[*] Cloak and Sever (tag in): Valentine enters the screen behind a curtain as she tags in, attacking as she appears near the opponent. She can get hit from behind the curtain. Although identical to her standard s.HP the tag in attack will not cancel into anything.
[*] Dead Cross (236 + P): Valentine throws a fixed range, single hit projectile . LP, MP, and HP shurikens all travel between half and full screen before hitting the ground. The air versions travel at a wider angles with increasing button strength.
[*] Vial Hazard (214 + P): As a stand-alone special move, this hits twice up close. Valentine hits once as she discards the vial and again as she taps the needle. Valentine must complete the full Vial Hazard animation to the second hit to load the poison. She will not keep the syringe if she cancels into Blockbuster too early or gets interrupted by the opponent.
[*] Flew Shot (236 + P): A superior syringe projectile that causes a poison effect on hit. The ground version travels in a straight horizontal line. The air version has a similar angles to Dead Cross. Missing Flew Shot wastes the poison.
[*] Savage Bypass (236 + K): Valentine dashes forward, causing File:knockdown.png with a single bonesaw cut as she appears behind the opponent. With the defending player's back to the corner, Valentine will not switch sides on a successful hit. Although she appears to disappear or teleport during the attack Valentine has no invulnerably during this move. Opponents can hit her out of the move's start up. On block, Savage Bypass will stop in front of the opponent. If it misses Valentine stops as soon as she switches sides with the opponent.
[*] Mortuary Drop (214 + LP+LK): A slow command throw, Valentine lunges forward with a body bag. A 5HP canceled into Mortuary Drop will position the opponent with the perfect range and enough stun to effectively set up this throw. Valentine can cancel the recovery animation to a Blockbuster as she's in the air. Supers__________
[*] Checkmate Incision (236 + PP): A volley of 7 projectile scalpels. Valentine poses after the ground version, meaning the air version can recover much faster and allow better combos off of the lengthy hit stun effect.
[*] EKG Flatliner (236 + KK): Valentine dashes forward with invulnerability , traveling full screen with the first hit of the Blockbuster. The extended hit stop effect on the last hit gives Valentine a way to Blockbuster Sequel into some slower starting Blockbusters of her teammates. EKG Flatliner can hit multiple characters but must successfully hit the opponent's point character first or Valentine will not complete the move.
[*] Acquisitive Prescription (423 + KK): Counter that stuns the opponent, allowing Valentine to start a combo. Acquisitive Prescription deals no damage on its own and doesn't count as a hit for damage scaling. Valentine's counters start in 0f and only causes a super freeze if successful. The attack will always consume Dramatic Tension, either at the super freeze or at the end of the active frames for the counter. Both Acquisitive Prescription and the poison enhanced Countervenom cannot be used as a Blockbuster Sequel.
[*] Countervenom (423 + KK): After using Vial Hazard, Valentine's counter stabs the opponent with a syringe. This attack deals damage, applies the poison effect to the opponent, and sends them flying backwards into the corner for a combo. Missing does not waste the poison but still consumes tension just like normal version of the counter.
[*] Dead on Arrival (214 + PP): A throw on hit attack that resembles a Mortuary Drop with startup invulnerability , then transitions to an uninterruptable cinematic sequence as Valentine and the defending character appear from the top of the screen. Blockbuster Sequels are not possible during the cinematic portion of this attack.
[*] Forbidden Procedure: Rebirth Ex Machina (214 + TAG): Valentine presses her AED paddles to the floor, reviving the corpse of a fallen teammate and hitting opponents with the surrounding electricity. As an attack the level 5 has invulnerability and deals significant damage. It must make contact with the fallen teammate's body to revive successfully. It can hit both an opponent and a friendly corpse, save the teammate and let the opponent punish Valentine, or miss both and waste a full 5 levels of Dramatic Tension. With a successful revival the teammate recovers 33% health and quickly leaves the screen.
Edited by Prototype909, 24 May 2012 - 12:05 AM.