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Posted

How does this even work? I spend quite some time in P.mode and tried it, but never got it right.

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Posted (edited)

Oh Sahgren explained it here.

Try doing 2362369C to get the air DD to come out right after you leave the ground. The timing is a little funky though, you need to very slightly delay the super after jumping or else Valk will land short, but you don't have a very large window to delay it.

Hope that helps, because I dunno what else I could add lol.

Edited by Kiba
Posted

I need some help on movement. Not really combos, but approach. For instance, if I am full screen away away in human form, I have the bad habit of j.7 into diagonal wolf dash in, and there has to be a better way to hone in with different wolf dash trajectories. Any input ideas would be great, as I need to vary my long distance approach instead of straight dashes and wolf footsies.

Posted

j.D > w[66D] can be used as it covers full screen really. It's usually the main one to get in really quickly.

For other movements, look here

Posted
j.D > w[66D] can be used as it covers full screen really. It's usually the main one to get in really quickly.

For other movements, look here

Thanks. And that is a rather nice write up on movement. I typically use those options. Specifically I am looking for ways to do long range dash ins that cross up. Every now and then I'll see a valk zigzag unexpectedly or dash over and behind a baited aa. If I bait aa's I typically land too far back to punish and I don't use wj.214 a/b since it's less safe than before. I really would like to land in ch range. Any further gimmicks or tips?

Posted
Thanks. And that is a rather nice write up on movement. I typically use those options. Specifically I am looking for ways to do long range dash ins that cross up. Every now and then I'll see a valk zigzag unexpectedly or dash over and behind a baited aa. If I bait aa's I typically land too far back to punish and I don't use wj.214 a/b since it's less safe than before. I really would like to land in ch range. Any further gimmicks or tips?
There is no conrcete way to do it. It all depends on spacing. It's best to just go in training and practice moving around with Valk and learn the different angles you can attack from. Ex. If you do j.D > w[66D] > D > w[7CD] > j.B to get in on an opponent, it can cross up depending on how you spaced it.
  • 2 months later...
Posted

Ive been wondering how to bait or punish options with Valekn, for example, I always get owned by Tager backdashing or doing something on wakeup and because of my lack of exp I dont know how to punish that. Or Jin/Ragna's DP on wakeup also.

help pls =(

Posted

You can bait DPs with w[7C/4C] and then punish with w[5A/j.A], or if you're more comfortable, a better option would be to turn back into wolf and use 2C/5C as they go into better damage.

Not sure about Tager. Sorry.

Posted

To beat Tager's backdash, you could try doing [[h]2A~2C] x N. If he backdashes, you'll just whiff the 2A into another 2A and be able to either react and hit him with 2C or keep mashing 2A until you hit him. If he blocks or jumps, you'll get 2A > 2C.

Unfortunately, this leaves you open to 360/720. Trying to oki Tager just sucks in general...

Posted

thanks for the responses guys. I also think one of my main problems with Valkenhayn in general, is that I tend to adapt a "SF mentality" so I sometimes just stand there waiting for what they are gonna do, but that's not how I should play right? I should be moving and dashing all around ?

Posted (edited)

Tager's backdash is vulnerable on the last frames (20-23). You have 4 frames to punish it. Now assuming he does 360A, its invul starts on the 3rd frame, so you now have a 6 frames window to punish him. The more active frames your move has, the easier it will be. However since his backdash lasts 23 frames it is technically possible to punish him with any move if you're prepared. 720 is 5 frames, 360B is 6 (both without invul), so it should be slightly easier. However, you (most definitely) don't want to miss and being close to Tager on wakeup is definitely a risk... Especially when Valk can lame him out so easily and just run the entire game.

tl;dr if you can predict it you can punish it with excellent timing, or simply just gtfo and return to neutral where you own him anyway.

Edited by samthegreat
Posted

Just a few questions to make my valk more scrubby:

1) Any special wolf movement for Ragnas DP I'm having troubles baiting it in wolf? lol the hit box> (w)7C

2) How can you take advantage off 6C being +2? After it being barrier blocked 2A lacks range and 5B/5C are too slow and can be low profiled by moves like Haz 3C and Tao 2B.

3)What is the optimal combo to do off air throw both mid screen and opponents back to the corner? I've seen too many swag combos.

4)what match ups is Valks backstep most effective? And what is a better option throw/2A/5B/etc.?

5) Any discoverd option selects?

Posted

NeoGio0o:

1)[w]4CC works well for that, free fatal 6B opportunity depending on where you stop

2)There's nothing you can really do to make them sit there, everyone can jump the follow ups. What you can do it go for wolf shenanagans (air command grab or j.A to push back down) or 5B to fish for CHs

3)This varies mostly on distance, but most midscreen throw combos can push to the corner: Throw, rozen, 9D, [w]j.B, [w]j.A, 5D, 2C, 6C~

From there you do standard corner combos. If too far, do 5D, beast cannonx4, KD.

4)I find that valk's backstep is situationally good, particularly vs characters who's pokes don't have a lot of active frames. It sucks vs people like Jin, Relius, Ragna, lambda.

5)Not that I know of

  • 3 weeks later...
Posted (edited)

I'm unsure DJ. I'll see how much luck I have with it tomorrow and I'll let you know.

Edit: I don't think so, I can't get it to work. Sorry.

Edited by Kiba
  • 2 weeks later...
Posted

You need to input 5CC > j.A really quickly x2. The second C will cancel the dash. I think you can do 5C > 3C > j.A too but personally I find that harder.

Posted

Would it be possible to do a SMP glitch combo with 6C or something to make it more practical?

  • 2 weeks later...
Posted

I might be wrong but i don't think it's possible to get more than 5 or 6 6Cs in one combo with out them teching out of it...even with all resources in tact ( 2 gold bursts and 100 percent heat and fatal counter...)

Posted

Doesn't only special moves with SMP work with the SMP glitch?

I would'nt use the Valk SMP combo IRL, good for style points though.

  • 4 weeks later...
Posted (edited)

Repost:

Valkenhayn:

*Rasenwolf command changed to direction + D

With this,the wolf break system has been eliminated apparently.

*2C>6B does not connect on a grounded opponent.

*Nacht rosen>[JB>JA]>2C does not work or its really tight.

Seems like they end up being too low for the 2C to hit.

*JC>air DD is difficult to connect.

Hima isn't sure why.

(Is JC not special cancelable anymore?Is the air DD slower?)

*w.5B does not launch.

w.5B does not cause float on air hit.

*w.5C is a sweep.

*w.JC is a diagonal kick.

Source:jbbs,twitter,hima

Edited by Nokita
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