ValkenhaynValkenhayn R. Hellsing



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes
[w] = when in Wolf Form. Otherwise, inputs are when in Human Form

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ACSJR200828084all1HB63901014
5BSJR6402648089HL3HB10315-11817
5CS(J)R7102938092HL4HB14622-93819
  • Hitbox is at foot on last 2 active frames
2ACSJR150628084all1F729+11114
2BSR4801988086L2F9322-112114
2CSJR78032210092HL4HBF12326-102325
  • 22F hitstun on ground
6AR6202567089HL3HB10331-173336
  • 5~12F full body guard point against high and mid attacks
  • floats on hit
  • 4F hitstop
6BSR600x2248x210092(once)*HL4HB226(4)29+83624
  • 2nd attack pulls opponent in on hit
  • 2nd attack forces crouch on hit
  • fatal possible
  • 10% repeat proration
  • can cancel into Geschwind Wolf 34F~
6CR10004148094*H5HB2546+9F landing+23440
  • 7~34F foot invincible
  • 7F~ in the air
  • blows back on hit
  • fatal possible
  • breaks 1 guard primer
  • wall bounces in corner on hit, adds 50F of untechable time
  • 70% repeat proration
  • 25F hitstop
  • can cancel into Geschwind Wolf 23~24F
3CR7202989088L4F12318-22140
  • Downs on hit
  • cannot emergency tech on ground hit
j.ACSJR180749084HA1H738-1114
j.BSJR5602319086HA2H9314-1518
j.CSR7603148089HA3H11324-2940
  • 23F hitstun on ground
  • 4F landing recovery
Forward Throw-, R0, 15000, 62190100, 551300, 4ground throw7319-during move12, 100
  • 2nd attack slides down on hit
  • 2nd attack wall bounces in corner on hit
  • 100% guaranteed damage
  • 0F hitstop
Back Throw-, R0, 15000, 62190100, 551300, 4ground throw7319-during move12, 100
  • 2nd attack slides down on hit
  • 2nd attack wall bounces in corner on hit
  • 100% guaranteed damage
  • 0F hitstop
Air Throw-, SR0, 15000, 621100100, 551200, 4air throw7315-during move12, 80
  • 2nd attack slides down on hit
  • 100% guaranteed damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Counter AssaultR005092all4HB14624-113919
  • 1~20F fully invul
  • blows back on hit
  • hitbox is at foot on last 2 active frames
  • 180F Heat Gauge Cooldown



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Werewolf
  • Gauge max is 1000 units
  • cannot block or burst while in wolf form
  • Gauge depletes at 1 unit per frame when doing nothing in Wolf Form
  • Automatically transforms to human on landing if gauge runs out in the air
  • Gauge refills at 5 units per frame when in human form (ground only)
  • When gauge reaches 0, transformation is disabled until gauge refills to max.
  • gauge value does not change during hitstop or superflash
  • getting hit while in Wolf Form automatically transforms Valkenhayn into Human Form
  • Gauge refills at 2 units per frame when transformation is disabled (both ground and air)
5D----------total 12F-9-
  • 1~6F head and throw invul
  • transforms to wolf form on 7F
[w] 5Drefer to notes---------total 9F-6-
  • Transforms to human form and able to cancel into attacks on 7F
[w] 5ASJR3001247082LA0F639-21212
[w] 5BSJR6402648089HL3HB7617-61824
  • 7~12F head invul
  • floats on hit
[w] j.A (1)SJR180748086HA2H6410-1624
  • 13F hitstop
  • can cancel into 2nd j.A on hit or guard until 16F
[w] j.A (2)SJR1807480100HA2H627-1124
  • 13F hitstop
  • can cancel into 3rd j.A on hit or guard until 11F
[w] j.A (3)SJR1807480100HA2H639-1424
  • 13F hitstop
[w] j.BSJR4501868086HA2H9312-1726
  • Grounds opponent on air hit
[w] j.Drefer to notes*---------total 10F---
  • Transforms to human form and able to cancel into attacks on 7F
Rasen Wolf
[w] 5C, 6C
--------------
  • Ground version becomes airborne from 5F onward
  • can cancel into any action from 15F onward
  • uses 100 gauge on ground, 200 gauge in air
  • Wolf gauge depletes at 6 units per frame from 11F onward
Rasen Wolf
[w] 1C, 2C, 3C
----------7F after landing---
  • Ground version becomes airborne from 3F onward
  • can cancel into Rasen Wolf (break) 3F~
  • can cancel into any action until 10F after landing
  • consumes 100 units of wolf gauge
  • Wolf gauge depletes at 6 units per frame from 8F onward
Rasen Wolf
[w] 4C
--------------
  • Fully invul until 10F
  • Ground version becomes airborne from 1F onward
  • can cancel into Rasen Wolf (break) from 15F onward
  • can cancel with any action 21F~
  • Wolfuses 100 gauge on ground, 150 gauge in air
  • Consumes 6 units per frame from 17F onward
Rasen Wolf
[w] 7C
----------7F after landing---
  • Fully invul until 10F
  • Ground version becomes airborne from 1F onward
  • can cancel into Rasen Wolf (break) from 15F onward
  • can cancel with any action 19F~
  • Uses 100 gauge on ground, 150 gauge in air
  • Consumes 6 units per frame from 17F onward
Rasen Wolf
[w] 8C, 9C
--------------
  • Ground version becomes airborne from 9F onward
  • can cancel into Rasen Wolf (break) 9F~
  • can cancel into any action from 25F onward
  • consumes 150 units of gauge on ground, 250 in the air
  • Wolf gauge depletes at 8 units per frame from 21F onward
Rasen Wolf (brake)
[w] D
----------total 4F---
  • Only available during Rasen Wolf or Geschwind Wolf
Geschwind Wolf
cancel with 5D, 6D
--------------
  • Ground version becomes airborne from 14F onward
  • can cancel into Rasen Wolf (break) 14F~
  • can cancel into any action from 19F onward
  • consumes 150 units of gauge on ground, 200 in the air
  • Wolf gauge depletes at 6 units per frame from 17F onward
Geschwind Wolf
cancel with 1D, 2D, 3D
----------7F after landing---
  • Ground version becomes airborne from 12F onward
  • can cancel into Rasen Wolf (break) 12F~
  • can cancel into any action from 17F onward
  • consumes 150 units of gauge on ground, 200 in the air
  • Wolf gauge depletes at 6 units per frame from 15F onward
Geschwind Wolf
cancel with 4D
--------------
  • 11~20F fully invul
  • Ground version becomes airborne from 11F onward
  • cancan cancel into Rasen Wolf (break) 27F~
  • can cancel into any action 31F~
  • consumes 150 units of gauge on 11F
  • Wolf gauge depletes at 6 units per frame from 27F onward
Geschwind Wolf
cancel with 7D
----------7F after landing---
  • 11~20F fully invul
  • Ground version becomes airborne from 11F onward
  • cancan cancel into Rasen Wolf (break) 15F~
  • can cancel into any action 29F~
  • consumes 150 units of gauge on the ground, 300 gauge in the air
  • Wolf gauge depletes at 8 units per frame from 26F onward
Geschwind Wolf
cancel with 8D, 9D
--------------
  • Ground version becomes airborne from 20F onward
  • can cancel into Rasen Wolf (break) 20F~
  • can cancel into any action from 28F onward
  • consumes 150 units of gauge on ground, 250 in the air
  • Wolf gauge depletes at 5 units per frame from 26F onward
All Geschwind Wolf attacks stops dash after 8F of rushing in on hit or guard and can cancel into any action after hitstop or 9F~ from landing on hit or guard



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Nacht Jäger
236A
R68056310089HL3HB141521-24617
  • 22F hitstun on ground
  • 19F guardstun
  • recovery initiates on hit or guard (isn't this true for all attacks? ask translator)
  • can cancel into Geschwind Wolf either 27F~ or the frames from the end of hitstop to the end of animation
Nacht Rosen
236C
R7504658092*HL4HB21425-104647
  • Floats on hit
  • breaks 1 guard primer
  • 10% repeat proration
  • can cancel into Geschwind Wolf 22F~
Schwarz Jagd
236B
R65053810089*LA3F22421-84140
  • Downs on hit
  • can cancel into Geschwind Wolf 22F~
  • can cancel into Weiß Jagd 24~29F
  • 120% bonus prorate
Weiß Jagd
⇒236B
R85070310050HL3HB15525-133930
  • Slides down on hit
  • wall bounces in corner on hit, adds 40F of untechable time
  • can cancel into Geschwind Wolf 15F~
Mondlicht
j.214B
R7005797592*HL4H1438F after landing-1*2052
  • Floats on hit
  • breaks 1 guard primer
  • can cancel into Geschwind Wolf 15~24F
  • frame advantage listedis from lowest jump possible (startup 19F)
König Wolf (ground A)
[w] 236A
R9005587589*all3H2286+12F landing-84346
  • Airborne on 7F onward
  • 22F~ passes through opponent
  • floats on hit
  • 10% repeat proration
König Wolf (ground B)
[w] 236B
R9005587592*all4H22834+12F landing-376950
  • Airborne on 7F onward
  • 22F~ passes through opponent
  • floats on hit
  • 10% repeat proration
König Wolf (air A)
[w] j.236A
R9005587592*all4H22812F after landing-6F after landing44
  • 6F hitstop
  • 22F~ passes through opponent
  • floats on hit
  • 10% repeat proration
König Wolf (air B)
[w] j.236B
R9005587592*all4H22812F after landing-6F after landing54
  • 6F hitstop
  • 22F~ passes through opponent
  • floats on hit
  • 10% repeat proration
Eisen Wolf (A)
[w] j.214A
R9005587592*all4H22till landing12F after landing-6F after landing50
  • Grounds opponent on hit
  • cannot emergency tech on CH
  • 6F hitstop
  • 10% repeat proration
Eisen Wolf (B)
[w] j.214B
R9005587592*all4H22till landing12F after landing-6F after landing40
  • Grounds opponent on hit
  • cannot emergency tech on CH
  • 6F hitstop
  • 10% repeat proration
Himmel Wolf
[w] 236D
-, R0, 15000, 1241100100, 501000, 4ground throw14421-during move12, 50
  • Wall bounces in corner
  • cannot emergency tech
  • 30F hitstop
  • 1~17F wolf gauge freezes
  • 100% minimum damage
  • refills Wolf gauge to full upon successful throw
Himmel Wolf (air)
[w] j.236D
-, R0, 15000, 1241100100, 501200, 4air throw7340+5F landing-during move12, 65
  • Wall bounces in corner
  • cannot emergency tech
  • 30F hitstop
  • 1~9F wolf gauge freezes
  • 100% minimum damage
  • refills Wolf gauge to full upon successful throw
  • hitbox height for throw is 40~240
  • All versions of König Wolf and Eisen Wolf count as different attacks.
    Example: doing one König Wolf (ground A) and one König Wolf (air A) in a combo will not trigger repeat proration, but doing two König Wolfs (ground A) will trigger it.



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Sturm Wolf
632146D
R1000, 150x10, 210, 150x6, 2500(230, 34x17, 575)8592, 89x17, 94all4, 3x17, 5HB1+9refer to notes*total 209F*-3219940, 99x18
  • 1~12F after superflash fully invul
  • counter carries
  • 20% minimum damage
  • cannot emergency tech
  • 1st attack has 40F hitstun on ground, remaining attacks 50F hitstun on ground
  • 2nd attack forces grounding and standing on hit (ground or aerial)
  • attacks 13~18 float on hit
  • 19th attack blows back on hit
  • active frames: 3(17)5(3)2(5)2(5)3(6)2(6)2(6)2(10)1(3)2(5)2(6)2(9)3x6(19)3
  • 50F recovery
  • hitstops: 45, 25, 18, 12, 8, 4, 4, 2x4, 1x6, 30
  • 180F Heat Gauge Cooldown
König Flug
j.236236C
R800x2, 2000(184x2, 480)10085(once)*all4H4+2till landing, 338-22during move180x2, 120
  • 1st attack grounds on hit
  • 2nd attack floats on hit
  • 3rd attack downs on hit
  • 1st and 2nd attack have 3F hitstops, 3rd attack 4F hitstop
  • cannot emergency tech
  • 60% repeat proration
  • 1st and 2nd attack have 20% minimum damage, 3rd attack 40% minimum damage
  • counter carries
  • 180F Heat Gauge Cooldown
  • cannot Rapid Cancel on hit for the frames from the end of hitstop to the end of animation
  • can cancel into Rasen Wolf during frames from 30F when König Flug whiffs till 6F after landing
Blut Vollmond
214214C
-death0--HL4HB7+71x317+56F landing-55during move-
  • 1~12F after superflash fully invul
  • 7F~ after superflash in the air
  • 180F Heat Gauge Cooldown

Ground Revolver Action Table

5A5B5C2A2B2C6A6B6C3CDThrowSpecial & SuperJump
5AYes+YesYesYes-Yes-YesYesYesYesYesYesYes
5B--Yes-1x Per
String
Yes-YesYesYes--YesYes
5C--------Yes---YesOn Hit
2AYesYesYesYes+YesYes-Yes-YesYesYesYesYes
2B-1x Per
String
Yes--Yes-Yes-Yes--Yes-
2C--Yes----YesYesYes--YesYes
6A--------------
6B--Yes------Yes2nd Hit-Yes-
6C----------Startup Only---
3C--------------

Air Revolver Action Table

j.Aj.Bj.CDThrowSpecial & SuperJump
j.AYes+YesYesYesYesYesYes
j.BYes-Yes--YesYes
j.C-----Yes-
  • + Available even on whiff
  • Wolf form has the follow gatlings (air and ground): A > B, A > C, B > C, A > A (3 times max air or ground)