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GenoWhirl

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Everything posted by GenoWhirl

  1. >Lambda's 236C >Litchi's 6B >Hazama does rad shit from ouroboros ?
  2. Had never heard about 236C > 3D > 236B though
  3. http://www.youtube.com/watch?v=oFWL0U3QxoQ#t=0m44s (0:44 just in case) That was so cool, wonder if it's on standing only
  4. Well I added Guardian's 236A Mixup thing, and some short uses for the special moves, help appreciated as always Gonna compile guide combos
  5. Also, it'd be better to mixup with (w) j.A than j.B since they're the same attack level, P1 and P2 wise. Those 3 frames can kill or save. Should we include blatantly unsafe troll mixup? (236C > 4D)
  6. well if tyhey block it you can go mondlitch > wolf you know
  7. Seeing Valk lose in almost every match he's in is quite disheartening :I
  8. This thread is part of a board-wide collaboration to help newcomers to the game. More info can be found: here. As I am nowhere near the best Valk player, please help me make this guide as complete as possible. 1) Introduction * Character breakdown of play style, strengths, and weaknesses *Breakdown Valkenhayn is all about spacing and mix-up. Safely playing your neutral game until you confirm into a knockdown to begin the pressure! *Strengths Valkenhayn is a character with great pokes and normals, great mobility thanks to wolf form and even greater mixup opportunities with said wolf form. His strength lies in conditioning the opponent to make him helpless against your mix-up, while having varied options in his neutral game. *Weaknesses Barring one of his guardpoint normals (which is not as reliable as a DP), Valkenhayn has no meterless way out of pressure. This, together with his measly (probably age induced) 4 primers, make him a character that you really don't want blocking. Outside of the corner, his damage is also relatively low. And without proper conditioning, his mixup is susceptible to most forms of mashing. * Breakdown of normals Air Unblockable moves: 5B, 2B, 6B, 5C, 2C, 3C, 6C, 6A, (w) 5B 5A Basic poke, will whiff on crouching opponents, making 2A preferable. Cancels into 5D. 2A While a bit slower than 5A, it hits crouchers, has bigger range, and has less pushback which allows it to link more easily into damaging combos. Also cancels into 5D. 6A Has a guard-point. No follow-up unless it's a Counter Hit. 5B Poke with excellent range. Slightly slower than other 5Bs, and outside the corner doesn't lead into many combos. 2B Low poke, decent reach, used mostly to hit confirm. 6B Pressure tool and Fatal Counters. Has massive frame advantage, can cancel into D or other specials, too. 5C Long Range poke, although kinda slow, mostly followed up with 236A or nothing at all. Crouching and Counter hits combo into 236C. 2C Horrid horizontal range, great vertical range. Catches rolls and leads to many combo options. Really fast. (2A > 2C > 236C!) 3C Low attack, links into 236B from almost anywhere, and to 2C and 2B when close enough. Pushes back quite a bit, and it's relatively safe. 6C Overhead and Fatal Counter. Corner Bounds, as well. Gives some foot invul. It can cancelled into D on start-up only. Safe. j.A Overhead, one of the slowest j.As, and has short range. j.B Overhead, decent range and an overall good air poke that leads into good damage. j.C Overhead, quite fast, but has mostly vertical range. Scores knockdown on air hits, making it a great combo ender. With meter, you can use it as an instant overhead from 5B. Can cancel into j.214B on whiff, hit or block. 5D and j.D Morph from human to wolf, and vice versa. (w) 5A Really fast low hit. Gatlings into itself 3 times. (w) 5B Really nice anti-air, and launches the enemy on hit. (w) j.A Overhead, Fast, and can cancel into itself 3 times. (Using it three times straight doesn't add more proration!). It's as good as (w) j.B as a combo starter. Has lots of untechable time on an air-hit. (w) j.B Overhead, fast yet slower than (w) j.a. Knocks down the opponent on air hit, and is fundamental to wolf combos. * Breakdown of special moves Air Unblockable Specials: 236A, 236B~B, 236C, j.214B 236A (Nacht Jager) Mostly used as a blockstring ender or after 5C in a combo where the opponent isn't crouching. Wolf mixup can be done after it, but it's recommended to only transform into wolf on hit since 236A is negative on block. 236B (Schwarz Jagd) Low hit. Valk's best starter, it can cancel into wolf on hit, whiff, block or startup. Unfortunately, without meter he is forced to follow up with 236B. Not very safe. 236B~236B (Weiss Jagd) Follow up to Schwarz Jagd, it sends the opponent flying. Corner Bounds. Horrible P2. Unsafe. Can cancel into wolf on hit, whiff, block or start-up. 236C (Nacht Rozen) No longer an overhead, mostly a combo tool or used to punish people who try to jump out of pressure. Can be used after 2C, 6B, or 5C on a crouching opponent. j.214B (Mondlicht) Mostly a combo tool. Can cancel into wolf on whiff, hit or block. (w) 236A, j.236A (Konig Wolf A) Useful as a combo tool, and means to approach thanks to it's horizontal range as it can be easily hitconfirmed into a combo. (w) 236B, j.236B (Konig Wolf B) Mostly a combo tool, due to it's upward angle. Otherwise same as above. (w) j.214A/B (Eisen Wolf) Used to bait anti-airs thanks to it stopping momentum and rushing downwards, can be followed up on counter hit. The only difference is the angle of the attack. (w) 236D/j.236D (Himmel Wolf) Command Grab that deals out a guaranteed 1500 damage. Can be followed up in the corner. (w) C in any direction/D in any direction while canceling into wolf. (Rasen Wolf/ Geschwind Wolf) The famous wolf dash. It can be used in a plethora of ways. For mixup, to approach, for combos, to bait reversals. Anything! The direction you're pressing will affect Valk's dash direction. However, pressing 7D will cause you to perform a 45 degree aerial wolf backdash, then a very fast dash in the 3 direction. 4D will make you wolf backdash, then dash forward as if you did a normal 5 dash. These two dashes have invul. 632146D (Sturm Wolf) Has some invul on start-up. Can be linked from almost anything (including 5B). Mostly used as a combo ender. j.236236c (Konig Flug) Pretty much a combo ender after j.C. * Changes from CS1 to CS2 http://www.dustloop.com/forums/showthread.php?10710-CS2-Valkenhayn-Final-Changes-Discussion&p=872444#post872444 2) Combos * Basic combos * Advanced combos * Counter hit and Fatal Counter combos * Character specific combos (if needed) (Keep in mind that the combo section is going to be 100% practical combos you would use in a tournament, not flashy, combo video material) 3) Strategy * Mixups (by Guardian) Valk is an extremely tricky character in terms of mix-up. His high/low mixup is one of (if not the) the best in the game, and you should exploit this whenever the opportunity arises. Your optimal pokes are dependent upon where your opponent is. You want to use 5A/2A, 5B, and wolf pokes for close range combat. Mid screen you want to space and counter poke with 5B, 6B (situational), 5C, and 6C(situational). Proper use of these pokes will either score you a simple combo into knockdown + oki, or a reset opportunity. His mix-up is somewhat vulnerable to mashing, however he has tools to deal with the majority of situations where someone is trying to counter your rushdown. The following examples will illustrate these basic mix-up principles, along with options to consider when someone is mash prone. * Pressure * Okizeme * Misc. tips/tricks Will continue soon.
  9. How I feel every Arakune Match
  10. According to CS2 frame data it's 1-30 frames of invul now...woah :U
  11. That carl raped everyone. Shame I didn't get to see the Valkenhayn
  12. Who was that Valk on the latest Roppou Chariot?
  13. Huh, it IS +8 on block. I may just have to say "that Valk was a scrub lol"
  14. I'm not a mu main nor am I relevant to the conversation but don't give up tempest! You're really good <3.
  15. Guys, I think we have become too predictable, and we should go and try to create different blockstrings. There's this video where after Nacht Jager Valk gets blown up by Mami Circular. Maybe we should only use one of 6B's hits. People are already IBing the second hit for free 5A into combo. We need imagination :U!
  16. "I will never buy a camera" - A Short LQ BBCS Valkenhayn Combo Movie
  17. Valk lost a lot of shit and gained 6C cornerbound and Nacht Rozen giving corner carry options if I remember correctly. 236A doesn't even give frame advantage anymore
  18. Do people still think Valk is broken in CS2
  19. Riley that was hilarious (and it even has Valk so it's ontopic!)
  20. I honestly think the best way to win with Valk is spam unsafe shit and wolf invul their ass into 4K. I wish I had a scene here :U
  21. My, the Valken boards haven't been this lively in a while <3
  22. Arc sys: "We realized letting Rachel get her j.A back was kind of a dick move, so it's P1 is now 50. Have a nice day!"
  23. Noel only respects pandas
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