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Posted

Didn't see this listed yet - here's Valk's Revolver Actions and other normal attack notes. Attacks in red gatling but won't combo. Please help me make this more complete with corrections, additions, etc.

Edit: Updated.

5A: 5A, 2A, 5B, 6B, 5C, 2C, 6C, 3C, jump, special, and wolf cancellable

2A: 5A, 2A, 5B, 2B, 6B, 5C, 2C, 3C, jump and special cancellable

6A: None

Air Unblockable

5B: 2B, 6B, 5C, 2C, 3C, jump and special cancellable.

2B: 5B, 6B, 5C, 2C, 6B, 3C, special cancellable.

Low

6B: 5C, 3C. Can link into 5A, 2A, 5B, 2B? (They combo on hit). Special and wolf cancellable, can gatling or special cancel on first hit.

5C: Special cancellable and jump cancellable on hit.

2C: 6B, 5C, 6C, 3C, jump and special cancellable.

Air Unblockable

6C: Links into 2A, 5B, 5C, and 2C on hit, can link into 5B for a possible frame trap on block. Wolf cancellable.

Overhead

3C: Links into 2A, 2B, 2C, and 3C on hit.

Low

jA: jA, jB, jC, jump and special cancellable

Overhead

jB: jA, jB, jC, jump and special cancellable

Overhead

jC: Jump and special cancellable.

Overhead

w5A: w5A, w5B, jump and special cancellable

Low

w5B: Jump and special cancellable.

wjA: wjA, wjB, jump and special cancellable.

Overhead

wjB: Jump and special cancellable.

Overhead

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Posted

I dont feel like reading all of the combos but here's one i dont think is listed,[h] 2c, 6b, 3c, 2b, 5c, SJC, j.b, j.c, j.236236c (5050 damage and 50% heat required)

EDIT: for max damage and if you want to spend more heat than you probably should go for 236a and RC into 2c IMO not worth the 130 more points of damage.

Posted

Zeromus, here's a couple of things I noticed:

- 5C doesn't gatling to 3C, but does to 6C.

- 2C gatlings to 6C also.

- And yeah 6A has no gatlings.

Posted

combo, works anywhere tested on ragna and tager, gotta be real deep to get the first 3 hits

[h] 5B > 2C > 6B > 5B > 5C > 236C > 9D [w] > j.A > (delay) j.B > 5B > 236B > 236B > 7C > D [h] j.B > j.214B > 9D [w] > D [h] j.B > dj.B > dj.C > 236236C

56XX dmg, 50% bar, builds 53% bar

works on more if you take out the starting 5B (and deals over 6k that way), can also start the combo with j.B > j.C into the initial 2C

Posted

Some stuff I didn't see above:

2A - chains into itself on hit or block. I can get six reps in a row on Ragna before he gets pushed too far away (only five reps on block).

5B - gatlings into 6C on hit or block; doesn't combo.

2C - gatlings into 6B on hit or block; will combo.

6C - links into 2A, 5B, 5C, 2C on hit; if you link 6C on normal block into 5B, the 5B hits fast enough to punish Ragna's jab, which has 5 frames of startup (like most, if not all, of the other characters' jabs). Possible trap tool.

3C - links into 2A, 2B, 2C, 3C on hit.

Silly Observation - Valk can combo into j.214B repeatedly for an aerial loop in the corner. j.214B has some serious (~10%) same-move proration to stop it from being useful though.

Posted

i got double relaunch in the corner... for around 4600ish no meter, I didnt test dmg for jap finisher into super instead of wolf 5b j.b as an ender.... prolly does alot. Valk really needs to make those hits count.

Posted

Wolf mixup is stupid good rofl.

H blocked 236a/6b/236c:

4dd barrier to fake reversals

3d into W 236d; W a>b>combo

5db>land b>combo

W a blocked:

5db>etc

3d into W 236d; a>combo

I have a feeling you can do j.b off 3d but I forgot to try it. Magfuckingneto if it works lol.

Midscreen 6c>land>delayed H 236c will catch a neutral tech if they don't barrier asap and goes into 9d>combo.

I'm sure there are some crossup tricks I haven't explored either. Point blank blocked H 5b>9d lets you choose your side I think. Could probably do something like H blocked 236a>9d>2c into either land and W 236d/5A or falling W j.b>5b>etc. If that works you might even be able to choose which side you get with falling W j.b rofl.

Posted

edit: oops, i'm blind i guess.

anyway,

will contribute to this thread soon.

currently playing around with 5B,5C, instant 2147B, wolf, followup.

Posted

Like

(h) Close 5B > 5C > 2147B > 5DC > j.A (Whiff) > 5B > 236B > j.236B > CD > j.B > dj.B > j.C for 3.5K Damage and 32% MG

Posted

Dunno if anyone has done this yet, but I came up with what might be a pretty nifty block string/reset. Do anything then force opponent to block 6C->9D->(delay for crossup)2C, then take your pick of [w]jB, land [w]5A, [w]236D, etc. Seems like it works well against anyone who doesn't have a good antiair.

Posted
I dont feel like reading all of the combos but here's one i dont think is listed,[h] 2c, 6b, 3c, 2b, 5c, SJC, j.b, j.c, j.236236c (5050 damage and 50% heat required)

Slightly improved

[h] 2c 6b 5b 3c 2b 5c j.b j.b j.c j.236236c [5365], might need to walk forward a little after 3c to 2b if the opponent has a small hitbox, I can't see you hitting 2c point blank that often though.

Posted

@AtTheGates: Best I could get last night was

-6B(1) > 5C > 9 > j.214B > D > [w] j.236A > (cross) > j.236B > j.236A > C > D > j.C > j.236236C = 4141 dmg, ~28% meter gain. Costs 50% meter.

Starting with 5B would do slightly less damage due to proration.

[edit] Using j.214B early prevents Valk from extending the combo with it later, cutting off a useful combo tool and a good bit of damage potential. In the corner, 2C > j.214B can do 4.3K meterless, but I'd be surprised if I saw this setup do more than 5K midscreen.

Posted

Okay so I got the numbers for a consistent double relaunch after 236c

[h] combo to 236c 9D, [w]j.a ~ j.b, 5b 236b, 236b, 4c, j.b, j.b, 5b jc j.a x2 j.b ~j.b 5044 damage and 45 meter gain if you do the most damaging starter of 2c,6b blah blah blah.....

might be a better ender if you can get a shift to human form after the decending jump B so you can combo to super but i wasn't having any luck getting the timing right for stuff to hit. the double jump b at the end seems to force neutral tech and since your still in wolf with a bit of meter left you might be able to sneak a command grab in, or maybe go for human switch j.c for a quick overhead.

Posted

I just thought I'd note here - any combo that ends with jB djB jC in the corner, you can double jump backwards to protect yourself from wakeup reversals - the combo still connects normally, but instead of landing in the corner right next to your opponent (with them teching right as you hit the ground, making you vulnerable to get cornered or wakeup reversal'd if they're quick), it leaves you at optimal range to either punish a forward tech or get them panicking in the corner. If you feel like that leaves you too far back, doing the dj straight up leaves you closer without being point blank.

Posted
Slightly improved

[h] 2c 6b 5b 3c 2b 5c j.b j.b j.c j.236236c [5365], might need to walk forward a little after 3c to 2b if the opponent has a small hitbox, I can't see you hitting 2c point blank that often though.

[h] 2C > 6B > 3C > 2C > 5C > j.B > j.214B > 9D > j.AA > j.236A > j.236B > CD > j.B > dj.B > j.C (> j.236236C) (5.2k (6.3k) Damage, 45% MG)

Added some combos, Air-to-Air, Ground to Air, Anti Air, Air throws, etc.

Posted

I have a few questions, still trying to grasp this character.

About wolf BnBs...I'm having trouble transforming into human after the 236 series and hitting them with jB. Is there any timing I should be aware of?

If I don't have meter and hit them with 5B or C midscreen, but am too far to do a 3C combo, should I just do 236A and go for a reset afterwards?

Posted

has this been added yet?

[h] 2C>6B>5B>5C>236C>9D>jAAA>236A>236B>CD>jB>j214B>9D>D>jB>dj>jB>jC>236236C

6.4k or 5.3k without DD ender

@zeromus

from my experience you hit D as fast as you can after[w] C. ull keep the speed from wolf form anyway.

on your other question: sounds good to me. 236A is even safe on block, so if you delay it a bit and force them to block you can go for a trap. 236C is also possible after 5C, but i htink only the people online would fall for it

Posted

[h] 5A > 2C > 6B > 5B > 5C > 236C > 9D > j.AAA > j.236A > j.236B > CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (3.7k, 48% MG)

our reign begins

Posted

Bad thing is it needs full wolf meter

[h] 5A > 2C > 6B > 3C > 2C > 5C > j.B > j.214B > 9D > j.A > j.236A > j.236B > CD > j.B > dj.B > j.C for 3.6k and 45% MG and doesn't need that much bar

so lolnvm

Posted

Another question, how to combo off of his overhead 6C. When I try to change into wolf and use wjB, it either misses or I miss the land 5B afterwards.

Posted

Here's something to note - 5B>5C>236C COMBOS ON CROUCHING OPPONENTS. This is why 6B>5B>5C>236C always works - the second hit of 6B forces them to crouch.

That said, if you hit someone who is crouching with 5B, by all means, 5B>5C>236C into the world of hurt that is Valkenhayn punish combos. Otherwise, I would go for the 236A - it's safe, it leaves you at a good range, and everything he said above.

But yeah - 5B>5C>236C is gdlk on crouching opponents.

Posted

Please tell me there's a valk tutorial video or something! These long as combos are waaaaay too confusing for me......

Where do I start with DAT DAMAGE? I wanna sub this guy... :/

Thanks.

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