BBCSE/Valkenhayn R. Hellsing

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Overview

Valkenhayn is a noble gentleman: polite and courteous in all situations. Being a butler, he is extremely devoted to Rachel and does whatever he can to assist and protect her. His demeanor, however, belies a savage side which is only seen during battle or when he is pushed to anger. He uses a fighting style that, while awe-inspiring, is unbelievably brutal, utilizing slashing attacks and blows so powerful they look like they are intended to break the enemy's bones. Purely for cosmetics, fair translations for all of Valkenhayn's moves have been provided from German to English. It is your decision whether or not they sound better in German
Drive: Werewolf

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

It is also very important to note that whilst in wolf
  • Getting hit in wolf mode will automatically revert Valkenhayn to human form
  • You cannot block or burst
Valkenhayn R. Hellsing

BBCSE Valkenhayn Portrait.png

Health: 10,500
Guard Primers: 4
Movement Options: 1 Double Jump/Airdash, Dash-type: Hop in Human Form, Two-Way Dash in Wolf Form

 Valkenhayn R. Hellsing is Heavy Rush-down focused

Pros
Cons

Move List

See also: Valkenhayn Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 6 3 9 0 Click!

A quick jab that cancels into itself and whiffs on all crouching hitboxes. While it has a small hitbox, it is also Valkenhayn's fastest ground normal, and it can be used as a quick anti-air like Ragna's 5A. It is fairly situational anti-air however, and does not provide particularly rewarding damage, so it is generally preferrable to use Valkenhayn's other anti-air options when given the chance.

In combos, it can be used to perform a relaunch after a falling jC (e.g. [w]j.236B > 7C~D > jC > land > 5A). Usually, a 2A is preferred after a falling jC, but depending on how high the opponent is, a 5A may be easier to land since it is faster than 2A. There is also no real penalty for using a 5A over a 2A as a relaunch since they have the same damage and proration values. Aside from the above, 5A is fairly limited as both a pressure and combo tool.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640 264 80 89 10 3 15 -1 Click!

Valkenhayn does a standing side kick. This move has excellent reach and decent start up and is one of Valkenhayn's go to ground pokes. Towards the end of his leg, the attack tends to whiff on characters with low crouching hitboxes. It is decent for footsies, but Valkenhayn's human form should not be heavily reliant on footsies due to its lack of a dash and slow walk speed.

5B is also a really effective as a pressure tool, since it is fairly safe on block and it can be jump canceled on block for additional pressure options. For instance, a blocked 5B can be followed by a true 50/50 mix-up, as 5B provides the perfect distance for a rising j.C instant overhead, and 5B can also gatling into two lows (2B and 3C).

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
710 293 80 92 14 6 22 -9 Click!

Valkenhayn does a roundhouse with a transformed leg. This move has great reach and is Valkenhayn's longest poke. At max range, there are very few characters that can compete with Valkenhayn's 5C length. To balance out its long reach, 5C has a slow start-up and is somewhat unsafe on block. It is possible to gatling 5C into 6C or cancel 5C into specials to make the attack safer, but these are not true blockstrings and an opponent with a DP can pre-emptively punish any follow-up after 5C on block.

On counter hit or crouching hit, you can easily confirm with 236C. It can also be used situationally as a far range anti-air or for ground-to-air hit confirms. 5C can be jump canceled on hit, and it provides enough hit stun to link a j.D~wj.A allowing Valkenhayn to continue with a wolf cannon combo for damage and wall carry.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 75 88 12 3 18 -2 Click!

A sweep with a Werewolf leg. This move has decent reach and start up for a low. It launches the opponent slightly which leads to an emergency tech-able knockdown. It is also special cancellable, and you can cancel into Nacht Jager for a combo and wall carry.

Due to its launch properties, this attack is used primarily to start large damage in the corner by canceling into Nacht Jager and linking the Jager juggle into 2C. It is also decent in pressure to keep opponents honest to lows, and even if blocked, a cancel into a blocked Jager keeps Valkenhayn relatively safe. It can be used as a poke in footsies, and due to how low to the ground Valkenhayn is during his 3C, it can situationally be used as tripguard anti-air at certain distances. On counterhit, the 3C knockdown becomes untechable for a short period of time.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 7 2 9 +1 Click!

A crouching jab that cancels into itself. This jab does not hit low but it is great for starting pressure strings as it cancels into almost anything and has frame advantage on normal block. While 2A is slower than 5A, this is your fastest ground normal that hits crouching opponents. 2A also has limited use as an anti-air against poorly spaced jump-ins.

In the corner, 2A is one of your primary tools to punish tech rolls. You can buffer the 2A with a 2C in the corner, which leads to a fairly damaging combo if the opponent rolls into your 2A. In combos, it is often used to perform a relaunch after a falling jC (e.g. [w]j.236B > 7C~D > jC > land > 2A). It is possible to relaunch with other ground normals, but 2A tends to be the most stable.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 198 80 86 9 4 13 -3 Click!

Valkenhayn slides his foot out across the ground for a low kick. 2B is faster than Valkenhayn's 5B by 1 frame, and is thus his fastest mid range poke, but it's range is slightly less than that of his 5B. The recovery of 2B used to be terrible in CS2, so it was of limited use as a poke in that version of the game, but in Extend, the recovery was improved dramatically and it is now not as easy to punish on whiff. Valkenhayn's 2B also has the unique property of shrinking Valkenhayn's hurtbox to that of a low-profile hitbox. Therefore, it can be used to dodge certain attacks with high hitting hitboxes, and sometimes Valkenhayn will recover fast enough to punish the whiffed attack (e.g. Makoto's Corona Upper, Ragna's Gauntlet Hades, etc.).

2B is also Valkenhayn's fastest human low normal and is thus one of his important mix-up tools to keep opponent's honest to lows. 2B is also capable of OTG-ing an opponent, and is thus a useful combo extender and tech roll punisher. In combos, it is possible to use 2B to perform a relaunch after a falling j.C or perform a juggle after a counterhit 6A.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
780 322 100 92 12 3 26 -10 Click!

An upwards kick with a wolf leg. The start-up and vertical reach of this move is great, and with an 100% P1 proration point, this is one of Valkenhayn's most damaging starters. When you can, use this normal as your primary punishment tool against your opponent, as you are usually guaranteed at least 4000 damage, regardless of screen position. Since this is a crouching attack that somewhat lowers Valkenhayn's hurtbox, 2C can be used as a highly rewarding pre-emptive anti-air against poorly spaced jump-ins. It must be used pre-emptively because the attack lacks any sort of head invincibility, so only use this normal as an anti-air against really obvious jump-ins. On anti-air trade, there is usually enough hitstun to confirm into a 5C or 5B to continue the combo.

2C's hitbox also hits quite low, and can be used to OTG an opponent. Thus 2C is your most damaging roll tech punisher, but it is risky to attempt to punish a roll with this because the opponent might neutral tech and punish the recovery of your 2C. 2C is also a fairly strong close range pressure tool, since it gatlings to both 3C/6C/6B, and is jump cancellable on block, giving you a plethora of mix-up options on block. In hitconfirms, 2C is a fairly important move, especially midscreen, as it is one of two attacks that allows you to combo into a Nacht Rosen (236C) on a standing opponent. In the corner, since 2C lacks any repeat move proration, and has great P2 proration, the most damaging combos tend to fit as many 2C juggles as possible into the combo.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 70 89 10 3 31 -17 Click!

A fast upwards kick. The start up is good and this move has a guard point to help assist with anti air attempts. On counter hit, you can follow this up with a 5C > JB > J214B combo. Valkenhayn has no decent reversals without meter, making this move quite possibly the only thing he has to mash out when his back is against the wall. Bear in mind it loses to throws and lows.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600×2 248×2 100 92(once) 22 6(4)2 9 +8 Click!

Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws. The start up for the move is slow, but the second hit reels your opponent back in and forces crouch on hit. Only the second strike can be canceled into wolf transformation. This is useful for combos and pressure strings. This move can cause a Fatal Counter and is safe on block. Fatal Combos starting with this have ridiculous damage potential, go for it as much as possible. 6B > 3C also provides you with a tight blockstring which is impossible to interrupt.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000 414 80 94* 25 4 6+9f after landing +2 Click!

Valkenhayn does a drop kick with both legs transformed into wolf mode. As you would expect this has lower body invincibility, this also removes a primer on block and can cause a Fatal Counter. Slow, but gives you plus frames on block and is an overhead. This move can shut down a lot of other characters and is a core part of Valkenhayn's combos and pressure. It can also be canceled into wolf transformation on start-up only. It is important to note that many characters can AA this normal on reaction however, as Valkenhayn is in the air. This is impossible to combo from midscreen, but in the corner, it can lead into a ton of damage.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 214 90 84 7 3 8 -- Click!

A knife hand diagonally downwards that cancels into itself. Decent start up and short reach, works decent as a quick air to air more.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 231 90 86 9 3 14 -- Click!

Spin kick in air with great reach. This is your main air to air spacing move, it can even cross up, and it can cancel into j.A which allows extensive air pressure.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760 314 80 89 11 3 24 -- Click!

A downward stomp with werewolf legs, the vertical reach on this move is on ridiculous levels. This is mostly used as a jump in, but you could using it while rising from a jump for an instant overhead. This is a staple when it comes to ending air combos.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 14 6 28 -15 Click!

The same animation for his 5C. Quite bad for a CA as it is has a slow startup. Furthermore, it lacks foot attribute, and therefore most moves will be able to go through it which in turn would leave you vulnerable to an attack. Valkenhayn only has four primers to spare, and so this should not be abused.

Werewolf Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 70 82 6 3 9 -2 Click!

Valkehayn scratches right in front of him. This hits low and cancels into itself and is pretty fast. A useful move indeed.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640 264 80 89 7 6 20 -9 Click!

A slash upwards with his fangs. This is air unblockable and has head invincibility. It floats the opponent up and is easy to go go into an air combo after with. Valkenhayn? go-to anti-air move in Werewolf form.

j.A

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
j.A 180 74 80 84 6 4 10 -- Click!
j.AA 180 74 80 100 6 2 7 -- Click!
j.AAA 180 74 80 100 6 3 9 -- Click!

A bite which can be pressed 3 times for different animations, similar to Hazama's j.C. Mostly a wolf hit confirm filler. An overhead which is very useful for maintaining pressure when combined with C - movement cancels.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 80 86 9 3 12 -- Click!

Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end quick werewolf combos or perform overhead mix-ups.

Drive Moves

Werewolf

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- total 12f -- Click!

The D button will transform Valkenhayn into a werewolf. During this time Valkenhayn has a different set of moves from his human counterpart and greatly increased mobility. However on the other hand, he cannot guard at all. While using Werewolf, the gauge above the Heat Gauge will constantly drain. Standing still decreases the gauge at a very slow, almost unnoticeable rate. Conversely, Werewolf special moves will drain the meter faster. The Wolf Gauge will recovery when you are in your human form and standing still. If Valkenhayn receive damage while transformed or runs out of meter on the Wolf Gauge, he will revert back into his human form.

In addition, 5D posseses 1~6F Head attribute and throw invulnerability which can be incidentally used to avoid throws and other attacks such as Litchi's 4D and all version's of chun, Tao's 6B, Bang's 6B, Jin's 6B, and Hazama's 214D~A. It can be used to avoid most jump-ins but the timing varies depending on your opponents timing. 5D's purpose is not primarily to act as an evasive manouver however and so it is risky to do for that purpose.

Geschwind Wolf

ND

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- -- -- Click!

Valkenhayn spins in place, changes into a werewolf then charges in the direction of your choice. This does not actually attack, but moves you in a direction at high speeds. Pressing the C button during the rush motion will cause you to pause in air, then attack in the direction of your choice (Rasen Wolf). After you start moving, you will continue moving in the direction of your choice until you attack or run out of meter on the Wolf Gauge. 5 and 6 will make you move straight forward; 1, 2, 3, 8 and 9 will make you rush straight in that direction. 7 will make Valkenhayn jump back, then charge in the 3 direction. 4 will have him jump back and charge in the 6 direction. Both 7D and 4D have invincibility during the jump back. You can cancel many of Valkenhayn's human special moves into this in order to greatly reduce the recovery and connect hits for damaging combos.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1000 0,414 90 100,55 7 3 19 -- Click!

You can combo after the throw with a 236C - [W] J.A midscreen. It has fantastic corner carry. In the corner however, you can resort to 2C - 6C/6B for better damage.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1000 0,414 90 100,55 7 3 19 -- Click!

The same as the above.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1500 0,621 100 100,55 7 3 15 -- Click!

As Valkenhayn's air throw has better proration than his ground throw, if you are near the corner, it is possible for you to deal more damage by following up with:

236C - [W]J.B - [W]J.A - 5D - 2C - 6C. If you are not close enough to the corner when you land the 236C, it is better to opt for the combo which applies to his ground throw to gain the corner advantage. This may be a little tricky to followup if you're directly in the corner. Your options are to use 2C, in which your back will be to the corner, or you could perform an airdash backwards (provided you didn't jump twice) and use j.214B.

Special Moves

Nacht Jager (Night Hunter)

236A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680 563 100 89 14 15 19 0 Click!

Valkenhayn transforms his legs, then charges into the opponent for a full force shoulder tackle. Cancels into transformation. 0 frame advantage on block. Valkenhayn will move forward about half of the screen forward. This is used a lot for combos into Geschwind Wolf, but it's not particularly good. Take care in trying to apply pressure afterwards, not many will respect this move and will try to either outpoke you or DP.

Nacht Rosen (Night Rose)

236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 465 80 92* 21 4 25 -10 Click!

Valkenhayn steps in and does a powerful uppercut with his elbow which launches the opponent on hit. This is very unsafe on block, but this attack can be Werewolf canceled to make it semi safe with 7D/4D. Be aware that if they are alert they can punish the wolf cancel with a dash 5A, which makes 236C a bad option to use for pressure. You can combo into this from 5C on crouching opponents or after a counter hit. Breaks a guard primer on block.

Schwarz Jagd (Dark Hunting)

236B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650 583 100 89* 22 4 21 -8 Click!

A spinning sweep with a werewolf leg. Hits low, causes a knockdown and can be Werewolf canceled. This is also quite unsafe on block. If you manage to rapid cancel this special into further combos, it will deal a ton of damage as 236B increases the damage of the rest of your combo (provides 120% bonus proration).

Weis Jagd (Deceptive Hunting)

236B after Schwarz Jagd

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
850 703 100 60 15 5 25 -13 Click!

By repeating the input, Valkenhayn plants a hand on the ground, then blows his opponent away with a kick. Causes slide down midscreen or wall bounces near the corner, making it easy to follow up for a combo.

Whiffs on Jin, Taokaka, Hazama, and Lambda up close on block. Becomes a delayed hit against Mu up close on block, delayed enough for Mu to punish with her DP or 632146C.

Mondlicht (Moonlight)

j.214B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 579 100 75 92* 14 3 8f after Landing Click!

Valkenhayn does a sobat kick diagonally upwards. This will break a primer on block and is no longer air unblockable. This will knock your opponent straight diagonally up and has a significant period of untechable time, especially on counter hit. This move is Werewolf cancelable making it easy to combo after. Note that this will not hit overhead.

Rasen Wolf

NC during Werewolf

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- -- -- Click!

This move will cause Valkenhayn in werewolf form to attack in the direction of your choice with a rush. It works similarly to Geschwind Wolf but this can attack your opponent. Wolf gauge decreases quickly while using this, but it is vital for many of Valk's combos. You can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Wolf 4C and 7C have 1-10 frames of invincibility, so it's especially good to use to bait reversals on your opponent's wakeup for instance, or for getting some invincibility for a special you might have done that's unsafe.

Konig Wolf

236A/B during Werewolf

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A 900 558 75 89* 22 8 6+12f landing -8 Click!
B 900 558 75 89* 22 8 32+12f landing -37 Click!

A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward and the B version has you attack in a 45?angle. Note that this does not hit overhead. Pops your opponent straight upwards on hit.

Eisen Wolf

j.214A/B during Werewolf

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900 558 75 89* 22 till landing 18f after landing -- Click!

This attack is similar to Konig Wolf, it it has Valkenhayn rush diagonally downwards and land. The A version has you attack in a 45?angle downward and the B version is at a 60?angle downwards. Ground slams your opponent on hit.

Himmel Wolf

236D during Werewolf, air OK

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 0, 1000 0, 828 100 100, 50 14 4 26 -- Click!
Air 0, 1500 0, 1241 100 100, 50 7 3 40 -- Click!

This is a high-damage werewolf exclusive command grab. Valkenhayn pins the opponent down and bites their throat out. This move wall bounces them afterward. After hitting your opponent with this, the Wolf Gauge will completely recharge and Valkenhayn will be forced into his human form. To follow this up midscreen, you need to Rapid Cancel. In the corner, you can perform 2C into a short combo.

Distortion Drives

Sturm Wolf

632146D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000, 150×10, 210, 150×6, 2500 0 85 92, 89×17, 94 1+9 refer to notes* total 209F* -32 Click!

Valkenhayn rushes forward for a rondo, much like Chipp's Zanseirouga. The start up has invincibility and the last hit will blow the opponent away. The could be used as a reversal since it is completely invincible until the first hit, but this is mostly just a combo ender. Does all hits even on guard.


  • 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)3×6(19)3

Konig Flug

j.236236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800×2, 2000 0 100 85(once) 4+2 till landing, 3 38 -22 Click!

Valkenhayn charges diagonally downwards towards his opponents then follow ups with two more attacks on hit, works much like Slayer's Chokkagata Dandy. If the second hit does not connect (the one while landing), then the last hit will not come out. This forces Valkenhayn into Werewolf after the attack is through, recharging some Wolf gauge during the final attack.

Astral Heat

Blut Vollmond

214214C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death 0 -- -- 7+7 1×3 17+56F landing -55 Click!

Valkenhayn does a flash kick and launches the opponent into the air where you can see can clearly view the full white moon, then Valkenhayn's slaughter show begins. The start up is fast and has invincibility, so you could use this as a reversal or anti air, but you'll have no meter if you mess up so be careful. The safest way to use this would be to confirm into it from a combo. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Overall a great astral. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. You don't want to miss.


Strategy

Offense

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


However, in wolf mode, Valkenhayn is granted with a ton of ways to get in. A typical way of getting in is by jumping and using (w) 66D which has a massive jump arc and covers alot of distance. This can be followed up with a j.B or j.C to begin the pressure you inflict onto your opponent. This is a very easy technique to anti air though, and in those instances you could use (w) 7C followed up with an attack to punish your opponent's recovery and evade the hit. Alternatively you could barrier block but then you'll be put onto the defensive which is not what you want. In addition, the wolf's variety in C - movements allow for mixed ways of getting in. You could dash forward to close the gap quicker, or go up and cancel the dash with a wolf cannon for instance. Bear in mind that the forward dash is very unsafe on opponents as they can simply hit you airbourne.


As Valk, you generally want to be making the first move because there are so many offensive capabilities that he possesses. You want to rushdown, but you don't want to be reckless, as that could cost you your wolf meter or your health. For more information, check out the Valkenhayn tutorial. Though CS2, it is still very relevant to EX gameplay.

BBCS2 Valkenhayn Tutorial


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


In Human Mode:


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


In wolf mode:


  • You have a command grab which can force players to jump out of your pressure strings. This makes it easier to confirm (w)5B hits on them. This is also a good option when you're low on wolf meter.
  • 5C > (w)j.A/j.B provides you with easy overhead mixup.
  • You have wolf cannons to use against your opponents, but use with caution as they're not safe and can be reacted to with pokes or anti airs.
  • You can bait DPs/Reversals with 4C/7C and punish accordingly as they have invincibility frames.


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



Defense

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


In situations where you are on the defensive, use your barrier to push the opponent out and use wolf mode to easily escape, for example, jumping out, transforming into wolf, and using 7C > 9C to get out and around your opponent. In addition, IB'ing provides you with more heat and gives you more opportunities to poke players out of certain blockstrings. Even if the combo damage you do is abysmal, at least you've gotten the opponent off your back. IB'ing also makes it easier for you to backdash out of blockstrings if necessary.


You could counter assault with Valkenhayn too, but bear in mind you'd want to use this sparingly because remember counter assaults remove a primer and he only has 4. In addition, his 5C lacks foot attribute so characters can evade it by using a foot only attribute move for instance. It is also quite slow in startup which makes it very easy to bait, and the recovery is quite poor. His 2C provides you with a decent anti air but it has no invincibility meaning there are times where you can be hit out of it, or it will trade. Remember that (w)5B is a very good anti air which leads into guaranteed corner carry.


Combos

The following contains many of the easier combos that Valkenhayn has. For the harder combos, please view the Valkenhayn Combo Discussion.

In addition, for visual aid, please check out these various combo videos in the Valkenhayn Video Thread for an insight.


  • Inputs preceded by "w" or placed between parentheses like "w[]" denotes that the inputs must be performed in wolf form.
  • Inputs surrounded by parentheses like "()" indicate optional inputs and can be omitted from the combo.
  • Inputs placed adjacent to "/" indicate that the inputs are interchangeable. e.g. 4/5C indicates you can input either 4C or 5C, and 5B/5C means you can input either 5B or 5C.


Midscreen


  • (2A) > 5B > 5C > 236A [1400 Damage, 11% Heat gain]
  • (2A) > 5B > 3C > 236A [1389 Damage, 11% Heat gain]
  • (2A) > 5B > 5C > 236A > RC > 2C > 6B > 5C > 236C > 9D > w[j.a(aa) > j.236A > j.236B > 4C/5C > j.B > j.B > 5B j.aaa > j.DC [3606 Damage, 29% Heat gain]
  • (2A) > 5B > 5C > 632146D
  • (2A) > 2C > 6B > 5C > 236C > 9D > w[j.a(aa) > j.236A > j.236B > 4C/5C > j.B > j.B > 5B] > j.D > j.B > j.B > j.C [3278 Damage, 43% Heat gain]


  • 6A CH > 5C > w[j.DA(AA) > j.236A > j.236B > 5C > j.B > j.B > 5B] > j.Db > j.B > J.C [2658 Damage 32% Heat gain]


  • Throw > 236C > 9D > w[j.a(aa) > j.236A > j.236B > 4C/5C > j.B > j.B > 5B] > j.D > j.B > j.B > j.C
  • Air throw > 236C > 9D > w[j.a(aa) > j.236A > j.236B > 4C/5C > j.B > j.B > 5B] > j.D > j.B > j.B > j.C


  • 3C > 236A > 632146D [2853 Damage]


  • w[j.B > 5B > 236B > j.236B > 7CD]j.C > 5B > 5C > h.jB > j.A > j.B > j.C [2940 Damage, 34% Heat gained]


  • w[5A > 5B > j.AAA > j.236A > j.236B > 4C > j.B > j.B > 5B] > j.B > j.B > j.C [2094 Damage, 31% heat gained]


  • w[236A CH > 5B > 236B > j.236B > j.236A > 5C > j.B > j.B > 5B] > j.Db > j.b > j.C [3201 Damage, 36% Heat Gained?]
  • w[j.236A CH > 3C > 5B > 236B > j.236B > 7CD] > j.C > 2A > 5C > j.B > j.B > j.C [3201 Damage, 31% Heat gained]


  • w[j.214A/B CH > 5A > 5B > j.AAA > j.236A > j.236B > 5C > j.B > j.B > 5B] > j.DB > j.B > j.C [2771 Damage, 28% heat gained?]



Corner


  • 5B > 3C > 236A > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [4101 Damage, 59% heat gained]


  • 2B > 5B > 3C > 236A > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3483 Damage, 57% meter gain]
  • 2B > 3C > 236A > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3796 Damage, 60% meter gain]
  • (on grounded opponent) 2B > 2C > 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [4372 Damage, 68% Heat gained]


  • 2C > 6B > 3C > 236A > 2C > 6C > 2C > j.214B > 1D> w[236B> j.236A> j.236B> 7CD] > j.C > 2A> 5B> 2C> w[j.DA] > j.C [5459 damage, 64 meter gained]
  • 2C > 6B > 5C > 236C > 1D > w[236B > J.236A > J.236B > 7CD] > j.C > 2A > 2C > 6C > 2C > w[j.DB > j.A > 5D] > 5B > 2C > w[hj.DAAA] > j.C [5842 damage, 61 meter gain]
  • 2C > 236B > RC > 2C > 6B > 2C > 6C > 2C > j.214B > 2D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [6812 Damage, 48% meter gain]


  • 3C > 236A > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3937 Damage, 60% meter gain]
  • 3C > 236A > 2C > 6B > 2C > 6C > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 5A > 632146D [5221 Damage]


  • 6B > 3C > 236A > 2C > 6C > 2C > j.214D > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [5210 Damage, 60% meter gain]


  • 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [4742 Damage, 52% Heat Gained]


  • j.C > RC > j.C > 3C > 236A > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [4127 Damage, 40% meter gain]


  • 236B > RC > 2C > 6C > 2C > 6B > 2C > j.214B > 6D > w[j.236A > j.236A > j.236B > j.236B > 7CD] > j.C > 2A > 236A > 5B > 2C > j.B > j.B > j.C > (j.236236C) [Without Air DD = 7144 Damage. With Air DD = 8264 Damage]
  • 236C CH > 2C > 6B > 2C > 6C > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [4910 Damage, 60% Heat Gain]


  • j.214B CH > 2C > 6B > 2C > 6C > 2C > 236C > 1D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [4415 Damage, 54% Heat Gain]


  • Throw > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3677 Damage, 55% heat gained]


  • Air Throw > 2C > w[j.DA > j.236A > 3C Cancel] > 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > j.B > j.C [3804 Damage]


  • (Back to Corner) CH Sturm > RC > jump over > 3C > jager > 2C > 6B > 2C > 6C > TK214B > 2D > w[236A > j.236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > j.B > j.C [4.9k Damage, 52% meter Gain]



  • w[5A > 5B > IAD j.B > j.3CA ] > 5D > 2C > 6C > 2C > 6B > 5B > 2C > h.jA > j.B > j.C [2358 Damage, 23% Heat Gained?]
  • w[j.A/5A > 5B > IAD j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B > 5B > 2C > w[j.AAA] > j.DC [2609 Damage, 33% Heat Gained. (With 5a = 2326 Damage)]


  • w[5B > j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2B > 5B > 2C > w[j.DA] > j.C [4001 Damage]


  • w[j.A > 5B > IAD j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B(1) > 236C > 1D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [2992 Damage, 49% Heat Gained]
  • w[j.A > 5B > IAD j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.B > j.B > j.C [3275 Damage?]
  • w[j.A > 5B > 236B > j.236B > 7CD] > j.C > 5B > 2C > 6C > 2C > 6B > 236A > 2C > j.214B > hj.B > j.C [3633 damage, 56% heat gained. If you're finding the 5B > 2C > 6C link hard, use 2A > 2C > 6C instead.]


  • [w]236D > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3707 damage, 60% meter gained]


  • (Back to Corner)w[5A > 5B > j.AAA > j.236B > 5C > j.B > j.B > 5B] > j.Db > j.B > J.C


  • (Back to Corner)w[5B > 236B > j.236A > j.236B > 7CD] > j.C > 2A > 2C > 6C > 2C > 6B > 236A > 5B > 2C > w[j.DA] > j.C[/url] [4148 Damage, 54% heat gained]


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BlazBlue: Continuum Shift Extende
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