I just started watching the archive of the stream. That you wearing that plaid hat? Thinking of adding Valentine to my team, she seems pretty versatile.
I just started watching the archive of the stream. That you wearing that plaid hat? Thinking of adding Valentine to my team, she seems pretty versatile.
Last edited by Mr. Kimura; 03-20-2012 at 04:54 AM.
Life's been goodOriginally Posted by Toasty
Yeah that was me playing, It was the first time I played Skullgirls too. I'm definitely buying it because of Valentine and it's a fun game!
I think these might help her out a lot:
Filia:
cr.MK - The multiple hits locks them into place on block, allowing you to load a poison, or setup nasty mixups.
DP+L/M/H - Helps Valentine with her poor defensive options
cr.HP - Really long range, ground bounces on air hit, has a good amount of hitstun. I think it'll be useful in combos and to help close the distance.
Cerebella:
Cerecopter - Multi-hitter, tons of damage, leads into combos, giant hitbox. This is by far one of the best assists in the game for any character.
Merry-Go-Rilla/Diamond Drop - Valentine's small hitstun on most of her normals would allow for really easy tick throws. And because of her heavy mixup game, setting up pressure strings and using the command grabs in the gaps to get free unblockable command grab setups. On top of this, she'd be able to air dash over the opponent for cross-up, ublockable command grab setups.
Projectile Reflect - Keeps her from being zoned out, and also gives her a projectile to approach with.
Peacock:
Any Bomb - Gives her numerous ways to approach, I think the Heavy Kick version (Airplane) would be the best, considering it's flight arc.
st.HP - Good for rushdown, mixups and zoning. The first hit is physical, so you can setup mixups up close with it because of the auto-followup that it has. The second hit is a projectile, so you can use it for zoning as well.
Ms. Fortune:
Fiber Uppercut H - This has HUGE vertical range, really great for anti-airing opponents.
Head Roll - Staggers, creates a low profile projectile, gets Ms. Fortune's head out for when she's on point. If Ms. Fortune needs the head back it will also return it to her. This can be good both in combos, and for approach I think, on top of that, it's good for Ms. Fortune as well.
[h]st.HP - I think this will be good for rushdown, and anti-zoning from full screen. If the head is behind the opponent, you negate them from back dashing, you can hit them out of moves from full screen, it allows Valentine to preform sandwich pressure and combos as well.
Parasoul:
Napalm Shot - Really fast, sets a Tear, works as two different projectiles, gives Valentine trap setups, can be useful in combos and for tick throw and resets, gives her a way to approach, sets up safe tags when the Tear is set. You can do the ground bounce version and she gets an anti-air projectile, make it possible to approach safely on the ground while keeping opponents from jumping.
Napalm Pillar H - Works as a DP for Valentine, helps her defensive game. It's hitbox is gigantic, so it makes for a fantastic anti-air as well. It also helps that it has a very large untechable time.
B+HK - An overhead that ground bounces, with Valentine being such a rushdown and mixup heavy character, having an extra overhead with lots of block stun and a huge ground bounce would help her a lot when it comes to opening opponents up.
Painwheel:
I honestly can't think of one that would benefit Valentine
Double:
Three Hit Butt Slam - Does three hits, which have slight delays in between each hit. It has a massive range and stops a lot of grounded approach by the opponent, it's very easy to hit confirm off of, and it has a long untechable time. It's good for pressure and mixup, and it allows Valentine to approach very easily.
Filia Slide - Hits low, travels very far across the screen, has a really long untechable throw back, it's very easy to combo into/out of. Could be a very useful tool for air dash pressure.
Ground Bounce Gun Shot - Bounces off the ground, and then flies back towards the air. It could be useful for keeping opponent from approach from the air, the untechable time on the move is quite large, so hit-confirming should be easy, it should also allow for a lot of extended combos.
That's all I can think of at the moment, and obviously this is all theory fighter stuff.
This is very useful, thanks Uri-chan!
This character looks really fun. Valentine + Parasoul + X? Maybe Peacock for annoying zoning + rushdown and trap team. Valentine + Para already sounds fun.
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Originally Posted by Ronald-Kun
lol Zeromus, Valentine,Peacock and Parasoul was the team I was thinking of using.
GGJ I'm already using Peacock/Valentine/Parasoul you biter :3 Using Parasoul's homies as meat shields is too godlike :3
Anyone know if you can Super Cancel Valentine's Izuna Drop on block/whiff?? Thinking of her ala Spencer with Command Grab OS into Super to make it safe. Something like CommandGrab>OS Flat Line Super>DHC to Parasoul's biker gang super for safe mixups.