Jump to content

Archived

This topic is now archived and is closed to further replies.

Kiba

[CSE] Valkenhayn R. Hellsing Guide (Updated: 02/07/2013)

Recommended Posts

The Valkenhayn R. Hellsing Guide

valkenhayn.png?__SQUARESPACE_CACHEVERSION=1281280191895

CP Guide will touch on:

  • Day 1 Valk: What do?
  • Common and Bad habits
  • Wolf Meter Management
  • Neutral game
  • Blockstrings (Including frame traps)
  • Wolf Movement and Useful cancels
  • Confirms
  • Integrating Wolf Mixups.
  • Baiting and Punishing
  • Character specific tips





    Updates:
    03/23/12: Added a section on blockstrings with thanks to Leo7.
    03/16/12: Added Microsoft Excel Frame Data Format
    03/12/12: Updated images, added another FAQ with thanks to Sahgren, and added another tech trap.
    03/06/12: Updated Moveset section (NickExtreme1)
    02/28/12: Added stuff to gatlings section.
    02/25/12: FAQ edited thanks to Sakaku and DJ_Blactricity.
    02/24/12: Added another FAQ thanks to Sakaku.
    02/23/12: Added another post for Tech Traps and Resets
    02/22/12: Updated Table of Contents
    02/21/12: Added one more weakness, video by Genowhirl for evading with 5D, updated gatlings with wolf aerial normals and added throw and CA information.
    02/17/12: Updated gatlings.
    02/16/12: Added frame data images to illustrate moves, and added wolf movement options. Also added Valk tutorial.
    02/12/12: Added basic gameplay information and started FAQS. Also added strengths and weaknesses.



    Credits to:
    Genowhirl for the information on Valkenhayn's attacks and the video which displays evasion with 5D.
    Guardian for information on gameplay and fuzzy guard in FAQS.
    Kurushii for the colour palettes.
    Members for contributing in Valk's movement options, and Jais for compiling them together.


    For newcomers, please familiarise yourself with:
    The BB System Guide
    Valkenhayn Wiki
    Valkenhayn Tutorial



    Table of Contents:

    1)Introduction and General Information

    - Drive

    - Strengths

    - Weaknesses





    2)Moveset

    - Human Normals

    - Wolf Normals

    - Drives and their properties

    - Throws

    - Breakdown of special moves

    - Distortion Drives and Astral Heat

    - Guard Primer Removal

    - Air Unblockable Moves

    - Frame Data





    3)Gatlings

    - A Chains

    - B Chains

    - C Chains

    - Wolf Chains

    - Counter Hit Exceptions





    4)Gameplay

    - Getting in

    - Wolf Movements

    - Offense

    - Blockstrings

    - Defense




    5)Tech Traps and Resets

    6)FAQS





    1.Introduction

    valkenhayn-taunt.gif

    Valkenhayn is a novel gentleman: polite and courteous in all situations. Being a butler, he is extremely devoted to Rachel and does whatever he can to assist and protect her. His demeanor, however, belies a savage side which is only seen during battle or when he is pushed to the brink of his anger. He uses a fighting style that, while awe-inspiring, is unbelieveably brutal, utilizing slashing attacks and blows so powerful they look like they are intended to break the enemy's bones

    Health: 10,500
    Guard Primers: 4
    Combo Rate: 80%
    Play-style: Offensive, Heavy Rush-down
    Movement Options: 1 Double Jump/Airdash, Dash-type: Hop in Human Form, Two-Way Dash in Wolf Form
    Colour Palettes

    Drive: Werewolf


    tumblr_lmuevrhfsA1qluypgo1_500.gif

    Valkenhayn transforms into a wolf. He is more agile in this form and gains a completely new moveset. You will need to be about to move flexibly in both human form and wolf form as this is a key element in his game. While it may be difficult at first, the reward for taking such time to learn this character will transform you into a fiercesome player. While he is in the werewolf form, the purple bar above your heat gauge will slowly deplete. Whilst, you are in human form, the gauge will regenetrate slowly, but note it only regenerates when you are on the ground and not in the air. If the gauge reaches 0, you will be disabled from transforming until the gauge refills to the max again. In addition to this, 1-9C will allow the wolf to dash in that direction and this will deplete the gauge faster. It is important to conserve your wolf gauge for optimal pressure and look for very minimal methods of depleting meter whilst dealing damage. The gauge will slowly refill as Valkenhayn is on the ground, but not in the air. You also cannot block in wolf form, so it is mandatory you are constantly moving around to make it very difficult for the opponent to land a hit.

    It is also very important to note that whilst in wolf:


    • Getting hit in wolf mode will automatically revert Valkenhayn into human form
    • You cannot block or burst



      Valkenhayn's Strengths


      • Wolf mode provides a strong mixup and pressure game.
      • Wolf mode provides really good oki options.
      • Deals really good damage.
      • Has guaranteed corner carry with 95% of his combos.
      • Fantastic heat gain.
      • Has really good pokes.
      • Has reliable anti air options.

      Valkenhayn's Weaknesses

      [*]Weak defense and has to rely on bursts and CAs more often than other characters.

      [*]Only has 4 primers.

      [*]Wolf dash consumes more meter in EX.

      [*]Has low health.

      [*]Has quite a large hitbox which allows certain characters to extend combos.

Share this post


Link to post
Share on other sites

2.Moveset

Listed here are Valkenhayn's attacks. For reference, (w) means when in wolf mode. Click them to view the move and the hitbox.

Human Normals

- Basic poke, will whiff on crouching opponents, making 2A preferable.

- 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.

- Has a guard-point. No follow-up unless it's a Counter Hit.

- Poke with excellent range. Outside of the corner, it doesn't lead into many combos unless the opponent is crouching.

- Low poke, decent reach. Catches rolls and is fairly safe now that the recovery has decreased.

- Extremely good pressure tool and Fatal Counters. Has massive frame advantage and forces crouch on hit making 236C links possible. Has repeat proration and should only be used once in a combo.

- Long Range poke, although kinda slow, mostly followed up with 236A or nothing at all. Crouching and Counter hits combo into 236C.

- Great vertical range. Catches rolls and leads to many combo options. Really fast and can be used as an anti air despite having no invincibility. Links into 236C.

- Low attack, techable on hit unless special cancelled.

- Overhead and Fatal Counter. Corner Bounds, as well. Gives some foot invul. It can cancelled into D on start-up only. Safe and removes a guard primer. Has repeat proration and should only be used once to deal the maximum amount of damage possible.

- Overhead. Has short range.

- Overhead, decent range and an overall good air poke that leads into good damage.

- Overhead, with good vertical range. Scores knockdown on air hits, and your staple in air combo enders. With meter, you can use it as an instant overhead. Can cancel into j.214B on hit or block.

Wolf normals

- Really fast low hit. Gatlings into itself 3 times.

- Really nice anti-air, and launches the enemy on hit.

- Overhead, Fast, and can cancel into itself 3 times. It's better to use than (w)5A as a combo starter. Has lots of untechable time on an air-hit.

- Overhead, fast yet slower than (w) j.a. Knocks down the opponent on air hit, and is fundamental to wolf combos.

Drives and their properties

/
- Morph from human to wolf, and vice versa. 1-7 frames head and throw invulnerable but no where near practical to use under pressure. For a reference, look

- Morph from human to wolf in the air, and vice versa.

Throws

- Valkenhayn's standard throw. Knocks the opponent far away and can be followed up with specials midscreen. Can be comboed in the corner with 2C > 6B.

- Valkehayn's air throw which knocks opponent across the screen. Wall bounces and allows for a 236C followup.

(input while blocking) - Valkenhayn's dead angle/counter assault, which has the same animation as his 5C. Be careful as this is slow compared to most other counter assaults.

Breakdown of special moves

- Mostly used after 5C in a combo where the opponent isn't crouching, although can be used in mid combos in the corner. Sends airborne opponents flying on hit.

- Low hit. Valk's best starter if RC'd. Can cancel into wolf on hit, whiff, block or startup. Not safe.

- Follow up to Schwarz Jagd, it sends the opponent flying. Corner Bounds. Unsafe. Can cancel into wolf on hit, whiff, block or start-up.

* Whiffs on Jin, Taokaka, Hazama, and Lambda-11 up close on block. Delayed hit against Mu-12 up close on block, delayed enough for Mu-12 to punish with her DP or 632146C.

- Mostly a combo tool. Can be used after 2C, 6B, or 5C on a crouching opponent. Removes a guard primer.

- Mostly a combo tool. Can cancel into wolf on whiff, hit or block. Opponent is able to block it without barrier block in the air. Removes a guard primer.

- Useful as a combo tool, and means to approach thanks to it's horizontal range as it can be easily hitconfirmed into a combo.

- Mostly a combo tool, due to it's upward angle. Otherwise same as above.

- 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.

/
Command Grab. The ground version deals 1000 whilst the air version deals 1500 damage. Can be followed up in the corner, and the air version can be followed up with a [w] j.236A midscreen. Refills wolf gauge on hit.

(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. It can be used for approaching, but it will mainly be used for combos and mixups. The direction you press 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. 4C and 7C dashes have invul. Movements also consumes more wolf meter

Distortion Drives and Astral Heat

- Has some invul on start-up. Can be linked from almost anything (including 5B). Mostly used as a combo ender, but can also be used as a reversal.

- Your standard combo ender from a j.C

- Valkenhayn's Astral Heat. Has frames of invincibility which allows it to be used as a reversal, but is mainly used for combos. Can be combo'd from most normals such as 6B, 2C, 5B and 5C.

Guard Primer Removal

Share this post


Link to post
Share on other sites

3. Gatlings

Listed here are the moves which can be cancelled into another attack.

The red text signifies that the normal is only jump cancellable on hit.

The blue text signifies that the normal does not combo from the followed gatling.

Legend

Jump – move is jump cancellable

Wolf – move is wolf cancellable

Special – move is special cancellable

Throw – move is throw cancellable

a) A Chains

5A (jump, throw, wolf, special)

> 5A (3 Times Max) 5D, 5B,
5C
, 2A (3 times Max), 2C,
6B

2A (jump, throw, wolf, special)

> 2A (3 Times Max), 2B, 2C, 5A (3 times Max), 5B, 5C, 5D,
6B
,
6C

6A

> None

j.A (air throw, wolf, special)

>j.B

b) B Chains

5B (special, jump)

> 5C, 2B,
6B
, 2C, 3C,
6C

2B (special)

> 3C, 5B (only if 5B sn't done in your string already),
6B
, 2C, 5C

6B (special, wolf - after 2nd attack)

> 3C, 5C

j.B (special, jump)

> j.A, j.C

c) C Chains

5C (special,
jump
)

>
6C

2C (special, jump)

>3C, 6B, 5C,
6C

6C (wolf - only on startup)

>None

3C (special)

> None

j.C (special)

> None

Wolf Chains

(w) 5A (jump, special)

>(w)5A (3 Times Max), (w)5B

(w) 5B (jump, special)

> None

(w) j.A (jump, special)

> (w)j.A(3 times max), (w)j.B

(w)j.B (jump, special)

> none

Counter Hit Exceptions

5B > 6B

5B > 6C

6B > 2C

2C > 6C

5C > 6C

5C > 236C

Share this post


Link to post
Share on other sites

4. Gameplay *WIP*

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.

Getting in:

Normally Valkenhayn does not have many manouvers to get in his opponent's face while in human form. Despite this, he has really good footsies with good priority such as 5B and 5C, which has massive range. The only problem with 5C is that it's slow in startup and and many characters can evade it by using an attack which allows them to under it, such as Makoto's or Tsubaki's 3C. 5C can usually guarantee you counter hits and it links into 236C nicely which guarantees not only good damage but corner carry as well. Valkenhayn cannot run, and instead dashes, and this is not particularly something you would want to fall on for offense. Whilst 236A covers alot of ground but may have to be wolf cancelled to prevent the opponent from punishing your recovery. This applies to 236C as well but you are more vulnerable as the recovery time for the move is longer. They can be considered, but is not generally advised. The key of using human mode is to play footsies with your opponent and catch counter hits in order to guarantee your corner assault.

However, in wolf mode, Valkenhayn is granted with a ton of ways to get in. A typical way of getting in is by jumping and using (w) 66D which has a massive jump arc and covers alot of distance. This can be followed up with a j.B or j.C to begin the pressure you inflict onto your opponent. This is a very easy technique to anti air though, and in those instances you could use (w) 7C followed up with an attack to punish your opponent's recovery and evade the hit. Alternatively you could barrier block but then you'll be put onto the defensive which is not what you want.

In addition, the wolf's variety in C - movements allow for mixed ways of getting in. You could dash forward to close the gap quicker, or go up and cancel the dash with a wolf cannon for instance. Bear in mind that the forward dash is very unsafe on opponents as they can simply hit you airbourne.

As Valk, you generally want to be making the first move because there are so many offensive capabilities that he possesses. You want to rushdown, but you don't want to be reckless, as that could cost you your wolf meter or your health.

Wolf Movements

The following list indicates the many ways in which you can approach your opponent:

  • [w]7C>7C x N: This can usually be used to bait something like an AA or a reversal. Note that the same thing can be done with 4C > 4C x N
  • [h]sj.D> [w]j.C > j.D (+jump option)
  • [h]IAD.D > [w]j.C > j.D
  • [w]j.236A > NC
  • In air - [w]66, D: This gives a different dash arc than [w]C, D. This is a common approach as it very easily closes the gap between you and your opponent. It can be combined with a (w) 7C for instance in order to avoid AAs and for crossups.
  • [h]9D > 6j.D - revert IAD. you can barrier/block during the time you aren't a wolf - "Awesome transform - revert IAD. Not only does it fling you across the entire screen very quickly, but you can barrier/block during the time you aren't a wolf (most of the move)."



    Note: Even though [w]66, D strongly helps to get in, try not to be super reliant on it. Try mixing it up, you have other approaches, it becomes too obvious if you just mix up your air approach between wolf IAD > rehuman and random w.j7Cs which would cost you more meter if you're trying to avoid gettig AA'd.

    There are two movement options that most Valk players should learn how to abuse first and foremost:

    - Learning to approach your opponent by just by running on the ground, cause wolf walk speed is ridiculous, and it's possible to play footsies with w5A.
    - Learning when to use cannons in neutral as a movement option and as a way to score counterhits (they don't use that much wolf gauge compared to Rasen).

    Remember you're not there to look fancy and you're just trying to get in whilst consuming as little wolf meter as possible. For visual aid, please refer to this part of the Valkenhayn tutorial.


    Offense:

    When in your opponents face, you have many ways of applying pressure.

    In Human Mode:


    • You have a high low mixup from most normals. For example, you can use 2C > 3C or 2C > j.C Instant overhead which is not particularly easy to react to.
    • 236A to close the gap between you and your opponent, but this is not particularly safe as your next attack can be poked out of. It is more effective when rapid cancelled as it provides a more safe way to apply more pressure. 236A > RC > 2C can catch counter hits if your opponent is used to pressing buttons after 236A, and this goes into big damage.
    • 6B is very useful to reset pressure
    • Throws are useful for good damage for very good corner carry
    • 6C, 6B and 236B provide you with the safest ways of cancelling into wolf. You can also use other methods such as 5B > jcD > 3C > for wolf high/low mixup.

    In wolf mode:

    [*]You have a command grab which can force players to jump out of your pressure strings. This makes it easier to confirm (w)5B hits on them. This is also a good option when you're low on wolf meter.

    [*]5C > (w)j.A/j.B provides you with easy overhead mixup.

    [*]You have wolf cannons to use against your opponents, but use with caution as they're not safe and can be reacted to with pokes or anti airs.

    [*]You can bait DPs/Reversals with 4C/7C and punish accordingly as they have invincibility frames.

    The human mode is mainly used for racking up damage whilst wolf form provides you with much more mixup and good meter gain. Having the choice between these two modes combined with the damage and mixup potential makes his oki game really scary.

    Blockstrings:

    Valkenhayn has some very useful blockstrings which are useful in keeping your opponent honest and then mixing in wolf attacks to manipulate how the player blocks. Let's take a look at some of Valkenhayn's blockstrings (note that they are more effective in the corner):

    2A > throw: This can be done quickly to score throw rejects on those who are quite disrespectful in blocking, or you could time a green throw for those who are respectful. Additional if they are respectful you can use 2A > dash > throw. When they become more aware of the throw you can follow with 2A> dash > 6C to catch those who opt to throw you because most people react to hops by expecting a throw. This is also a very good way to open players up with 6C and score a FC.

    2A > 2B > 5B > 3C: This blockstring keeps your opponent honest in blocking low as Valkenhayn still has a jump option after 2A and 5B. If the 3C hits, you can followup with 236A which is a nice hit confirm and leads into very good damage. 5B also allows you for j.C mixup if you wish.

    6B > 3C: This is Valkenhayn's tighest blockstring which cannot be countered by a DP or reversal even on IB. The second hit of 6B can be cancelled to 3C to confuse your opponent.

    2A > 5B > 6C: Simple blockstring into overhead. If it lands you'll have the opportunity to deal massive damage, and is safe if blocked.

    2A > 5A (whiff) > 6C: Works well against people who don't OS throw tech. It is easier to open people up with 6C using this blockstring as opposed to 5B/5C > 6C, which is just too obvious.

    2A/5B jump cancel > jD > 3C > w5A: Empty jump low basically, really hard to see, and you can mix it up with 3C > w[jA]. You could also opt for the command grab instead.

    Defense:

    Valkenhayn lacks any strong reversal to fall back on when it comes to escaping pressure. He has 6A but that only has head and body invincibility, not to mention it is not active from the first frame meaning you can very easily be hit out of hit. He has low health and he only has 4 primers, which means you do not want to be blocking a lot. He also has sturm wolf, but that comes at the cost of using heat and it's not all the time you may be sitting on heat.

    In situations where you are on the defensive, use your barrier to push the opponent out and use wolf mode to easily escape, for example, jumping out, transforming into wolf, and using 7C > 9C to get out and around your opponent.

    In addition, IB'ing provides you with more heat and gives you more opportunities to poke players out of certain blockstrings. Even if the combo damage you do is abysmal, at least you've gotten the opponent off your back. IB'ing also makes it easier for you to backdash out of blockstrings if necessary.

    You could counter assault with Valkenhayn too, but bear in mind you'd want to use this sparingly because remember counter assaults remove a primer and he only has 4. In addition, his 5C lacks foot attribute so characters can evade it by using a foot only attribute move for instance. It is also quite slow in startup which makes it very easy to bait, and the recovery is quite poor.

    His 2C provides you with a decent anti air but it has no invincibility meaning there are times where you can be hit out of it, or it will trade. Remember that (w)5B is a very good anti air which leads into guaranteed corner carry.

Share this post


Link to post
Share on other sites

5.Tech traps and Resets.

Look at the Combo Ender Variations here from 9-11.

This video by Mr. Middlekick contains a numerous amount of command throw tech traps. It's CS2, so remember that using it in EX will consume more meter. Please be cautious as you do not want to drain your meter.

Share this post


Link to post
Share on other sites

6. FAQS.

How do you do an instant [w]j.A from standing?

It's a fuzzy guard which is done by inputting 5CC > j.A quickly. The way the fuzzy is works is that you dash cancelling the 5C, and immediately cancel the 5CC with j.A. If done correctly, he'll just flip right into the j.A, and if not, either nothing will come out, or you may do [w]5A instead. The timing is really strict however and requires practice for consistency.

Can Valkenhayn block in wolf form?

No he cannot block, and he cannot use barrier. He also cannot burst in wolf form.

How do you perform the w[236A > j.236A > 236B > j.236B] combo? The opponent automatically techs by the 4th hit.

There are a number of methods around this. The first method in preventing the opponent from teching the 4th hit and getting the full damage requires the second cannon needs to be performed with a TK (tiger Knee) input, that is: w[j.2369A]. Bear in the mind this is not easy to do and requires execution practice. In addition, the 4 cannon combo does not work from low prorated starters. You will mainly use it after a 2C, 6B or 6C starter. Furthermore, avoid using the same cannon twice as the 10% repeat proration will kill the combo. w[236B] and w[j.236B] are two different cannons.

Instead of doing w[236A>j.236A>236B>j.236B], another way is to do w[j.236A>236A>236B>j.236B] so you don't have to TK the second cannon. After TK214B just do a 4D/5D/6D instead of a 1D so that the first cannon will be a w[j.236A].

The final method is to to opt for 2D > w[236A > 236B > j.236A > j.236B]. This is the easiest out of the three methods.

How do you followup Sturm wolf with Konig Flug?

Input 2362369C to get the air DD to come out right after you leave the ground. The timing is a little funky though, you need to very slightly delay the super after jumping or else Valk will land short, but you don't have a very large window to delay it. Remember that this can only be done in the corner.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×