BBCF/Valkenhayn R. Hellsing: Difference between revisions

From Dustloop Wiki
Line 64: Line 64:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=CSOJR |starter=F |guard=all
  |damage=300 |cancel=CSOJR |starter=F |guard=all
  |level=1 |attribute= |startup=6 |active=3 |recovery=9 |frameAdv=0 |attribute=B |hitbox=Valkenhayn/5A
  |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.
Line 77: Line 77:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600 |cancel=OJR |starter=N |guard=HL
  |damage=600 |cancel=OJR |starter=N |guard=HL
  |level=3 |attribute= |startup=10 |active=3 |recovery=15 |frameAdv=-1 |attribute=B |hitbox=Valkenhayn/5B
  |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.  
Line 90: Line 90:
  {{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 |attribute= |startup=14 |active=6 |recovery=22 |frameAdv=-9 |attribute=B |hitbox=Valkenhayn/5C
  |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.
Line 103: Line 103:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=CSOJR |starter=F |guard=all
  |damage=300 |cancel=CSOJR |starter=F |guard=all
  |level=1 |attribute= |startup=7 |active=2 |recovery=9 |frameAdv=+1 |attribute=F |hitbox=Valkenhayn/2A
  |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.  
Line 116: Line 116:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=550 |cancel=OR |starter=N |guard=L
  |damage=550 |cancel=OR |starter=N |guard=L
  |level=2 |attribute= |startup=9 |active=4 |recovery=13 |frameAdv=-3 |attribute=F |hitbox=Valkenhayn/2B
  |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.  
Line 129: Line 129:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=820 |cancel=OJR |starter=N |guard=HL
  |damage=820 |cancel=OJR |starter=N |guard=HL
  |level=4 |attribute= |startup=12 |active=3 |recovery=26 |frameAdv=-10 |attribute=B |hitbox=Valkenhayn/2C
  |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.  
Line 142: Line 142:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800 |cancel=R |starter=F |guard=HL
  |damage=800 |cancel=R |starter=F |guard=HL
  |level=3 |attribute= |startup=10 |active=3 |recovery=27 |frameAdv=-13 |attribute=B |invul=5-12 GP |hitbox=Valkenhayn/6A
  |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
Line 160: Line 160:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800 |cancel=R |starter= |guard=
  |damage=800 |cancel=R |starter= |guard=
  |level= |attribute= |startup=21 |active= |recovery= |frameAdv= |attribute= |description=
  |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
Line 176: Line 176:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600x2 |cancel=OR |starter=N |guard=HL
  |damage=600x2 |cancel=OR |starter=N |guard=HL
  |level=4 |attribute= |startup=19 |active=6(4)2 |recovery=9 |frameAdv=+4 |attribute=B |description=
  |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
Line 193: Line 193:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=860 |cancel=OR |starter=N |guard=L
  |damage=860 |cancel=OR |starter=N |guard=L
  |level=4 |attribute= |startup=12 |active=3 |recovery=18 |frameAdv=-2 |attribute=F |hitbox=Valkwnhayn/3C
  |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
Line 209: Line 209:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=OJR |starter=F |guard=HA
  |damage=300 |cancel=OJR |starter=F |guard=HA
  |level=1 |attribute= |startup=7 |active=3 |recovery=8 |frameAdv=- |attribute=H |hitbox=Valkenhayn/j.A
  |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.  
Line 222: Line 222:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600 |cancel=SOJR |starter=N |guard=HA
  |damage=600 |cancel=SOJR |starter=N |guard=HA
  |level=2 |attribute= |startup=9 |active=3 |recovery=14 |frameAdv=- |attribute=H |hitbox=Valkenhayn/j.B
  |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.
Line 235: Line 235:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900 |cancel=OR |starter=N |guard=HA
  |damage=900 |cancel=OR |starter=N |guard=HA
  |level=3 |attribute= |startup=11 |active=3 |recovery=24 |frameAdv=- |attribute=H |hitbox=Valkehayn/j.C
  |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
BBCF Valkenhayn Portrait.png

Health: 10,500
Combo Rate: 70% (Human) / 80% (Wolf)
Prejump:
Backdash Time 13 / Invul: 1-5 (Human) / 1-10 (Wolf)


Movement Options
1 Double Jump/Airdash, Dash-type: Hop in Human Form, Two-Way Dash in Wolf Form
Play-style
Offensive, Heavy Rush-down, Mixup
  

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.


Ambox warning.png 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
BBCS Valkenhayn 5A.png
300 all 6 3 9 - B -
5B
5B
BBCS Valkenhayn 5B.png
600 HL 10 3 15 - B -
5C
5C
BBCS Valkenhayn 5C.png
900 HL 14 6 22 - B -
2A
2A
BBCS Valkenhayn 2A.png
300 all 7 2 9 - F -
2B
2B
BBCS Valkenhayn 2B.png
550 L 9 4 13 - F -
2C
2C
BBCS Valkenhayn 2C.png
820 HL 12 3 26 - B -
6A
6A
BBCS Valkenhayn 6A.png
800 HL 10 3 27 - B -
6C
6B The Gentlemen's Elbow
800 21 - - -
6C
6C
BBCS Valkenhayn 6B.png
Usher, Usher...
600x2 HL 19 6(4)2 9 - B -
3C
3C
BBCS Valkenhayn 3C.png
860 L 12 3 18 - F -
j.A
j.A
BBCS Valkenhayn jA.png
300 HA 7 3 8 - H -
j.B
j.B
BBCS Valkenhayn jB.png
600 HA 9 3 14 - H -
j.C
j.C
BBCS Valkenhayn jC.png
900 HA 11 3 24 - H -


Werewolf Normals

5A
5A
BBCS Valkenhayn 5Aw.png
300 all 6 3 7 - B -
5B
5B
BBCS Valkenhayn 5Bw.png
600 all 7 6 20 - B -
5C
5C
BBCP Valkenhayn 5Cw.png
900 B 10 3 21 - F -
j.A
j.A
BBCS Valkenhayn jAw.png
300 HA 6 4 10 - H - 300 B - H - 300 B - H -
j.B
j.B
BBCS Valkenhayn jBw.png
650 HA 9 3 12 - H -
j.C
j.C
BBCP Valkenhayn JCw.png
900 B 15 3 16 - H -


Drive Moves

Notes
  • Valkenhayn will be in a CH state when transforming to wolf form.
5D
5D
BBCS Valkenhayn 5D.png
- - - - - - - - - - - 9T - - -
Geschwind Wolf
Geschwind Wolf
Cancel Human Attack with direction +D
BBCS Valkenhayn jD.png
ValkenhaynwND.png
- - - - - - -
Rasen Wolf
Rasen Wolf
ND during Werewolf
BBCS Valkenhayn jCw.png
BBCS Valkenhayn ND.png
- - - -


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Valkenhayn FThrow.png
Rude...
0,1500 T(90) 7 3 19 - T -
Back Throw
Back Throw
4B+C
BBCS Valkenhayn BThrow.png
Still rude...
0,1500 T(90) 7 3 19 - T -
Air Throw
Air Throw
j.B+C
BBCS Valkenhayn AThrow.png
The rudest!!
0,1500 T(120) 7 3 15+3L - T -
Counter Assault
Counter Assault
6A+B
BBCS Valkenhayn 5C.png
- all 14 6 28 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Valkenhayn CT.png
1000 B 30-60 1 32 - 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
BBCS Valkenhayn NachtJager.png
900 HL 14 15 19 - B -
Schwarz Jagd (Dark Hunting)
Schwarz Jagd (Dark Hunting)
236B
BBCS Valkenhayn SchwarzJagd.png
900 LA 19 4 21 - F -
Weis Jagd (Deceptive Hunting)
Weiss Jagd (White Hunting)
236B after Schwarz Jagd
BBCS Valkenhayn WeisJagd.png
1000 HL 15 5 25 - B -
Nacht Rosen (Night Rose)
Nacht Rosen (Night Rose)
236C
BBCS Valkenhayn NachtRosen.png
1050 HL 21 4 25 - B -
Mondlicht (Moonlight)
Mondlicht (Moonlight)
j.214B
BBCS Valkenhayn Mondlicht.png
900 all 14 3 till L+8 - H -
Konig Wolf
Konig Wolf
236A/B/C during Werewolf
BBCS Valkenhayn KonigWolf.png
1000 all 20 8 6+12L - H - 1000 all 22 8 till L+12 - H - 1000 all 20 8 till L+12 - H - 1000 all 22 8 till L+12 - H -
Eisen Wolf
Eisen Wolf
j.214A/B/C during Werewolf
BBCS Valkenhayn EisenWolf.png
1000 all 22 till L 18 - H -
Himmel Wolf
Himmel Wolf
B+C during Werewolf, air OK
BBCS Valkenhayn HimmelWolf.png
0,1400 c.T(100) 14 4 26 - T - 0,1400 c.T(100) 7 3 11+12L - T -


Distortion Drives

Sturm Wolf
Sturm Wolf
632146D
BBCS Valkenhayn SturmWolf.png
800, 70*17, 472 all 1+9 3 50 - B - 800, 70*20, 393, 393 all 1+9 3 50 - B -
Konig Flug
Konig Flug
j.236236C
BBCS Valkenhayn KonigFlug.png
1000*2, 1080 all 4+2 till L,1 38 - H - 1000*2, 126*4, 1080 all 4+2 till L,1 30~T - H -


Exceed Accel

Sieg Nagel
ABCD during Overdrive
600*3, 0, 1150 All Fast: 10
Slow: 20
3 34 - - 600,1200*2, 0, 2700 All Fast: 10
Slow: 20
3 34 - -

Astral Heat

Blut Vollmond
214214C
BBCS Valkenhayn BlutVollmond.png
DESTROY HL 7+7 1*3 17+46F landing - B -


External References