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{{ | {{#lsth:BBCF/Valkenhayn R. Hellsing/Data|SystemData}} | ||
;Play-style | ;Play-style | ||
: | :High Mobility, Mode switch, Mixup | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
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|- | |- | ||
|} | |} | ||
<br clear | {{#lst:BBCF/Valkenhayn R. Hellsing/Data|Links}} | ||
<br style="clear:both;"/> | |||
==Normal Moves== | ==Normal Moves== | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A quick jab with very small range that cancels into itself and whiffs on all crouching hitboxes, which limits its use. 5A can be used to time a meaty 2B on grounded opponents. For example, after ending a corner combo with human j.C, when you land, whiff 5A, then followup with 2B which can catch players who roll or remain grounded. 5A can also be used as a situational anti air where the opponent is directly above you, but w5B is still vastly superior. | A quick jab with very small range that cancels into itself and whiffs on all crouching hitboxes, which limits its use. 5A can be used to time a meaty 2B on grounded opponents. For example, after ending a corner combo with human j.C, when you land, whiff 5A, then followup with 2B which can catch players who roll or remain grounded. 5A can also be used as a situational anti air where the opponent is directly above you, but w5B is still vastly superior. | ||
}} | }} | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Valkenhayn does a standing side kick. It is a pretty safe and reliable poke which has little recovery, and has a ton of gatling options making it a great normal to begin your high/low mixup. It is a good place for you to incorporate wolf mixup i.e j.D > 3D > wj.A or human high/low mixup with 5B > IOH j.C, 5B > 3C or 5B > 6C. | Valkenhayn does a standing side kick. It is a pretty safe and reliable poke which has little recovery, and has a ton of gatling options making it a great normal to begin your high/low mixup. It is a good place for you to incorporate wolf mixup i.e j.D > 3D > wj.A or human high/low mixup with 5B > IOH j.C, 5B > 3C or 5B > 6C. | ||
}} | }} | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Valkenhayn does a roundhouse with a transformed leg. Good horizontal range, Wolf cancellable on hit, block and also on whiff. Despite being unsafe, it is a really good poke which is quite difficult to punish when used from max range. If used at max range Valkenhayn has no combo routes unless you confirm it into sturm wolf, or if it's a CH or on a crouching opponent, you can followup into 236C. Use of this normal is not highly encouraged for blockstring pressure because all of Valkenhayn's followup options are unsafe, whether it's special cancelled or wolf cancelled, but it can be used occasionally where an opponent does not expect it. Try not to get reliant on using 5C as it can also only gatling into 6C. Some characters are even known to low profile this attack so take caution using this in neutral. It's main use is fishing for hits (particularly counter hits) in neutral, or for a long ranged punish. | Valkenhayn does a roundhouse with a transformed leg. Good horizontal range, Wolf cancellable on hit, block and also on whiff. Despite being unsafe, it is a really good poke which is quite difficult to punish when used from max range. If used at max range Valkenhayn has no combo routes unless you confirm it into sturm wolf, or if it's a CH or on a crouching opponent, you can followup into 236C. Use of this normal is not highly encouraged for blockstring pressure because all of Valkenhayn's followup options are unsafe, whether it's special cancelled or wolf cancelled, but it can be used occasionally where an opponent does not expect it. Try not to get reliant on using 5C as it can also only gatling into 6C. Some characters are even known to low profile this attack so take caution using this in neutral. It's main use is fishing for hits (particularly counter hits) in neutral, or for a long ranged punish. | ||
}} | }} | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A crouching jab that self gatlings up to a maximum of 3 times, but it is not recommended to do so as you ill push yourself out and make it difficult to inflict any real mixup. It's a good normal to set up tick throws, TRMs or even to setup wolf pressure i.e 2A > 5D > w5A/5C. | A crouching jab that self gatlings up to a maximum of 3 times, but it is not recommended to do so as you ill push yourself out and make it difficult to inflict any real mixup. It's a good normal to set up tick throws, TRMs or even to setup wolf pressure i.e 2A > 5D > w5A/5C. | ||
}} | }} | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Valkenhayn slides his foot out across the ground for a low kick. Can be used to low profile situational attacks and has very small recovery. It's not too bad on block but the use for this normal is really limited outside blockstring filler where you want to threaten the opponent with a human low. It can be used in some corner combos where the opponent is too low after 236A for a 5B/2C followup and you don't want to opt for 2A/5A since those don't scale very well. | Valkenhayn slides his foot out across the ground for a low kick. Can be used to low profile situational attacks and has very small recovery. It's not too bad on block but the use for this normal is really limited outside blockstring filler where you want to threaten the opponent with a human low. It can be used in some corner combos where the opponent is too low after 236A for a 5B/2C followup and you don't want to opt for 2A/5A since those don't scale very well. | ||
}} | }} | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
An upwards kick with a wolf leg. Jump cancellable, and also wolf cancellable on hit, block and whiff. This normal also has a ton of followup options making it possible to go for high/low/wolf mixup, but it is mainly used as combo filler. It has no head invulnerability but it can be used as an alternative anti air where you can't fully rely on w5B, for example, against Litchi's instant air dashing into j.B. | An upwards kick with a wolf leg. Jump cancellable, and also wolf cancellable on hit, block and whiff. This normal also has a ton of followup options making it possible to go for high/low/wolf mixup, but it is mainly used as combo filler. It has no head invulnerability but it can be used as an alternative anti air where you can't fully rely on w5B, for example, against Litchi's instant air dashing into j.B. | ||
}} | }} | ||
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|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*5-12 GP | *5-12 GP | ||
*Guard Point does not work against throws, lows and unblockable attacks. | *Guard Point does not work against throws, lows and unblockable attacks. | ||
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|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Doesn't hit crouchers until frame 23 | *Doesn't hit crouchers until frame 23 | ||
*Cancels into 5D | *Cancels into 5D | ||
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|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal counters | *Fatal counters | ||
*34F~ can cancel into Geschwind Wolf | *34F~ can cancel into Geschwind Wolf | ||
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|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Downs opponent on hit | *Downs opponent on hit | ||
*Cannot emergency tech on ground CH | *Cannot emergency tech on ground CH | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A knife hand diagonally downwards that self galtings, has decent range and is wolf cancellable. Can be used air to air or as combo filler in the sj.B > j.A > j.B > dj.B > j.C combos. If you catch you opponent air to air you can mash this attack to maintain your pressure. | A knife hand diagonally downwards that self galtings, has decent range and is wolf cancellable. Can be used air to air or as combo filler in the sj.B > j.A > j.B > dj.B > j.C combos. If you catch you opponent air to air you can mash this attack to maintain your pressure. | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Spin kick in air with great reach and can reverse gatling into j.A. It is very rarely used air to air as it it is slower than j.A making it the inferior option. This is also the normal you will be relying on a lot on during your air combos, often using the j.B > dj.B > j.C. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups. | Spin kick in air with great reach and can reverse gatling into j.A. It is very rarely used air to air as it it is slower than j.A making it the inferior option. This is also the normal you will be relying on a lot on during your air combos, often using the j.B > dj.B > j.C. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups. | ||
}} | }} | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*23F hitstun | *23F hitstun | ||
*Grounds opponent on air hit | *Grounds opponent on air hit | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Werewolf Normals== | ==Werewolf Normals== | ||
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|image=BBCS_Valkenhayn_5Aw.png |caption= | |image=BBCS_Valkenhayn_5Aw.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5A[w]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. It's pretty fast and as decent range so it can be used as a neutral poke. Even if this hits from max range you will always be able to confirm it into w5C, which is a better combo route than w5A > w5B > w5C. w5A's hitstun/blockstun is quite low so it's a good place to setup a command grab. | Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. It's pretty fast and as decent range so it can be used as a neutral poke. Even if this hits from max range you will always be able to confirm it into w5C, which is a better combo route than w5A > w5B > w5C. w5A's hitstun/blockstun is quite low so it's a good place to setup a command grab. | ||
}} | }} | ||
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|image=BBCS_Valkenhayn_5Bw.png |caption= | |image=BBCS_Valkenhayn_5Bw.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5B[w]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A slash upwards with his fangs. This is air unblockable and has head invincibility. This is your most reliable anti air which has good vertical range and can even hit behind him. 5D > w5B is good against jump ins because you can give yourself extra head invincibility, but if done too late the opponent may be able to land a CH! If it does hit an airborne opponent you will normally followup with wj.A, otherwise it's w5C. It's also often used as a blockstring filler since you can still use high/low mixup if you can use wolf brake j.A. w5B > wolf brake j.A is tight even on IB (if you use 1DCA) so it works really well against characters with DPs. | A slash upwards with his fangs. This is air unblockable and has head invincibility. This is your most reliable anti air which has good vertical range and can even hit behind him. 5D > w5B is good against jump ins because you can give yourself extra head invincibility, but if done too late the opponent may be able to land a CH! If it does hit an airborne opponent you will normally followup with wj.A, otherwise it's w5C. It's also often used as a blockstring filler since you can still use high/low mixup if you can use wolf brake j.A. w5B > wolf brake j.A is tight even on IB (if you use 1DCA) so it works really well against characters with DPs. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
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|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5C[w]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Downs on hit | *Downs on hit | ||
<br/> | <br/> | ||
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|image=BBCS_Valkenhayn_jAw.png |caption= | |image=BBCS_Valkenhayn_jAw.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.A[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=j.AA}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.AA[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=j.AAA}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.AAA[w]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Can cancel into [w] j.A (2) until 16F | *Can cancel into [w] j.A (2) until 16F | ||
*Can cancel into [w] j.A (3) until 11F | *Can cancel into [w] j.A (3) until 11F | ||
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|image=BBCS_Valkenhayn_jBw.png |caption= | |image=BBCS_Valkenhayn_jBw.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.B[w]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos resulting in a knockdown, to perform overhead mix-ups such as wj.C > wolf brake > wj.B, or as combo filler at the right height. | Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos resulting in a knockdown, to perform overhead mix-ups such as wj.C > wolf brake > wj.B, or as combo filler at the right height. | ||
}} | }} | ||
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|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.C[w]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Valkenhayn hits with the back of his legs. Propels Valk upwards slightly. Overhead, and also helps to setup a few mixup options if blocked, such as into a grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C. | Valkenhayn hits with the back of his legs. Propels Valk upwards slightly. Overhead, and also helps to setup a few mixup options if blocked, such as into a grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Drive Moves== | ==Drive Moves== | ||
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|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Human to Wolf}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|Human>Wolf}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*No longer has head and throw invul | *No longer has head and throw invul | ||
*Transforms to wolf form on 7F | *Transforms to wolf form on 7F}} | ||
}} | {{!}}- | ||
{{AttackVersion|name=Wolf to Human}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|Wolf>Human}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*7F~ in human form and able to cancel into human attacks | *7F~ in human form and able to cancel into human attacks | ||
<br/> | <br/> | ||
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|input=Cancel Human Attack with direction +D | |input=Cancel Human Attack with direction +D | ||
|data= | |data= | ||
{{Description|7|text= | |||
*For more frame data on the different directions see the full frame data page. | *For more frame data on the different directions see the full frame data page. | ||
<br/> | <br/> | ||
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|image2=BBCS_Valkenhayn_ND.png |caption= | |image2=BBCS_Valkenhayn_ND.png |caption= | ||
|data= | |data= | ||
{{Description|7|text= | |||
*For more frame data on the different directions see the full frame data page. | *For more frame data on the different directions see the full frame data page. | ||
<br/> | <br/> | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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|input=B+C | |input=B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage (1500) | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
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|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|4BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage (1500) | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
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|input=j.B+C | |input=j.B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage (1500) | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
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|input=6A+B | |input=6A+B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Uses 50 heat. | *Uses 50 heat. | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
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|input=5A+B | |input=5A+B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Uses 25 heat. | *Uses 25 heat. | ||
*Possible to charge. | *Possible to charge. | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Specials== | ==Specials== | ||
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|input=236A | |input=236A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|236A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*21F hitstun | *21F hitstun | ||
*19F blockstun | *19F blockstun | ||
*Skips remaining active frames on hit or block | *Skips remaining active frames on hit or block | ||
*Can cancel into Geschwind Wolf either 27F~ or after hitstop | *Can cancel into Geschwind Wolf either 27F~ or after hitstop}} | ||
}}<br/> | <br/> | ||
Mostly a combo filler. Not to be abused for pressure because although it's 0 on block usually it means you'll be on the defence unless you attempt to wolf cancel it with 4D/7D. You do not want to be in that position because Valkenhayn is quite frail defensively. It should definitely not be used in an attempt to wolf cancel it into more pressure because it can easily be mashed out of. It does cover a lot of ground however so it is an option when you're low on wolf meter. It may be better to catch your opponent in the air as it causes a blowback on air hit. Hitting a opponent with this may still put you on the defence. | Mostly a combo filler. Not to be abused for pressure because although it's 0 on block usually it means you'll be on the defence unless you attempt to wolf cancel it with 4D/7D. You do not want to be in that position because Valkenhayn is quite frail defensively. It should definitely not be used in an attempt to wolf cancel it into more pressure because it can easily be mashed out of. It does cover a lot of ground however so it is an option when you're low on wolf meter. It may be better to catch your opponent in the air as it causes a blowback on air hit. Hitting a opponent with this may still put you on the defence. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Schwarz Jagd ( | ====== <font style="visibility:hidden" size="0">Schwarz Jagd (Black Hunting)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_SchwarzJagd.png |caption= | |image=BBCS_Valkenhayn_SchwarzJagd.png |caption= | ||
|name=Schwarz Jagd ( | |name=Schwarz Jagd (Black Hunting) | ||
|input=236B | |input=236B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|236B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Downs opponent on hit | *Downs opponent on hit | ||
*Can cancel into Geschwind Wolf 22F~ | *Can cancel into Geschwind Wolf 22F~ | ||
*Can cancel into Weiß Jagd on hit or block 24F~ | *Can cancel into Weiß Jagd on hit or block 24F~ | ||
}}<br/> | }} | ||
<br/> | |||
Mostly a combo filler and can now combo from 5C due to the decrease in startup. It is also used as a combo ender in the corner to gain some oki. What's interesting about this attack is that you can wolf cancel it before it hits the opponent even though you can see the animation, so it can be used sparingly for a quick high mixup. | Mostly a combo filler and can now combo from 5C due to the decrease in startup. It is also used as a combo ender in the corner to gain some oki. What's interesting about this attack is that you can wolf cancel it before it hits the opponent even though you can see the animation, so it can be used sparingly for a quick high mixup. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Weis Jagd (Deceptive Hunting)</font> ====== | ====== <font style="visibility:hidden" size="0">Weis Jagd (Deceptive Hunting)</font> ====== | ||
{{MoveData | {{MoveData | ||
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|input=236B after Schwarz Jagd | |input=236B after Schwarz Jagd | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|236B > 236B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Slides opponent on hit | *Slides opponent on hit | ||
*Can cancel into Geschwind Wolf 15F~ | *Can cancel into Geschwind Wolf 15F~ | ||
}}<br/> | }} | ||
<br/> | |||
Combo filler. You won't be using this on block because it's pretty unsafe, though you still have the option to wolf cancel it if you do. This attack has a lot of corner carry and you can chase after your opponent with 6D midscreen. In the corner, the easiet way to followup from this is to use a rapid cancel > 6C. You can also use 1DCA wolf brake for a meterless combo dealing good damage but it's pretty difficult to do. Midscreen you can use this for a safe jump setup if you followup with 9D > j.D > j.C, however, if you're too high you can get hit, so it's important to get the timing down. You should be quite low to the ground but not too low that the j.C whiffs if they have committed to blocking. | Combo filler. You won't be using this on block because it's pretty unsafe, though you still have the option to wolf cancel it if you do. This attack has a lot of corner carry and you can chase after your opponent with 6D midscreen. In the corner, the easiet way to followup from this is to use a rapid cancel > 6C. You can also use 1DCA wolf brake for a meterless combo dealing good damage but it's pretty difficult to do. Midscreen you can use this for a safe jump setup if you followup with 9D > j.D > j.C, however, if you're too high you can get hit, so it's important to get the timing down. You should be quite low to the ground but not too low that the j.C whiffs if they have committed to blocking. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Nacht Rosen (Night Rose)</font> ====== | ====== <font style="visibility:hidden" size="0">Nacht Rosen (Night Rose)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_NachtRosen.png |caption= | |image=BBCS_Valkenhayn_NachtRosen.png |caption=Big Bang Upper? | ||
|name=Nacht Rosen (Night Rose) | |name=Nacht Rosen (Night Rose) | ||
|input=236C | |input=236C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|236C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Floats opponent on hit | *Floats opponent on hit | ||
*Can cancel into Geschwind Wolf 22F~ | *Can cancel into Geschwind Wolf 22F~ | ||
}}<br/> | }} | ||
<br/> | |||
A combo filler and very unsafe on block so use with caution. It can be wolf cancelled however so that can save you from being punished. This is mostly the special you'll go to when you manage to get in your crouching confirms as it leads into a bigger combo and better corner carry. | A combo filler and very unsafe on block so use with caution. It can be wolf cancelled however so that can save you from being punished. This is mostly the special you'll go to when you manage to get in your crouching confirms as it leads into a bigger combo and better corner carry. | ||
}} | }} | ||
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|input=j.214B | |input=j.214B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.214B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Floats opponent on hit | *Floats opponent on hit | ||
*Can cancel into Geschwind Wolf 15F~ | *Can cancel into Geschwind Wolf 15F~ | ||
}}<br/> | }} | ||
<br/> | |||
Combo filler, and wall bounds in the corner allowing for a variety of followup options. The only way to followup from this midscreen is to use 9D > wj.A/B. | Combo filler, and wall bounds in the corner allowing for a variety of followup options. The only way to followup from this midscreen is to use 9D > wj.A/B. | ||
}} | }} | ||
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|image=BBCF_Valkenhayn_KonigWolf.png |caption= | |image=BBCF_Valkenhayn_KonigWolf.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|236A[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=A (air)}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.236A[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=B}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|236B[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=B (air)}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.236B[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=C}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|236C[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=C (air)}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.236C[w]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Ground versions become airborne on 7F~ | *Ground versions become airborne on 7F~ | ||
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*9F~ after hitstop able to cancel into various moves on hit or block | *9F~ after hitstop able to cancel into various moves on hit or block | ||
*30F~ after histop or on whiff can cancel into Rasen Wolf | *30F~ after histop or on whiff can cancel into Rasen Wolf | ||
}}<br/> | }} | ||
<br/> | |||
A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward, the B version has you attack in a 45?angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typcially you will be using this move to fish for hits. A blocked wolf cannon is pretty unsafe and each character has various ways of punishing you. You can try to make it safe with 7D/4D if it gets blocked, but characters such as Jin can punish 7D followups with 623B. If you hit with this attack, you can use either of the following followups (can depend on spacing: | A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward, the B version has you attack in a 45?angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typcially you will be using this move to fish for hits. A blocked wolf cannon is pretty unsafe and each character has various ways of punishing you. You can try to make it safe with 7D/4D if it gets blocked, but characters such as Jin can punish 7D followups with 623B. If you hit with this attack, you can use either of the following followups (can depend on spacing: | ||
*Run a little w[5C > 6D > j.A] - If you have them in the corner | *Run a little w[5C > 6D > j.A] - If you have them in the corner | ||
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|image=BBCF_Valkenhayn_EisenWolf.png |caption= | |image=BBCF_Valkenhayn_EisenWolf.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.214A[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=B}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.214B[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=C}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.214C[w]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Grounds opponent on hit | *Grounds opponent on hit | ||
*Cannot emergency tech on CH | *Cannot emergency tech on CH | ||
*Floats opponent on hit | *Floats opponent on hit | ||
*7F~ after hitstop able to cancel into Rasen Wolf on hit or block | *7F~ after hitstop able to cancel into Rasen Wolf on hit or block}} | ||
}}<br/> | <br/> | ||
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, the B version is at a 60?angle downward, and the C version goes straight down. Ground slams your opponent on hit. This is even more unsafe to use because if an opponent blocks this you will be in a few frames of recovery before you can try to cancel it into 4D/7D, making you vulnerable. It's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly. | 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, the B version is at a 60?angle downward, and the C version goes straight down. Ground slams your opponent on hit. This is even more unsafe to use because if an opponent blocks this you will be in a few frames of recovery before you can try to cancel it into 4D/7D, making you vulnerable. It's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly. | ||
You cannot combo from this move on a normal hit. On a counter hit, pick up with wC. | You cannot combo from this move on a normal hit. On a counter hit, pick up with wC. | ||
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|image=BBCS_Valkenhayn_HimmelWolf.png |caption= | |image=BBCS_Valkenhayn_HimmelWolf.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|BC[w]}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.BC[w]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
{{ColumnList |text= | {{ColumnList |text= | ||
*Wall bounces opponent | *Wall bounces opponent | ||
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*100% minimum damage (1400) | *100% minimum damage (1400) | ||
*Air version has 11F landing recovery | *Air version has 11F landing recovery | ||
*Refills Wolf gauge to full and switches to Human Form upon successful throw | *Refills Wolf gauge to full and switches to Human Form upon successful throw}} | ||
}}<br/> | <br/> | ||
This is a high-damage werewolf exclusive grab. Valkenhayn pins the opponent down and bites their throat out. This move wall bounces them afterward. After hitting your opponent with this, you can either let the animation play out, which will completely recharge the wolf gauge and force Valkenhayn into his human form, or you can follow it up with 6D or w236A midscreen or 2D in the corner for more damage. | This is a high-damage werewolf exclusive grab. Valkenhayn pins the opponent down and bites their throat out. This move wall bounces them afterward. After hitting your opponent with this, you can either let the animation play out, which will completely recharge the wolf gauge and force Valkenhayn into his human form, or you can follow it up with 6D or w236A midscreen or 2D in the corner for more damage. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Drives== | ==Distortion Drives== | ||
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|image=BBCS_Valkenhayn_SturmWolf.png |caption= | |image=BBCS_Valkenhayn_SturmWolf.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|632146D}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
*1000 minimum damage (1280 in Overdrive) | *1000 minimum damage (1280 in Overdrive) | ||
Valkenhayn rushes forward for a barrage of attacks, though the followups will only come out on a successful hit. The start up has invincibility and the last hit will blow the opponent away. This is Valkenhayn's only reliable reversal option but if blocked or whiffed you'll be extremely vulnerable. Since Valkenhayn moves forward for the first attack to connect it can be tricky to use this against air dashing opponents as it's more likely to whiff. Sturm wolf also makes an excellent ender choice if you want to rebuild low wolf meter. | Valkenhayn rushes forward for a barrage of attacks, though the followups will only come out on a successful hit. The start up has invincibility and the last hit will blow the opponent away. This is Valkenhayn's only reliable reversal option but if blocked or whiffed you'll be extremely vulnerable. Since Valkenhayn moves forward for the first attack to connect it can be tricky to use this against air dashing opponents as it's more likely to whiff. Sturm wolf also makes an excellent ender choice if you want to rebuild low wolf meter. | ||
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|image=BBCS_Valkenhayn_KonigFlug.png |caption= | |image=BBCS_Valkenhayn_KonigFlug.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|j.236236C}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*1000 minimum damage (1280 in Overdrive) | *1000 minimum damage (1280 in Overdrive) | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*Counter carries | *Counter carries | ||
*Cannot Rapid Cancel on hit for the frames from the end of hitstop to the end of animation | *Cannot Rapid Cancel on hit for the frames from the end of hitstop to the end of animation}} | ||
}} | |||
<br/> | <br/> | ||
Valkenhayn charges diagonally downwards towards his opponents then follow ups with two more attacks on hit. If the second hit does not connect (the one while landing), then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as sturm because Valkenhayn eventually jumps into the air, halting the wolf gauge. Another important factor to consider is that this should only be used when you're going for the kill as the opponent has the option to roll forward and past you, making you lose any form of oki you had planned. However, there is a way to counter this, 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, but if you're too quick you'll end up in front of them and the attacks will whiff. If the opponent does not roll you'll get a w4D backdash. | Valkenhayn charges diagonally downwards towards his opponents then follow ups with two more attacks on hit. If the second hit does not connect (the one while landing), then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as sturm because Valkenhayn eventually jumps into the air, halting the wolf gauge. Another important factor to consider is that this should only be used when you're going for the kill as the opponent has the option to roll forward and past you, making you lose any form of oki you had planned. However, there is a way to counter this, 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, but if you're too quick you'll end up in front of them and the attacks will whiff. If the opponent does not roll you'll get a w4D backdash. | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
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|name=Sieg Nagel (Victory Nail) | |name=Sieg Nagel (Victory Nail) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|ABCD}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
{{ | |||
| | |||
| | |||
*Does not cost Heat, but immediately ends Overdrive if used. | *Does not cost Heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
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|image=BBCS_Valkenhayn_BlutVollmond.png |caption= | |image=BBCS_Valkenhayn_BlutVollmond.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Valkenhayn R. Hellsing/Data|Astral}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*7F~ after superflash in the air | *7F~ after superflash in the air | ||
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*Hits 3 times on block. If any of these hits connect, the attack will land. | *Hits 3 times on block. If any of these hits connect, the attack will land. | ||
<br/> | <br/> | ||
Valkenhayn does a flash kick and launches the opponent into the air where you | Valkenhayn does a flash kick and launches the opponent into the air where you can clearly view the full white moon, then Valkenhayn's show begins. 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==External References== | ==External References== | ||
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*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1356108789/ Japanese BBS] | *[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1356108789/ Japanese BBS] | ||
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=vh&pref=0 Arcade Profile Dan Rankings] | *[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=vh&pref=0 Arcade Profile Dan Rankings] | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | |||
{{ | {{#lsth:BBCF/Valkenhayn R. Hellsing/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBCF/Valkenhayn R. Hellsing/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
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}} | |||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue: Central Fiction]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category:Valkenhayn R. Hellsing]] | [[Category:Valkenhayn R. Hellsing]] |
Revision as of 23:17, 11 December 2019
Valkenhayn R. Hellsing |
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Overview
Valkenhayn is a novel 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 the brink of his 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.
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 about 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 such 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 unable to transform until the gauge refills to the max again. In addition to this, 1-9D will allow the wolf to dash in that direction and this will deplete the gauge faster. 5D will revert you to human form. 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 you are constantly moving around to make it very difficult for the opponent to land a hit.
Overdrive: Endless Wolf
Cannot be activated in wolf form. During Endless Wolf, Valkenhayn gains access to an unlimited supply of wolf meter for the duration, and it will rapidly restore if fully depleted. In addition to this, w[j.214A/B/C] have drastically increased hitstun, and j.C becomes drive/wolf cancellable. Furthermore, rasen wolf and wolf cannons will have faster startup.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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A quick jab with very small range that cancels into itself and whiffs on all crouching hitboxes, which limits its use. 5A can be used to time a meaty 2B on grounded opponents. For example, after ending a corner combo with human j.C, when you land, whiff 5A, then followup with 2B which can catch players who roll or remain grounded. 5A can also be used as a situational anti air where the opponent is directly above you, but w5B is still vastly superior. |
5B
5B |
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Valkenhayn does a standing side kick. It is a pretty safe and reliable poke which has little recovery, and has a ton of gatling options making it a great normal to begin your high/low mixup. It is a good place for you to incorporate wolf mixup i.e j.D > 3D > wj.A or human high/low mixup with 5B > IOH j.C, 5B > 3C or 5B > 6C. |
5C
5C |
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Valkenhayn does a roundhouse with a transformed leg. Good horizontal range, Wolf cancellable on hit, block and also on whiff. Despite being unsafe, it is a really good poke which is quite difficult to punish when used from max range. If used at max range Valkenhayn has no combo routes unless you confirm it into sturm wolf, or if it's a CH or on a crouching opponent, you can followup into 236C. Use of this normal is not highly encouraged for blockstring pressure because all of Valkenhayn's followup options are unsafe, whether it's special cancelled or wolf cancelled, but it can be used occasionally where an opponent does not expect it. Try not to get reliant on using 5C as it can also only gatling into 6C. Some characters are even known to low profile this attack so take caution using this in neutral. It's main use is fishing for hits (particularly counter hits) in neutral, or for a long ranged punish. |
2A
2A |
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A crouching jab that self gatlings up to a maximum of 3 times, but it is not recommended to do so as you ill push yourself out and make it difficult to inflict any real mixup. It's a good normal to set up tick throws, TRMs or even to setup wolf pressure i.e 2A > 5D > w5A/5C. |
2B
2B |
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Valkenhayn slides his foot out across the ground for a low kick. Can be used to low profile situational attacks and has very small recovery. It's not too bad on block but the use for this normal is really limited outside blockstring filler where you want to threaten the opponent with a human low. It can be used in some corner combos where the opponent is too low after 236A for a 5B/2C followup and you don't want to opt for 2A/5A since those don't scale very well. |
2C
2C |
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An upwards kick with a wolf leg. Jump cancellable, and also wolf cancellable on hit, block and whiff. This normal also has a ton of followup options making it possible to go for high/low/wolf mixup, but it is mainly used as combo filler. It has no head invulnerability but it can be used as an alternative anti air where you can't fully rely on w5B, for example, against Litchi's instant air dashing into j.B. |
6A
6A |
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6C
6B |
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Valkenhayn's new human overhead. Punishable on block unless cancelled into 5D. Can be used to open the opponent up on occasion, but mainly used as combo filler. |
6C
6C |
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3C
3C |
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j.A
j.A |
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A knife hand diagonally downwards that self galtings, has decent range and is wolf cancellable. Can be used air to air or as combo filler in the sj.B > j.A > j.B > dj.B > j.C combos. If you catch you opponent air to air you can mash this attack to maintain your pressure. |
j.B
j.B |
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Spin kick in air with great reach and can reverse gatling into j.A. It is very rarely used air to air as it it is slower than j.A making it the inferior option. This is also the normal you will be relying on a lot on during your air combos, often using the j.B > dj.B > j.C. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups. |
j.C
j.C |
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Werewolf Normals
5A
5A |
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Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. It's pretty fast and as decent range so it can be used as a neutral poke. Even if this hits from max range you will always be able to confirm it into w5C, which is a better combo route than w5A > w5B > w5C. w5A's hitstun/blockstun is quite low so it's a good place to setup a command grab. |
5B
5B |
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A slash upwards with his fangs. This is air unblockable and has head invincibility. This is your most reliable anti air which has good vertical range and can even hit behind him. 5D > w5B is good against jump ins because you can give yourself extra head invincibility, but if done too late the opponent may be able to land a CH! If it does hit an airborne opponent you will normally followup with wj.A, otherwise it's w5C. It's also often used as a blockstring filler since you can still use high/low mixup if you can use wolf brake j.A. w5B > wolf brake j.A is tight even on IB (if you use 1DCA) so it works really well against characters with DPs. |
5C
5C |
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j.A
j.A | Template:AttackDataHeader-BBCF |
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j.B
j.B |
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Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos resulting in a knockdown, to perform overhead mix-ups such as wj.C > wolf brake > wj.B, or as combo filler at the right height. |
j.C
j.C |
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Valkenhayn hits with the back of his legs. Propels Valk upwards slightly. Overhead, and also helps to setup a few mixup options if blocked, such as into a grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C. |
Drive Moves
- Notes
- Valkenhayn will be in a CH state when transforming to wolf form.
5D
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Geschwind Wolf
Geschwind Wolf (Swift Wolf) Cancel Human Attack with direction +D |
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Rasen Wolf
Rasen Wolf (Rush Wolf) ND during Werewolf |
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Universal Mechanics
Forward Throw
Forward Throw B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
- Valkenhayn's human specials are normally quite unsafe if blocked but the wolf cancel can provide a safe retreat.
Nacht Jager (Night Hunter)
Nacht Jager (Night Hunter) 236A |
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Schwarz Jagd (Black Hunting)
Schwarz Jagd (Black Hunting) 236B |
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Weis Jagd (Deceptive Hunting)
Weiss Jagd (White Hunting) 236B after Schwarz Jagd |
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Nacht Rosen (Night Rose)
Nacht Rosen (Night Rose) 236C |
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Mondlicht (Moonlight)
Mondlicht (Moonlight) j.214B |
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Konig Wolf
Konig Wolf (King Wolf) 236A/B/C during Werewolf |
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Eisen Wolf
Eisen Wolf (Iron Wolf) j.214A/B/C during Werewolf |
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Himmel Wolf
Himmel Wolf (Heaven Wolf) B+C during Werewolf, air OK |
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Distortion Drives
Sturm Wolf
Sturm Wolf (Storm Wolf) 632146D |
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Valkenhayn rushes forward for a barrage of attacks, though the followups will only come out on a successful hit. The start up has invincibility and the last hit will blow the opponent away. This is Valkenhayn's only reliable reversal option but if blocked or whiffed you'll be extremely vulnerable. Since Valkenhayn moves forward for the first attack to connect it can be tricky to use this against air dashing opponents as it's more likely to whiff. Sturm wolf also makes an excellent ender choice if you want to rebuild low wolf meter. |
Konig Flug
Konig Flug (King Flight) j.236236C |
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This attack can also be RC'd on the 2nd hit which will make your opponent float in the air for some time. The timing is a little difficult to get used to, but is it useful if you need to get the little extra damage in to go for the kill. |
Exceed Accel
Sieg Nagel (Victory Nail) ABCD during Overdrive |
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Astral Heat
Blut Vollmond (Blood Full Moon) 214214C |
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External References
- Japanese Name: ヴァルケンハイン=R=ヘルシング
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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