf meter)

Edit: you can also do this off of a crouch confirm 5B or 5C.

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The wB/C normal > w5C > w236A > 5D > 3C > 236C > 2C > 6B etc corner combo does not work against:

Ragna, Tager, Mu-12, Nu-13 and Kagura. Only way it'll work against these characters is if you can CH w5C > w236A > 3C > 236C, but there's a better route from CH w5C.

Tips:
-3C needs to be done as early as possible, and if not, 236C will whiff.
-The followup 2C needs to be delayed so that 6B doesn't whiff.

 

Information in first post.

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Fun combo: (Corner)

 

w5B>w5C>w236A>5D~2C>6B(1)>236C>2C>6C>2C>2147B>236A>3C>236B>2D

 

3509 damage

dunno if its optimal or not but it looks cool.

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I believe that the most optimal combo is: w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C which deals 3717 damage.

 

Ultimately it really depends on what oki you're going for, so for the 3C > 236B ender, that combo is fine.

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Midscreen ? Not really. But you get a godlike corner carry off a 5C CH that allows to start Valk's vortex so it's completely worth it.

In the corner or close to it, you will generally want to do something like:
(Works on CH or crouching)
5C CH>236C>6B>5B>2C>6C>2C>236A>2C>tk214B>2D>w236B>wj236A>wj236B>wj214B>wj214A (4142 dmg)

IIRC, you could get even more in the corner with (5B)>5C>236B~236B>brjA>w5C>w236A>etc but I don't remember the exact damage. Will need to test one day.
Though, if you have troubles with 5D~B, I don't think you should try out the 236B~236B>brja route as it is particularly hard.

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what really gets me with the 236B~236B>br j.A is how much i have to delay between the 236B~D and 4CA

 

 Is there a timing mechanic or do i just have to learn the timing manually?

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