(2 intermediate revisions by 2 users not shown) | |||
Line 38: | Line 38: | ||
===Overdrive: Endless Wolf=== | ===Overdrive: Endless Wolf=== | ||
Cannot be activated in wolf form. During | 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.<br/> | ||
<br/> | <br/> | ||
Line 62: | Line 62: | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 | ||
|cancel=CSOJR | |cancel=CSOJR | ||
Line 87: | Line 87: | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=600 | ||
|cancel=OJR | |cancel=OJR | ||
|p1=100 | |p1=100 | ||
Line 112: | Line 112: | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 | ||
|cancel=O(J)R | |cancel=O(J)R | ||
|p1=100 | |p1=100 | ||
Line 137: | Line 137: | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 | ||
|cancel=CSOJR | |cancel=CSOJR | ||
Line 162: | Line 162: | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=550 | ||
|cancel=OR | |cancel=OR | ||
|p1=90 | |p1=90 | ||
Line 187: | Line 187: | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=820 | ||
|cancel=OJR | |cancel=OJR | ||
|p1=100 | |p1=100 | ||
Line 212: | Line 212: | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=800 | ||
|cancel=R | |cancel=R | ||
|p1=90 | |p1=90 | ||
Line 233: | Line 233: | ||
*Floats opponent on hit | *Floats opponent on hit | ||
<br/> | <br/> | ||
A fast upwards kick. Guard point is from 5f so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. Sometimes the better option is to just block on wakeup. It's even difficult to use during an opponent's pressure but it can be good to use when calling out obvious attempts. It can be used as a situational AA but the range makes it very unreliable, and as you cannot cancel this normal, you'll be vulnerable on whiff or block. You cannot followup from this attack on a normal hit but if you manage to land a CH you can followup into | A fast upwards kick. Guard point is from 5f so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. Sometimes the better option is to just block on wakeup. It's even difficult to use during an opponent's pressure but it can be good to use when calling out obvious attempts. It can be used as a situational AA but the range makes it very unreliable, and as you cannot cancel this normal, you'll be vulnerable on whiff or block. You cannot followup from this attack on a normal hit but if you manage to land a CH you can followup into 5C or 3C. | ||
}} | }} | ||
}} | }} | ||
Line 243: | Line 243: | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=800 | ||
|cancel= | |cancel=R | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
Line 253: | Line 253: | ||
|level= | |level= | ||
|attribute= | |attribute= | ||
|startup= | |startup=21 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 259: | Line 259: | ||
|attribute= | |attribute= | ||
|description= | |description= | ||
* | *Doesn't hit crouchers until frame 23 | ||
* | *Cancels into 5D | ||
*Forces crouching on hit | |||
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. | |||
}} | }} | ||
}} | }} | ||
Line 271: | Line 272: | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=600x2 | |damage=600x2 | ||
|cancel=OR | |cancel=OR | ||
Line 284: | Line 285: | ||
|active=6(4)2 | |active=6(4)2 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=+ | |frameAdv=+4 | ||
|attribute=B | |attribute=B | ||
|description= | |description= | ||
Line 291: | Line 292: | ||
<br/> | <br/> | ||
Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is safe on block, has good range, wolf cancellable and fatal counters. Something to consider if that 6C is usually better when done before 236A, resulting in slightly more damage. For example, on airborne opponents in the corner, 2C > 6C > 2C > 236A is better than doing 2C > 236A > 2C > 6C. 6C provides a massive advantage on block, especially if you were to hit with the last few active frames of the 2nd hit. It can be used in a blockstring to discourage your opponent from mashing. 6C provides the opportunity for wolf cancel mixup but this is generally unsafe to do. 6C also shrinks Valkenhayn's horizontal hitbox so it can be useful against certain characters in neutral, such as Makoto and Azrael. | Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is safe on block, has good range, wolf cancellable and fatal counters. Something to consider if that 6C is usually better when done before 236A, resulting in slightly more damage. For example, on airborne opponents in the corner, 2C > 6C > 2C > 236A is better than doing 2C > 236A > 2C > 6C. 6C provides a massive advantage on block, especially if you were to hit with the last few active frames of the 2nd hit. It can be used in a blockstring to discourage your opponent from mashing. 6C provides the opportunity for wolf cancel mixup but this is generally unsafe to do. 6C also shrinks Valkenhayn's horizontal hitbox so it can be useful against certain characters in neutral, such as Makoto and Azrael. | ||
As of CF, now cancels into 6B and 3C. | |||
}} | }} | ||
}} | }} | ||
Line 300: | Line 302: | ||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=860 | ||
|cancel=OR | |cancel=OR | ||
|p1=90 | |p1=90 | ||
Line 328: | Line 330: | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 | ||
|cancel=OJR | |cancel=OJR | ||
Line 353: | Line 355: | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=600 | ||
|cancel=SOJR | |cancel=SOJR | ||
|p1=90 | |p1=90 | ||
Line 369: | Line 371: | ||
|hitbox=Valkenhayn/j.B | |hitbox=Valkenhayn/j.B | ||
|description= | |description= | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 378: | Line 380: | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 | ||
|cancel=OR | |cancel=OR | ||
|p1=90 | |p1=90 | ||
Line 398: | Line 400: | ||
*3F landing recovery | *3F landing recovery | ||
<br/> | <br/> | ||
A downward stomp with werewolf legs, the vertical reach on this move is on ridiculous levels often being used as an air to ground move for an instant overhead from jump cancellable normals, but it can whiff on characters with a smaller crouching hitbox, | A downward stomp with werewolf legs, the vertical reach on this move is on ridiculous levels often being used as an air to ground move for an instant overhead from jump cancellable normals, but it can whiff on characters with a smaller crouching hitbox, notably Nine and Es. j.C itself is pretty unsafe if used on a grounded opponent so you have to do j.C > RC > j.C for safe mixup. The only other option is to special cancel it with j.214B and then drive cancel it for more pressure (unsafe method) or to get away. This is why IOH j.C > RC > j.C is only really an option when you have the meter to cover for it. This is not the normal you will use when air to air with an opponent because it lacks horizontal range and it's slow for that purpose. This is also your staple normal for your air combos which downs on hit. | ||
}} | }} | ||
}} | }} | ||
Line 410: | Line 412: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 | ||
|cancel=CSJR | |cancel=CSJR | ||
Line 436: | Line 438: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=600 | ||
|cancel=JR | |cancel=JR | ||
|p1=90 | |p1=90 | ||
Line 452: | Line 454: | ||
|hitbox=valkenhayn/5Bw | |hitbox=valkenhayn/5Bw | ||
|description= | |description= | ||
A slash upwards with his fangs | 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. | ||
}} | }} | ||
}} | }} | ||
Line 462: | Line 464: | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 | ||
|cancel=R | |cancel=R | ||
|p1=90 | |p1=90 | ||
Line 490: | Line 492: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=j.A | |version=j.A | ||
|damage= | |damage=300 | ||
|cancel=JR | |cancel=JR | ||
|p1=90 | |p1=90 | ||
Line 507: | Line 509: | ||
|hitbox=valkenhayn/j.A_1_w | |hitbox=valkenhayn/j.A_1_w | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=j.AA | |version=j.AA | ||
|damage= | |damage=300 | ||
|cancel= | |cancel= | ||
|p1=80 | |p1=80 | ||
Line 525: | Line 527: | ||
|hitbox=valkenhayn/j.A_2_w | |hitbox=valkenhayn/j.A_2_w | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=j.AAA | |version=j.AAA | ||
|damage= | |damage=300 | ||
|cancel= | |cancel= | ||
|p1=80 | |p1=80 | ||
Line 546: | Line 548: | ||
*Can cancel into [w] j.A (3) until 11F | *Can cancel into [w] j.A (3) until 11F | ||
<br/> | <br/> | ||
A bite which can be pressed 3 times for different animations, similar to Hazama's j.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's 5A/j.A so it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range ad it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after a j.B > j.B > j.C knockdown because the range is really deceptive when using wolf brake j.A. Combine this with w5C, and you already have a high low mixup. From a blocked wj.A you can go into wj.C for another overhead. This is normal you should be using if you're air to air with your opponent. wj.A will help to level up your pressure and mixup if you use | A bite which can be pressed 3 times for different animations, similar to Hazama's j.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's 5A/j.A so it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range ad it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after a j.B > j.B > j.C knockdown because the range is really deceptive when using wolf brake j.A. Combine this with w5C, and you already have a high low mixup. From a blocked wj.A you can go into wj.C for another overhead. This is the normal you should be using if you're air to air with your opponent. wj.A will help to level up your pressure and mixup if you use utilize it with wolf brake (1DCA OR 6D > 4CA). There is no reason not to use it as not only is it faster than 6D > wj.A but it also consumes slightly less wolf meter. | ||
}} | }} | ||
}} | }} | ||
Line 556: | Line 558: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=650 | ||
|cancel=JR | |cancel=JR | ||
|p1=90 | |p1=90 | ||
Line 572: | Line 574: | ||
|hitbox=valkenhayn/j.B_w | |hitbox=valkenhayn/j.B_w | ||
|description= | |description= | ||
Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos reulting in a knockdown | Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos reulting in a knockdown, to perform overhead mix-ups such as wj.C > wolf brake > wj.B, or as combo filler at the right height. | ||
}} | }} | ||
}} | }} | ||
Line 583: | Line 585: | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 | ||
|cancel=JR | |cancel=JR | ||
|p1=90 | |p1=90 | ||
Line 599: | Line 601: | ||
|hitbox=Valkenhayn/JCw | |hitbox=Valkenhayn/JCw | ||
|description= | |description= | ||
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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 613: | Line 615: | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Human | |version=Human | ||
|damage=- | |damage=- | ||
Line 628: | Line 630: | ||
*Transforms to wolf form on 7F | *Transforms to wolf form on 7F | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Wolf | |version=Wolf | ||
Line 653: | Line 655: | ||
|input=Cancel Human Attack with direction +D | |input=Cancel Human Attack with direction +D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=- | |damage=- | ||
|p1=- | |p1=- | ||
Line 676: | Line 678: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage= | ||
|p1= | |p1= | ||
Line 701: | Line 703: | ||
|input=B+C | |input=B+C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, | |damage=0,1500 | ||
|cancel=SOR | |cancel=SOR | ||
|p1=100 | |p1=100 | ||
Line 715: | Line 717: | ||
|hitbox=Valkenhayn/groundThrow | |hitbox=Valkenhayn/groundThrow | ||
|description= | |description= | ||
*100% minimum damage ( | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
Can be followed up with 236C midscreen, but causes a wallbounce in the corner allowing for | Can be followed up with 236C midscreen, but causes a wallbounce in the corner allowing for different followups. Valkenhayn's throw has a deceptively big hitbox for what it is. Even without a followup, Valk throws the opponent to the other side of the screen, allowing good corner carry. You may find yourself not using his throw because the wolf provides you with a ton of more effective options, but it is an option if you are low on/out of wolf meter and want to get some breathing space. | ||
}} | }} | ||
}} | }} | ||
Line 728: | Line 730: | ||
|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, | |damage=0,1500 | ||
|cancel=SOR | |cancel=SOR | ||
|p1=100 | |p1=100 | ||
Line 742: | Line 744: | ||
|hitbox=Valkenhayn/groundThrow | |hitbox=Valkenhayn/groundThrow | ||
|description= | |description= | ||
*100% minimum damage ( | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
Same as the forward throw. | Same as the forward throw. | ||
Line 755: | Line 757: | ||
|input=j.B+C | |input=j.B+C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, | |damage=0,1500 | ||
|cancel=SOR | |cancel=SOR | ||
|p1=100 | |p1=100 | ||
Line 771: | Line 773: | ||
*100% minimum damage (1500) | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
Another rude throw! The air throw provides you with a variety of followup options, including 5C, | Another rude throw! The air throw provides you with a variety of followup options, including 5C, 6C, j.214B > 3D > 5B and so forth. Causes a wallbounce, and if used in the corner, you can use j.214B followup or 2C which may result in the opponent put out of the corner. | ||
}} | }} | ||
}} | }} | ||
Line 782: | Line 784: | ||
|input=6A+B | |input=6A+B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=- | |damage=- | ||
|cancel=R | |cancel=R | ||
Line 814: | Line 816: | ||
|input=5A+B | |input=5A+B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1000 | |damage=1000 | ||
|cancel=R | |cancel=R | ||
Line 835: | Line 837: | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
<br/> | <br/> | ||
A forward kick based on a karate move known as 'Brazillian Kick'. Can be used in combos as an extender and to help with damage if used correctly. However, this is one of the CTs in the game that you will very rarely (or barely) use due to its limited applications. You will only be using this in the corner either after throw combos or | A forward kick based on a karate move known as 'Brazillian Kick'. Can be used in combos as an extender and to help with damage if used correctly. However, this is one of the CTs in the game that you will very rarely (or barely) use due to its limited applications. You will only be using this in the corner either after throw combos or 6C(1) FC combos. Other than that, you should save the meter for something more important. | ||
}} | }} | ||
}} | }} | ||
Line 849: | Line 851: | ||
|input=236A | |input=236A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 880: | Line 882: | ||
|input=236B | |input=236B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 | ||
|cancel=R | |cancel=R | ||
|p1=90 | |p1=90 | ||
Line 910: | Line 912: | ||
|input=236B after Schwarz Jagd | |input=236B after Schwarz Jagd | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=1000 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 940: | Line 942: | ||
|input=236C | |input=236C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=1050 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 970: | Line 972: | ||
|input=j.214B | |input=j.214B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 | ||
|cancel=R | |cancel=R | ||
|p1=90 | |p1=90 | ||
Line 989: | Line 991: | ||
*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.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. | ||
}} | }} | ||
}} | }} | ||
Line 996: | Line 998: | ||
{{MoveData | {{MoveData | ||
|name=Konig Wolf | |name=Konig Wolf | ||
|input=236A/B during Werewolf | |input=236A/B/C during Werewolf | ||
|image=BBCS_Valkenhayn_KonigWolf.png | |image=BBCS_Valkenhayn_KonigWolf.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=A | |version=A | ||
|damage= | |damage=1000 | ||
|cancel=R | |cancel=R | ||
|p1=75 | |p1=75 | ||
Line 1,017: | Line 1,019: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=A (air) | |version=A (air) | ||
|damage= | |damage=1000 | ||
|cancel=R | |cancel=R | ||
|p1=75 | |p1=75 | ||
Line 1,035: | Line 1,037: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage= | |damage=1000 | ||
|cancel=R | |cancel=R | ||
|p1=75 | |p1=75 | ||
Line 1,053: | Line 1,055: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=B (air) | |version=B (air) | ||
|damage= | |damage=1000 | ||
|cancel=R | |cancel=R | ||
|p1=75 | |p1=75 | ||
Line 1,077: | Line 1,079: | ||
*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 | 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 | ||
Line 1,084: | Line 1,086: | ||
*Run a little w[5B > j.C > j.236B > 1D > j.D > 2C] - If you're midscreen and you're going for damage. | *Run a little w[5B > j.C > j.236B > 1D > j.D > 2C] - If you're midscreen and you're going for damage. | ||
Alternatively you could use the w[5B > IAD j.B > j.C] wolf combo for more corner carry. | Alternatively you could use the w[5B > IAD j.B > j.C] wolf combo for more corner carry or go back to human form and combo with 3C if you're low on wolf meter. | ||
Wolf cannons also don't have to be used offensively, but they also provide another means of wolf movement. It doesn't cost | Wolf cannons also don't have to be used offensively, but they also provide another means of wolf movement. It doesn't cost much more wolf meter to use so it's well worth using it provided you can combine it with followup movements such as 7D > 4C wolf brake. | ||
}} | }} | ||
}} | }} | ||
Line 1,092: | Line 1,094: | ||
{{MoveData | {{MoveData | ||
|name=Eisen Wolf | |name=Eisen Wolf | ||
|input=j.214A/B during Werewolf | |input=j.214A/B/C during Werewolf | ||
|image=BBCS_Valkenhayn_EisenWolf.png | |image=BBCS_Valkenhayn_EisenWolf.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=1000 | ||
|cancel=R | |cancel=R | ||
|p1=75 | |p1=75 | ||
Line 1,117: | Line 1,119: | ||
*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 | 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. | |||
}} | }} | ||
}} | }} | ||
Line 1,123: | Line 1,126: | ||
{{MoveData | {{MoveData | ||
|name=Himmel Wolf | |name=Himmel Wolf | ||
|input= | |input=B+C during Werewolf, air OK | ||
|image=BBCS_Valkenhayn_HimmelWolf.png | |image=BBCS_Valkenhayn_HimmelWolf.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage=0, | |damage=0,1400 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 1,144: | Line 1,147: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage=0, | |damage=0,1400 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 1,162: | Line 1,165: | ||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Wall bounces opponent | *Wall bounces opponent | ||
*Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version | *Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version | ||
*100% minimum damage ( | *100% minimum damage (1400) | ||
*Air version has 5F landing recovery | *Air version has 5F 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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 1,182: | Line 1,184: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=800, 70*17, 472 | ||
|cancel=R | |cancel=R | ||
|p1=85 | |p1=85 | ||
Line 1,191: | Line 1,193: | ||
|guard=all | |guard=all | ||
|startup=1+9 | |startup=1+9 | ||
|active= | |active=3 | ||
|recovery=50 | |recovery=50 | ||
|frameAdv=-32 | |frameAdv=-32 | ||
Line 1,199: | Line 1,201: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=800, 70*20, 393, 393 | ||
|cancel=R | |cancel=R | ||
|p1=85 | |p1=85 | ||
Line 1,209: | Line 1,211: | ||
|guard=all | |guard=all | ||
|startup=1+9 | |startup=1+9 | ||
|active= | |active=3 | ||
|recovery=50 | |recovery=50 | ||
|frameAdv=-11 | |frameAdv=-11 | ||
Line 1,216: | Line 1,218: | ||
|hitbox=valkenhayn/632146D | |hitbox=valkenhayn/632146D | ||
|description= | |description= | ||
Valkenhayn rushes forward for a barrage of attacks | *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. | |||
}} | }} | ||
}} | }} | ||
Line 1,226: | Line 1,229: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=1000*2, 1080 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 1,243: | Line 1,246: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=1000*2, 126*4, 1080 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 1,261: | Line 1,264: | ||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
* | *1000 minimum damage (1280 in Overdrive) | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*Counter carries | *Counter carries | ||
Line 1,267: | Line 1,270: | ||
}} | }} | ||
<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 | 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. | ||
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. | 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. | ||
Line 1,273: | Line 1,276: | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
{{MoveData | {{MoveData | ||
Line 1,280: | Line 1,284: | ||
|name=Sieg Nagel | |name=Sieg Nagel | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage= 2010 | ||
|cancel= | |cancel= | ||
|p1= | |p1= | ||
Line 1,298: | Line 1,302: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Active Flow | |version=Active Flow | ||
|damage= | |damage=4026 | ||
|cancel= | |cancel= | ||
|p1= | |p1= | ||
Line 1,315: | Line 1,319: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Does not cost Heat, but | *Does not cost Heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
Valk attacks his opponent with a shoulder tackle. Upon a successful hit, he will follow up with a 5B, a 5C, and an altered 236C where he grabs his opponent and hoists them up before slamming them to the ground. | |||
}} | }} | ||
}} | }} | ||
Line 1,328: | Line 1,332: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY | ||
|cancel= | |cancel= | ||
Line 1,345: | Line 1,349: | ||
*7F~ after superflash in the air | *7F~ after superflash in the air | ||
*1-13 All Invul | *1-13 All Invul | ||
*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 can see 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. | 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 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. |
Revision as of 04:04, 17 February 2017
Valkenhayn R. Hellsing |
---|
Health: 10,500
|
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. Whilst, you are in human form, the gauge will slowly, but note it only swhen you are on the ground and not in the air. If the gauge reaches 0, you will be disabled from transforming 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.
Pros
- Wolf form provides flexible movement, fantastic pressure & mixup.
- Great normals.
- Wolf form provides a strong neutral game which can induce opponents to make bad decisions.
- Very good corner carry
Cons
- Below average health
- The only way to safely extend pressure is through wolf meter usage, meaning you can't keep an opponent blocking for very long without compromising your neutral game.
- Poor defensive options.
- Wolf form can be difficult to use, leading to a higher level of execution compared to most characters.
This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning) |
Normal Moves
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6C
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Werewolf Normals
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Drive Moves
- Notes
- Valkenhayn will be in a CH state when in wolf form.
5D
5D |
---|
Geschwind Wolf
Geschwind Wolf Cancel Human Attack with direction +D |
---|
Rasen Wolf
Rasen Wolf ND during Werewolf |
---|
Universal Mechanics
Forward Throw
Forward Throw B+C |
---|
Back Throw
Back Throw 4B+C |
---|
Air Throw
Air Throw j.B+C |
---|
Counter Assault
Counter Assault 6A+B |
---|
Crush Trigger
Crush Trigger 5A+B |
---|
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 |
---|
Schwarz Jagd (Dark Hunting)
Schwarz Jagd (Dark Hunting) 236B |
---|
Weis Jagd (Deceptive Hunting)
Weiss Jagd (White Hunting) 236B after Schwarz Jagd |
---|
Nacht Rosen (Night Rose)
Nacht Rosen (Night Rose) 236C |
---|
Mondlicht (Moonlight)
Mondlicht (Moonlight) j.214B |
---|
Konig Wolf
Konig Wolf 236A/B/C during Werewolf |
---|
Eisen Wolf
Eisen Wolf j.214A/B/C during Werewolf |
---|
Himmel Wolf
Himmel Wolf B+C during Werewolf, air OK |
---|
Distortion Drives
Sturm Wolf
Sturm Wolf 632146D |
---|
Konig Flug
Konig Flug j.236236C |
---|
Exceed Accel
Sieg Nagel ABCD during Overdrive |
---|
Astral Heat
Blut Vollmond 214214C |
---|
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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •