Skullgirls 2nd Encore – Beginner’s Guide to Valentine

This guide hopes to give you the best advice and ideas to play Valentine. We will be covering the movesets, techniques, combos, resets, burst baits, momentum, team synergy, and more! will also give credit to sources like Lex for the Valentine Compendium (Combos, Resets, and Burst Baits).

Introduction

Valentine is a fast rush down archetype with a bait and punish playstyle. She can move across the screen in a matter of seconds with her fast bypasses and throw out 3 types of vials that give poison damage, hit stun, and input delay. She works best with a team that either gives her enough time to load vials or characters that keep her safe in the air with DPs or projectiles like rob fortunes beams. The top Valentine players demonstrate how to play her best as a point character using assist giving her time to load up vials and setting up for some nasty mix-ups and poison damage. She is really great at evading moves and get herself out of situations midscream with her back dash and double jumps.

Pros
  • The best mobile character in the game
  • Good rush down character with bait and punish playstyle
  • point character for assist using
  • level 5 can resurrect any dead team character
  • Big boobas
Cons
  • No invincible reversal
  • Needs setups to load vials
  • Big band can heavily counter her air mobility forcing her to play extremely passive
  • Slow raw tag move

I will be referring moves in this notation so if you are new to fighting games this is what im referring to

Moveset

Standing Light Punch
Hitboxes
Description

Light Punch is your average standard poking tool but has a lot of uses outside from what you would usually expect. You would be surprised how many jump catches it can hit confirm and punish instant jump overheads, lastly its a good move to catch people in vulnerable frames

starting frame: 6
on block (x1): +4
on block (x3): +2

Its not recommended to use this move as the starting combo you should rather go for c.lk for better damage and hit small characters like Umbrella or Annie. Sometimes going for the first hit of s.lp then grabbing can really throw off your opponents and tick them off, however its recommended to do it once and not repeatedly since damage off of grab is not good since its scaled up more. Another tip you can do is jab 3 times while your opponent is slowly falling down while in hitstun then mixup either with (j.lp -> j.lk) or c.lk

Standing Medium Punch
Hitboxes
Description

Great move for multi hitting and catching opponents at mid range, can even catch assists to happy birthday. Second to best armor break and semi decent anti air.

starting frame: 13
on block (1x): -2
on block (2x): +3

Although standing medium punch is good for multi hits its poor for a starter combo. The second hit its good for pulling opponents slightly so it can convert to the launcher (trust me launcher needs that close in distance since its doesn’t go that far). Great for punishing Beowulf’s c.hp (chairless) and c.hk (chairless). It can break mostly all armor moves except a few (probably big band or robo fortune).

Standing Heavy Punch
Hitboxes
Description

Covering a big area while backing up at start up is a good move mostly used for combo finishers, setting up vial setups, and burst baits.

starting frame: 21
on block: -3

This move seems like it would be good on paper but not good for the neutral game. Its only has its practical uses for burst baits before a bypass then s.lk -> s.hp 214p load vial or counter super. Also loading up vial at the excat moment she moves back gives you extra distance from your opponent keep that in mind. not advised to use against squigly, annie, and umbrella.

Standing Light Kick
Hitboxes
Description

Standing light kick is simple as it says its a stomp on the ground. Use this for combo continuations after a bypass combo up in the air. Either use this move or crouching light kick to pick up opponents from the ground and continue.

starting frames: 11
on block: +3

Nothing extra to add here but personally I use this for picking up opponents after a combo or even better, use it after a ground bypass on the ground then do s.lk (trgger burst) then level 2 counter

Standing Medium Kick
Hitboxes
Description

Valentine stretches her leg to cover a good mid range kick that has a mulit hitbox on the very end of her leg.

starting frames: 14
on block: ±0

This is somewhat an unpopular move to throw out in the neutral game since its not plus on block. There are certain situations where this move is great to react to moves. For example when an opponent teammate is about to come in you can throw this to catch them off guard and you can hit them safety (sometimes) while making distance. Throw this move against annie, painwheel, umbrella and characters with a lot of armor moves like robofortune’s s.hp, eliza, beowulf chairless moves, cerabella armor moves except charged s.hp and big band’s brass knuckle/ a train. Remember it can only work of its on reaction I cannot confirm it will work all the time.

Standing Heavy Kick
Hitboxes
Description

Within 3 hits Valentine uses a blood bag dropper stand, the question is where is she getting these blood bags from…

starting frames: 16
on block (1st hit): -16
on block (2nd hit): -17
on block (3rd hit): -21

Use this move for ending a combo but beware that if you hit the opponent a certain number of times and fill up the drama bar your opponent will recover faster when knocked down. Playing solo val this is your best friend move since it allows you to set up 2 vials and if you have an assist like double it can let you load then continue with a combo or burst bait. on block its minus but its good to trick you’re opponent to delay your attacks thinking its their turn to push buttons. The first hit is really good for an anti-air for example it can almost always catch filia with her j.lk -> j.hk. if you’re outside side of the corner you can do block strings with the delay atfack method, and this is great because you break armored moves with s.mk -> s.hk (2x) then 236 (mk) bypass to continue the combo. So in other words it can work for block chain and bait counter hits for a combo. the 2nd and 3rd hits are good for reaching opponents who hit behind assist like peacock setting up bombs and assist.

Crouching Light Punch
Hitboxes
Description

Valentine throws out a reflex hammer with quick succession. Keep in mind this move is not considered a low hitting move.

starting frame: 6
on block: +6

Just like the deal with light standing punch, this is another good tool for poking your opponent and maybe go for jab to grab or overhead dash. You can also use this to pick up opponents from the ground after a bypass combo. Use this move to catch all small characters EXCEPT umbrella, surprisingly she can low profile this move with s.mk (crazy I know)

Moveset (continued)

Crouching Medium Punch
Hitboxes
Description

Valentine moves under limbo style and throws out a mult hit move.

starting frame: 14
on block: -1

This move is unique in certain situations. You normally dont want to throw this move in neutral and yet you dont want to throw it out in a combo since it doesnt pull in like s.mp and is mult hit so it will scale the combo damage to a low number. You want to use this move to respond to spamming moves like eliza’s j.lk, filia’s j.lk and squigly’s dive kick. Whats also unique about this move is that valentine’s body moves back which can sometimes dodge moves. Be warned tho to follow up either with a c.mk or launcher c.hp. Sometimes this move can break armored moves but not as good as s.mk and s.mp

Crouching Heavy Punch
Hitboxes
Description

Every character has a launcher move, this is Valentine’s. She stretches her supported arm up to the air to launch the opponent.

starting frame: 14
on block: -19

I heavy advise when starting your combo to make sure your opponent is relativity close to you, you might be asking why worry? Well maybe pro valentine players will tell you that there have been cases where you will miss your launcher because it doesn’t go far enough and certain ranges that hit like (s.lp -> s.mk -> c.hp) will not connect and you will get punished for it. On the plus side if you hit an opponent when their burst activates you can lvl 2 counter to trick them thinking they’re safe.

Crouching Light Kick
Hitboxes
Description

Valentine kicks low first hit and spins her deadcross doing a mulit hit

starting frame: 9
on block (1st hit): +1
on block (2nd hit): 0

Good poking tool with an additional mix up tool with the 2nd multi hit. Try to delay the 2nd hit as best you can but I might work all the time since opponents tend to push block instantly after the first hit. On block try inputting this move then s.mp to stay close and disregard the push block. Really good for burst baiting as well.

Crouching Medium Kick
Hitboxes
Description

Valentine extends her leg to then hitting a second time

starting frame: 14
on block: -2

When starting a combo I advise you only use the first hit instead of the 2nd hit landing since launcher may not connect with certain characters. Good follow up tool to bait counter hits after jab if the opponent presses any buttons. Sometimes this move breaks armor against painwheel but don’t take my word for it. Overall a good move.

Crouching Heavy Kick
Hitboxes
Description

Valentine does a sweeping motion with her leg to hit a heavy low causing a knockdown.

starting frame: 17
on block: -18

If you notice your opponent blocking most of your block strings add this move to mix up your block chain. Based from my experience they don’t expect this move coming but its tough to capitalize from it since it forces knockdown so quickly and you can’t get a free loaded vial since they recover quickly as well. Best way to get a punish is with a quick assist. Also good to throw out after a burst bait bypass set up.

Jumping Light Punch
Hitboxes
Description

Valentine does a quick attack in the air with her stethoscope.

starting frame: 7
on block: +2

With how this move positions valentine make it a good tool for movement up in the air. You want to use this to catch people from below after throwing out a dead cross mid air and you get yourself a free pressure/punish move. j.lp connects moves after j.hk. And for ground mix ups use dash back air -> j.lp -> j.lk. Most valentine players like to throw j.mp for multi hit pressure but what it doesn’t have is the frame advantage so try to mix your aerial game with j.lp -> j.mp.

Jumping Medium Punch
Hitboxes
Description

Valentine positions herself in a diving pose rushing the opponent in a multi hit move

starting frame: 10
on block: +3

Now this move is your BEST FRIEND. One of the best if not THE BEST aerial moves you can do. Plus on block, gives you the position to close in opponents to then give you options. A cheap thing you can do is if you’re opponent is on the corner you can extend the attack duration if you dash again j.mp. Works extremely well with big band. You also want to use this move when combing in the air. Well known to break armor moves as well.

Jumping Heavy Punch
Hitboxes
Description

Valentine swings wide with her bone saw in the air covering great range.

starting frame: 18
on block: +2

2nd to best aerial move, Jumping heavy punch is an excellent move to cross up and do damage! Keep note that not all of what she swings is the hitbox, think of it as an inferior version of Annie’s j.hp which covers all of what she swings. A cheap cross up overhead is to do back dash to forward dash and input j.hp. Lastly you can replace j.hk with j.hp in combos if characters like squigly don’t connect moves.

Jumping Light Kick
Hitboxes
Description

Valentine locks her knees to do a multi hit dive move

starting frame: 9
on block: -2

Imagine you take a less damaging but faster and narrow movement version of j.mp, thats what this move basically is. This move is good for giving a narrow forward movement to catch your opponents. Can be an alternative option to catch people below you after you throw an air dead cross. good instant overhead and mixup tool. If your opponent doesnt have a character with air supers throw this move first when they spawn after a dead character from the corner.

Moveset (continued pt 2)

Jumping Medium Kick
Hitboxes
Description

Valentine propels herself with a 2 hitting kick

starting frame: 12
on block: -3

This is your main tool to give yourself a boost of forward momentum in the air. It keeps you up in the air longer and gives you better positions in the air to throw dead cross. Use this move a lot when rushing down peacock spammers and robo-fortune players. a good mixup you can do with j.mk is to cancel the 2nd hit to j.hp. you can do this in back dash air dash overhead and you can do it after air bypass combos to mx up in the air.

Jumping Heavy Kick
Hitboxes
Description

Valentine uses a body bag to attack the opponent in 2 hits

starting frame: 17
on block: -18

This move is good for catching assists and opponents who really love being in the air which would most likely be painwheel and filia. Keep in mind tho that the start up is slow so try using j.mk or j.lp to j.hk then bypass. when hitting on block try doing back diagonal jump j.lp to j.hk to keep yourself safe while hitting the opponent still. You can also cancel the second hit of j.hk to reset with your hearts content like a grab for example.

Throw/Air Throw
Hitboxes
Description

Valentine grabs the opponent rendering them unconscious

starting frame: 7

Whats really great about ground throw is that it lets you set up a vial while using assist, gives you enough time to think about what your punish will be. Running grab assist is really good as well. For air grab to get any conversion out of it you either have to do level 1 air Checkmate Incision then bypass or have a loaded vial 236lp to light kick bypass, the timing is really strict tho.


Techniques

2369(k) (dragon kick motion input) bypass This is the fastest version of bypass and if you punish opponents setting up like peacock throwing bombs, squiggly charging, robo-fortune beam, and Beowulf charging you can get a punish from almost fullscreen.

Backdash -> forward dash -> any aerial button Amazing to mix up grounded opponents, A good aerial to do with this techinque is j.mk (x1) and cancel it with j.khp to fast fall. The video explains some examples you can do with this. If parasoul is near you spamming napalm you can do instant back dash air dash j.mp to punish, might not work all the time if she does napalm pillar.

s.hp then input 214(p) before she swings forward Good to give yourself distance if you call out a forward moving assist or want to gain extra distance after you have performed a burst bait.

Heavy bypass to counter level 2 Use this rarely if you want to hard read your opponent and gain yourself a free combo or whatever your heart contents.

Combos & BnBs

BnB Midscreen

(Note: After the last j.hk you can throw loaded vial or after s.hp)

c.lk -> c.mk (2x) -> c.hp -> j.hp -> j.hk -> 236(hk) -> 236(mk) -> air dash -> j.mp -> j.hk -> j,lp -> j.mp -> j.hk -> air dash -> j.mk (x1) -> j.hp (fast fall) -> s.lp (x3) -> s.lk -> s.mp (x2) -> s.mk (x2) -> s.hp -> 236(hk) bypass -> EKG flatliner

BnB Corner

(note: you can throw loaded vial after the last j.hp)

c.lk -> c.mk -> c.hp -> j.hp -> j.mp -> j.hp -> j.lp -> j.mp -> j.hp -> j.lk -> j.mp -> j.hp -> s.lp (3x) -> s.lk -> s.mp (2x) -> s.mk -> s.hp -> 236(hk) heavy bypass -> EKG flatliner

BnB Corner for heavy characters

c.lk -> c.mk -> c.hp -> j.hp -> j.hk -> 236(mk) bypass -> jump back -> j.hk -> j.mp -> j,hp -> j.lp -> j.mp -> j.hp -> s.lp (3x) s.lk -> s.mp -> s.mk -> s.hp -> 236(hk) bypass -> EKG flatliner

Air Grab Combo

air grab -> Checkmate Incision -> 236(hk) bypass -> s.lk -> s.hp -> j.hk -> j.mp -> j.hp -> j.lp -> j.mp -> j.hk -> j.mk (1x) -> j.hp (fast fall) -> s.lp (3x) -> s.lk -> s.mp (2x) -> c.mk -> s.hp -> 236(hk) bypass -> EKG flatliner

This guide about Skullgirls 2nd Encore was written by Meta Moyai. You can visit the original publication from this link. If you have any concerns about this guide, please don't hesitate to reach us here.

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