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Posted

Theres a really hard way to pick it up. You have to RC then instantly Air Dash, immediately turn back into Human, Land and link a 2C. Can't remember if its character specific or not, if anything, how tall the opponent is might matter. Will double check later.

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Posted (edited)
Sorry if i didnt see it, does anyone know if valk can combo off his command grab mid screen?

Theres a really hard way to pick it up. You have to RC then instantly Air Dash, immediately turn back into Human, Land and link a 2C. Can't remember if its character specific or not, if anything, how tall the opponent is might matter. Will double check later.

2C, 6C is a great option heading towards a corner.

You can just RC and then j.236A, can't you?

Great option if you aren't close enough to a corner. (and much easier)

Edit: This is what I was thinking of - http://youtu.be/kALO1HQalAY?t=4m23s

Edited by AstralandArcane
Posted (edited)
You have a couple of ways to get oki and mixup with Valk. You used to able to use 236A to get free Wolf mixup but Wolf is too slow to do that now so thats out.

Now you have a couple different options, one that involves Wolf form and one that uses Human form. For the Wolf one, end any combo in [W]j.236B>5C>j.B>j.B>Land>5B>j.B and after the last j.B, double jump and turn back into Human while they tech and you'll get a decent reset. For the Human one, for some shorter, non-Wolf combos(and some combos that do use Wolf), you end the combo with 5B>2C>JC>j.A>j.B>dj.C>Falling j.C. The last j.C always blue beats but it catches rolls and is completely safe on whiff so this is a much more useful oki option than the other.

I kind of want to expand on both parts of this post:

You can still go into wolf from 236A, it's just a matter of getting the opponent to respect your ability to bait. Going from 236A into 5D/3D option is now punishable on hit by an opponent mashing As, but you can also cancel into 4D/7D to bait the mash and punish with a wolf j.A (this may not work as well depending on how little recovery the opponent's normals have).

4D/7D options can be punished by a delayed poke by the opponent (they wait for you to fly back after the backdash and throw out a 5B or 6A for instance), so when they start learning to do that, you can bait this by doing 7D > 5C, which stops your backdash (you move back but you don't move forward), and you can potentially punish a whiffed poke with [w]j.236A at this point. The options are limitless as long as you abuse his movement options and guess what the opponent is trying to mash after a 236A.

Or you could just stay in human form. 236A on hit is actually still +1 (makes it really annoying to use against anyone with a 5 frame normal, since Valk doesn't have a 5 frame normal himself).

As for combo enders, you can also do 5B>2C>j.D>[w]j.AAA>dj.D>rising j.C>falling j.C, which is basically a variation of 5B>2C>sj.A>j.B>dj.C>Falling j.C but does slightly more damage.

Yet another, more damaging ender that allows you to get the falling j.C anti-tech roll ender would be to do: 5B>2C>sj.B>j.214B>5D>[w]236B>7C>j.D>j.B>dj.B>dj.C>falling j.C. Ideal if you have not used a Mondlicht earlier in the combo.

There's probably a bit more to talk about that I'm forgetting. Valk is a character with a lot of options :).

Edited by Leo7
Posted

Sup Valkenbros. I think some of you probably have already found out about this, but I didn´t see it anywhere else so...

Anyway, in the patch notes people be saying that 2C cant be connected after a mid-screen 3C, like for example in the old 2C, 6B, 3C, 2C, 5C string, the 3C will push the opponent too far away for the 2C to connect now in BBCS2. Well that aint really true. Vs some chars like Jin, Noel, Carl and Rachel, it works as before. However vs for example Tsubaki, the 2C will whiff. However, if you just walk forwad slightly after the 3C, it will connect. Not sure how useful it will be, since i can only get about 4.6k damage off of it without meter, whereas you could easily get 5.6k off it pre patch.

Posted

Hey all, I looked through the Valkenhayn forums and I was unable to find what I was looking for. In doing the following combo:

[h] j.214B > 5D > j.236A > j.236B > C > j.B > j.B > Land 5D > 5B > 632146D (5k Damage)

How does the part that I have in bold work? I have tried keeping my opponent above me while doing this part, but my 5B after landing D never connects. Is my execution wrong? Is there a more effective way to execute this part? Thanks in advance.

Posted
Hey all, I looked through the Valkenhayn forums and I was unable to find what I was looking for. In doing the following combo:

[h] j.214B > 5D > j.236A > j.236B > C > j.B > j.B > Land 5D > 5B > 632146D (5k Damage)

How does the part that I have in bold work? I have tried keeping my opponent above me while doing this part, but my 5B after landing D never connects. Is my execution wrong? Is there a more effective way to execute this part? Thanks in advance.

Assuming it works the same as it does in CS1, it required some weird timing to it.

The easiest way I can describe it is like this: When you do the 2nd j.B before you land, you needed to make sure that it hit right where the opponent would meet the Wolf's tail. I assume this still applies to CS2 but I'm not 100% sure as I never did this ender. You could try this one as it still works in CS2 and is much more consistent:

j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>D>[H]5B>Sturm Wolf

Just hit the 5B as low as possible and it should work :)

Posted
Assuming it works the same as it does in CS1, it required some weird timing to it.

The easiest way I can describe it is like this: When you do the 2nd j.B before you land, you needed to make sure that it hit right where the opponent would meet the Wolf's tail. I assume this still applies to CS2 but I'm not 100% sure as I never did this ender. You could try this one as it still works in CS2 and is much more consistent:

j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>D>[H]5B>Sturm Wolf

Just hit the 5B as low as possible and it should work :)

The only thing that has changed with this combo is the slower [w]C dash, everything else works perfectly fine. The change is negligible for the combo though, I pulled it off consistently without having to adjust anything.

Posted (edited)

Hima's [w] 5A > 5B > j.B > 3C > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C

Does 2667 and builds 49 Meter. It's the most practical Corner Combo off (w) 5A

Since I'm posting this I will go and update the combo thread

Midscreen:

[w] j.A > 5B > 236B > j.236A > 9C > j.B (> 3C) > j.A > D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (3482 Damage, 60+ MG)

Corner:

[w] j.A > 5B > 236B > j.236A > 7C > j.B > 3C > j.A > D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (3482 Damage, 60+ MG)

Is the most "practical" j.A/j.B combo. And it is also pretty stylish (It even works on Carl ;w; )

[h] CH 5C > 236C > 3D > 236B > j.236A > 7C > j.B > 3C > j.A > 2C > 6C > 2C > 6B > 5B > 2C > 8 > j.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (4412 Damage, 64% MG)

Is also possible

Edited by GenoWhirl
Posted
Midscreen:

[w] j.A > 5B > 236B > j.236A > 9C > j.B (> 3C) > j.A > D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (3482 Damage, 60+ MG)

Corner:

[w] j.A > 5B > 236B > j.236A > 7C > j.B > 3C > j.A > D > 2C > 6C > 2C > 6B > 5B > 2C > sj.B > j.214B > D > j.236B > 7CD > j.B > dj.B > j.C (3482 Damage, 60+ MG)

You can also go into these combos off of a CH anti-air [w]5B. You have to delay the 236B slightly, but it does work.

Posted

Found something interesting while in the lab today, in the corner after a 6B (Fatal Counter on not), 236B~236B doesn't corner bound unless you immediately wolf cancel after 236B~236B. A glitch perhaps, idk.

Posted
Found something interesting while in the lab today, in the corner after a 6B (Fatal Counter on not), 236B~236B doesn't corner bound unless you immediately wolf cancel after 236B~236B. A glitch perhaps, idk.

It's the glitch that's only on consoles where if you do a move that pulls your opponent in (like Valk's 6B), then your next move is a move that causes wall bound, the bound won't happen. It would happen to me if I were to try to go into 6C after a 6B. If it would hit, the opponent would just do the same animation as if the wall wasn't even there (the flying back).

Posted

I figured out how the [w]j.A~j.A fuzzy works. The proper input should be:

[w]5C, j.A, 5C~5C~5C~j.A.

You have to input all the 5C's before the initial j.A recovers. The way the fuzzy is works is that after the first j.A is blocked, you're dash cancelling the j.A (the first 5C), then you dash cancel the dash cancel for a stop (2nd 5C), then you dash again (last 5C), and immediately do j.A. If done correctly, he'll just flip right into the 2nd j.A.

The timing is VERY strict, however this was the input that showed every time I got it correctly. If you do 2 or 4 C's, you would have done too little/many, and will get a wolf dash. If you do the j.A too late, you'll land and do 5A instead of j.A.

If this was already figured out, then dang you for beating me to it.

Posted
I figured out how the [w]j.A~j.A fuzzy works. The proper input should be:

[w]5C, j.A, 5C~5C~5C~j.A.

You have to input all the 5C's before the initial j.A recovers. The way the fuzzy is works is that after the first j.A is blocked, you're dash cancelling the j.A (the first 5C), then you dash cancel the dash cancel for a stop (2nd 5C), then you dash again (last 5C), and immediately do j.A. If done correctly, he'll just flip right into the 2nd j.A.

The timing is VERY strict, however this was the input that showed every time I got it correctly. If you do 2 or 4 C's, you would have done too little/many, and will get a wolf dash. If you do the j.A too late, you'll land and do 5A instead of j.A.

If this was already figured out, then dang you for beating me to it.

Lovely :3

Posted
I figured out how the [w]j.A~j.A fuzzy works. The proper input should be:

[w]5C, j.A, 5C~5C~5C~j.A.

You have to input all the 5C's before the initial j.A recovers. The way the fuzzy is works is that after the first j.A is blocked, you're dash cancelling the j.A (the first 5C), then you dash cancel the dash cancel for a stop (2nd 5C), then you dash again (last 5C), and immediately do j.A. If done correctly, he'll just flip right into the 2nd j.A.

The timing is VERY strict, however this was the input that showed every time I got it correctly. If you do 2 or 4 C's, you would have done too little/many, and will get a wolf dash. If you do the j.A too late, you'll land and do 5A instead of j.A.

If this was already figured out, then dang you for beating me to it.

Hate to the bearer of bad news but I've known about this for over a month and posted about it:v:

Now let me help you out a bit Guardian, theres actually a more consistent way to do it and its actually the way the japanese players have been using it. So the way you're doing it, j.A>5C~C~C>j.A is possible but a lot harder to do for a couple reasons. First, you're actually doing too many C's to begin with. When you do a 5C, the time you can Cancel it into Rasen Brake is about Frame 9 or 10. So I tested it a bit your way, and whats happening isn't Dash>Brake>Dash again, its Dash>Brake>j.A Theres just a little gap in between the Dash and Brake that the 2nd 5C you're hitting isn't even doing anything. Its literally just an empty input. You can't cancel out of the 5C Dash's startup like that as there is a restriction on how soon you can cancel it into an action. According to the Frame Data, 5C/6C has a restriction of not being able to do any action until Frame 15. The Rasen Brake being an exception. So what your inputs are registering as are: [W]j.A>5C(Dash)>slight delay>5C(Brake)>j.A because as soon as you do Rasen Brake, you can do an attack. So in actuality, you're cancelling the Brake, NOT the Dash.

Now for the way the most consistent and most lenient way to do it, you need to change it slightly. Instead of doing 5C(Dash)>5C(Brake), you need to do 3C(Dash)>5C(Brake). The reason for this is because 1C, 2C and 3C all can be cancelled into Rasen Brake on Frame 3. This gives you a lot more time to hit the 2nd j.A and its a lot safer on block. So the input would then turn into this:

[W]5C>j.A>3C(Dash)>5C(Brake)>j.A>5B>etc etc etc

So just figured I'd let you know a more simple way of doing it. Not trying to be condescending or anything, I actually had the same thought process when I first saw it but then I checked the Frama Data and noticed its much better to use 3C Dash instead of 5C due to leniency :)

Posted
What is the poitn of that? why not j.A > C > j.A?

You can't cancel the C Dash into j.A fast enough for it to combo after the first one.

Posted (edited)

So I sat down and got used to the [W]j.A>3C(Dash)>5C(Brake)>j.A setup looked into combos for it and this the combo I will probably use is this:

[W](5C)>j.A>3C(Dash)>5C(Brake)>j.A>Land>5B>JC>j.B>3C>j.A>Land>D>[H]2C>6C>2C>6B>5B>2C>SJC>j.A>j.B>dj.C DMG: 2375 Heat Gained: 34

Now there are other ways to use the 3C's very quick Brake time to your advantage. If they block a 6B, you go 3D>5C(Brake)>j.A and start it from that. They won't want to mash after a 6B since its +8 but when they see that mixup, you can frame trap them or bait them later. Same goes for something like an instant overhead j.C when you don't have meter. Whiff a j.214B and 3D cancel and you can make a really hard to see high/low mixup if you hit the 5C Brake just as he starts to Dash and you can use the momentum to easily pickup an overhead j.A or just land do a low 5A. You can create a lot of very awkward situations using this so its something I'm work on next chance I get to play people so hopefully this is helpful to everyone.

Edited by OrionXElite
Some skewed info on my part. Fixed now.
Posted (edited)

[W](5C)>j.A>3C(Dash)>5C(Brake)>j.A>Land>5B>JC>j.B>3C>j.A>Land>D>[H]2C>6C>2C>6B>5B>2C>SJC>j.A>j.B>dj.C DMG: 2375 Heat Gained: 34

You can do the following combo for more damage and meter

[W](5C)>j.A>3C(Dash)>5C(Brake)>j.A>Land>5B>JC>j.B>3C>j.A>Land>D>[H]2C>6C>2C>6B>5B>2C>SJC>j.B>j.214B>D>j.236B>7CD>j.B>dj.B>j.C Damage: 2718 Meter: 49

Edit: [W]j.A>5C>5C>j.A and [w]j.A>3C>5C>j.A will both combo. 5C can cancel into brake on frame 5 which is only 2 frames slower than 3C.

Edited by DJ_Blactricity
Posted
You can do the following combo for more damage and meter

[W](5C)>j.A>3C(Dash)>5C(Brake)>j.A>Land>5B>JC>j.B>3C>j.A>Land>D>[H]2C>6C>2C>6B>5B>2C>SJC>j.B>j.214B>D>j.236B>7CD>j.B>dj.B>j.C Damage: 2718 Meter: 49

Edit: [W]j.A>5C>5C>j.A and [w]j.A>3C>5C>j.A will both combo. 5C can cancel into brake on frame 5 which is only 2 frames slower than 3C.

Wow ok thats good to know, I always though it was a bit later than that cause the damn Frama Data doesn't say when you can cancel 5C/6C into the Brake. Makes my life a hell of lot easier now. Thank you :)

Posted (edited)

Can someone please help me with Valk's wolf transformation combos? I'm finding it impossible to do any of the combos that involve:

1. Landing on the ground > transform to human > 5B or 5C > etc,

2. Landing on the ground > wolf 5B > transform to human 5B

I've done these combos before but it's something like 1 in a million for me. I honestly don't think it's purely my execution because I can do pretty much all of the basic combos and 10 challenges for every character but for some reason, I find this link to be very hard and I'm not exactly sure how to execute it. If you any of you on the Valk boards have any tips or advices, please let me know.

Edit: Sorry this probably should have been in the Q&A section but I thought for a moment that it was like the Hazama forums and did not see the Q&A thread.

Edited by Zeron_X25
Posted

I found something interesting! Apparently, its possible to transform into wolf form and connect a w.5A against an opponent downed by a 3C. If you stand very close, you can connect [H]3C->5D->[w]5A->5B-> j.Ax3 -> 236A->236B ->5C -> j.bx2 and then whatever ending you choose for over 3k+ damage and corner carry. At distances further away, you might still be able to pick them up by doing 2 [w] 5A´s and then jump cancel into a single [w] j.A´s into 236A or B. This might be character specific though, I haven´t had time to test with everyone.

Posted

I haven't seen this posted anywhere yet. For those of you who aren't aware, you can follow up a counter hit (W)j214A with a human 2C as opposed to a (W)5A. The timing isn't hard to get down and leads to far more damage than an average (W)5A follow up. For midscreen this is about 500 more damage, but in corners this can be far more devastating. Some examples:

CH (W)j214A, D, 2C, 5C, sjB, j214B, jD, j236A, j236B, jC, jB, jB, 5B, sjD, jB, djB, jC, Distortion

(3604 without Distortion, 4724 with Distortion, 45 meter gain) anywhere

After jB, jB: 5B, jB, j3C, jA, D, 5B, Distortion

(3495 without Distortion, 4967 with Distortion, 42 meter gain) into corner only

CH (W)j214A, D, 2C, 6C, 2C, 6B, 2C, j214B, j2D, 236B, j236A, j236B, jC, jB, jB, 5B, jB, j3C, jA, D, 5B, Distortion

(4668 without Distortion, 6140 with Distortion, 50 meter gain) corner only

Most people don't use this move too often, but this is probally good to know. Sorry if this has already been covered elsewhere.

Posted
I found something interesting! Apparently, its possible to transform into wolf form and connect a w.5A against an opponent downed by a 3C. If you stand very close, you can connect [H]3C->5D->[w]5A->5B-> j.Ax3 -> 236A->236B ->5C -> j.bx2 and then whatever ending you choose for over 3k+ damage and corner carry. At distances further away, you might still be able to pick them up by doing 2 [w] 5A´s and then jump cancel into a single [w] j.A´s into 236A or B. This might be character specific though, I haven´t had time to test with everyone.

Interesting o_o

Is it char specific?

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