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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 |cancel=CSOJR |starter=F |guard=all | |damage=300 |cancel=CSOJR |starter=F |guard=all | ||
|level=1 | |level=1 |startup=6 |active=3 |recovery=9 |frameAdv=0 |attribute=B |hitbox=Valkenhayn/5A | ||
|description= | |description= | ||
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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600 |cancel=OJR |starter=N |guard=HL | |damage=600 |cancel=OJR |starter=N |guard=HL | ||
|level=3 | |level=3 |startup=10 |active=3 |recovery=15 |frameAdv=-1 |attribute=B |hitbox=Valkenhayn/5B | ||
|description= | |description= | ||
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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900 |cancel=O(J)R |starter=N |guard=HL | |damage=900 |cancel=O(J)R |starter=N |guard=HL | ||
|level=4 | |level=4 |startup=14 |active=6 |recovery=22 |frameAdv=-9 |attribute=B |hitbox=Valkenhayn/5C | ||
|description= | |description= | ||
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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 |cancel=CSOJR |starter=F |guard=all | |damage=300 |cancel=CSOJR |starter=F |guard=all | ||
|level=1 | |level=1 |startup=7 |active=2 |recovery=9 |frameAdv=+1 |attribute=F |hitbox=Valkenhayn/2A | ||
|description= | |description= | ||
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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=550 |cancel=OR |starter=N |guard=L | |damage=550 |cancel=OR |starter=N |guard=L | ||
|level=2 | |level=2 |startup=9 |active=4 |recovery=13 |frameAdv=-3 |attribute=F |hitbox=Valkenhayn/2B | ||
|description= | |description= | ||
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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=820 |cancel=OJR |starter=N |guard=HL | |damage=820 |cancel=OJR |starter=N |guard=HL | ||
|level=4 | |level=4 |startup=12 |active=3 |recovery=26 |frameAdv=-10 |attribute=B |hitbox=Valkenhayn/2C | ||
|description= | |description= | ||
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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 |cancel=R |starter=F |guard=HL | |damage=800 |cancel=R |starter=F |guard=HL | ||
|level=3 | |level=3 |startup=10 |active=3 |recovery=27 |frameAdv=-13 |attribute=B |invul=5-12 GP |hitbox=Valkenhayn/6A | ||
|description= | |description= | ||
*5-12 GP | *5-12 GP | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 |cancel=R |starter= |guard= | |damage=800 |cancel=R |starter= |guard= | ||
|level | |level= |startup=21 |active= |recovery= |frameAdv= |description= | ||
*Doesn't hit crouchers until frame 23 | *Doesn't hit crouchers until frame 23 | ||
*Cancels into 5D | *Cancels into 5D | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600x2 |cancel=OR |starter=N |guard=HL | |damage=600x2 |cancel=OR |starter=N |guard=HL | ||
|level=4 | |level=4 |startup=19 |active=6(4)2 |recovery=9 |frameAdv=+4 |attribute=B |description= | ||
*Fatal counters | *Fatal counters | ||
*34F~ can cancel into Geschwind Wolf | *34F~ can cancel into Geschwind Wolf | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=860 |cancel=OR |starter=N |guard=L | |damage=860 |cancel=OR |starter=N |guard=L | ||
|level=4 | |level=4 |startup=12 |active=3 |recovery=18 |frameAdv=-2 |attribute=F |hitbox=Valkwnhayn/3C | ||
|description= | |description= | ||
*Downs opponent on hit | *Downs opponent on hit | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 |cancel=OJR |starter=F |guard=HA | |damage=300 |cancel=OJR |starter=F |guard=HA | ||
|level=1 | |level=1 |startup=7 |active=3 |recovery=8 |frameAdv=- |attribute=H |hitbox=Valkenhayn/j.A | ||
|description= | |description= | ||
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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600 |cancel=SOJR |starter=N |guard=HA | |damage=600 |cancel=SOJR |starter=N |guard=HA | ||
|level=2 | |level=2 |startup=9 |active=3 |recovery=14 |frameAdv=- |attribute=H |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. 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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900 |cancel=OR |starter=N |guard=HA | |damage=900 |cancel=OR |starter=N |guard=HA | ||
|level=3 | |level=3 |startup=11 |active=3 |recovery=24 |frameAdv=- |attribute=H |hitbox=Valkehayn/j.C | ||
|description= | |description= | ||
*23F hitstun | *23F hitstun |
Revision as of 23:02, 5 October 2017
Valkenhayn R. Hellsing |
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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 |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6C
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Werewolf Normals
5A
5A |
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5B
5B |
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5C
5C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
- Notes
- Valkenhayn will be in a CH state when transforming to wolf form.
5D
5D |
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Geschwind Wolf
Geschwind Wolf Cancel Human Attack with direction +D |
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Rasen Wolf
Rasen 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 (Dark Hunting)
Schwarz Jagd (Dark 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 236A/B/C during Werewolf |
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Eisen Wolf
Eisen Wolf j.214A/B/C during Werewolf |
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Himmel Wolf
Himmel Wolf B+C during Werewolf, air OK |
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Distortion Drives
Sturm Wolf
Sturm Wolf 632146D |
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Konig Flug
Konig Flug j.236236C |
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Exceed Accel
Sieg Nagel ABCD during Overdrive |
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Astral Heat
Blut Vollmond 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
- 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 •