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Sahgren

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Everything posted by Sahgren

  1. Played some games with Valk. 2C not being an AA makes me smash my head against the wall every time I hit it on reaction to a jump in, but otherwise I'm not really noticing any difference in how he plays (then again, I always played wolf-centric and never got too used to relying on just his gdlk human normals...). Funny how I don't notice that his damage isn't insane anymore, despite that being one of his biggest changes.
  2. You know that they say; everything looks like the broken window of the nearest Best Buy when it's midnight and you're drunk.
  3. All these Valk's coming in being 360 exclusive players is making me almost want to pick up a 360 myself. Almost. I don't have the kind of cash right now, and don't wanna beg my parents for the money to afford it.
  4. Yeah, you should delay the wolf cannons or the C > j.B so that they're either level with you, or slightly below you when the j.B hits. Try switching up the order to 236B > j.236A > j.236B > C > the rest of the combo; j.236B has a lot more untech time than j.236A, so if they end up above you you have a lot more leniency on letting them fall far enough to make the rest of the combo work. Edit: Ninja'd by Jais
  5. Nitpicking time~: 1) According to the System Guide, Valk's personal combo scaling is 80%, not 90%. 2) When listing 2C as a possible anti-air, don't forget to mention that it doesn't have head invul to differentiate it from designated anti-airs. 3) "Ground slams opponent on hit" should be in the description for j.214AB rather than 236AB. 4) We can't really say that he's a high damage character anymore, one of the big balance changes for him in CS2 is that his damage was reduced to about average to balance out him having what is quite possible the best mix up in the game. He can get crazy high damage in the corner yeah, but so can everyone else.
  6. Is 2C > 6B > 5C > j.214B really worth learning? One of the combos found that uses 5C > 236C guarantees corner carry and seems to do about as much damage without meter, and more with meter. Even meter gain is a bit lower, so I do have to wonder what the benefits of this string are.
  7. Another edit: [h] 2C > 6B > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > "C" > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.DB> 3C > j.A > Land 5D > 5B > Sturm (6.1k Damage, 50 MG, Guaranteed Corner Carry) Assuming the "C" after the 2C > j.214B is supposed to be a D. Edit: If it really is a typo, it's also in the suggested 5C on CH/Crouching combo. I'm fine with the new format, it makes it easier to sort out the corner/midscreen combos.
  8. [w]5B > 236B is nice for when you want to control what direction you're going (ie: set it up so that you go the opposite direction you started in order to put them in the corner), since it allows for more damage than j.AAA. [w]5B > 236B > j.236A > j.236B > 5C > j.B > j.B > 5B > j.AAA > jc > D > j.C would get more damage and meter than: [w]5B > j.AAA > j.236B > 5C > j.B > j.B > 5B > j.AAA > jc > D > j.C but removes that nice hitconfirm buffer of the j.AAA. You've pretty much already got Valk's gameplan in a nutshell. Footsies/spacing in human, mixup/pressure in wolf, with plenty of form switching as the situation demands it. His terrible defense has always been one of his big limiting factors, and the IB nerf along with the general increase in pressure isn't going to help that. The best defense with him is honestly to never be put on defense; it's tough, but he makes up for it with having an insanely powerful offense. Dunno too much about the new 6A, since it was basically worthless in CS1 and thus never used. From what I do know, it's generally used as an AA alongside [w]5B and punishes obvious/predictable staggered pressure. It's risky though, so be careful and keep in mind that you can royally screw yourself over on whiff/block. Another combo you can learn is: CH 6A > 5C > jump > D > j.AAA > j.236B > 5C > j.B > j.B > 5B > j.AAA > jc > D > j.C. It's worth knowing for if you get of a CH 6A while in the corner since it'd turn you around and put the opponent in the corner. The [w]j.B x 2 > 5B is used in everything as long as proration and height allows you to get it off. If you mistime the wolf cannons leading up to the 5C so they end up too far below you, just do [w]j.214A/B to knock them back down to the ground. If you're too close to the ground for j.B x 2, change the second j.B into a j.A so they don't hit the ground before you can land and relaunch. Edit: Edited this waaaay too many times. If I forgot anything I'll cover it in a later post or have someone else fill it in.
  9. It's worth noting that 22C has repeat proration, so the 22B > 22BBBC portion will basically force everything after it to fail. If someone can get up to that point, it'd be best to cut it out.
  10. According to the frame data here on Dustloop, yes.
  11. Make Noel your waifu, no need to settle for someone just "like" her when you can go for authenticity.
  12. For CS1, 236A is + on block. In CS2 it was nerfed down to -2 on block. It still gives an advantage if it actually hits them and leads into a ~4k combo with RC meter, it just doesn't lead into the ultimate online-scrub-killer pressure anymore. @NickExtreme1: Spirit Juice commented that he'd prefer it if everyone just sent in a writeup on what should be mentioned in the video. He'll do all of the video compilation himself for consistency's sake.
  13. CS2 doesn't take place after CS1. Storywise, it's just CS1 with some extra stuff thrown in (some backstory on the NOL girls and Kokonoe).
  14. You can probably fit a 2C after the 5B. It'd make the jump cancel for j.B a little less strict and add some damage/meter, but might force you to super jump to reach.
  15. Unless you start the j.236A > j.236B really close to the ground, you can follow up after [w]j.B x 2 with [w]5B rather than 5A. It leads to more damage by itself, and launches them high enough to allow for a second [h]j.B before the j.C.
  16. Thanks for the info, I appreciate that you're willing to test things like this. Don't worry too much about your execution, just keep trying and it'll improve on its own (and the PSP d-pad is freakin' terrible, all execution gets ruined by it).
  17. It's a nice start for a corner combo. 3.7k isn't exactly bad considering his average damage. One thing you can try in order to get in more damage: Rather than dj.B after the first j.B, test if j.214B > 5D > [w]j.236A > [w]j.236B > 5C > D > [h]j.B > dj.B > dj.C would work. It would push the damage at least over 4.2k and give a nice amount more meter if it does. You don't have to worry about testing it on everyone. Usually combos either work on everyone in the cast (with maybe 1-2 exceptions, but those are rare) or only work on Tager, so testing it on Ragna is a good basis. Edit: Simple combos would help, yeah. Everyone has to start somewhere, it wouldn't hurt to have some more easy/simple combos listed to help ease in players just starting to learn Valk.
  18. For his wolf dash taking less meter, it could be a number of things. Since apparently the cost of stopping a wolf dash has been decreased, it's probably that the initial cost of the dashes/cancels is less than before, so Valk has more meter just from that. There's still the possibility that the dash uses less meter per frame whilst moving; we really have no way of knowing without having official frame data for CS1.
  19. Sturm > Konig works in CS1, but it's annoyingly character specific. It apparently works on the whole cast in CS2. Like GenoW said, try to catch them as low as possible with j.A in the middle of a combo. The less time you spend falling before you transform back to human, the more time you have to land the 2C. It should work for most short to mid length combos, but you'll need to put 5B in before the 2C after a certain point.
  20. I personally can't get it to work either, but 236C sends the opponent up noticeably higher in CS2, they might've increased the untech time too. If they did, we got us some more combo movie material here. Edit: Ok, got it to work on CH in the corner; fairly easily at that. Unfortunately, that has nothing to do with what happened in the video
  21. It's not standing only, but you have to be at the lowest possible point in midair to get the Mondlicht to connect. It'd much easier to just go for land > 3C > 2C > Stuff rather than have to worry about it. You can actually do it in CS1 if you wanna try (tested on Litchi standing/crouching).
  22. I'm not entirely certain how he got it down fast enough so that there wasn't any visible movement for the c-dash, maybe he just got that one down pat, but just add a minuscule delay after you hit the C before going for another attack. Edit: Nevermind, even using BB's buffering system I can't get it to come out that fast. They must've sped up how quickly you can cancel the c-dash *shrug*. Regardless, considering that both j.As had the exact same animation, I don't see any other way he could've done it.
  23. He did [w]j.A > 5C/6C > j.A. Basically just wolf c-dash cancelled into a second j.A.
  24. At least according to the frame data here on DL, they changed it in CS2 so that j.C cannot be jump cancelled on hit or block *shrug*. Again, it's just something I feel that's the sort of thing that should be mentioned when listing j.C IOH in a tutorial video.
  25. It might be best to keep this serious, this is supposed to be a video tutorial for people actually trying to learn the character after all. People can find their own ways of trolling.
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