NeonCrusader Posted July 16, 2011 Posted July 16, 2011 Speaking of [w] j.214A/B, what exactly is the SD on it? It definitely seems at worst neutral on block. Oh, and I saw an extended combo ender in some match vids a few days ago. Rather than: ... [w] j.B, j.B, 5B, j.AAA, dj.DC the player ended with ... [w] j.B, j.B, 5B, j.A(delay)A(delay)B, 5B, j.AAA, dj.DC Seems to work tacked onto the end of just about any combo other than things starting with really low proration ([w] 5A and the like).
Azzal Posted July 18, 2011 Posted July 18, 2011 Working on the news combos seen in the latest combo vid (http://www.youtube.com/watch?v=gfhI49XCZ8E), one thing bothers me. In the combo at 00.40 for example, when he is using the two 236 A Beast Cannon and the two 236B, after Moondlicht I can't see him doing a 2D in order to do the first 236A beast cannon from the ground. But when I'm trying to simply do Moondlicht D 236A, the opponent can tech after the first three best cannon. :/ Am I blind or something? Or just missing something?
Leo7 Posted July 18, 2011 Posted July 18, 2011 the reason they're probably teching is because you're not waiting to land before doing the 2nd cannon. i.e. first cannon should be an air cannon cause you're doing mondlicht > 5/6d > 236a (you're in the air because of the 5/6d), and after you do the first 236a, you wait till you land on the ground before inputting the next 236a, which gives you the ground version of the cannon. afterwards, the rest is straight forward.
OrionXElite Posted July 18, 2011 Posted July 18, 2011 the reason they're probably teching is because you're not waiting to land before doing the 2nd cannon. i.e. first cannon should be an air cannon cause you're doing mondlicht > 5/6d > 236a (you're in the air because of the 5/6d), and after you do the first 236a, you wait till you land on the ground before inputting the next 236a, which gives you the ground version of the cannon. afterwards, the rest is straight forward. In addition to this, you should turn on the Combo Damage counter in Training mode. This will help you know if you're hitting 1 Air and 1 Ground or 2 Air. Its really hard to visually confirm which you're doing cause they look the same and you can't see if you hit the ground every time so paying attention to the damage you do helps a lot. In most cases, the Beast Cannons will do between 350-450 Damage each so for the first 2, just pay attention to the damage. If for example you get Damage counts as something 418 and then 395, you hit 1 Air and 1 Ground. If you hit 418 and then 50, you hit 2 Air. You should also be able to confirm this in match as well.
Stoulf Posted July 19, 2011 Posted July 19, 2011 Hi guys, I'm trying to learn a few Valk combos, but one of them is driving me crazy: on a crouching opponent, near corner, 5B 5C 236C 9D jB jA land D 2C 6C delay 2C 6B 2C j214B 2D 236B j236A j236B j7CD jB djB djC I can't connect the j236A consistently. I've tried delaying pretty much everything in the combo, but I still can't find THE trick. Furthermore, I've noticed in a few videos ( http://www.youtube.com/watch?v=mNwLmMZLOyg&feature=player_detailpage#t=362s ) that the j214B doesn't seem to be tk'd since it isn't done very low in the air...
OrionXElite Posted July 19, 2011 Posted July 19, 2011 OK I can help you out with this. This combo is pretty specific in terms of execution and its ONLY because the j.236A is being put in the combo. Without it, its not very difficult at all but it means you lose an extra 5 meter from the whole thing which is huge so getting this down is worth it. I've noticed a couple of things that can probably remedy the problem near instantly. The way it works is you hit 6B>2C and you don't do a TK j.214B cause that puts you too low to finish it right. You need to jump back after 2C and quickly do j.214B. This should have the opponent level with Valk when it hits. From there, you don't do a 2D Cancel, you do a 1D cancel. This puts Valk at a better angle to hit the [W]236B. You want the [W]236B to hit as late as possible so there is more time to delay the j.236A after. Put a slight delay between the j.236A and j.236B and everything should work fine. So try those suggestions out first and if that doesn't work, come back and I'll try again
Guardian Posted July 19, 2011 Posted July 19, 2011 http://www.youtube.com/watch?v=B3QcZLAOjdE&feature=player_detailpage#t=16m24s How in the hell did Zekuso do an instant [w]j.A from standing? I'm guessing there's some sort of double dash cancel (no ps3 atm so i can't test), but I'm not sure how he did it so fast. Ideas?
Sahgren Posted July 19, 2011 Posted July 19, 2011 http://www.youtube.com/watch?v=B3QcZLAOjdE&feature=player_detailpage#t=16m24s How in the hell did Zekuso do an instant [w]j.A from standing? I'm guessing there's some sort of double dash cancel (no ps3 atm so i can't test), but I'm not sure how he did it so fast. Ideas? It looks like he did the j.A fuzzy without a j.A to start it off. The input was probably 3/1/2C > 5C (break) > j.A, but there might be other ways of doing it. Edit: Tested, and I got what looks similar to what's in the video with 3C > 5C > j.A. Good to know that thing works without the initial j.A.
OrionXElite Posted July 19, 2011 Posted July 19, 2011 It looks like he did the j.A fuzzy without a j.A to start it off. The input was probably 3/1/2C > 5C (break) > j.A, but there might be other ways of doing it. Edit: Tested, and I got what looks similar to what's in the video with 3C > 5C > j.A. Good to know that thing works without the initial j.A. You actually don't need to do 3C>5C(Brake)>j.A, you can just do 5CC>j.A and get the same result. Its dirty as hell if you can set it up and it confirms exactly the same as the Fuzzy setup. Actually, speaking of Fuzzy setups, I was using the Fuzzy setup shown here: Combo Blah Blah I was using this the last time I got to play a couple of my friend's and it is really dirty. It literally works on EVERYONE. The only difference is that on Tager, you get a meterless Fuzzy guard into a full combo as shown. On everyone else, you need to go j.A>j.C>RC>j.C and then I would follow it up with Land>2C>Rozen>etc etc etc So its something worth adding to the arsenal of random mixups Valk has :3
Sahgren Posted July 19, 2011 Posted July 19, 2011 You actually don't need to do 3C>5C(Brake)>j.A, you can just do 5CC>j.A and get the same result. Its dirty as hell if you can set it up and it confirms exactly the same as the Fuzzy setup. As said before (many times), 3C does allow you to cancel 3 frames earlier. It might not be all that much, but that's the difference between handing them what is essentially a free IB. Besides, I already got it to muscle memory for 3C > 5C
OrionXElite Posted July 19, 2011 Posted July 19, 2011 As said before (many times), 3C does allow you to cancel 3 frames earlier. It might not be all that much, but that's the difference between handing them what is essentially a free IB. Besides, I already got it to muscle memory for 3C > 5C Actually 5C let's you brake on Frame 5 so it's just a 2 Frame discrepancy. Now I will Agree that in some cases, those 2 frames matter. In this case, you're comparing an 11 frame overhead to a 13 frame overhead. Those 2 frames are not going to make or break the success cause they can't react to either of them. Now both ways are very useable so I'm not saying 3C>5C(brake) is bad. But you can't knock it for being a negligible amount slower.
Sahgren Posted July 19, 2011 Posted July 19, 2011 There's that. 5CC is also nice in that it's easier execution wise, so the chance of you screwing up and getting something they don't want is much smaller. All else fails, you could end up with a regular 5C > j.A rather than 3C > 5A. Still, I've already got down 3C > 5C (in training mode), so I'll stick with that.
Kakimori Posted July 21, 2011 Posted July 21, 2011 Are 2A, 6B and 5C, 6C safe, uninterruptible blockstrings? 6B and 6C are really slow, but they can be revolver cancelled from the previous moves, and when I watch the block animation, it seems like there's only 3 or 4 frames of freedom at most between blockstuns. If they aren't, IS there any safe blockstring into 6B?
Sahgren Posted July 21, 2011 Posted July 21, 2011 (edited) Are 2A, 6B and 5C, 6C safe, uninterruptible blockstrings? 6B and 6C are really slow, but they can be revolver cancelled from the previous moves, and when I watch the block animation, it seems like there's only 3 or 4 frames of freedom at most between blockstuns. If they aren't, IS there any safe blockstring into 6B? While it's not airtight, the safest blockstring I know of for going into 6B would be 2C > 6B. It leaves a couple frames open so it actually frametraps into 6B, but you can eat a reversal if they know that the hole is there. Main problem is that Valk's attacks have a noticeable amount of pushback, so unless your blockstring leading up to 2C is as short as 2A > 2C at point blank, you're going to be out of range for the 6B. The only way to go into 6C without them poking out (that I know of) is 6B > RC > 6C, and they can still poke you out of it if they IB the second hit of 6B. Edited July 21, 2011 by Sahgren
Kakimori Posted July 21, 2011 Posted July 21, 2011 So if someone's breathing down my neck at very close range, 2A, 2C, 6B would actually be safer than 2A, 6B? If they don't IB, does that make a revolver into 6B or 6C any safer? A frametrap is still pretty good in my book, even if it's not 100%.
Sahgren Posted July 21, 2011 Posted July 21, 2011 (edited) So if someone's breathing down my neck at very close range, 2A, 2C, 6B would actually be safer than 2A, 6B? If they don't IB, does that make a revolver into 6B or 6C any safer? A frametrap is still pretty good in my book, even if it's not 100%. Even if they don't IB, they'll have enough time to poke out of 2A > 6B or damn-near-anything > 6C. 2A > 2C > 6B is perfectly safe for all non 1 frame reversals such as DPs. On the other hand, if you keep mixing in frametraps such as 2A > 2C that'll make them scared to poke out, you should be able to slip in random 6Bs and 6Cs for mix up. Edit: Did some testing and 2C > 6B does lose out to 5/6 frames jabs on IB. Good to know that that thing isn't as safe as I first thought. Edited July 21, 2011 by Sahgren
NeonCrusader Posted August 1, 2011 Posted August 1, 2011 (edited) Corner combo 2A, 2C, 6B, 3C, 2C, 6C, TK j.214B~5D, [Konigx4, B ender], 7C, j.B, j.B, land 5D, 5B, 2C, sj.D, j.AA, j.B, j.A, land 5B, sj.AAA, dj.A, j.B. 4016 damage, 71 meter gain. After j.B, you can delay j.214B. This keeps them in the corner regardless of their tech option, you get 2 more meter by forcing them to block it, and you have pretty nice advantage after landing. EDIT: You can end with [w] j.A(delay)A, j.B, land 5B, j.B, 3C, j.B instead of [w] j.AA, j.B, j.A, land 5B, sj.AAA, dj.A, j.B if you want to straight up knockdown instead of the [w] j.214B corner lock. Only does 5 less damage, and not much less meter gain either. Edited August 5, 2011 by NeonCrusader
NickExtreme1 Posted August 6, 2011 Posted August 6, 2011 Edited the first post for typos and missing Damage and MG values for the most part. Will finish that and 2nd post tomorrow.
NickExtreme1 Posted August 16, 2011 Posted August 16, 2011 A few throw combos: Midscreen Air Throw > 5C > j.B > j.214B > 5D > j.236A > j.236B > j.B > j.B > 5B > j.AAA > dj.DC (3388 Damage , 46 MG) Air Throw > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > j.214B > 9D > j.236B > 7C > 5D > j.B > dj.B > j.C > Konig Flug (3.8k Damage without Konig Ender & 50 MG , 5004 DMG with Konig Ender) *Midscreen Leading to Corner j.236D > Land 5D > 236A > 236B > j.236A > j.236B > 5C > j.B > j.B > 5B > j.DB > dj.B > j.C (3394 Damage, 48 MG) j.236D > Land 5D > 236A > 236B > j.236A > j.236B > 5C > j.B > j.B > 5B > j.B > 3C > j.A > Land 5D > 2C > j.B > j.C > Konig Flug (3466 Damage without Konig Ender & 50 MG , 4586 DMG with Konig Ender) *Midscreen Leading to Corner
Linear04 Posted August 18, 2011 Posted August 18, 2011 (edited) whats the easiest midscreen astral combo from wolf 5a? i made one but it stupid hard like too much effort i mean lol also might be char specific Edited August 18, 2011 by Linear04
Linear04 Posted August 18, 2011 Posted August 18, 2011 are there any delays in that combo? thats the first thing that came to mind but never worked for me
Sahgren Posted August 18, 2011 Posted August 18, 2011 are there any delays in that combo? thats the first thing that came to mind but never worked for me Where're you dropping the combo?
Linear04 Posted August 18, 2011 Posted August 18, 2011 5b > astral they always end up too far im not delaying anything
Sahgren Posted August 18, 2011 Posted August 18, 2011 (edited) 5b > astral they always end up too far im not delaying anything Try putting an IAD before the [w]j.B or make certain you're as close as you can possibly be for the [w]5A. That's what's letting it work for me on a majority of the cast. Edit: Delaying the [w]j.B a little so that you're parallel with them in midair helps too. Being below them with the [w]j.B seems to make the astral whiff. Edited August 18, 2011 by Sahgren
Recommended Posts