NickExtreme1 Posted December 31, 2010 Posted December 31, 2010 (edited) Something I found out in my daily training warm-up with Valkenhayn; a midscreen Schwarz Jagd > Rapid Cancel combo. 236B > Rapid Cancel > 2C > 6B > 2C > j.214B > 5D > j.236A > j.236B >5C > j.B > j.B > 5B > j.5D > j .B > dj.B > j.C > j.236236C (7307 Damage, 36 Meter) A few things about this combo: - After the Rapid Cancel, you have to step foward just a bit , then 2C. - After the 2C, delay 6B just a bit as well - This seems to work on everyone (tested on everyone but Carl, but I'm pretty sure it works on him as well) - This combo doesn't work from more than around 3/4ths of the screen. Edited December 31, 2010 by NickExtreme1
OrionXElite Posted December 31, 2010 Posted December 31, 2010 (edited) Nick: Theres a better variant to that combo that nets you more damage and a bit more heat. Schwarz>RC>2C>6B>2C>5C>JC>j.B>dj.b>214B>5D>[w]j.236A>j.236B>5C>j.B>j.B>5B>JC>D>[H]j.B>dj.B>j.C>Konig Flug 7513 Damage and 44 Meter. When doing his combos, tehre is no reason to NOT go for max heat gain. He gets way more than enough damage. So if you're planning to do the Wolf 5C>j.B>j.B>5B relaunches, theres no reason to not go j.B>dj.B>j.214B in Human Form. You get the second jump back when you relaunch and you don't need for your Wolf fillers and it gives you an additional 4 Meter with the 5 you get from j.214B. In the end the damage evens outs or you lose like 200 at the most. It won't be missed:keke: And I found an interesting link the other day. Turns out on a few characters, you can link a crouching CH 5C into 5B at close range. So its pretty much CH5C>5B>5C>Rozen>etc. Gives you a good chunk of Meter and about an extra 500 Damage. Just a random thing to note about Valk's Awesomeness EDIT: Tested the Crouching CH5C>5B link on the whole cast. Works only on Tager, Bang and Hakumen. Edited December 31, 2010 by OrionXElite
rei-Scarred Posted January 1, 2011 Posted January 1, 2011 I have a question but first a random combo Corner j.C 3C 2C 6B 2C j.B j.214B 2DD 5C j.B dj.BC (super) 4086 (5224) Ok how the hell does [w] j.B j.B [h] 5B work. I only pulled it off once and I'm going crazy over this. Don't ask why I'm learning Valk combos, it's complicated.
OrionXElite Posted January 1, 2011 Posted January 1, 2011 The way it works in the most simple terms is you have to make the 2nd [w]j.B hit right around where Valk's tail meets his ass in j.B animation. Its a bit tricky BUT there is an easier variant that nets you more heat and you only lose about 300-400 damage. Who the hell is gonna miss that with Valk:keke: Go [w] j.B>j.B>5B>JC>D>[H]j.B>dj.BC>Konig Flug. Konig Flug is ~1200 minimum compared to Sturm Wolf's 1800. But with the extra air hits getting you about 500 Damage and around 10 extra Meter. Much easier in terms of adjusting to spacing and crap like that.
rei-Scarred Posted January 1, 2011 Posted January 1, 2011 (edited) Holy moly that is way easier. Thanks for the the tip... -_- Edit: er does it work in every combo? I got it to work easily off FC and non FC 6C combos easily but I tried it as the ender of the combo I posted previously and couldn't get it to work. Oh lol, why did I put 2DD in that combo that's completely pointless Edited January 1, 2011 by rei-Scarred
OrionXElite Posted January 1, 2011 Posted January 1, 2011 Holy moly that is way easier. Thanks for the the tip... -_- Edit: er does it work in every combo? I got it to work easily off FC and non FC 6C combos easily but I tried it as the ender of the combo I posted previously and couldn't get it to work. Oh lol, why did I put 2DD in that combo that's completely pointless The [w]j.B>j.B>Land>D>[H]5B>Sturm Wolf always works BUT what you need to pay attention to is how long the combo lasts when you do it. There are a few situations(Mainly during FC Combos) where they can tech immediately after the last hit of the super which is REALLY bad. Assuming it happens to Ragna, he can literally run up and 2C you into a FC Combo for free. So if you're gonna go for a big Fatal combo, I recommend ending on Air Super. But for non Fatals, its near impossible to make that situation happen so you should be good.
NickExtreme1 Posted January 1, 2011 Posted January 1, 2011 The [w]j.B>j.B>Land>D>[H]5B>Sturm Wolf always works BUT what you need to pay attention to is how long the combo lasts when you do it. There are a few situations(Mainly during FC Combos) where they can tech immediately after the last hit of the super which is REALLY bad. Assuming it happens to Ragna, he can literally run up and 2C you into a FC Combo for free. So if you're gonna go for a big Fatal combo, I recommend ending on Air Super. But for non Fatals, its near impossible to make that situation happen so you should be good. What kind of wolf dash into [w]j.B>j.B>Land>D>[H]5B>Sturm Wolf do you recommend using? I personally find 6C good midscreen as opposed to 5C & 7C works like a charm in the corner.
rei-Scarred Posted January 1, 2011 Posted January 1, 2011 Actually I meant I was messing up the [w] j.B j.B 5B [h] j.B dj.BC but I figured it out so nevermind. It's so easy I don't feel like it's worth grinding out the harder more damaging one, especially since I don't actually main or sub Valkenhayn.
OrionXElite Posted January 1, 2011 Posted January 1, 2011 What kind of wolf dash into [w]j.B>j.B>Land>D>[H]5B>Sturm Wolf do you recommend using? I personally find 6C good midscreen as opposed to 5C & 7C works like a charm in the corner. There is no 6C Dash. If you're hitting 6C, you're getting 5C Dash. But for midscreen, 5C Dash is indeed best. But again, I prefer the Air Super enders. 1000X easier, minimal Damage loss, and it gets you more meter in the end. Only REAL downside is the Air Super gives you no oki but I won't be using it for resets. Only use Valk's Supers when going for the kill. He has to have meter on defence to stay alive.
NickExtreme1 Posted January 1, 2011 Posted January 1, 2011 (edited) There is no 6C Dash. If you're hitting 6C, you're getting 5C Dash. But for midscreen, 5C Dash is indeed best. But again, I prefer the Air Super enders. 1000X easier, minimal Damage loss, and it gets you more meter in the end. Only REAL downside is the Air Super gives you no oki but I won't be using it for resets. Only use Valk's Supers when going for the kill. He has to have meter on defence to stay alive. I swear that a 6C dash existed since when tried canceling 5C dash > 6C dash, it worked. Valkenhayn rose a bit higher, or was I cancelling 5C dash > 5C dash? Edited January 1, 2011 by NickExtreme1
OrionXElite Posted January 2, 2011 Posted January 2, 2011 I swear that a 6C dash existed since when tried canceling 5C dash > 6C dash, it worked. Valkenhayn rose a bit higher, or was I cancelling 5C dash > 5C dash? You were canceling 5C Dash into another 5C Dash. All of his dashes can cancel into themselves if need be. But I do know whats happening. You see, whenever you do a C Dash in Wolf form, if you hit 5C again, he'll stop dashing altogether. So for instance, if you're in Wolf Form and you jump and just hit C without any directional inputs, you'll doing 5C Dash>Cancel>5C Dash>Cancel and he'll start go lower and lower cause after he cancels he rolls towards the ground. BUT if you hold 6C and just mash on C, you get 5C Dash>5C Dash>5C Dash>5C Dash and he doesn't Cancel out of Dash altogether, You can do this with all of them. You can mash 8C and he'll keep canceling 8C Dash into another 8C Dash. Pretty much whats happening is by holding 6 for your Dash input, you're getting the 5C Dash. But if you go say 5C>6C, Whats happening is that the games system is reading that as a Forward Dash Cancel or 5C Cancel but using 6 as the command input since 5C during a Dash is a straight Cancel with no other Dash occurring after it. Its a bit confusing I know. So TECHNICALLY, you can say theres a 6C dash but in the context you're using it, it has no meaning, its a 5C Dash. 6C would only apply to Canceling one Dash into the 5C Dash.
NeonCrusader Posted January 2, 2011 Posted January 2, 2011 I was thinking about the possibility of this earlier but didn't get a chance to try it... double schwarz jagd combo, maybe. (corner) 2C, 236B RC, 2C, 6B, 2C, TK j.214B, land 236B~5D~j.A, 5B, 236B, j.236A, j.236B, 5C, j.B, j.B, land 5D, 5B, 2C, j.DB, 3C, j.A, land 5D, 5B, 2C, j.B, j.B, j.C.
GenoWhirl Posted January 2, 2011 Author Posted January 2, 2011 what's the point of using a second schwarz jagd? bonus proration only applies once
NeonCrusader Posted January 2, 2011 Posted January 2, 2011 Schwarz Jagd is bonus proration? Thought it was positive p2 like how gold bursts are in CS2.
Guardian Posted January 2, 2011 Posted January 2, 2011 I was thinking about the possibility of this earlier but didn't get a chance to try it... double schwarz jagd combo, maybe. (corner) 2C, 236B RC, 2C, 6B, 2C, TK j.214B, land 236B~5D~j.A, 5B, 236B, j.236A, j.236B, 5C, j.B, j.B, land 5D, 5B, 2C, j.DB, 3C, j.A, land 5D, 5B, 2C, j.B, j.B, j.C. Doesn't work, they can tech a bit after the 2nd 236B. General FYI: Wolf fuzzy guard mixups don't work on Tao. She can crawl under the multiple overheads.
OrionXElite Posted January 2, 2011 Posted January 2, 2011 Doesn't work, they can tech a bit after the 2nd 236B. General FYI: Wolf fuzzy guard mixups don't work on Tao. She can crawl under the multiple overheads. Don't use Wolf for overheads against Tao. Make Wolf mixup between lows, Command Grabs and anti jump out moves(Wolf's 5B). Overhead mixup on Tao should only be done in Human form since its a lot harder to deal with.
tofurr Posted January 2, 2011 Posted January 2, 2011 Trying to do this combo: [h] 5B > 5C > 236A > Rapid > 2C > 6B > 5B > 5C > 236C > 9D > j.AAA > j.236A > j.236B > 7CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (4.8k Damage, 50 Meter Required, 50% MG) I keep blue beating after the 7CD, any idea what I could be doing wrong? Also, since the game is going to change soon, and I want to learn Valk, what type of things should I learn for CS1?
STenSatsu Posted January 3, 2011 Posted January 3, 2011 Most of his combos are still similar so I wouldn't worry about the transition too much. For that combo try just waiting a sec and using 5cd instead.
OrionXElite Posted January 3, 2011 Posted January 3, 2011 Trying to do this combo: I keep blue beating after the 7CD, any idea what I could be doing wrong? Also, since the game is going to change soon, and I want to learn Valk, what type of things should I learn for CS1? Don't do 7CD, that makes the angle all funky and shit. Since you're using [w]j.236B before the Dash, use 5CD, that'll be a lot easier. But depending on the height of you relevant to the opponent, delay the 5C as needed. Its way easier this way midscreen and in the corner.
tofurr Posted January 3, 2011 Posted January 3, 2011 Thanks guys, that did make it more easier to do.
Guardian Posted January 3, 2011 Posted January 3, 2011 Don't use Wolf for overheads against Tao. I can't say I agree with this in general. Not using multiple overheads ok, but none in wolf at all? And Human overheads harder to deal with than wolf overheads? You can't be serious.
OrionXElite Posted January 3, 2011 Posted January 3, 2011 (edited) I can't say I agree with this in general. Not using multiple overheads ok, but none in wolf at all? And Human overheads harder to deal with than wolf overheads? You can't be serious. HumanForm overheads are extrememly hard to deal with when you don't have a DP. Tao has no DP. To try and mash out of Valk's FATAL status 6C is retarded. She squeezes a 5A in, she gets like 2k, Valk beats it and Fatals, Tao eat over 6k which more than 2/3s of her health. Risk/Reward is way too off scale for Tao to take that kind of risk on defence. As for not using Wolf overheads, yeah sure, you can throw one if you want. Problem is that if she reacts to you using WolfDash as an approach, she has no reason to stand when Crawling beats both Normals the Wolf form has. With theTao matchup, its VITAL that you keep Tao on defence and on theground or else she can start to out manuver you which will be an issue. EDIT: Also don't neglect Valk's instant j.C overhead off of a blocked 2C or 5B. 4 Frame jump with a 12 j.C is a 16 frame overhead and with 50 meter, that means about 4k damage. Rozen is a good overhead too its just telegraphed cause everyone goes 5B>5C>Rozen and calls it mixup. 2B>Rozen is very hard to catch. If they block it, 1D Cancel and put a bit of space between you and the opponent. Valk's Human form overheads are quite difficult especially if you don't make it obvious. Edited January 3, 2011 by OrionXElite
Jais Posted January 3, 2011 Posted January 3, 2011 (edited) Opener time Most damaging and you can omit the super for a solid KD and 50% meter CH 5C>236C>9D>j,A,j.B v 5B>236B>236A>236B>7C>j.B,j.B vD 5B>2C>jc.D, j.B>3C>j.A vD 5B>2C>2149B v sj.B>jc.B>j.C>Super (I moved the TAO info to match-up forums) it is too legit to have it lost in here :D Edited January 3, 2011 by Jais
GenoWhirl Posted January 3, 2011 Author Posted January 3, 2011 (edited) Why the fuck did I never think of doing 236B after that 5B? Why did I jump for a shitty jB > dj.B > j.C? Thank you Jais <3 Alternative if you're like me and suck CH 5C > 236C > 9D > j.A > Delay j.B > Land 5B > 236B > 236A > 236B > 7/5C > j.B x2 > Land 5B > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > j.C (4085 Damage, 49% MG) I assume this is midscreen? Because in corner you can just do CH 5C > 236C > 5DD > Land 2C > j.214B > Land 5D > 5B > 236B > j.236A > j.236B > 5C > j.B x2 > 5B > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C For exactly 5k and more than 50% Edited January 3, 2011 by GenoWhirl
NickExtreme1 Posted January 4, 2011 Posted January 4, 2011 [h] CH 6B > 5B > 2C > 5C > 236A > (2A > 2C > 5C > 236A) x2 > 2A > 2C > 5C > 632146D (6897 Damage, Builds 50 Meter) Already on the list, I just wanted to note after careful testing that this CH 6B Fatal Combo does not work on Rachel. Also, a Taokaka & Hakumen specific combo(I'm surprised this does not work on Tager)off basically the same combo, but with an extra attack. I know this combo only does around 100 extra damage and somewhat impractical, I'm just noting something that is at least possible. [h] CH 6B > 5B > 2C > 5C > 236A > (2A > 2C > 5C > 236A) x2 > 2A > 5B > 2C > 5C > 632146D (6986 Damage, Builds 53 Meter)
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