Sophisticat Posted March 4, 2011 Posted March 4, 2011 So I'm finally going to get down and learn this guy, which I should've done months ago, lol. Could anyone point me to the optimal bnbs I should get down? Also, messing around in training, I got: 2c CH -> 236b -> RC -> 2c -> 6b -> etc. Does wicked damage and looks cool. 6b looks like it won't hit, but it extends pretty far.
OrionXElite Posted March 5, 2011 Posted March 5, 2011 So I'm finally going to get down and learn this guy, which I should've done months ago, lol. Could anyone point me to the optimal bnbs I should get down? Also, messing around in training, I got: 2c CH -> 236b -> RC -> 2c -> 6b -> etc. Does wicked damage and looks cool. 6b looks like it won't hit, but it extends pretty far. Standing Confirm: 5B>5C>236A>RC>2C>6B>3C>2C>5C>JC>j.B>j.214B>6D>[W]j.236A>j.236B>C>j.B>j.B>Land>5B>JC>j.AAA>DJC>D>[H]j.C>Konig Flug Crouching:5B>5C>236C>9D>[W]j.A>j.236A>j.236B>C>j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>D>[H]5B>Sturm Wolf Wolf Mixup Confirm: [W]C>j.B>Land>5A>5B>JC>j.AAA>j.236A>j.236B>C>j.B>j.B>Land>5B>JC>D>[H]j.B>dj.B>dj.C>Konig Flug If you can get these down, you can do any basic hit confirm with Valk into very good damage. PS: Command Grab(Corner): [W]236D>Land>[H]2B>5C>JC>j.214B>5D>[W]j.236A>j.236B>C>j.B>j.B>Land>5B>JC>j.AAA>DJC>D>[H]j.C>Optional Super Air Command Grab you can link into 2C and go into 6B>2C>6C etc.
JD012 Posted March 11, 2011 Posted March 11, 2011 How do you get the 3c to link to 2c? it always wiffs for me
OrionXElite Posted March 11, 2011 Posted March 11, 2011 How do you get the 3c to link to 2c? it always wiffs for me Its spacing dependant on both the Character and where you are when you hit the 3C. You pretty much wanna try and be pointblank if you try for that link since anywhere else, it'll whiff a lot unless you walk forward like 3 pixels which frustrating as hell. Best time to do that link is to do it after a 6B. Example being 236A>RC>2C>6B>3C>2C. Delay the 3C just a bit after the second hit of 6B so you get the most pull back towards you when you do it.
Coinage Posted March 12, 2011 Posted March 12, 2011 hey if this is a technical discussion, why not add mix-up games and what not?
NeonCrusader Posted March 16, 2011 Posted March 16, 2011 I may have missed if this was already posted, but here's a meterless 2C corner combo. 2C, 6B, 236C~D, D, j.214B, land, 236B~D, j.A, land 5B, 236B, j.236B, j.236A, 5C, j.B, j.B, land 5D, 5B, 2C, j.D, j.B, 3C, j.A, 5B, 2C, j.D, j.Ax3, dj.D, j.C. 6.3k damage. If you rise as high as possible before dj.D and input j.C immediately, you can force a neutral tech by inputting j.C as you fall.
OrionXElite Posted March 17, 2011 Posted March 17, 2011 I may have missed if this was already posted, but here's a meterless 2C corner combo. 2C, 6B, 236C~D, D, j.214B, land, 236B~D, j.A, land 5B, 236B, j.236B, j.236A, 5C, j.B, j.B, land 5D, 5B, 2C, j.D, j.B, 3C, j.A, 5B, 2C, j.D, j.Ax3, dj.D, j.C. 6.3k damage. If you rise as high as possible before dj.D and input j.C immediately, you can force a neutral tech by inputting j.C as you fall. Theres a better corner combo that is waaaaaay easier and it'll end in Sturm Wolf for almost 8k.
Nini Heart Posted March 19, 2011 Posted March 19, 2011 BTW, how much damage can Valkenhayn do off a jab(ch or not)? I was wondering which character in this game had the most damage off 2A and Valk is the only one who's max damage off a jab I don't know.
Sahgren Posted March 19, 2011 Posted March 19, 2011 (edited) BTW, how much damage can Valkenhayn do off a jab(ch or not)? I was wondering which character in this game had the most damage off 2A and Valk is the only one who's max damage off a jab I don't know. In the corner with meter using a Tager dummy, I can get up to 5.7k. The combo: 2A > 2C > 236B > RC > 2C > j.214B > 2D > 236B > j.236A > j.236B > C > j.B > j.B > [W]5B > jc > j.B > 3C > j.A > D > [H]5B > Sturm for 5700. If you're looking for a more practical combos, there's a 4.3k combo in the technical discussion thread, but for just pure damage that's the highest I can figure out. Edited March 19, 2011 by Sahgren
Nini Heart Posted March 19, 2011 Posted March 19, 2011 Can't he tack another distortion after Valfunka for more damage? I recall seeing it in some CS1 videos.
Sahgren Posted March 19, 2011 Posted March 19, 2011 (edited) Can't he tack another distortion after Valfunka for more damage? I recall seeing it in some CS1 videos. With the combo I used, you don't have enough heat. Now experimenting to see if I can get higher with a non-RC combo with double super at the end. Edit: If there's a higher damage combo with double Sturm ender, I can't find it. They usually tech before the super ends, and the damage ends up lower than the RC combo. Edited March 19, 2011 by Sahgren
Nini Heart Posted March 19, 2011 Posted March 19, 2011 I was talking about valfunka into his tk air super. You can see it here.http://www.youtube.com/watch?v=eq93whmY-xQ&feature=player_detailpage#t=213s Maybe if you put your character below 35% health for meter gain it can work?
OrionXElite Posted March 20, 2011 Posted March 20, 2011 In the corner with meter using a Tager dummy, I can get up to 5.7k. The combo: 2A > 2C > 236B > RC > 2C > j.214B > 2D > 236B > j.236A > j.236B > C > j.B > j.B > [W]5B > jc > j.B > 3C > j.A > D > [H]5B > Sturm for 5700. If you're looking for a more practical combos, there's a 4.3k combo in the technical discussion thread, but for just pure damage that's the highest I can figure out. Double Sturm almost never works. Proration of everything up to the last hit is terrible. Also I believe Sturm Wolf>TK Konig Flug is character specific and not really worth it in the end given you only get 1000 extra damage Also incredibly impractical to be in a situation where you have a 100 Heat and WON'T kill them with just the combo into Sturm Wolf. And for a 2A combo, no need to spend meter for 5700 when he can get 5400 meterless for it in the corner. Midscreen though his 2A doesn't get you much of anything even if you're at 2C range. But in the corner, basic combo builds the 50 meter for his Konig Flug at the end so might as well just do that instead of spending an extra 50 for 300 more damage. Also note that it is insanely hard to make all the hits of Sturm Wolf connect if you have a 2A starter. 2A>2C>6B>3C>2C>6C>2C>j.214B>2D>[W]236B>j.236A>j.236B>C>j.B>j.B>Land>5B>JC>j.AAA>DJC>D>[H]j.C>Konig Flug 5400 damage meterless.
Sahgren Posted March 26, 2011 Posted March 26, 2011 I remember that it was mentioned somewhere that CH 236C > 9D > j.B > j.A > D > 5B that you see in CS2 videos works midscreen against some characters, but I can't figure out how to get it to work. I'm trying it on Tager, and every time I land the j.B, Valk won't fall enough for j.A > D > 5B to connect. Is there some sort of trick to it, or does it just not work as I was expecting until CS2?
OrionXElite Posted March 26, 2011 Posted March 26, 2011 I remember that it was mentioned somewhere that CH 236C > 9D > j.B > j.A > D > 5B that you see in CS2 videos works midscreen against some characters, but I can't figure out how to get it to work. I'm trying it on Tager, and every time I land the j.B, Valk won't fall enough for j.A > D > 5B to connect. Is there some sort of trick to it, or does it just not work as I was expecting until CS2? Its a really really really REALLY fucking annoying link. You have to delay the j.B by just a bit to make like the ass part of the hitbox hit the opponent and then pray that you fall far enough for the j.A to hit before landing. One thing you could try, early in combos, [W]j.A>Land>D>[H]2C will work too since 2C isn't all that much slower. You could try that since the vertical hitbox on it is just astounding. BUT honestly if you hit a CH 236C, 6D Cancel and link into [W]j.236A and go from there. Much easier, you don't lose much damage and it pretty much guarantees corner carry. Adn the best part about it is that since CH 236C forces ground tech, you don't have to worry about some bullshit pickup off the 9D if you hit it as an AA.
Sophisticat Posted April 2, 2011 Posted April 2, 2011 Ok, so I finally got around to practice his combos. Two Q's: - Why do 236a -> 236b instead of 236b -> 236a when leading up to 5/7C -> j.B x2? It seems to be very tight whereas the latter is easy (though it does leave you further from the other's hitbox). - How can I land j.B x2 -> 5b -> j.B more consistently? It seems that whenever I do hit with 5b, the j.B after will just barely whiff. Should I get used to doing [h]5b instead?
Sahgren Posted April 2, 2011 Posted April 2, 2011 Ok, so I finally got around to practice his combos. Two Q's: - Why do 236a -> 236b instead of 236b -> 236a when leading up to 5/7C -> j.B x2? It seems to be very tight whereas the latter is easy (though it does leave you further from the other's hitbox). - How can I land j.B x2 -> 5b -> j.B more consistently? It seems that whenever I do hit with 5b, the j.B after will just barely whiff. Should I get used to doing [h]5b instead? 236A > 236B is usually used since it works consistently with all starters, whereas 236B > 236A only works consistently with starters that guarantee that you're as close to the opponent as possible, such as [W]5B > j.AAA. When doing combos such as 236C/j.124B > 9D > j.A, you're not always going to be optimally spaced to allow the first j.236B to land. Do you mean 5B > [H]j.B or 5B > [W]j.B? For the first one, it can get a bit easier if you catch them a bit lower (you're level with them or slightly above them in midair) with the first j.B, since it'll cause the 5B to catch them lower to the ground, and not launch them out of j.B range. If you mean 5B > [W]j.B, you need an IAD to get close enough outside of the corner. I think Orion mentioned this earlier, but if you're going to try j.B x2 > [H]5B, try to catch with the base of the tail for the second j.B to insure that you have enough time to change to human and land the 5B.
Sophisticat Posted April 3, 2011 Posted April 3, 2011 Yeah, I meant [w]5b. I've yet to try to do [h]5b since the link is aggravating to practice. Anyway, thanks for the advice. I'll get around to practicing it.
OrionXElite Posted April 3, 2011 Posted April 3, 2011 If you're having an issue with [W]j.B>j.B>Land>5B, you can try and put a small delay in between the first and second j.B. this means you'll land and they'll be in hitstun a bit longer so you can actually delay the 5B which makes the jump cancel into whichever follow up a lot easier. You also need to pay attention to height when doing that as if you're too high, you can't make it work. Thats the biggest reason to always use [W]j.236A>j.236B as j.236B has a LOT more untechable time and you can delay the 5C to follow up by quite a bit to make everything work. Start the 5C>j.B>j.B so when you hit the first j.B, their level with the Wolf and then the 2nd one will hit just a bit above the Wolf.
Zoink Posted April 3, 2011 Posted April 3, 2011 I was playing around in training mode today and decided to try what's the maximum damage I can do with Valkenhayn. My goal was to do over 10k. Here's the combo, although it requires 100 heat, corner and Valk's health has to be low: 2C > 236B > RC > 2C > 6B > 2C > 6C > 2C > JC > j214B > 2D > 236B > 236A > 236B > 7C > jB > jB > 5B > JC > jB > 3C > jA > land > 5D > 5B > 632146D > j > 236236C (10310 damage) I'm just curious, how much damage can Valkenhayn do in a single combo? Btw, while practicing I also figured out a combo that does exactly 9001 damage. I declare it the official "It's over nine thousaaannddd!" Valkenhayn combo. 2C > 236B > RC > 2C > 6B > 2C > 6C > 2C > JC > j214B > 2D > 236B > 236A > 236B > 7C > jB > jB > 5B > JC > jB > 3C > jA > land > 5D > 5B > 2C > HJC > jB > dj > jB > jC > 236236C > RC > 2C > JC > jB (9001 damage)
OrionXElite Posted April 3, 2011 Posted April 3, 2011 Your first combo is the highest I've seen. I made a 10k combo that topped out at about 10200 but I never tried to find one that ended in double super since thats ridiculously hard to do. In practical terms, Valk can actually do 8k in a single combo that he builds his own meter for 2nd combo is just plain awesome :3
Sahgren Posted April 3, 2011 Posted April 3, 2011 Btw, while practicing I also figured out a combo that does exactly 9001 damage. I declare it the official "It's over nine thousaaannddd!" Valkenhayn combo. 2C > 236B > RC > 2C > 6B > 2C > 6C > 2C > JC > j214B > 2D > 236B > 236A > 236B > 7C > jB > jB > 5B > JC > jB > 3C > jA > land > 5D > 5B > 2C > HJC > jB > dj > jB > jC > 236236C > RC > 2C > JC > jB (9001 damage) This is a combo that just begs to be used to win a match.
Sahgren Posted April 8, 2011 Posted April 8, 2011 (edited) //Double Post I noticed that recently a number of Valks in the YT videos are starting to end combos with [W]5B > j.B > dj rather than [H]j.C in the corner. Is the superior oki-mix up of being in wolf form while they're getting up worth not regaining any wolf meter and giving the opponent a chance to potentially roll out? Also, is that viable in CS1, or do CS1 combos use up too much wolf meter to allow it to work? Edited April 8, 2011 by Sahgren
OrionXElite Posted April 10, 2011 Posted April 10, 2011 //Double Post I noticed that recently a number of Valks in the YT videos are starting to end combos with [W]5B > j.B > dj rather than [H]j.C in the corner. Is the superior oki-mix up of being in wolf form while they're getting up worth not regaining any wolf meter and giving the opponent a chance to potentially roll out? Also, is that viable in CS1, or do CS1 combos use up too much wolf meter to allow it to work? It would work in CS1 too. j.C allows them to roll out if they delay the tech. The answer to this was to do a falling j.C after to force the tech and go from there but with the [W]5B>j.B ender, I don't think they can delay the tech without the worry of being reset by say [W]5A or [H]2C. Double jump after the j.B is to setup a fuzzy guard and get Valk starting on pressure. Only REAL issue with this oki is after a long combo, you'll have very little Wolf meter to work with which means you pretty much have to start on Human pressure and gain some meter back before going back into Wolf if you really wanna mixup them up.
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