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[CF] Valkenhayn Strategy Guide (Beginners Please Read Here First)

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Table of Contents:

  • Introduction
  • Day 1 Valk: What do?
  • Common and Bad Habits
  • Wolf meter management
  • Gameplay (Neutral Game, Getting in, Blockstrings + Integrating wolf mixups, Defense, Baiting and Punishing, Combo Theory)
  • Useful mixups
  • Character Specific Tips
  • FAQS


Credits to:

  • Magaki (For Okizeme section)
  • Dreize
  • Nokita
  • Tonberry
  • Leo7
  • KaiserCX



Welcome to the Valkenhayn strategy guide. The aim of this guide will be to help you guys get a better understanding of Valkenhayn by identifying the easy options in Valkenhayn's steep learning curve. If you are looking to use Valkenhayn, understand that Valkenhayn is a very aggressive character with a lot of great pressure and mixups with the use of the wolf form. Combining Valkenhayn’s long range human pokes with wolf mobility and limitless mixup and pressure options is vital in stabilising play with Valkenhayn. This is traditionally what makes Valkenhayn quite intimidating to newcomers. Transforming back and forth during combos, properly utilising wolf movement and conversing wolf movement will take some time getting used to, but it really does pay off.

Please be sure to familiarise yourself with:

CPEX Valkenhayn Combo Tutorial - By Boku Zen Especially useful to beginners.
Valkenhayn Wolf Brake Tutorial - Useful for learning wolf brake for mixup.
CP Valkenhayn Wolf Movement Tutorial - Useful for getting used to Wolf movement and other approaches.

CP Valkenhayn Wolf Meter Management Tutorial - Very Useful even though it's CP!!

For reference:

[w] means wolf, so you'd conduct the input while you're in wolf mode.

A little bit about myself:

Hi, I’m Kiba (AKA Keebs). I picked up Valkenhayn in CS1 because I generally like wolves/beasts (a favoured archtype), and I love his movement (but I won't be surprised if you don't believe it!). Tao can move freely without worrying about meter, but I'm more of a dog lover. For a little more insight, my name (Kiba) also means 'Fang' and yes it goes well with the fact that I use Valkenhayn. I'm always looking for ways to improve my Valkenhayn, and I do try to help others, but I generally shy away from that because I feel that the knowledge I have on Valkenhayn is quite inadequate. However, with all your help we can help other make this guide better. There aren't a lot of us here and this forum started quite bumpy but I hope you guys feel differently this time around with it. I would appreciate any help you guys can provide as this is a community effort, and again thanks for everything from the CS1 days.



Day 1 Valkenhayn: What do?

I’ve just started using Valkenhayn but I’m not sure what my first steps are, what do I do?

I would suggest for you to go into training mode and get a feel for his normals in both human and wolf form (this is where you'll use the wiki to aid you). I'll take this time to explain Valkenhayn's drive. Pressing 5D/j.D transforms Valkenhayn into a wolf and not only is he more agile, but he also gains a completely new moveset. 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 regenerate 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. Direction + D allows Valkenhayn to travel at a very high speed, but this will deplete the gauge faster so it is important to conserve your wolf gauge for optimal pressure and look for resourceful methods of wolf gauge use. 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. If you are hit in wolf mode, you will revert back to human form. Because wolf movement is now done with direction + D you also need to be aware that if you want to revert back to human you need to make sure you set your stick (or pad) back to neutral otherwise you'll accidentally initiate another movement which will drastically reduce the wolf gauge.

Unlike other characters, Valkenhayn cannot dash, inputting 66 will make him forward hop. However, the wolf can run back and forth. You’ll realise that when you’re trying to move in you’ll mostly rely on wolf movement. I would also recommend that you get used to moving in wolf form, whether it's dashing or using D + directional command (AKA Rasenwolf) to quickly move around. Valkenhayn can also use rasenwolf to move backwards. 7D and 4D will allow Valkenhayn to move back and then lunge forward just like the other input commands. This will slowly give you an idea on how you should be managing the wolf gauge (also explained below). If you are low on wolf meter, you can either replenish the gauge by using a command grab (236C), or you’ll have to stall in human form for quite some time, putting you on the defensive + limiting your offensive actions. This is not what you want, especially since Valkenhayn has lower health than most characters and his defensive options are quite weak. While on that topic, let me take the time to explain wolf cancelling. Let’s take 236A for instance. If you press D + direction input right after the attack, you’ll transform into wolf and move in your designated direction. If you cancelled it into 5D, 6D, 8D or 9D, remember that the wolf will not stop moving until you press another button. You can do this after any special attack you used in human form, and you can also do it after 6B and 6C.
Now that you have a feel of Valkenhayn’s normals, you can then press on to get a feel for his specials and distortions, so you know what they’re capable of. Do not worry about frame data for now, because that is not a priority, but please remember that this information acts solely as a basis to help new players. So if you’re an advanced fighting gamer learning frames as you go may be your style.

A good choice would be to use challenge mode to get a grasp of his combos. I would not recommend looking at the combo thread just yet. There are a lot of combos there and it may be daunting. Challenge mode has the advantage of showing you a demonstration of the combo. Don’t worry about trying to complete all of the combos, prioritize the first few combos before moving on. This time around, some of the challenge mode combos are even really useful!

Your staple + beginner combos will be the following:
  • 5B > 5C > 236A
  • 5B > 5C > 236B > 236B
  • w[5A > 5B > 5C > 6D > j.A > 5D] > 5B > 2C/5C > j.B > j.B > j.C - First do this by practicing the transformation into human mode after j.A and following up with 5B.
  • Corner Only: w[5A > 5B > 5C > 236A > 5D] > 5B > 2C > j.B > dj.B > j.C


Useful Tools:

  • Basic Pokes: 5B, 5C, w[5A], w[5C]
  • Jump Cancellable Normals: 5A, 5B, 2C, w[5A], w[5B]
  • Anti - Airs: w[5B], 2C, 6A (Situational but can be effective)
  • Air to Air Pokes: j.A, j.B, w[j.A]
  • High Attacks: 6B, j.A, j.B, j.C, w[j.A], w[j.B], w[j.C]
  • Low Attacks: 2B, 3C, 236B, w[5C]
  • Wolf Cancellable Attacks: 2A, 2C, 6B, j.C (OD only), 5C, All Specials (236A, 236B (>236B), 236C, j.214B)

After getting used to Valkenhayn's combo theory you'll start to have your own preference of what combos you want to do. Every Valk player has their own preference and it's not wrong for you to pick up your own style. Valkenhayn has a lot of variety.

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Common and Bad habits
Regularly using human mode instead of wolf mode for neutral game purposes

This is something you may pick up when learning Valk. You must realise that in human form Valkenhayn can't dash like other characters can and his neutral game isn't that good. His air dash isn't also that good and you may find yourself relying on certain normals such as j.C, which can be read and can be anti aired. j.C is also more unsafe if you use it from a very high position if blocked, and you can lose to mash if you try to attempt to further pressure. You'll also find that your mixup is heavily limited, so there may be a huge reliance on 236A and 6C. Learn to try to run around in wolf form. You can get to your opponent quicker and it's easy to play footsie games with w[5A]. Despite this you'll have to be patient at times to build back wolf meter but you may have to move around a lot especially against characters with a fast play style if you don't want to get caught blocking.

Mashing normals after blocked 236A

236A leaves a neutral advantage on block but that doesn't mean you're free to pressure. You will usually lose to an opponent's mash if you try to press buttons afterwards, especially if they instant block. which makes it more unsafe. This is why you can't afford to abuse this move, because you will usually have to block afterwards and you don't want that.

Abusing Wolf Cannons

They're pretty unsafe on block, and even trying to cover yourself with a followup 7D/4D can get you tagged by 5A or AAs. The wolf cannons are especially unsafe against Tager. You need to be able to learn when to use the cannons because they're fantastic for fetching counter hits. They're not so bad to use against air bourne opponents on block, but using like that has little significance. Try not to be obvious with them either because you can also be hit out of it. Mu's 5C, Litchi's 6B and Ragna's 5B are perfect examples of attacks which can hit you out of horizontal cannons. The wolf cannons also take up more meter in CF!!

Wolf cancelling some attacks for Pressure

This is the same as the above. If you try to go onto the offense after a blocked 236A for instance, it can lose to DPs and mashing. Even trying to retreat can cost you. For example, 236A > 7DC cancel can lose to a dash 5A with Jin. This isn't to say don't use specials, as Valkenhayn in human form has limited pressure/mixup options, but just know that they are not completely safe. 236A is semi safe but it’s not safe in the regard that you can go for further pressure. You will have to block, and like I said earlier, you don’t want that. 236B and 236C are mainly combo fillers although 236C is also really effective for a ranged punish. You can use 236B and cancel the first hit into 6D > j.A mixup, which isn't bad as it acts as a fake low into a quick high.

The only exception to this is 6B > 5D > w5A which is gapless on normal block. Like I said however, you'll have to assess just how much your opponent knows Valkenhayn and choose whether to use this or not.

Wolf Meter Management

One of the key factors with Valkenhayn is learning when and how to conserve wolf meter. Using the majority of the meter will leave you with very little offensive options, and running out of wolf meter makes it easier for the opponent to tackle you down. You want to move around using as little meter as possible because you want to use it to maximise your pressure and mixup potential. Like I said before, if you’re low on meter you can use a command grab but it can be obvious that you’re aiming to opt for it.

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, because wolf walk speed is ridiculous, and it's possible to play footsies with w5A. You are not using any extra wolf meter for this simple approach.
- Learning when to use cannons in neutral as a movement option and as a way to score counter hits (they don't use that much wolf gauge compared to Rasen). Also, please take a note of some of these useful cancels and movement options which would help you to save meter. Remember that you don’t have to use these, they’re just a guide, and remember you're not there to look fancy. 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. I'll provide some cost effective useful wolf movements which should be considered for better play.

You are using little to no wolf meter for this full screen jump. This gives a different dash arc than wD + direction. 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, and this is why you should incorporate this into your gameplay. Be sure to remember that you always have this option where you have not used your 2nd jump.

[w]7D > 4C > D > Air Dash
Here you are cancelling the 7C with 4C, which would make the wolf spin in the air, then you can air dash forward for an offensive option or air dash backwards. You can also press j.D to transform into human mode. Remember you cannot use this if you have used your second jump.

[w]IAD > jA > jB > 5B] (6 times max) (Outdated ender as it uses too much wolf meter)
If the opponent is low enough you can do this ender for almost guaranteed corner carry while using very little wolf gauge. The damage it deals isn't too bad, but the damage and the amount of reps you can do depends on the starter that you use. For example, from a w5A, you can do:

w5A > 5B > 5C > 6D > j.A > 5B > (IAD j.A > j.B > 5B) x 3 for 2155 damage, but from a w5B you can do the loop a total of 6 times which deals 2704 Damage and indefinitely guarantees corner carry. You can also opt to do:

w5A > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > sjc > j.5D] > j.AA > long delay > falling j.B > 5B > IAD > j.A > j.B (> 5B > j.B) [2191(2348)Dmg, 15(16)HG]

There is more information on wolf meter management in the combo theory section below.

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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 take advantage of this. 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, 6C (situational) and 5C. 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.

You will also come to realise that playing against Valkenhayn is quite an odd matchup for the majority of the cast because usually they will not know how to deal with him. Try to abuse his wolf movement in neutral more as flying around the screen and making the opponent impatient both opens up more options of approach and gets the opponent to do something you can take advantage of. The following provides some examples of moves characters will be more likely to use in neutral against Valkenhayn:
  • Ragna - Hell's Fang / Gauntlet Hades
  • Jin - 214D (Ice car) / Hizanzen / Hizangeki
  • Tsubaki - 236C / 236D ('Shield Charge')
  • Platinum - 236C (Heart Car)
  • Valkenhayn - Wolf cannons
  • Izanami - 214B (Slide Attack)

With these examples set aside it will be in your best interests to play certain matchups with caution and try to work on baiting and punishing these if your opponent uses them. You will learn to deal with all this in all due time. You will also realise that you will face a lot of DPs due to Valkenhayn's strong mixup, but this does not mean you should give up on your oki. I understand being scared of DPs, but if you respect your opponent, you'll give them no reason to DP. You need to induce fear into the player and encourage them to DP at times. Sure you'll get hit at times, but if you're running away in wolf then they won't DP at all. If you want to get around DPs please take a look at the various oki and useful mixups explained below.



Getting in

There is no reason why you should be far from your opponent unless you are buying time to rebuild your wolf gauge. Valkenhayn gains no benefits from being long range so you want to constantly be in your opponent's face. Normally Valkenhayn does not have many manouvers to get in his opponent's face while in human form. 236A covers alot of ground and is pretty fast so it's useful for startling your opponent when they're trying to get onto you, especially if they try to air dash since it'll send them flying to the other side of the screen. Remember it's only 0 on block, and the recovery is not too bad which makes punishing it hard unless your opponent reads it but try not to abuse this as you'll be put on the defensive. It's something you'd really fall upon when you have no wolf meter or when you're playing against another Valkenhayn player. 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 w66D 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 w7D 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. There are two ways to stop your movement by wolf braking and you can use 7D/4D > 4C or 1DC. 1DC is easier and allows you to brake in the same position and it's easier, but the 7D method will make you move back a little before breaking. 1DC allows for more fluid movements, and it's better to opt for this rather than what I mentioned in the wolf movement tutorial below in some cases.
In addition, the wolf's variety in movement allow for mixed ways of getting in and some examples are as follows:

Running around in wolf form
  • You can play footsies with w5A and w5C
  • Slowly drains wolf gauge and can quickly close gaps.
  • Can encourage players to use attacks they wouldn't normally use and you can evade them with 4D/7D


  • Overused approach. Barely uses any wolf meter and covers a great distance.
  • Main approach is wj.66D > j.B/j.C
  • Can use wj.44D for a defensive/evasive manouvere.
  • Can use this approach to air grab opponents in the air
  • Can use followup 7D, or wj.214A to bait anti air attempts
  • Can barrier to block the anti airs, but you'll be on the defensive.
  • Even more useful against Nu-13 and Mu-12 for example.


  • Can be used for movement or to get hits.
  • Unsafe if blocked so use 4D > 4C, 7D > 7C/4C or 1DC wolf brake followups.
  • Can use 7D > 4CD wolf brake to revert to human form and have access to an air dash (w236A > 7D > 4CD wolf brake > Forward/Back air dash)
  • If opponent blocks wj.236A you can followup with 3D > j.A to stay on the offensive.
  • Can be combined with wj.66D movement. So w236A > 7D > 7CD (or 1DC) wolf brake > wj.66D.


  • Same as above.
  • Can use w236B > 3D > j.A for offense, or w236B > 3D > j.D > j.B
  • Against Tager, can use high jump D > wj.236B > 1DC (or 7D > 4C) wolf brake > wj.66D to get around him.

2C/5C/3C in neutral > 6D

  • 5C especially can trick the opponent into thinking you're in recovery whilst you go on the offense with wolf.
  • The 6D followup is a wolf command dash and consumes more meter so it shouldn't be abused.
  • Can be used defensively. For example, 3C > 7D > 4C wolf brake

6D/high jump > 6D

  • Very quick way of closing gaps but uses a lot of wolf meter.
  • More useful against characters with weaker normals.
  • Combining with 7D/4D will use even more wolf meter.
  • Jump > 6D > j.D > j.B/j.C can be used to save wolf meter.

These are just examples so feel free to get creative. Ideally you don't want to spend too much wolf meter manouvering around in neutral because when you do manage to get in, your offensive options will be limited. You don't always have to use wolf. Human mode is decent enough for moving around and he has decent footsie options such as 5B / 5C. Anyway here is a tutorial explaining various approach options.




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

In Human Mode, you have a high / low mixup from most normals and gatlings. For example, you can use 2C > 3C or even the 2C > j.C instant overhead which is not easy to react to. You even have the choice between 6C > 6B and 6C > 3C. Remember that the j.C > RC > j.C instant overhead can be used from any jump cancel or even immediately on someone's wakeup, and it's these kind of tools which can make an opponent guess block with your pressure. 236A can be to close the gap between you and your opponent, but this is not particularly safe as your next attack can be poked out of. This is why you have the wolf form to close gaps because it's much more scary and provides a lot of flexibility. 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 can prove to be a great reward.

Throws are useful for good damage for very good corner carry but usually you'll be out of range for this to be really effective unless you're using it on an opponent's wakeup. This is because Valkenhayn's human normals generally have a big pushback, especially when barrier blocked, and Valkenhayn can run like other characters. This is where integrating wolf mixups come in. By combing your offense with wolf movements you can close the gap between you and your opponent and place them into a more difficult position. How to integrate the mixups? I'll give you a general idea by using a basic example. By using human 5B, you can jump cancel it, transform into wolf, and then use 3C to get in closer to your opponent and still be able to provide a high/low mixup. In addition to this you also have a command grab. Look at that, in just a second you've already transformed into wolf and earned better pressure and mixup. Try not to be reliant on this however because mashing will beat any of your attempts, but remember that you can do this setup from any jump cancellable normal.

Another way of incorporating wolf mixups is by using 2A > 5D > 236C. It is really effective because it's difficult to see and react to if done correctly and fast enough, and because of this, I would highly recommend players to practice this. Rushing this may put you back in human form again, losing your advantage, and not doing it fast enough would give your opponent more time to react to it. You don't even have to go into command grab. You can go into > w5A and begin your pressure from there, going into brJA or w5C for instance. Remember the command grab refills your wolf gauge and leads into 3k max in the corner.

If you use the command grab midscreen and you want to followup from it, only 6D can be used.

Earlier I mentioned how it might be difficult to catch your opponent with a human grab. This is easily remedied by wolf movement & example of this is: w[5A/5B > 6D > j.D] > Throw. See? In your opponent's face in a matter of seconds, and it has a very high chance of working because by dashing you trick your opponent into thinking you will be opting for a high when you're not (unless your opponent is really mashy). In addition to this, you could use the same setup but opt for a 2B instead of a grab.



Valkenhayn has a lot of useful blockstrings but in human form, the main game will be to keep them quite short because a lot of his normals have strong pushback. In wolf form, you have to keep your opponent guessing & if you want stronger wolf mixups you are going to have to learn the IOH j.A which increases your chances of hitting the opponent. In order to do this will you need to learn how to 'wolf brake', & it is explained here. There is now a video tutorial shown here.

Universal Blockstrings
  • 2B > 5B > 3C
  • 2A > 5D > w[236C/5A]
  • 2A > 5A (whiff) > Throw
  • 5B/2C > j.C > RC > j.C
  • 2A > Forward Dash > 2A > Purple Throw (TRM Setup)
  • 2A > Forward Dash > 6C (Throw Bait setup)
  • 6C > 6B / 3C


True Blockstrings with OD

  • 6C/3C > OD > 5B > 3C
  • 6C/3C > OD > 5B > IOH j.C > 3D > wj.A/j.B

Blockstrings against Opponent's Barrier

  • 2A > 2A > 2B > 3C
  • 2A > 5B > 6C or 2A > 2C > 3C (2C may whiff if you're not close enough, so use 5B instead)
  • 2A > 2A > 2B > Slight Delay > 6C
  • 2A > 2A > 5D > w[5C > 6D > j.A]


Blockstrings safe on IB

  • 2B > 5B > 3C
  • 5B > 2C > 3C
  • w[5A > 5B > 5C]


Wolf Interchange Mixup

  • 2A > 5D > w[B+C]
  • 2A > 5D > w[brjA]
  • 2A > 5B > j.D > w[3D > j.A (blocked) > B+C]
  • 2A > 5B > j.D > w[3D > j.A (blocked) > j.C]
  • 2A > 5B > j.D > w[3D4C] (You need to brake with 4C to get a fast 5C)
  • 6B > 5D > w5A > brjA / w5C
  • w[5A > 5B > 5C > 6D > j.A > 5D] > (2A) > 2C > IOH j.C or 6C or 3C
  • Special Cancel normal into 236B > 6D (drive cancel early so 236B whiffs) > wj.B > wj.C (If they block wj.C you can go for an additional overhead: brjB)


Wolf Standard Blockstrings

  • w[5A > 5B > 5C > 6D > j.A] - Tight blockstring until 6D > j.A
  • w[5A > brJA]

- Sub-route 1 (High): w[5A > 5B > 5C > 6D > j.A > j.C]
- Sub-route 2 (Low): w[5A > 5B > 5C > 6D > j.A > 5C]
- Sub-route 3 (Human Throw): w[5A > 5B > 5C > 6D > j.D] > Throw
- Sub-route 4 (Human Low): w[5A > 5B > 5C > 6D > j.D] > 2B

- Sub-route 5 (OS to block DPs): w[5A > 5B > 5C > 6D > j.D] > 1B

- Sub route 6 (Wolf crossup - Midscreen Only): w[5A > 5B > IAD > 2D > j.A / 1DCB]
- Sub route 7 (Fake crossup - Midscreen Only): w[5A > 5B > IAD > 1D > j.A / 1DCB] Shown here


Wolf brake 'mash safe' blockstrings (IOH j.A)

  • w[5B > 1DC wolf brake > wj.A]
  • w[5C > Wolf brake > wj.A]
  • w[5C > 1D/3D4C]
  • w[j.C > Wolf brake > j.B]

Wolf brake 'non mash safe' blockstrings

  • w[5A > Wolf brake > j.A] (Still a really strong mixup)
  • 5C / 6B / 3C > 1DC Wolf brake > wj.A
  • 2C > Wolf brake > wj.A (Trades at best against a 5A with 5 frames startup. Still quite effective.)
  • Any Special > Wolf brake > wj.A

Nacht Jager

  • Nacht Jager Meter-less:

    - Sub-route 1 (Escape): 236A > 7D > w[j.4C] > 44D
    - Sub-route 2 (Human Fakeout): 236A > 7D > 4C > 66D
    - Sub-route 3 (Human Airdash):236A > 7D > w[j.4CD] > Forward Airdash > j.A > j.C, or back airdash
    - Sub-route 3 (Wolf): 236A > 6D > w[j.A] (Again opponent needs to commit to blocking, they will most likely mash)
    - Sub-route 5 (Wolf Fakeout): 236A > 7D/4D > w[j.A/5A]



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 be hit out of it. Also, as there is no foot and throw invincibility, 6A will lose to lows and throws (including command grabs), which makes this very risky to use on your wakeup as you'll have to guess with what your opponent is going to do. Proper use of this move include IB'ing and using it as a counter against overheads for example. Valkenhayn also has low health, 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. Sturm wolf (632146D) is horrible to use as a wake up reversal because the super flash gives the opponent time to try and react to it, for example, Ragna could beat it out with Inferno Divider. Even if they try and pressure you with 5A/2A, they may still be able to block the attack in time. The opponent could even jump over it. This is why it's better to use the move while you're blocking (preferably IB'ing), so you can punish a followup special/gatling which has slow(er) startup. For example, any normal that Ragna gatlings into a drive or special (5D/2D/6D/Dead Spike/Gauntlet Hades/Hell's Fang) will lose to Sturm wolf.

In situations where you are on the defensive, use your barrier to push the opponent out and get away by either backdashing, jumping out, or even using wolf mode to get out. high jump > j.D > 7C provides an invaluable escape route when you're backed in the corner. 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 consider the downfalls. His counter assualt is his 5C which lacks foot attribute, so characters can evade it by using attacks which low profile it, i.e Taokaka's 2A or Tsubaki's 3C. It is also quite slow in startup which makes it quite easy to bait.

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 w5B is a good anti air which.

List of Defensive Options
  • Backdash (when there's a gap in someone's pressure)
  • Counter Assault (while blocking 6A+B) - To get someone of you quickly
  • Hj.D > 7D (> w236A) - Mainly used to get out of corner pressure
  • j.D > 6D > j.D > air backdash
  • w66D > j.D > w7D or w236A > 7D - To avoid/bait anti airs


Baiting and Punishing

Valk has multiple ways of baiting reversals, DPs and even anti airs. For example, by using w[5A > 5B > 5C > 6D > j.D], you can actually block a lot of DPs and reversals the opponent may be mashing i.e if you used w[5A > 5B > 5C > 6D > j.D] and the Tsubaki mashes 623C, you can block the DP in time and then punish accordingly (6B FC is best here). Valk transforms back into human form on frame 7 so this simple method will work against any characters DP/reversal that has more than 7f startup. That is most characters except Ragna's ID & Arakune's reversal because those have 7f startup. Against Tao's reversal, You can do w[5A > 5B > 5C > Wolf brake > j.A], and if performed correctly, you should see the startup of the j.A during the superflash, AND THEN you can use 4D to dodge the super and punish with 6C. You'd probably want to opt for 7D because if you use 4D you'll just charge right back into the attack. You may not even be able to punish it because you may be out of range when you go past her. Arakune's will just flat out beat you without IB, and even if you manage to 4D/7D away, you will need to cancel the dash with 4C otherwise you'll be diving back into the attack. Lastly, no this addition will still not work against Ragna's ID. Lol.

There are ways for your opponent to get around this however, and even though it could be considered slightly minor it will greatly affect the momentum of the match. The first option will be for your opponent to IB w5C. If they IB, any DP/reversal with a startup of about 10f (need to re check this) or lower will catch you dashing in. You will not be able to block in time and you can't even use the wolf brake bait. The alternative method would be for your opponent to mash 5A or something like Jin's 623B that has some kind of range. If they mash 5A they will win, but if they don't IB and you attempt to go in for more pressure you'll either trade or get a CH. On normal block they need to try to react with 5A otherwise they'll lose (reacting is more unrealistic).

Also don't try this just by doing w[5A > wolf brake > j.A] for instance. w[5A] has less blockstun so it's easier to mash out of your stuff. You have to use w[5C].

Elaborating on punishment, if in the usual case you bait a DP or reversal, always always punish with 6C regardless of whether it's midscreen or in the corner. It's the best confirm, it fatals, and you can rack up 3.6k +  damage even without wolf. For example,  something like:

FC 6C > 2C > 5C > 236C > 3C > 236C > 3C > 236C > 5B > sj.BAB > dj.B > j.C. Even if you have little to no wolf meter in the corner, 6C is still your best punish.

There may be instances where you will be incapable of using 6C to punish due to spacing issues. In that case, your most convenient punish will be (5C CH) > 236C. In wolf form, w[5C CH > 6DD] > 2C is the best punish, but remember that to inflict the maximum damage from these confirms, you'll need wolf command dashes. You won't be able to do much with no wolf meter from certain distances.


Combo Theory

The combo that you choose in any given situation is generally based on:

1. Your starter.

2. How much wolf meter you have.

3. How much wolf meter you are willing to spend.

4. Where you are on the screen.


For a list of the combos please take a look at the first post here: http://www.dustloop.com/forums/index.php/topic/9657-cpex-valkenhayn-combo-thread-less-launching-more-biting/


You should use a maximum of 2 command wolf dashes in certain combos so you have meter to spare for mixup. If you can use 1 command dash then that's even better. Midscreen you'll probably be using 2 wolf command dashes, but in the corner there are many opportunities where you can use only one, or even none. Here are some examples:

From corner crouching confirms: 5B > 5C > 236C > 236A > 5B > 2C > j.B > dj.B > j.C
Corner Throw > 236A > 2C > 6C(1) > 236A > 5B > 236A > 5B > 2C > j.B > dj.B > j.C


The w5C Loop:
This is not easy to do and not necessary for combos, but if you want more swag and/or you're a player looking to deal the most damage (not by that much) then this is for you. This wolf loop is done by doing the following input: w5C > [3D > 4C] xN (repeating the 3D > 4C).
The 3D > 4C is the wolf brake and is necessary in order for you to get multiple wolf loops. You cannot perform the combo without the wolf brake, even in OD, and you need to input it fairly quickly. If you're not aiming to perform the loop several times then you can input: w5C > [1D > 4C] or w5C > [2D > 4C]
Using 1D/2D is easier than 3D, but isn't recommended for multiple loops (more than 2) otherwise you'll end up too far to followup.


Using Distortion drives

The Minimum damage of j.236236C has increased so it's more worthwhile to use now!
Ending combos with using j.236236C can allow the opponent to roll out of the corner however, thus losing your corner pressure. THERE IS however a way to stop rolls after Konig Flug, but you will need 50 meter. After a Konig Flug in the corner, at the end of the recovery, input 412364D. This is an option select. If the opponent rolls behind you, Sturm wolf will activate and hit them.

Sturm wolf is also good to use in the corner when you want to build up a little more wolf meter.

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[table=width: 500]

Combo ender

Most rewarding human meaty.

Most rewarding wolf meaty.


{jB>djB>djC} and {6C>3C} enders give you the same untechable oki time so the meatys are pretty much the same. Ending with {6C>3C>236B} or with just 3C will also bring the same result. However, the meaty attacks must be executed exactly when you land with {jB>djB>djC}.

Meaty attacks for {jB>djB>djC} and {6C>3C}:
  • Human meaty:
  • 6B: If done right, the first hit will whiff and the second one will hit the opponent.
  • 2C: If the opponent doesn't emergency tech, 2C will OTG and catch tech rolls at the same time.
  • 5A(whiff)>2B
  • (Slight delay)>6C: For some reason, 6C seems to hit before the opponent neutral techs. If it's properly delayed, you can easily hit on the first frame. Still the slowest and most obvious meaty in your arsenal but that's good to know and much better than in Extend.

    Wolf meaty:
  • w5A (whiff)>w5B: First w5A catches rolls, w5B meaty. If you catch the roll, it will allow for an easy hitconfirm with the w5B already buffered. You wait about a second to input w5A otherwise it'll blue beat if you do it too quickly and the opponent will be able to tech in the air. If you use 3C > 236B you give yourself a little less time to be able to confirm the w5A. You have to be a little quicker with the input if you wanna catch late techs or rolls. In the case that you do land the w5A > w5B, you can followup into either one of the following combos:
    -w[5A > w5B > IAD j.B > 3D > j.A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C or;
    -w[5A > w5B > IAD j.B > 3D > j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 2C

  • 5D>w236C: Grabs on the first frame it seems after {jB>djB>djC}. Have to be slightly delayed with {6C>3C}.
  • (Delay)5D>w5C: Usually, I wouldn't suggest this because the delay is quite big but there is an easy visual cue with {6C>3C}. After the 3C, wait for Valkenhayn to fully stand up then simply press 5D>w5C. Told you it's easy.
  • 5D>jump>wjC: Easiest and most rewarding wolf meaty. It's hard to react to it but definetely possible so be careful.


Also after a tk214B>6C ender human 4D>66D> delay j.B is a safejump. 6C needs to be done immediately after tk214B. j.B is delayed because if done too fast it will whiff through emergency tech. You can use the whiff to trick them and land 2B. It also catches forward roll when done properly, but causes side switch. You can do j.B>2C into a side switch combo to corner them again.

A lot of tests were run with {wjC>djD>djC} enders but so far, they seem to really be too dependent on height to have accurate data. 6B seems to work quite well because of the active hitbox but I wouldn't recommend anything else. Only way to really have something accurate here would be to test based on the whole combos rather than the combo ender itself.

Meaty attacks for {wj214A} combo ender
  • Wolf Meaty:
  • (Slight delay)>jump>wjC: If executed with no delay, it seems that the active frames end 1 or 2 frames before the emergency tech invul end so make sure to delay it a bit or you will be badly punished.
  • w5A (whiff)>w5B: First w5A catches rolls, w5B meaty. If you catch the roll, it will allow for an easy hitconfirm with the w5B already buffered.
  • w5A (whiff)>w5C: You have to understand one thing here. Even though w5B and w5C got a different startup (7 for w5B and 10 for w5C), they have the same amount of startup+active frame (13 total). Considering that you want to hit with the last active frames when it comes to meaty attacks, you will almost always be able to use w5C instead of w5B when it's possible. The problem here is that if you catch the tech roll with w5A, w5C will whiff. There is however a trick. Press w5A(whiff)>(w5B)>w5C as fast as possible. If you did it right, you will get w5A>w5B if you catch the tech roll/OTG or w5A>w5C if it's an emergency tech.


wj.AAA > j.C > dj.D > j.C Enders


Valkenhayn is pretty high in the air after a j.C allowing you to use a falling j.C to hit opponents who opt to delay tech. You can use this in conjunction with the w5C ender and condition the opponent not to DP and you can do this by replacing the falling j.C with falling j.D which gives you enough time to get in range for the w5C though its strict. It looks like this ...wj.C> 8dj.D > dj.C >(j.D) hold 4.


Once they've been conditioned not to delay tech and are afraid to DP. You can start mixing the w5C with wj.C > 8dj.D > j.C > (j.D > 6D  > wj.B > wj.C/w5C) [high/low in case wj.B is blocked. Can do wj.B > command throw as well. 6D needs to be delayed a little so wj.B > w5C combos],(j.D  > 6D > j.D > land > throw/2A > purple throw) [Purple throw for people who start to OS throw once they've seen it],etc. Opponent needs to be in corner for this.


w5C Okizeme guide.

  • The w5C oki must be done at a certain distance in order to reach its maximum efficiency. See when you hit with the ribbon on Valk's tail during w5C ? That's the "w5C range" and that's where you want to be. The main and most rewarding way to execute it is after a tk.214B > 6C > 3C ender as it allows you to gain plenty of wolf gauge and position yourself. The easiest way is with the 8j.B > dj.B > j.C ender.
  • You can execute it midscreen too but you won't be able to punish backwards rolls hence why you should only consider it if you notice the opponent emergency teching.
  • While the previous meatys introduced were all about having perfect, convenient and easy links to hit right when the invincibility on the techs end, it is not the case with w5C oki because it's a question of timing. And you will mostly use the time between your combo enders and the w5C to position yourself hence why learning the timing is the most important requirement. Thankfully, there are a few visual cues that will help you tremendously.

  • Now that you're convinced and willing to learn how to do it properly, it is grand time to train.


  • The first step is the most important: Simply bring the training dummy to the corner and press w5C. Once the training dummy techs, use w5C again.
    There is however a way to know whether or not you ended up hitting at the first frames. Did you notice that if you press w5C too soon, a blue wave show up indicating that you ended up hitting during the invincibility frames? If you hit the opponent right, you will get a red-orange effect indicating that the game consider you were hitting him. The goal is to actually trigger both. Meaning, you hit the opponent right when the invincibility ends with the last active frames. You will be able to see both the blue wave and the red effect showing that the first active frame ended up hitting the invincibility frames but the remaining active frames could hit right when the invincibility ended.
    Might sound quite confusing like that so here is an easy visual cue: While the opponent is emergency teching, press w5C just before they land. After adjusting for a while, you will soon notice what I'm talking about. Ragna's animation is quite obvious while teching so I suggest first trying it out with him as a training dummy.
    Once you understand how to do it properly, simply keep grinding it in order to get the timing right. I usually do it 30 times in a row daily and if I fail once, I start again from scratch. Pretty much like when you do push-ups. You should be fine with 20 in a row though.
  • The second step is when we will be starting to be more practical. Do a combo with the tk.214B > 6C > 3C ender and try to position yourself, then press w5C once you're in the desired range in order to get the same result as the first step. This is much harder than it looks like however. If you're having trouble, you can simply do tk.214B > 6C with a N combo starter because it gives much more oki.
  • The third step is finally to do it in real matches and this is the hardest step. Most of the time, it will fail because of the timing required that will often result in the opponent chicken blocking and escaping pressure. It should considerably improve with time however. If for some reason you keep failing, you probably didn't train enough with the first or second step.

  • Like you can see here, w5C is a meaty allowing you to avoid almost every meterless reversal in the game. It also completely avoids some Counter Assaults and punish every CAs if you manage to react to them and press 4D once the opponent triggers it.
  • It's also the most damaging wolf normal and gives you quite a lot of interesting options if the opponent blocks. You can decide to do brjA or 6D > w.jA right away for an overhead or perform the wolf loop for a second low which can be useful if your opponent is conditioned to blocking high after w5C. If your opponent respects your pressure, you can try other things like 6D > j.D > throw. 6D > 4C > 236C works quite well too.
  • The range of w5C is quite deceptive and a lot of people simply try to jump out of pressure once you position yourself. Considering that you trained in order to hit as fast as possible, it can most of the time means a free combo for us.
  • w5C oki is mostly based on timing and being in w5C range makes the opponent roll exactly before you if they roll forward making them unable to escape. The same goes with Rachel's tech 6D who ends up exactly before Valkenhayn. Therefore, w5C oki beats any kind of techs in the corner.
  • Based on all the above reasons, it makes w5C oki the safest and most reliable okizeme in Valkenhayn's arsenal.

  • Even though its ability to beat most DPs is quite astounding, some reversals using meter like Nu's Calamity Sword or Valkenhayn's Sturm Wolf completely beats w5C. A specific list will be made later.
  • w5C only possess 3 active frames which doesn't make it an easy meaty. Therefore, training in order to do it properly is important because in case it whiffs or gets delayed too much, the opponent can jump out of pressure or worse, punish you.
  • The main reason why hitting on the first frame is important is because your opponent can do a micro dash DP on wake-up if he knows that you have troubles with the timing for w5C.
  • Some backdashes on wake-up can bring back to a neutral situation. However, 2 backdashes can result in w5C getting punished because of its 21 frames recovery: Relius' and Valkenhayn's.

w5C oki based on enders:

w5C oki cannot be done after a w.jC > dj.D > dj.C > (jC) ender because of the terrible oki that follows. Ending a combo with w.j214A doesn't give you that much time either unless the opponent decides to delay tech.
It is highly suggested to do it either after a tk.214B > 6C > 3C ender or after a 8j.B > dj.B > j.C.
8j.B dj.B > j.C is a slight variation of the j.B > dj.B > dj.C ender. The only difference is that instead of jump canceling with 9, you jump cancel with 8. Why you may ask? The reason is quite simple: pushback. Ending a combo with 8j.B > dj.B > j.C gives you a lot of pushback and you will notice that you will land EXACTLY in w5C range.
That's why 8j.B > dj.B > j.C ender is actually the easiest way to do the w5C oki because it already does all the positioning for yourself. It's also the best way to get in the max range with w5C in order to deal with Ragna's or Tsubaki's 623C. However, I wouldn't recommend it.
It's true that it's indeed a really convenient way to use w5C but this ender won't give you a lot of wolf gauge back, and you will need that wolf gauge to apply pressure to your opponent later. You should only consider this ender if you just need one combo to end the match or your wolf gauge is already full otherwise simply go with the tk.214B > 6C > 3C ender.

Using w5C as a meaty

Magaki tested with all the characters' DPs. They can all be executed at the distance you usually take in the corner to make the opponent unable to roll away. As a visual cue, it's when Valkenhayn's ribbon touch the feet of the opponent. That's what we will call "w5C range". It can be done either midscreen or in the corner. Easiest to do in a meaty situation but I found some setups that will be written below.

Works on:
  • Rachel: Her 2C.
  • Jin: Jin's 623C wil completely whiff and you can punish it with 5D>h6B. 623D's first hit roughly got the same horizontal hitbox as 623C but the second hit will get you considering you're still in wolf mode. You can do w5C(whiff)>w5A which will hit Jin before the second hit but the timing and spacing is really strict. Best option is w5C(whiff)>7D. Timing is strict but less risky than the previous one and more rewarding Example of w5C used against 623D.
  • Mu: Her 623C Example.
  • Platinum: Her [2]8C can be avoided but you can't punish it. Well, you can with w5C>7D>4C>6D>2D>wjA. Yeah, considering all the wolf gauge you will burn, it's not worth it.
  • Azrael: His Growler 214B. ( 「・ω・)「
  • Bullet: Her 623B
  • Tager: All his command grab. GETB and MTW still works.
  • Hakumen: His 2D if you do w5C>4D/7D. You will get caught otherwise.
  • Kagura: His [2]8C
  • Makoto: Her 623C
  • Relius: His 236A. w5C will whiff. You can do w5C(whiff)>w5A CH and follow with a combo.

Hard to deal with:

Those reversals requires you to be at max range in order to deal with them. It is only possible in the corner to pull it off with a tk214B>6C ender with an N starter (don't use 3C) or with the j8B > dj.B > j.C ender.

  • Tsubaki: Her 623C can be avoided if you hit with the tippity tip of w5C.
  • Ragna: It is possible to avoid Ragna's 623C at max range with Valk's w5C.

Doesn't work on:

  • Litchi

Magaki found a setup if you feel the need to do it in a blockstring against opponents who tends to mash DPs a lot during your pressure. Make sure that he/she respect at least a little bit your pressure and won't chicken block because you will give them a free ticket to escape otherwise.

Against normal block:

Puts you in w5C range.

Against barrier block:

Puts you in a range where you can hit with the tippity tip of w5C.

w5C vs Counter Assaults

Here is a list of every character's counter assaults that lose against w5C in w5C range.

Isn't affected in standard range: Mu, Terumi, Nu, Bang.

Isn't affected if hitting with the tip of w5C: Bullet, Hakumen, Noel, Kagura, Arakune, Carl.

Lose whatever the range is: Relius, Hazama, Azrael, Amane, Tsubaki, Makoto, Jin, Rachel, Valkenhayn, Taokaka, Ragna, Litchi, Tager, Izayoi.

Edited by Kiba

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Useful mixups

These are useful for making your play much more varied and interesting. Please understand that the purpose of most of these setups will be defeated if the opponent does not tech. Not teching actually hurts most of his play, but in the case where they become really stubborn, you can pick them up and reset them with 2B or w[5A]. Please remember to not abuse the one setup because it will become much more obvious and your play will become much more lackluster and telegraphed.

Option Selects

Valkenhayn has a variety of useful options which can be seen in this video.

Against Kokonoe at (9s-23s): brjA>w5C (beats backdash, 22C and reversal)

Against Kagura at (24s-35s): w5C>6D>wjA>wjC>4D (beats reversal during w5C and wjA. Inputs wjC>4D very fast.

Against Kagura at (36s-51s): Joker ender which can be read below.

Against Kagura at (52s-54s): w5C>6D>jD>1B (Beats reversal after the w5C and use a minimal amount of meter.)

Against Hazama at (55s-1m): Raw rising jC>RC>falling jC. (beats reversals that make you go forward and don't have any hitbox behind.)

Against Jin at (1m15-1m27): Usual Jin OS with w5A>w5B>44.

Spaced 2B > 5B > 3B+C (Against Kokonoe)
If Kokonoe teleports on her wakeup, you'll throw her back into the corner (so she can't burst and corner you), and if she doesn't teleport, you'll get the normal 2B > 5B > 3C blockstring. Alternatively you can use 6B+C instead of 3B+C to get 6C for overhead mixup. The spaced 2B is there in case she opts for the fireball super, and you'll be able to punish her because it'll whiff. Remember you lose wolf oki with this setup.

IOH w.jA & Wolf Brake

IOH wj.A and Wolf Brake
IOH = Instant Overhead. This is a very strong mixup because it's really difficult to react to especially when done immediately on a player's wakeup. It is done by pressing 1D and then using 'wolf brake' (brJA for short) with C to prevent moving, so initially the input is w[1DCA]. Alternatively you could move with 6D, and then wolf brake with 4C, then input wj.A (6D > 4CA). You can use either as it really comes down to personal preference, but the advantages and disadvantages are explained in the next paragraph. Uma no Hone & Shuu are the perfect Valks to watch to see just how effective this is as a mixup. Please check their matches in the first post of the video thread here.
You need to perform the inputs really quickly otherwise you'll end up using much more wolf meter than you want. You also to press the wj.A really quickly otherwise you'll get w5A, a wj.A that doesn't hit, or nothing at all! It takes time but practicing this can really help to strengthen your mixup. As said previously there is a video tutorial for wolf brake here. A minor note, this is also much easier to perform on stick as opposed to pad, but there is an easier method you can use on pad. Map A+B to R1 and B+C to L1. So all you'll need to do for a wolf brake j.A is hold 1, then piano R1 - L1. That's all! If you want to use wolf brake 5C all you do is w5C > 1 > R1! [ur=https://www.youtube.com/watch?v=RLrirJmjgBM]Here's a video demonstration Speaking of using this on your opponent's wakeup, using this actually has another use too! If for some reason the opponent decides to reversal with a distortion (there may be a few exceptions here), you can 7D/4D to safety and then punish accordingly. So if you used the IOH w.jA on Bang's wakeup and he used Ashura, you have enough time to 7D/4D away and then punish with a w.jA (Remember that DD has short recovery so you need to punish with something very quick, so you can't use human 2C/6Bs here!) This applies to a number of other distortions including Hazama's Jayoku, Valkenhayn's Sturm Wolf and Noel's Fenrir. Last thing to note is that after a wolf brake j.A you may be out of range to followup with a w5B, so be sure to followup into w5C instead.

6D > 4CA wolf brake : Easier, but slower than 1DCA wolf brakes, meaning certain blockstrings may not be tight, i.e 6B > 6D > 4CA, or w5B > 6D > 4CA
1DCA wolf brake : Harder, although easier if you use the piano method. About 2-3 frames faster than 6D > 4C so blockstrings are tighter i.e w5B >1DCA is tight even on IB.

Command Grab Tech Trap

The following video provides some examples of some command grabs setups that you can use in CP. Here.

Joker Ender

The Joker ender requires you use requires you to end your combos with: w[j.B > j.A > 5B > j.AAA > j.B > 3D > j.B > j.D]. As you land you input j.C and if done correctly you should be able to land safely if the opponent opts to DP. If they don't have a DP this setup proves to be a stronger mixup game against them which opens up a dozen mixup opportunities, such as landing and using j.C instant overhead, landing and using 6C or 3C, or hitting them with the j.C as you land. It's a safe jump setup which I would recommend for anyone to use, and details of it can be seen here. You can see the effects the setups can grant from 1:40.

Masashi Ender

The Masashi ender consists you using the w[jA > jB > jA > 5B > jAA > jB > j1D~D] in the corner. It is a variation of the Joker ender and omits a jA and jB near the end of the combo. If the opponent techs, they will tech in the air, and if done correctly, they cannot cross you up if they try to forward tech. Masashi usually likes to do 6B immediately after this ender because the 2nd hit of 6B will hit the opponent meaty in the air depending on how they tech, which can punish mashing or sometimes catch the opponent not barrier blocking. If the 6B hits, you can confirm it into a 3C and followup as normal.


3C > 236A > jump > j.A(whiff) > j.B Safe Jump Setup

You need to very slightly delay the jump so you can catch the opponent's block with j.B, if not, it'll whiff. It'll work so long as you haven't used 236A twice. The SMP effect will kill the setup. However, it doesn't work against the following:


Terumi - Counter Super

Bullet / Tager - Command Grab super

Jin / Hakumen - Yukikaze


Advantages of this:

-You get a gapless mixup if they don't IB j.B. j.B > 5B > 2B > 3C or j.B > 2B > 5B > 3C. j.B > 2B is easier to make gapless because no specifc timing is required. You need to do a deep j.B if you're going for 5B followup and want it to be gapless.

-Minimises the amount of reversals you have to deal with

-Catches rolls and you can followup with 5B > 2C

-Forces opponents to stand as it'll catch crouchers. You can then mix up with empty jump 2B, throw etc.


Safe Jump Setup Variation (WIP Not sure about the validity of this)

...w[JB>1/2/3c~c> j.B] OR w[5c~c>j.B] (more unreliable). It's a variation of his safe jump setup. Basically, its a safe jump that catches rolls (j.B) or leads to a human high/low mixup.(j.B/2B)The drawback is it's big cost and it requires a good amount of conditioning for best results (You want them to emergency tech.Or roll/DP). The timing to transform back is also somewhat important. Do it too early and you won't have enough momentum to catch them with j.B in time. Do it too late and and your j.B won't hit them. As I mentioned above,you can skip the JB and go for a 2B low mixup instead but this does not punish rolls, though. If the j.B actually catches a roll, you'll switch sides, so something like j.B > 2C > jc ~D[j.AA > 236A > 1C/3C~D] > 2C > 6C should be optimal.

As long as you actually cancel the wJB with w7C (instead of jump canceling the JB first) you will have one air movement option left to play around with.
Because of this, it is important to note that:
  • Both safe jump setups lose against Tager's GETB.
  • You could use your remaining air movement option to bait it via airdash/double jump after the 7C~D.
  • You could backdash to prevent rc's via spacing,if a reversal is coming.
  • You could do JB>[jc~D>j3C>JA/5A/command grab], if you have enough bar

Wolf setup into 6B(2)

...w[8j.B > 2D > j.B] > 5D > Very Slight Delay 6B The 6B pattern. This works because of the well spaced 6B and its rather amazing recovery. 6B(1) is supposed to whiff. Its all about 6B(2). Example combo:


6C > 2C > 6B > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 5B > 2C > sj.8D > w[j.B > 2D > j.B] > 5D > Very Slight Delay 6B


An extremely meaty 6B(2) can link into 2C on hit, without a fatal. You should have an even bigger frame advantage then usual on block but watch out for delayed techs. If you use > 6B > 5B > 2B into the setup you'll have to use j.9D > w[j.B > 2D > j.B] as the 2nd wj.B will whiff with j.8D. I've tested this setup against every character and so it doesn't work against the following reversal DDs (If something is not listed, the setup will work):


Jin: Ice Arrow / Yukikaze

Terumi: Soutenjin and Messenga

Amane: Seijyuu Rensoukyaku

Relius: Req Vinum

Hazama: Houtenjin

Nu-13 - Calamity Sword

Taokaka - Hexa Edge

Litchi / Tsubaki - DP

Bang - Ashura

Kagura - Ryuuha Gokuenjin

Tager - Magna Tech Wheel

Makoto - Particle Flare (The 1st attack will hit but the 2nd will whiff)

Valkenhayn - Sturm Wolf

Hakumen - Yukizaze

Noel - Fenrir

Arakune - Venusaur super

Izayoi - Justice Phoriser


Advantages of using them:

• Can Force neutral tech.Trying to roll out of the corner/quick getup can be punished with ease.
• Easier to read your opponent by limiting their options, and thus, forcing them to submit to your offense.
• It's easy to squeeze in tons of other options/choices depending on your preferences.

• Can limit the amount of reverals you have to deal with.

•.Can use wj.C meaty if you use wj.B > 3D > wj.B

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How do you do an instant wj.A from standing?

You need to perform a wolf brake which is done by inputting either w[1DCA] or w[6D > 4CA] (personal preference) & you need to input it very quickly. 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. It's also easier if you buffer the 6D input during the normal that you're using, so then after all you'd need to do is press 4CA.

How do you perform the Wolf Loop?

It is done by doing any of the following inputs:

-5C > [1D > 4C] xN
-5C > [2D > 4C] xN (Use if you're not aiming to do the loop more than twice)
-5C > [3D > 4C] xN (Use if you're aiming to do the loop more than twice)

Remember it's the 1D > 4C input you are repeating. Do not make the mistake of inputting 5C again after 4C as it is unnecessary. You have to wolf brake with 1D/2D/3D > 4C even in OD otherwise the combo will not work as you'll be too far out to followup. 1D and & 2D brakes are easier to perform than 3D but isn't recommended for multiple loops. The overall difficulty of the wolf loop is extremely high anyway and I wouldn't completely recommend it. I would only recommend that players learn at least 2 reps for pressure purposes and not for combos as you're only adding 300 more damage to the overall amount. It's not worth it, unless you're using an OD combo.

Credits to Magaki for this:

The goal of the wolf loop is obviously to land another airtight/comboable w5C right after a first w5C. For that, you need to obviously be on the ground and the only way to cancel w5C is with a special. Rasen wolf ([X]D in wolf mode) is obviously what we use.
Problem is that Rasen seems to have some landing recovery. If you notice closely, Wolf Valk will do the same animation as when he lands from a normal jump. Except that you can cancel right away with a normal one but there is an important delay with a Rasen wolf. Just do w5C>2D and mash w5C afterwards to see how important it is.

In order to avoid it, we brake Rasen Wolf BEFORE Valk lands. If you do it this way, you won't have to suffer any landing recovery and the second w5C will be done right away thanks to advanced input.
It's quite important to understand because if you had a brake like for a brjA, it means you pressed 1/4C way too fast. If you get a delayed w5C instead, it means you pressed it way too late and went through the landing recovery.

Rasen Wolf is done in 2 steps:
-Wolf Valk stays idle for a while "charging" his move.
-Wolf Valk dashes in the desired direction.

A brjA consists of braking exactly during the first step in order to stop your momentum and be in midair. The wolf loop is done during the second step. In other words, between the first step and the landing, you have to press that 1/4C to be able to pull it off so you will ALWAYS end up moving according to whether you pressed 1, 2 or 3.

Finally, considering you will do a w5C right after, the push back will push you some distance away with a 1DC, really slightly with 2D4C and not at all with 3D4C.

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 w236A > 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 I followup from 236B > 236B in the corner?

You need to perform a wolf brake. After 236B > 236B, you then input 1D, wolf brake with 1C and then j.A. So really the input would be: 5B > 5C > 236B > 236B > 1DCA. This has been made easier in CPEX so it's worth a try!
Edited by Kiba

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