* [https://youtu.be/Sal8anQ6vaE 【SG】 The Art of the Cross-Up Vol. 1 (Valentine Resets) ]
* [https://youtu.be/Sal8anQ6vaE 【SG】 The Art of the Cross-Up Vol. 1 (Valentine Resets) ]
Revision as of 08:25, 23 June 2019
Laura Post (EN), Asami Imai (JP)
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Valentine is the only survivor of the Last Hope, a group of special Anti-Skullgirl Lab operatives. Before meeting their end at the hands of the Skullgirl, the Last Hope worked for the mysterious Lab Zero and performed duties ranging from reconnaissance and sabotage to advanced research.
Now Valentine dutifully serves the Skullgirl, carrying out her will from the shadows. She keeps to herself, so much of her true nature and personality are unknown.
Between her fast run and air dashes, large disjointed buttons, and her plethora of movement options, Val has some strong offensive tools to stay in her opponents face. But make no mistake, she can use all these tools to also play surprisingly defensive when she needs to when added with her safe air fireballs. With the right assist, she can load poison vials and apply their status effects in the same combo, giving her combo game a plethora of possibilities.
Movement: Val has several movement tools to take advantage of. Her forward air dash does diagonally upward to cover space, but her air backdash reels her back quickly as an escape tool. She also has a double jump, which when combined with a super jump and her air fireballs will let her snipe the opponents from the sky freely. Control your momentum with air fireball to slam the breaks, or use her bypasses to zip across the screen at lightning speed. Not only does she have a relatively decent IAD speed, but she also can cancel her ground backdash into a forward airdash by holding forward (→) which allows her to perform her air moves faster than her IAD would allow her to do normally.
Neutral: Between her air fireballs and good disjointed normals to fall down on the opponent with, a Val that plays defensive can be surprisingly difficult to deal with. No need to go offensive all the time! Remember that her ground backdash exclusively makes her airborn as she dodges backwards, letting her avoid several lows and throws, which you can double jump or air dash out of for more safety or punishes.
Poison: Val's poisons allow her to either rack up poison damage, use new combo routes, or inflict input delay on the opponent. The delay weakens the opponents blocking ability, allowing Valentine to go for crazier mixups. If the opponent does escape, then their ability to play neutral is weakened as well!
Team building: Since there are many assists that can allow Val to freely load a vial and continue a combo, it's typically preferred to play her on point when she has these assists behind her to get the fullest extent of the character.
Reversals: Val has a couple of reversal tools, but they are generally fairly iffy. Ground scalpels has a long recovery, and air scalpels is reactable. Both air and ground versions of EKG can work sometimes, but don't hit assists and can potentially mess up due to this. Her counter, level 3, and level 5 all work fairly decently, but cost a lot of meter to perform so be wary when attempting these on defense.
j.HP - Strong crossup tool with lots of hitstun, making it a staple of Val's offense.
s.HK - Allows Val to end any ground string into a sliding knockdown, giving her plenty of time to mount more offense and/or load more vials.
j.MP - Multi-hitting, disjointed button that's perfect for putting pressure on the opponent from above. Basically her divekick button.
j.HK - Large air button that's hard to challenge, and is a staple of Val's air-to-air moves
s.HP - Strong ground poke that can avoid many attacks from the opponent and swipe in with a large disjointed attack to counter
Dead Cross (236P) - Not the strongest fireball by itself, but combined with this strongly offensive character gives her safe neutral pokes to harass the opponents from a distance, baiting them to come closer where Val can entrap them.
Valentine has a fast forward run and backward dash. The back dash is slow, but covers a long distance and takes Valentine off the ground. She is not in a normal jump state during the back dash animation and cannot block or preform normal moves. She can preform a double jump, an air dash, air specials, or air supers during her back dash.
Valentine has medium speed, 2 way (forward and backward) air dashes. Her forward air dash moves upward at a 20 degree angle. Her back air dash resembles her back dash on the ground. Pressing forward (→) during her backdash is a shortcut for airdash.
Valentine leans backward during the startup of this move, allowing her to dodge attacks if done with the right spacing. She can also move backwards by kara-canceling into a special. This combined with it's large disjointed hitbox makes it a very strong midrange poke, especially when combined with an assist call.
Valentine preforms a single hit kick followed by a 4 hit spinning cross attack that only requires a single button press. The kick causes the most hit stun, making chain combos easier and less range dependent when cancelling after the first hit.
The long range of this move combined with it's several active frames make it occasionally useful as a long range poke, especially when combined with assists to help confirm.
Valentine swings an IV pole like an axe, ending a ground chain with 3 damaging hits. All of the attacks are unsafe on block, but with so many other multi-hit moves Valentine has no reason to chain into HK without a hit confirm.
Due to the sliding knockdown of this move, canceling the third hit into Vial Hazard lets Valentine load a poison while the opponent slides away. She can also use the time to dash in on the opponent to continue mounting an offense.
The first hit's large disjointed vertical reach makes this a decent anti-air.
Be careful to not use this move in combos when otg has already been used, as typically the opponent will be forced to the ground and can immediately ground tech. If otg has been used and you want a full combo string, use sHP instead.
Only the first attack hits low, causing more hit stun than the additional spinning cross hits from the second attack.
Due to being a multihit move, this move can end up doing more damage than sLK during later combo strings. However, using the second portion of this move on otg can act strangely on some characters, so use at your own discretion.
This disjointed bonesaw attack stays active at a downward angle for a relatively long time, allowing Valentine to to pressure opponents as she IADs on top of them. Damage scaling after multiple hits means this may not be the best move to start a combo if it can be avoided.
Think of this move like a divekick; it's very active for almost all the way down on the opponent and is moderately difficult to contest due to the disjointed hitboxes and downward angle. It should be one of your main ways of establishing pressure when close in due to this.
A sweeping single-hit disjointed bonesaw swipe that while not being as large as it looks, still hits in front of, below, and behind Valentine. The arc makes for an easy cross up when combined with Valentine's air dash.
A disjointed 2-hit zombie attack out of Valentine's body bag. Easily one of the best air-to-air moves in the game.
The slow second hit does not work well with IADs; Valentine must hold the air dash to give her the vertical height and time she needs to successfully preform both hits. However, can still be used from Backdash -> forward air dash to perform this move near instantly.
Valentine enters the screen behind a curtain as she tags in, attacking as she appears near the opponent. She can get hit from behind the curtain on the way in. Although identical to her standard s.HP's animation, the tag in attack has different damage, hit properties, and will not cancel into any other move.
Valentine throws a fixed range, single hit shuriken. LP, MP, and HP versions all travel between half and full screen before hitting the ground. The air versions travel at a wider angles with increasing button strength.
24f cooldown once it hits the floor, hits the opponent, or goes off-screen.
For the air dead crosses, when combined with superjumps and her doublejump, these projectiles can cover a wide area of the screen, allowing val to play safe and defensive when she wants to. This helps establish some of her strong space control. If opponents try to get in closer, then Val coming down with a jLP is good to either pressure the opponent attempting to anti-air or to convert off of a light air shuriken if it hit.
Air dead crosses slow down Val's air momentum, very handy when trying to pick just the right air angle to approach from.
Valentine dashes forward, attacking with a single bonesaw cut as she appears behind the opponent.
Although she appears to disappear or teleport during the attack, Valentine has no invulnerably; she can get hit out any frame of this move. Active frames end as soon as Valentine touches the opponent.
Valentine will not cross through the opponent on block, or if the opponent is in the corner.
The hit stop effect from this attack affects only the opponent, effectively adding to hit and block stun.
On ground hit, Valentine's recovery varies slightly based on when she crosses sides with the opponent. It is always as long or longer than the recovery on whiff. Oh whiff, Valentine will end the move as soon as she switches sides with the opponent.
The air version of Savage Bypass leaves Valentine in recovery until she reaches the ground if it whiffs, but on hit Valentine will recover in the air letting her perform follow-ups.
As a neutral tool, the HK version covers most of the screen, allowing for a good fullscreen attack especially on other characters trying to stay away from val. However, if blocked or on whiff, the bypass will leave you helpless in a counterhit state on the way down, so cancel into air scalpels if you want a safe-ish approach.
If the air version hits, there is a 10f buffer to input a double jump or air dash.
"Ready for your shots?" (Lv 1) "Let's up the dose." (Lv 2) "This might pinch!" (Lv 3)
As a stand-alone special move, Valentine loads a syringe with poison. This gives her access to the move Flew Shot, which is a modified version of Dead Cross and applies the poison loaded on hit.
Executing this move an additional time while a poison is already loaded will increase the level of the poison, up to level 3, making the effect of the respective poison more effective. Doing so will increase the recovery of Vial Hazard.
Valentine must complete the full animation to load the poison. She will not keep the syringe if she cancels into a super too early or gets interrupted by the opponent.
For level 3 poisons, and all orange poisons, the opponent must hit Valentine with a super or snapback to remove the effect early. Level 1 and 2 purple and green poisons can be removed by simply hitting Valentine.
Type A: Damage Over Time
The purple poison deals damage over time for the poison's 480f duration in even 1f increments. The damage done scales along with Valentine's ratio, and deals no damage if the defending character has low health (varies on poison level).
Level 1: 1343 total damage
Level 2: 2008 total damage
Level 3: 2782 total damage
Type B: Increased Hitstun
The green poison increases hit and block stuns for the defending character and removes undizzy, enabling some impressive combos. Enables Val to convert off of her Air throw midscreen without using meter, among other conversions.
Level 1: Adds 20f to all hit stuns, block stuns and OTG hitstops; ~360f duration.
Level 2: Adds 30f to all hit stuns, block stuns and OTG hitstops; ~420f duration; subtracts 50 undizzy.
Level 3: Adds 40f to all hit stuns, block stuns and OTG hitstops; ~480f duration; subtracts 100 undizzy.
Type C: Input Lag
The orange poison causes an input lag effect for the defending character. When infecting an assist character, the poison's input lag adds start up to the assist before it hits the ground.
Level 1: 4f input lag effect; ~180f duration.
Level 2: 6f input lag effect; ~270f duration.
Level 3: 9f input lag effect; ~360f duration.
Assist version behavior
If there is poison loaded, she will throw a syringe.
Loading poison counts for using an assist during a combo.
The animation is a fixed length, 11f longer than a point level 3 load.
Valentine lunges forward with a body bag for a slow starting command throw. A s.HP canceled into Mortuary Drop will position the opponent with the perfect range and enough stun to effectively set up this throw.
Valentine can cancel the recovery animation to a super while she's in the air.
Valentine throws a volley of 8 scalpels. Her pose after the ground version forces her to use an OTG to continue a combo. The air version recovers much faster, offering a better opportunity to combo after the lengthy hit stun effect.
Closing distance with an air Savage Bypass and canceling to an air Checkmate Incision on block gives Valentine a powerful countermeasure against a keep away strategy.
While this move does have some invincible startup, the invinciblity does not cover the active frames of the air version. Combining this with the low post-flash hitstop makes this move reactable and counterable by many characters. So be wary when using this move on defense.
Does decent chip damage, and can rack up damage on opponent's assists especially
Valentine performs a beefed up version of Savage Bypass, transitioning into the rest of the move only if she hits the enemy point character. Damage shows complete attack, frame data shows attack on whiff or block.
After the first hit EKG Flatliner ignores assists, Egrets, Ms. Fortune's head, Lennys, and anything else that may get in the way.
The extended hit stop effect on the last hit gives Valentine a way to DHC into some of the slower starting supers of her teammates. Like Savage Bypass, the hit stop from this attack only affects the opponent.
After loading up a Vial Hazard, Valentine's counter stabs the opponent with a syringe. This deals direct damage, always applies the level 3 poison effect, and hits the defending character with enough hit stop to allow Valentine to combo out of it mid screen.
Missing this version of the counter does not waste the poison but still consumes meter.
Due to the very large hitbox and how safe the move is on block, this move is very strong to punish assist calls and still be very safe against most punishes from the opponent.
The first frame data graph shows the move on whiff. The second shows it countering on the first possible frame.
A hit grab with the same animation as Mortuary Drop, which transitions to cinematic sequence as Valentine and the defending character appear from the top of the screen. DHCs are not possible during the cinematic portion of this attack.
Valentine can take mercy on the opponent and shorten the animation by holding any punch button as the screen fades out.
Holding a punch button will load one level of Vial Hazard poison for that button. If no button is held, Type A poison is loaded.
Curiously, this move has 55% minimum damage scaling, rather than the normal 45% for Lv3s.
This move travels very far, is very fast, and has lots of post flash hitstop, making it very useful in neutral to punish the opponent whiffing anything.
2E+ patch notes: "Lv3 startup is no longer super-able after the flash if you were within half a screen of her and committed to an attack/dash/etc. It is still blockable at any distance, if you were not doing anything."
Valentine presses her AED paddles to the floor, simultaneously reviving the corpse of a fallen teammate and hitting opponents with the surrounding electricity.
The move must make contact with the fallen teammate's body to revive successfully. The teammate recovers 33% health and quickly leaves the screen.
If this move hits two corpses, the strength of the buttons used to input the super will determine which teammate is revived (similar to a tag input).
, , , ,
Restores 5 red HP.
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
c.LK > c.MK > s.HKx3
A basic ground chain combo ending in a sliding knockdown. Unsafe on block.
c.LK > c.MK > s.HKx3 xx H Bypass
A basic ground chain combo ending in a special cancel. Unsafe on block.
c.LK > c.MK > s.HKx3 xx H Bypass xx EKG
A basic ground chain combo ending in a super cancel.
Bread and Butter Combos
While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.
You can convert with air checkmate incision from anywhere. You can also convert from any vial expect at a super jump height you could only use green vial. In the corner you can convert with dead cross and any vial.
Any other moves where modifications on the usual BnBs are needed
Any air to air normal can be converted with air bypass. At fullscreen in the air you can convert from H dead cross with H bypass, midscreen double jump or super jump M dead cross > M bypass, close you could convert from air L dead cross to j.LP or L bypass.
Valentine goals are to apply pressure, and bait the opponent into doing something risky using important moves like j.MP and Dead Cross. Like most characters in skullgirls, once you get the hit you want to start your setplay. A very common setup is to knock your opponent down and load a vial, you still have time to mix up your opponent on wake up.
On offense valentine has great air movement and run speed. with your air movement you can easily get above most opponents apply pressure with important moves like j.MP and Dead Cross. With her run speed you can catch your opponent up backing with c.lk or run jump air grab. With her run speed you can also cancel out your opponents pushblock momentum and setup a frame trap.
You can stop most air to airs with j.HK. Using your air movement you can be high up in the air while it's difficult for your enemy to hit you.
How to beat this character
Disjointed Air to Airs like, Fukua's j.LP and Squilgy's j.LK, will make Valentine think twice while trying to approach from the air. At a mid and close range Vals air normals would most likely lose at these distances because the startup is to long or the opponent is above you and Valentines j.LP will whiff.
Vertical reversals such as, Parasoul's Naplam Pillar and Fila's H Updo, can shutdown any air or ground approach Valentine has to offer. Compared to horizontal reversals such as, Fukua's H drill, these have a greater chance of shuting down Vals air approach options (which most Vals would prefer to be in the air). Although these reversals are quite risky for the point character to do, it might be worth it to stop Valentine's offensive pressure.
Fullscreen air projectiles such as, R.Fortune's air H.beam and Peacocks S.O.I.D, aren't great counters to Valetine's approach but, can make valentine stop zoning you with H Dead Cross from fullscreen. This forces Val to make a move with more commitment like air H Bypass or switch to a ground game from fullscreen.