General Overview:
Valkenhayn is a relatively tricky character to use, as he relies on the player being constantly cognizant of his/her wolf meter. At times, you may find yourself opting for combos that use less wolf meter in order to reserve a good amount of it for extended oki/pressure/mix-up, etc. Acting recklessly during wolf mode may cause you to fully deplete said meter, thus putting you in a rather unpleasant situation. If such an occasion arises (ideally it shouldn't be happening) playing the spacing/poking game until you've fully regenerated your meter is a solid option in most cases, as you're essentially stalling for time. New to Chrono Phantasma, Valkenhayn can actually link a h[236B~236B] from his 5C. Since most normals chain into 5C, using 5C > h[236B~236B] as a means to create space between you and your opponent while stalling for wolf regen time has become quite a solid option. In short, please try to keep in mind that wolf mode is an extremely important/core aspect of Valkenhayn's neutral, and is not solely used for combos. With that being said, regularly using three w[4D] command dashes in succession as a means to approach/get in with wolf mode is generally frowned upon, since you're essentially crippling your combo potential for when you do actually land a clean hitconfirm. It's most definitely a two way street, and part of being a strong Valkenhayn player is actively being able to properly balance and utilize wolf/human mode both effectively yet efficiently. If you do find yourself running out of wolf meter mid combo, try to end said combo with w[j.214A/j.214B].
Note: You will notice that combos which start with wolf mode will indicate which segment is performed in human mode with an h[ ], likewise, you will also notice that combos which start with human mode will indicate which segment is performed in wolf mode with an w[ ]. Transitions from human mode to wolf mode and vice-versa are excluded from this rule and will not be put into parenthesis. Please PM/VM me if any confusion arises as I will be updating this thread on a daily basis.
Current Combo Count: W.I.P.
Screen Positioning Explanation:
Midscreen: These combos may vary, and not all of them will end in the corner. However, these are combos that can be done around the fullscreen-ish/midscreen-ish area without the need of the corner.
Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Combos found in this sub-section will mostly end in human strings and are solid for regenerating wolf meter.
Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Combos found in this sub-section will mostly start from strong starters and have very good corner carry.
Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus around bringing your opponent back into the corner behind you.
Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Combos found in this sub-section have many different purposes, and Valkenhayn's most damaging combos can be found here.
General Screen Positioning:
Notations:
[table]
jJump
djDouble Jump
sjSuper Jump
adAirdash
IADInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
OD(LvL?)Overdrive Level
(j.C)Falling j.C
6B(1)First Hit Of 6B
tkTiger Knee
w[ ]Wolf Sequence
h[ ]Human Sequence
CTCrush Trigger
(CS: )Character Specific Combo
(CO)Only Works On Crouching Opponent
(AH)Only Works On Aerial Hit
xNRepeat ??? N amount of times
DMGDamage
HGHeat Gain %
[x%]Heat Required[/table]
Overdrive Explained
Press A+B+C+D while standing or airborne to activate overdrive. Overdrive costs an entire burst gauge and places Valkenhayn in a temporarily powered up state. Overdrive lasts longer the less life you have remaining. Combos in this thread that use overdrive will list the required level of overdrive which will range from 1-10. The duration of overdrive for Valkenhayn is calculated by the following table:
Please note that cancelling a move into overdrive splits it's duration in half.
Overdrive Levels:
Health (%) 100-90 = Level 1
Health (%) 089-80 = Level 2
Health (%) 079-70 = Level 3
Health (%) 069-60 = Level 4
Health (%) 059-50 = Level 5
Health (%) 049-40 = Level 6
Health (%) 039-30 = Level 7
Health (%) 029-20 = Level 8
Health (%) 019-10 = Level 9
Health (%) 009-0 = Level 10
Basic Combo Theory
Combos involving wj.A > 5D > 5B Can be pretty annoying to land due the reduced untechable time of wj.A, so try to delay wj.A as much as possible to get the 5B to connect. If that is not possible, for example you may be using w[5B > 5C > 6D > j.A] > 5D > 5B, opt for the wolf loop instead: w[5B > [iAD wj.A > j.B > 5B] x N. If you find yourself low on (or out of wolf meter) use the human only routes to regain more wolf meter for your offense.
Midscreen Human Confirms
On Standing Opponents - These confirms are anything such as 2A / 2B / 5B / 5C / j.C (You get it)
----> Any Hit > 5B > 5C > 236A
----> Any Hit > 5C > 236B~236B
RC combos (Requuires 50% heat and excludes A starter confirms since they're not worth the meter)
---> (5B) > 5C > 236A > RC > 2C > 6B > 2B > 5C > 236B~236B [Human only route]
---> (5B) > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C
---> (5B) > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C
---> (5B) > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > 5B >[ IAD j.A > j.B] x4 ]
On Crouching Opponents
2A
----> 5B > 5C > 236C > 2C > j.B > dj.B > j.C [2025 Damage] [Human only route]
----> 5B > 5C > 236C > 2C > sj.B > j.A > j.B > dj.B > j.C [2106 Damage] [Human only route]
----> 5B > 5C > 236C > 2C > j.D > w[j.A > j.B > (5B > IAD j.A > j.B)] x2 [2142 Damage]
2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C
---> (5B) > 5C > 236C > 236A [Human only route]
---> (5B) > 5C > 236C > 2C > sj.B > j.A > j.B > dj.B > j.C [Human only route]
---> (5B) > 5C > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C
---> (5B) > 5C > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C
---> (5B) > 5C > 236C > 2C > j.D > w[j.A > j.C > j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > sj.B > dj.B > j.C (Timing of wj.A > 5D > 5B can be tough)
---> (5B) > 5C > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > [5B > IAD wj.A > j.B] x3
Throw
---> 236C > 5C > j.B > dj.B > j.C [2450 Damage] [Human only route]
---> 236C > 5C > sj.B > j.A > j.B > dj.B > j.C [2528 Damage] [Human only route]
---> 236C > 6D > w[j.C > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3009 Damage] (Cancel into wj.C quick)
Wolf Throw
---> w[j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2911 Damage] (Cancel into wj.236A immediately)
Corner Human Confirms
2A
----> 5B > 3C > 236A > 2A > 5B > 2C > sj.B > dj.B > j.C [1974 Damage] [Human only route]
----> 5B > 3C > 236A > 2A > 5B > j.B > j.214B > 2C > j.B > dj.B > j.C [2048 Damage] [Human only route]
2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead)
----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [Human only route]
----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C
----> (5B) > 5C > 236B~236B > w[brj.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C
----> (5B) > 3C > 236A > 2A > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B
----> (5B) > 3C > 236A > 6D > w[j.A > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B
On Crouching Opponents
2A
----> 5B > 5C > 236C > 2C > tk.214B > 6C > 3C > 236B [2343 Damage] [Human only route]
2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead if combo allows)
---> (5B) > 5C > 236C > 2C > tk.214B > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [Human only route]
---> (5B) > 5C > 236C > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C
---> (5B) > 5C > 236C > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > tk.214B > 3C > 236B
---> (5B) > 5C > 236C > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C
Throw
---> 5B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [3009 Damage] [Human only route]
---> 236A > 2C > 6B > 2C > tk.214B > 3C > 236B [2874 Damage] [Human only route]
---> 5B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3517 Damage]
Wolf Throw
---> 2B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [2919 Damage] [Human only route]
---> 2B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3405 Damage]
------
Midscreen Wolf Confirms
wj.A / w5A / wj.B
----> w[5B > 5C > 6D > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C
----> w[5B > 5C > 6D > j.A > [5B > IAD wj.A > j.B] x3
----> w[5B > 5C > 236A > IAD j.AA(delay) > 5D] > 5B > 2C > j.B > dj.B > j.C
----> w-5B > 5C > 236A > 5D] > 5C > j.B > j.C
w5B / w5C / wj.C
---> w[5B > 5C > 6D > j.A > [5B > IAD wj.A > j.B] x4
---> w[5B > 5C > 6D > j.A > 5B > IAD j.B > j.C > 5B > sj.A > j.B > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C
---> w[5B > 5C > 6D > j.A > 5D] > 5B > 2C > j.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C
Corner Wolf Confirms
wj.A / w5A / wj.B
----> w[5B > 5C > 6D > j.A > 5D] > 5B > 236A > 5B > 2C > j.B > dj.B > j.C
----> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B
----> w[5B > 5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C
----> w[5B > 5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B]
w5B / w5C / wj.C (If starting from w5C, use w5C > 6D > wj.A > w5C > w236A > 5D > etc for better hitconfirm)
---> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C
---> w[5B > 5C > 236A > 5D] > 2C > 236A > 2C > 6B > 2C > tk214B > 6C > 3C > 236B (Slightly delay 6B to get the distance for 6C to hit)
---> w[5B > 5C > 236A > 5D] > 2C > 6B(1) > 236C > 236A > 5B > 2C > tk.214B > 6C > 3C > 236B
---> w[(5B) > 5C > 236A > 236C > j.236C > 3D > j.D] > j.C > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B
OD Combos
Midscreen:
Throw > OD > 632146D
Throw > OD > 236B(w) > 9D > j.236236C (input quite quickly)
Corner:
FC 6B(1) > CT > 5D > w[(j.C > 5C > 236A > 236C > 2D > j.D] > 2C > 5C > j.D > w[j.B > j.C > j.C > j.236A > j.236C > j.236B > 3D > j.D] > j.C > 3C > OD > 3C > 632146D [6988 (7151) Damage]
w[j.A > j.C > dj.C > 3D > j.C > j.236C > j.236A > j.236B > 3D > j.D] > j.C > delay j.214B > 3C > OD > 3C > 632146D [4011 Damage]
Wolf Sweep Loop
Valkenhayn can optimize certain combos with his w[5C] coupled with the wolf brake, this is more commonly referred to as the "Wolf Sweep Loop." Combos that utilize this loop tend to be very wolf meter intensive and executionally demanding, and so they are not needed.
Here's an example of a combo that utilizes the Wolf Sweep Loop:
5A > 5C > [3D > 4C > 5C] x3 > 6D > 1C > j.A > 5D > h[5C > 236A > 2C > tk.214B > 6C > 3C > 236B] [2863 DMG, 20 HG]
For learning purposes I've put the part of the combo that utilizes the loop in bold & italics. The loop is notated as [3D > 4C > 5C] xN, wherein the xN is being used to indicate the number of reps.
Steps:
1. Input w[5C].
2. Immediately follow-up with 3D (anything above 3 reps requires 3D due to spacing issues).
3. Next, input a slightly delayed 4C (this is the wolf brake).
4. Now hold the 4C to get another w[5C].
5. Rinse & repeat from step 2.
Here is a video that showcases the loop.
Wolf Gauge Usage
Rasen Wolf is a wolf dash done when already in wolf mode and Geschwind is a wolf dash done with wolf-cancelable normal.
Everytime you use Rasen (1D/2D/3D) or Geschwind (Any), 10% of the wolf gauge is instantly removed. To test it, you can do 1DC xN as fast as possible. You should be able to do it 9 times with the remaining 10% being the gauge naturally depleted. If you don't brake a wolf dash, your wolf gauge will deplete faster during the wolf dash duration. Looks like it's around 3 or 4 times faster than the natural wolf depletion.
For Rasen 6D, 15% is instantly removed. For 9D, 8D, 7D and 4D, 20% is instantly removed
Wolf backdash: ~5%
w5A>w5B>w5C: ~5%
w5C>w236A: ~7%
w5C>6D>wjA: ~20%
w5C>brjA: ~15%
Air hit w5B>IAD wjA>wjB xN: ~5% xN
Air hit w5B>866 wjB>wjA: ~7%
Air hit w5B>IAD>wjB>wjC: ~10%
Air hit w5B>swjA>wjB>wjA: ~7%