BBCF/Valkenhayn R. Hellsing: Difference between revisions

From Dustloop Wiki
(17 intermediate revisions by the same user not shown)
Line 53: Line 53:
*Wolf form can be difficult to use, leading to a higher level of execution compared to most characters.
*Wolf form can be difficult to use, leading to a higher level of execution compared to most characters.
<br clear=all/>
<br clear=all/>
{{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}}


==Normal Moves==
==Normal Moves==
Line 103: Line 102:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=CSOJR |starter=F |guard=all
  |damage=300 |cancel=CSOJR |starter=F |guard=all
  |level=1 |startup=7 |active=2 |recovery=9 |frameAdv=+1 |attribute=F |hitbox=Valkenhayn/2A
  |level=1 |startup=7 |active=2 |recovery=10 |frameAdv=0 |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.  
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
Line 160: Line 160:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800 |cancel=R |starter= |guard=
  |damage=800 |cancel=R |starter= |guard=
  |level= |startup=21 |active= |recovery= |frameAdv= |description=
  |level= |startup=21 |active=3 |recovery=23 |frameAdv=-7 |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 |startup=19 |active=6(4)2 |recovery=9 |frameAdv=+4 |attribute=B |description=
  |level=4 |startup=19 |active=6(4)2 |recovery=13 |frameAdv=+4 |attribute=B |description=
*Fatal counters
*Fatal counters
*34F~ can cancel into Geschwind Wolf
*34F~ can cancel into Geschwind Wolf
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 |startup=7 |active=3 |recovery=8 |frameAdv=- |attribute=H |hitbox=Valkenhayn/j.A
  |level=1 |startup=7 |active=3 |recovery=9 |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.  
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
Line 235: Line 236:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900 |cancel=OR |starter=N |guard=HA
  |damage=900 |cancel=OR |starter=N |guard=HA
  |level=3 |startup=11 |active=3 |recovery=24 |frameAdv=- |attribute=H |hitbox=Valkehayn/j.C
  |level=3 |startup=11 |active=3 |recovery=24+1L |frameAdv=- |attribute=H |hitbox=Valkehayn/j.C
  |description=
  |description=
*23F hitstun
*23F hitstun
*Grounds opponent on air hit
*Grounds opponent on air hit
*3F landing recovery
*1F 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, 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.
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 255: Line 256:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300 |cancel=CSJR |starter=S |guard=all
  |damage=300 |cancel=CSJR |starter=S |guard=all
  |level=0 |attribute=B |startup=6 |active=3 |recovery=7 |frameAdv=0 |hitbox=valkenhayn/5A_w
  |level=0 |attribute=B |startup=6 |active=3 |recovery=12 |frameAdv=-3 |hitbox=valkenhayn/5A_w
  |description=
  |description=
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.
Line 269: Line 270:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600 |cancel=JR |starter=N |guard=all
  |damage=600 |cancel=JR |starter=N |guard=all
  |level=3 |startup=7 |active=6 |recovery=20 |frameAdv=-9 |attribute=B |hitbox=valkenhayn/5Bw
  |level=2 |startup=7 |active=6 |recovery=20 |frameAdv=-12 |attribute=B |hitbox=valkenhayn/5Bw
  |description=
  |description=
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.
Line 283: Line 284:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900 |cancel=R |starter=N |guard=B
  |damage=900 |cancel=R |starter=N |guard=B
  |level=3 |attribute=F |startup=10 |active=3 |recovery=21 |frameAdv=-7 |hitbox=Valkenhayn/5Cw
  |level=4 |attribute=F |startup=10 |active=3 |recovery=21 |frameAdv=-5 |hitbox=Valkenhayn/5Cw
  |description=
  |description=
*Downs on hit
*Downs on hit
Line 299: Line 300:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=j.A |damage=300 |cancel=JR |starter=VS |guard=HA
  |version=j.A |damage=300 |cancel=JR |starter=VS |guard=HA
  |level=2 |attribute=H |startup=6 |active=4 |recovery=10 |frameAdv=- |hitbox=valkenhayn/j.A_1_w
  |level=2 |attribute=H |startup=6 |active=4 |recovery=19 |frameAdv=- |hitbox=valkenhayn/j.A_1_w
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=j.AA |damage=300 |cancel= |starter=VS |guard=B
  |version=j.AA |damage=300 |cancel= |starter=VS |guard=HA
  |level= |attribute=H |startup= |active= |recovery= |frameAdv=- |hitbox=valkenhayn/j.A_2_w
  |level= |attribute=H |startup=6 |active=2 |recovery=7 |frameAdv=- |hitbox=valkenhayn/j.A_2_w
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=j.AAA |damage=300 |cancel= |starter=VS |guard=B
  |version=j.AAA |damage=300 |cancel= |starter=VS |guard=HA
  |level= |attribute=H |startup= |active= |recovery= |frameAdv=- |hitbox=valkenhayn/j.A_3_w
  |level= |attribute=H |startup=6 |active=3 |recovery=9 |frameAdv=- |hitbox=valkenhayn/j.A_3_w
  |description=
  |description=
*Can cancel into [w] j.A (2) until 16F
*Can cancel into [w] j.A (2) until 16F
Line 417: Line 418:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1500 |cancel=SOR |guard=T(90)
  |damage=0,1500 |cancel=SOR |guard=T(90)
  |starter=F |startup=7 |active=3 |recovery=19 |frameAdv=- |attribute=T |hitbox=Valkenhayn/groundThrow
  |starter=F |startup=7 |active=3 |recovery=23 |frameAdv=- |attribute=T |hitbox=Valkenhayn/groundThrow
  |description=
  |description=
*100% minimum damage (1500)
*100% minimum damage (1500)
Line 434: Line 435:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1500 |cancel=SOR |guard=T(90)
  |damage=0,1500 |cancel=SOR |guard=T(90)
  |starter=F |startup=7 |active=3 |recovery=19 |frameAdv=- |attribute=T |hitbox=Valkenhayn/groundThrow
  |starter=F |startup=7 |active=3 |recovery=23 |frameAdv=- |attribute=T |hitbox=Valkenhayn/groundThrow
  |description=
  |description=
*100% minimum damage (1500)
*100% minimum damage (1500)
Line 451: Line 452:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1500 |cancel=SOR |guard=T(120)
  |damage=0,1500 |cancel=SOR |guard=T(120)
  |starter=F |startup=7 |active=3 |recovery=15+3L |frameAdv=- |attribute=T |hitbox=Valkenhayn/airThrow
  |starter=F |startup=7 |active=3 |recovery=23+3L |frameAdv=- |attribute=T |hitbox=Valkenhayn/airThrow
  |description=
  |description=
*100% minimum damage (1500)
*100% minimum damage (1500)
Line 468: Line 469:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=- |cancel=R |starter=M |guard=all
  |damage=- |cancel=R |starter=M |guard=all
  |level=4 |startup=14 |active=6 |recovery=28 |frameAdv=-15 |attribute=B |invul=1-20 All |hitbox=Valkenhayn/counterAssault
  |level=4 |startup=13 |active=4 |recovery=30 |frameAdv=-15 |attribute=B |invul=1-20 All |hitbox=Valkenhayn/counterAssault
  |description=
  |description=
*Uses 50 heat.
*Uses 50 heat.
Line 477: Line 478:
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
{{MoveData
Line 486: Line 488:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000 |cancel=R |starter=N |guard=B
  |damage=1000 |cancel=R |starter=N |guard=B
  |level=3 |startup=30-60 |active=1 |recovery=32 |frameAdv=+4 |attribute=B |hitbox=Valkenhayn/
  |level=3 |startup=20-61 |active=1 |recovery=25 |frameAdv=0 |attribute=B |hitbox=Valkenhayn/
  |description=
  |description=
*Uses 25 heat.  
*Uses 25 heat.  
Line 508: Line 510:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900 |cancel=R |guard=HL
  |damage=900 |cancel=R |guard=HL
  |starter=N |startup=14 |active=15 |recovery=19 |frameAdv=0 |attribute=B |hitbox=Valkenhayn/236A
  |starter=N |startup=14 |active=16 |recovery=23 |frameAdv=0 |attribute=B |hitbox=Valkenhayn/236A
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 528: Line 530:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900 |cancel=R |guard=LA
  |damage=900 |cancel=R |guard=LA
  |starter=N |startup=19 |active=4 |recovery=21 |frameAdv=-8 |attribute=F |hitbox=Valkenhayn/236B
  |starter=N |startup=19 |active=4 |recovery=17 |frameAdv=-4 |attribute=F |hitbox=Valkenhayn/236B
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 585: Line 587:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900 |cancel=R |guard=all
  |damage=900 |cancel=R |guard=all
  |starter=N |startup=14 |active=3 |recovery=till L+8 |frameAdv= |attribute=H |hitbox=Valkenhayn/j.214B
  |starter=N |startup=13 |active=5 |recovery=till L+16 |frameAdv= |attribute=H |hitbox=Valkenhayn/j.214B
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 599: Line 601:
|name=Konig Wolf  
|name=Konig Wolf  
|input=236A/B/C during Werewolf
|input=236A/B/C during Werewolf
|image=BBCS_Valkenhayn_KonigWolf.png
|image=BBCF_Valkenhayn_KonigWolf.png
|caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=A |damage=1000 |cancel=R |guard=all
  |version=A |damage=1000 |cancel=R |guard=all
  |starter=N |startup=20 |active=8 |recovery=6+12L |frameAdv=-8 |attribute=H |hitbox=Valkenhayn/236A_w
  |starter=N |startup=20 |active=8 |recovery=19 |frameAdv=-8 |attribute=H |hitbox=Valkenhayn/236A_w
  |description=
  |description=
  }}
  }}
Line 622: Line 624:
  |header=no
  |header=no
  |version=B (air) |damage=1000 |cancel=R |guard=all
  |version=B (air) |damage=1000 |cancel=R |guard=all
|starter=N |startup=22 |active=8 |recovery=till L+12 |frameAdv= |attribute=H |hitbox=Valkenhayn/236B_w
}}
{{AttackData-BBCF
|header=no
|version=C |damage=1000 |cancel=R |guard=all
|starter=N |startup=20 |active=8 |recovery=till L+12 |frameAdv= |attribute=H |hitbox=Valkenhayn/236B_w
|description=
}}
{{AttackData-BBCF
|header=no
|version=C (air) |damage=1000 |cancel=R |guard=all
  |starter=N |startup=22 |active=8 |recovery=till L+12 |frameAdv= |attribute=H |hitbox=Valkenhayn/236B_w
  |starter=N |startup=22 |active=8 |recovery=till L+12 |frameAdv= |attribute=H |hitbox=Valkenhayn/236B_w
  |description=
  |description=
Line 643: Line 656:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">Eisen Wolf </font> ======
====== <font style="visibility:hidden" size="0">Eisen Wolf </font> ======
{{MoveData
{{MoveData
|name=Eisen Wolf  
|name=Eisen Wolf  
|input=j.214A/B/C during Werewolf
|input=j.214A/B/C during Werewolf
|image=BBCS_Valkenhayn_EisenWolf.png
|image=BBCF_Valkenhayn_EisenWolf.png
|caption=
|caption=
|data=
|data=
Line 664: Line 678:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">Himmel Wolf </font> ======
====== <font style="visibility:hidden" size="0">Himmel Wolf </font> ======
{{MoveData
{{MoveData
Line 673: Line 688:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground |damage=0,1400 |cancel=R |guard=c.T(100)
  |version=Ground |damage=0,1400 |cancel=R |guard=c.T(100)
  |starter=S |startup=14 |active=4 |recovery=26 |frameAdv= |attribute=T |hitbox=Valkenhayn/236D_w
  |starter=S |startup=7 |active=3 |recovery=22 |frameAdv= |attribute=T |hitbox=Valkenhayn/236D_w
  |description=
  |description=
  }}
  }}
Line 679: Line 694:
  |header=no
  |header=no
  |version=Air |damage=0,1400 |cancel=R |guard=c.T(100)
  |version=Air |damage=0,1400 |cancel=R |guard=c.T(100)
  |starter=S |startup=7 |active=3 |recovery=11+12L |frameAdv= |attribute=T |hitbox=Valkenhayn/236D_w
  |starter=S |startup=7 |active=3 |recovery=22+11L |frameAdv= |attribute=T |hitbox=Valkenhayn/236D_w
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 685: Line 700:
*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 (1400)
*100% minimum damage (1400)
*Air version has 5F 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/>

Revision as of 23:36, 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.


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 10 - 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 3 23 - - -
6C
6C
BBCS Valkenhayn 6B.png
Usher, Usher...
600x2 HL 19 6(4)2 13 - 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 9 - 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+1L - H -


Werewolf Normals

5A
5A
BBCS Valkenhayn 5Aw.png
300 all 6 3 12 - 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 19 - H - 300 HA 6 2 7 - H - 300 HA 6 3 9 - 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 23 - T -
Back Throw
Back Throw
4B+C
BBCS Valkenhayn BThrow.png
Still rude...
0,1500 T(90) 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCS Valkenhayn AThrow.png
The rudest!!
0,1500 T(120) 7 3 23+3L - T -
Counter Assault
Counter Assault
6A+B
BBCS Valkenhayn 5C.png
- all 13 4 30 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Valkenhayn CT.png
1000 B 20-61 1 25 - 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 16 23 - B -
Schwarz Jagd (Dark Hunting)
Schwarz Jagd (Dark Hunting)
236B
BBCS Valkenhayn SchwarzJagd.png
900 LA 19 4 17 - 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 13 5 till L+16 - H -
Konig Wolf
Konig Wolf
236A/B/C during Werewolf
1000 all 20 8 19 - 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 - 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
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) 7 3 22 - T - 0,1400 c.T(100) 7 3 22+11L - 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