BBCF/Valkenhayn R. Hellsing: Difference between revisions

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[[File:BBCF_Valkenhayn_Portrait.png|350px|center]]
[[File:BBCF_Valkenhayn_Portrait.png|350x500px|center]]
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<br/>
<br/>
===Pros===
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*Wolf form provides flexible movement, fantastic pressure & mixup.
*Wolf form provides flexible movement, fantastic pressure & mixup.
*Great normals.
*Great normals.
*Wolf form provides a strong neutral game which can induce opponents to make bad decisions.  
*Wolf form provides a strong neutral game which can induce opponents to make bad decisions.  
*Very good corner carry
*Very good corner carry
<br/>
| style="width: 50%;"|
===Cons===
*Below average health
*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.
*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.
*Poor defensive options.
*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 63: Line 68:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |guard=all |attribute=B
|cancel=CSOJR
  |startup=6 |active=3 |recovery=9 |frameAdv=0
|p1=100
|p2=75
|starter=F
|guard=all
|level=1
|attribute=
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600
  |damage=600 |guard=Mid
|cancel=OJR
  |startup=10 |active=3 |recovery=15 |frameAdv=-1 |attribute=B  
|p1=100
|p2=89
|starter=N
|guard=HL
|level=3
|attribute=
  |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 113: Line 94:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=900 |cancel=O(J)R |guard=Mid |attribute=B
|cancel=O(J)R
  |startup=14 |active=6 |recovery=22 |frameAdv=-9
|p1=100
|p2=92
|starter=N
|guard=HL
|level=4
|attribute=
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |guard=all |attribute=F
|cancel=CSOJR
  |startup=7 |active=2 |recovery=10 |frameAdv=0
|p1=100
|p2=77
|starter=F
|guard=all
|level=1
|attribute=
  |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.  
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
Line 163: Line 121:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=550
  |damage=550 |guard=Low |attribute=F
|cancel=OR
  |startup=9 |active=4 |recovery=13 |frameAdv=-3  
|p1=90
|p2=85
|starter=N
|guard=L
|level=2
|attribute=
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=820
  |damage=820 |guard=Mid |attribute=B
|cancel=OJR
  |startup=12 |active=3 |recovery=26 |frameAdv=-10  
|p1=100
|p2=92
|starter=N
|guard=HL
|level=4
|attribute=
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800
  |damage=800 |guard=Mid |attribute=B
|cancel=R
  |startup=10 |active=3 |recovery=27 |frameAdv=-13
|p1=90
|p2=79
|starter=F
|guard=HL
|level=3
|attribute=
  |startup=10
|active=3
|recovery=31
|frameAdv=-17
|attribute=B
|invul=5-12 GP
|hitbox=Valkenhayn/6A
  |description=
  |description=
*5-12 GP
*5-12 GP
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=800
  |damage=800 |starter= |guard= |attribute=B
|cancel=R
  |startup=21 |active=3 |recovery=23 |frameAdv=-7
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
  |startup=21
|active=
|recovery=
|frameAdv=
|attribute=
  |description=
  |description=
*Doesn't hit crouchers until frame 23
*Doesn't hit crouchers until frame 23
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600x2
  |damage=600x2 |guard=Mid |attribute=B
|cancel=OR
  |startup=19 |active=6(4)2 |recovery=13 |frameAdv=+4  
|p1=100
|p2=92
|starter=N
|smp=2
|guard=HL
|level=4
|attribute=
  |startup=19
|active=6(4)2
|recovery=9
|frameAdv=+4
|attribute=B
  |description=
  |description=
*Fatal counters
*Fatal counters
Line 303: Line 200:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=860
  |damage=860 |guard=Low |attribute=F
|cancel=OR
  |startup=12 |active=3 |recovery=18 |frameAdv=-2  
|p1=90
|p2=92
|starter=N
|guard=L
|level=4
|attribute=
  |startup=12
|active=3
|recovery=18
|frameAdv=-2
|attribute=F
|hitbox=Valkwnhayn/3C
  |description=
  |description=
*Downs opponent on hit
*Downs opponent on hit
Line 331: Line 216:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |guard=High/Air |attribute=H
|cancel=OJR
  |startup=7 |active=3 |recovery=9 |frameAdv=-  
|p1=90
|p2=77
|starter=F
|guard=HA
|level=1
|attribute=
  |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.  
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
Line 356: Line 230:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600
  |damage=600 |guard=High/Air |attribute=H
|cancel=SOJR
  |startup=9 |active=3 |recovery=14 |frameAdv=-  
|p1=90
|p2=85
|starter=N
|guard=HA
|level=2
|attribute=
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=900 |guard=High/Air |attribute=H
|cancel=OR
  |startup=11 |active=3 |recovery=24+1L |frameAdv=-  
|p1=90
|p2=89
|starter=N
|guard=HA
|level=3
|attribute=
  |startup=11
|active=3
|recovery=24
|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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |guard=all |attribute=F
|cancel=CSJR
  |startup=6 |active=3 |recovery=12 |frameAdv=-3
|p1=100
|p2=75
|starter=S
|smp=
|guard=all
|level=0
|attribute=B
  |startup=6
|active=3
|recovery=7
|frameAdv=0
|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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600
  |damage=600 |guard=all |attribute=B
|cancel=JR
  |startup=7 |active=6 |recovery=20 |frameAdv=-12
|p1=90
|p2=89
|starter=N
|SMP=
|guard=all
|level=3
  |startup=7
|active=6
|recovery=20
|frameAdv=-9
|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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=900 |guard=Low |attribute=F
|cancel=R
  |startup=10 |active=3 |recovery=21 |frameAdv=-5
|p1=90
|p2=89
|starter=N
|SMP=
|guard=B
|level=3
|attribute=F
  |startup=10
|active=3
|recovery=21
|frameAdv=-7
|hitbox=Valkenhayn/5Cw
  |description=
  |description=
*Downs on hit
*Downs on hit
Line 493: Line 307:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=j.A
  |version=j.A |damage=300 |guard=High/Air |attribute=H  
|damage=300
  |startup=6 |active=4 |recovery=19 |frameAdv=-
|cancel=JR
|p1=90
|p2=85
|starter=VS
|SMP=
|guard=HA
|level=2
|attribute=H
  |startup=6
|active=4
|recovery=10
|frameAdv=-
|hitbox=valkenhayn/j.A_1_w
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=j.AA
  |version=j.AA |damage=300 |cancel= |guard=High/Air |attribute=H  
|damage=300
  |startup=6 |active=2 |recovery=7 |frameAdv=-
|cancel=
|p1=80
|p2=100
|starter=VS
|SMP=
|guard=B
|level=
|attribute=H
  |startup=
|active=
|recovery=
|frameAdv=-
|hitbox=valkenhayn/j.A_2_w
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=j.AAA
  |version=j.AAA |damage=300 |cancel= |guard=High/Air |attribute=H
|damage=300
  |startup=6 |active=3 |recovery=9 |frameAdv=-  
|cancel=
|p1=80
|p2=100
|starter=VS
|SMP=
|guard=B
|level=
|attribute=H
|startup=
|active=
|recovery=
|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 559: Line 334:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=650
  |damage=650 |guard=High/Air |attribute=H  
|cancel=JR
  |startup=9 |active=3 |recovery=12 |frameAdv=
|p1=90
|p2=85
|starter=S
|SMP=
|guard=HA
|level=2
|attribute=H
  |startup=9
|active=3
|recovery=12
|frameAdv=-
|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, to perform overhead mix-ups such as wj.C > wolf brake > wj.B, or as combo filler at the right height.
Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos resulting in a knockdown, to perform overhead mix-ups such as wj.C > wolf brake > wj.B, or as combo filler at the right height.
}}
}}
}}
}}
Line 586: Line 349:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=900 |guard=High/Air |attribute=H  
|cancel=JR
  |startup=15 |active=3 |recovery=16 |frameAdv=  
|p1=90
|p2=89
|starter=N
|SMP=
|guard=B
|level=3
|attribute=H
  |startup=15
|active=3
|recovery=16
|frameAdv=
|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 grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C.
Valkenhayn hits with the back of his legs. Propels Valk upwards slightly. Overhead, and also helps to setup a few mixup options if blocked, such as into a grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Human
  |version=Human |damage=- |startup=- |active=- |recovery= |frameAdv=-  
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=
|frameAdv=-
|hitbox=Valkenhayn/5D
|invul=1-6HT
  |description=
  |description=
*No longer has head and throw invul
*No longer has head and throw invul
Line 632: Line 374:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Wolf
  |version=Wolf |damage=- |startup=- |active=- |recovery=9T |frameAdv=-  
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=9T
|frameAdv=-
|hitbox=Valkenhayn/5D
  |description=
  |description=
*7F~ in human form and able to cancel into human attacks
*7F~ in human form and able to cancel into human attacks
<br/>
<br/>
This will transform Valkenhayn into a werewolf and he can do the same in werewolf to revert to human form. During this time Valkenhayn has a different set of moves from his human counterpart and greatly increased mobility. In wolf form the gauge will drain if he is running backwards or in the air. Wolf meter drains faster when you use air dashes, as well as Geschwind/Rasen Wolf and Konig/Eisen Wolf specials. If the gauge runs out you won't be able to use wolf form for approximately 10 seconds.
This will transform Valkenhayn into a werewolf and he can do the same in werewolf to revert to human form. During this time Valkenhayn has a different set of moves from his human counterpart and greatly increased mobility. In wolf form the gauge will drain when Valkenhayn is in the air, it also drains for running backwards on the ground. Wolf meter drains faster when you use air dashes, as well as Geschwind/Rasen Wolf and Konig/Eisen Wolf specials. If the gauge runs out you won't be able to use wolf form for approximately 10 seconds.
}}
}}
}}
}}
Line 657: Line 391:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=-
  |damage=- |startup=- |active=- |recovery= |frameAdv=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=
|frameAdv=-
|hitbox=Valkenhayn/j.D
  |description=
  |description=
*For more frame data on the different directions see the full frame data page.
*For more frame data on the different directions see the full frame data page.
Line 680: Line 407:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage= |startup= |active= |recovery= |frameAdv=  
|p1=
|p2=
|startup=
|active=
|recovery=
|frameAdv=
|hitbox=
  |description=
  |description=
*For more frame data on the different directions see the full frame data page.
*For more frame data on the different directions see the full frame data page.
Line 705: Line 425:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1500
  |damage=0,1500 |guard=Throw(90) |attribute=T
|cancel=SOR
  |startup=7 |active=3 |recovery=23 |frameAdv=-  
|p1=100
|p2=100,60
|guard=T(90)
|starter=F
  |startup=7
|active=3
|recovery=19
|frameAdv=-
|attribute=T
|hitbox=Valkenhayn/groundThrow
  |description=
  |description=
*100% minimum damage (1500)
*100% minimum damage (1500)
Line 732: Line 442:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1500
  |damage=0,1500 |guard=Throw(90) |attribute=T
|cancel=SOR
  |startup=7 |active=3 |recovery=23 |frameAdv=-  
|p1=100
|p2=100,60
|guard=T(90)
|starter=F
  |startup=7
|active=3
|recovery=19
|frameAdv=-
|attribute=T
|hitbox=Valkenhayn/groundThrow
  |description=
  |description=
*100% minimum damage (1500)
*100% minimum damage (1500)
Line 759: Line 459:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1500
  |damage=0,1500 |guard=Throw(120) |attribute=T
|cancel=SOR
  |startup=7 |active=3 |recovery=23+3L |frameAdv=-  
|p1=100
|p2=100,60
|guard=T(120)
|starter=F
  |startup=7
|active=3
|recovery=15+3L
|frameAdv=-
|attribute=T
|hitbox=Valkenhayn/airThrow
  |description=
  |description=
*100% minimum damage (1500)
*100% minimum damage (1500)
Line 786: Line 476:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=-
  |damage=- |guard=all |attribute=B
|cancel=R
  |startup=13 |active=4 |recovery=30 |frameAdv=-15  
|p1=50
|p2=92
|starter=M
|startup=
|guard=all
|level=4
|attribute=
  |startup=14
|active=6
|recovery=28
|frameAdv=-15
|attribute=B
|invul=1-20 All
|hitbox=Valkenhayn/counterAssault
  |description=
  |description=
*Uses 50 heat.
*Uses 50 heat.
Line 810: Line 486:
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
{{MoveData
Line 818: Line 495:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |version=Uncharged |damage=1000 |guard=Barrier |attribute=B
  |cancel=R
  |startup=20 |active=1 |recovery=25 |frameAdv=0 }}
|p1=80
  {{AttackData-BBCF
  |p2=100 *ignores character combo rate
  |header=no
  |starter=N
  |version=Charged |damage=1000 |guard=Barrier |attribute=B
  |smp=3
  |startup=30-61 |active=1 |recovery=25 |frameAdv=0
|guard=B
|level=3
|attribute=
  |startup=30-60
|active=1
|recovery=32
|frameAdv=+4
|attribute=B
|hitbox=Valkenhayn/
  |description=
  |description=
*Uses 25 heat.  
*Uses 25 heat.  
Line 853: Line 521:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=900 |guard=Mid
|cancel=R
  |startup=14 |active=16 |recovery=23 |frameAdv=0 |attribute=B  
|p1=100
|p2=89
|guard=HL
|starter=N
|smp=2
  |startup=14
|active=15
|recovery=19
|frameAdv=0
|attribute=B
|hitbox=Valkenhayn/236A
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 884: Line 541:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=900 |guard=LA
|cancel=R
  |startup=19 |active=4 |recovery=17 |frameAdv=-4 |attribute=F  
|p1=90
|p2=89
|guard=LA
|starter=N
|smp=2
  |startup=19
|active=4
|recovery=21
|frameAdv=-8
|attribute=F
|hitbox=Valkenhayn/236B
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 914: Line 560:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |damage=1000 |guard=Mid
|cancel=R
  |startup=15 |active=5 |recovery=25 |frameAdv=-13 |attribute=B  
|p1=100
|p2=89
|guard=HL
|starter=N
|smp=2
  |startup=15
|active=5
|recovery=25
|frameAdv=-13
|attribute=B
|hitbox=Valkenhayn/236B_2
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 944: Line 579:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1050
  |damage=1050 |guard=Mid
|cancel=R
  |startup=21 |active=4 |recovery=25 |frameAdv=-10 |attribute=B  
|p1=100
|p2=82
|guard=HL
|starter=N
|smp=2
  |startup=21
|active=4
|recovery=25
|frameAdv=-10
|attribute=B
|hitbox=Valkenhayn/236C
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 974: Line 598:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=900 |guard=all |attribute=H
|cancel=R
  |startup=13 |active=5 |recovery=till L+16 |frameAdv=
|p1=90
|p2=82
|guard=all
|starter=N
|smp=2
  |startup=14
|active=3
|recovery=till L+8
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/j.214B
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,000: Line 613:
|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
  |version=A |damage=1000 |guard=all |attribute=H
|damage=1000
  |startup=20 |active=8 |recovery=19 |frameAdv=-8
  |cancel=R
  |description=
  |p1=75
}}
  |p2=79
{{AttackData-BBCF
  |guard=all
  |header=no
|starter=N
  |version=A (air) |damage=1000 |guard=all |attribute=H
|smp=2
  |startup=22 |active=8 |recovery=till L+12 |frameAdv=  
  |startup=20
|active=8
|recovery=6+12L
|frameAdv=-8
|attribute=H
|hitbox=Valkenhayn/236A_w
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=A (air)
  |version=B |damage=1000 |guard=all |attribute=H
|damage=1000
  |startup=20 |active=8 |recovery=till L+12 |frameAdv=-37
|cancel=R
|p1=75
|p2=82
|guard=all
|starter=N
|smp=2
  |startup=22
|active=8
|recovery=till L+12
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/236A_w
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=B
  |version=B (air) |damage=1000 |guard=all |attribute=H
|damage=1000
  |startup=22 |active=8 |recovery=till L+12 |frameAdv=
  |cancel=R
}}
  |p1=75
{{AttackData-BBCF
  |p2=79
  |header=no
|guard=all
  |version=C |damage=1000 |guard=all |attribute=H
|starter=N
  |startup=20 |active=8 |recovery=till L+12 |frameAdv=  
|smp=2
  |startup=20
|active=8
|recovery=till L+12
|frameAdv=-37
|attribute=H
|hitbox=Valkenhayn/236B_w
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=B (air)
  |version=C (air) |damage=1000 |guard=all |attribute=H
|damage=1000
  |startup=22 |active=8 |recovery=till L+12 |frameAdv=  
|cancel=R
|p1=75
|p2=79
|guard=all
|starter=N
|smp=2
  |startup=22
|active=8
|recovery=till L+12
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/236B_w
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,092: Line 668:
  }}
  }}
}}
}}
====== <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=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |damage=1000 |guard=all |attribute=H
|cancel=R
  |startup=22 |active=till L |recovery=18 |frameAdv=  
|p1=75
|p2=89
|guard=all
|starter=N
|smp=2
  |startup=22
|active=till L
|recovery=18
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/j.214A_w
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,124: Line 690:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">Himmel Wolf </font> ======
====== <font style="visibility:hidden" size="0">Himmel Wolf </font> ======
{{MoveData
{{MoveData
Line 1,132: Line 699:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground |damage=0,1400 |guard=Throw(100) |attribute=T
|damage=0,1400
  |startup=7 |active=3 |recovery=22 |frameAdv=
|cancel=R
|p1=100
|p2=100,50
|guard=c.T(100)
|starter=S
|smp=2
  |startup=14
|active=4
|recovery=26
|frameAdv=
|attribute=T
|hitbox=Valkenhayn/236D_w
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air |damage=0,1400 |guard=Throw(100) |attribute=T
|damage=0,1400
  |startup=7 |active=3 |recovery=22+11L |frameAdv=  
|cancel=R
|p1=100
|p2=100,50
|guard=c.T(100)
|starter=S
|smp=2
  |startup=7
|active=3
|recovery=11+12L
|frameAdv=
|attribute=T
|hitbox=Valkenhayn/236D_w
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,169: Line 712:
*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/>
Line 1,186: Line 729:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=800, 70*17, 472 |guard=all |attribute=B
|damage=800, 70*17, 472
  |startup=1+9 |active=3 |recovery=50 |frameAdv=-32  
|cancel=R
|p1=85
|p2=92, 89*17, 94
|starter=N
|guard=all
  |startup=1+9
|active=3
|recovery=50
|frameAdv=-32
|hitbox=valkenhayn/632146D
|attribute=B
|invul=1-12 All
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive |damage=800, 70*20, 393, 393 |guard=all |attribute=B
|damage=800, 70*20, 393, 393
  |startup=1+9 |active=3 |recovery=50 |frameAdv=-11  
|cancel=R
|p1=85
|p2=92, 89*20, 94*2
|starter=N
|guard=all
  |startup=1+9
|active=3
|recovery=50
|frameAdv=-11
|attribute=B
|invul=1-12 All
|hitbox=valkenhayn/632146D
  |description=
  |description=
*1000 minimum damage (1280 in Overdrive)
*1000 minimum damage (1280 in Overdrive)
Line 1,231: Line 750:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=1000*2, 1080  |guard=all |attribute=H
|damage=1000*2, 1080  
  |startup=4+2 |active=till L,1 |recovery=38 |frameAdv=-22  
  |cancel=R
|p1=100
|p2=85(1)
|starter=N
|smp=2A
|guard=all
  |startup=4+2
|active=till L,1
|recovery=38
|frameAdv=-22
|attribute=H
|hitbox=valkenhayn/j.236236C
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive |damage=1000*2, 126*4, 1080  |guard=all |attribute=H
|damage=1000*2, 126*4, 1080  
  |startup=4+2 |active=till L,1 |recovery=30~T |frameAdv=-22  
  |cancel=R
|p1=100
|p2=85(1)
|starter=N
|smp=2A
|guard=all
  |startup=4+2
|active=till L,1
|recovery=30~T
|frameAdv=-22
|attribute=H
|hitbox=valkenhayn/j.236236C
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,287: Line 782:
{{AttackData-BBCF
{{AttackData-BBCF
|version=Normal
|version=Normal
|damage= 2010
|damage= 600*3, 0, 1150 |guard=All |attribute=B
|cancel=
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|invul=
|hitbox=Terumi/ABCD
|description=
}}
}}
{{AttackData-BBCF
{{AttackData-BBCF
|header=no
|header=no
|version=Active Flow
|version=Active Flow
|damage=4026
|damage=600,1200*2, 0, 2700 |guard=All |attribute=B
|cancel=
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|hitbox=
|description=
|description=
*Does not cost Heat, but immediately ends Overdrive if used.
*Does not cost Heat, but immediately ends Overdrive if used.
Line 1,334: Line 805:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=DESTROY
  |damage=DESTROY |cancel= |starter= |guard=Mid |attribute=B
|cancel=
  |startup=7+7 |active=1*3 |recovery=15+55F landing |frameAdv=-52
|p1=
|p2=
|starter=
|guard=HL
  |startup=7+7
|active=1*3
|recovery=17+46F landing
|frameAdv=-55
|attribute=B
|hitbox=valkenhayn/214214C
  |description=
  |description=
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*7F~ after superflash in the air
*7F~ after superflash in the air
*1-13 All Invul
*1-19 All Invul
*Hits 3 times on block. If any of these hits connect, the attack will land.
*Hits 3 times on block. If any of these hits connect, the attack will land.
<br/>
<br/>

Revision as of 20:05, 8 December 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.


Strengths/Weaknesses

Strengths Weaknesses
  • 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
  • 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 Mid 10 3 15 - B -
5C
5C
BBCS Valkenhayn 5C.png
900 Mid 14 6 22 - B -
2A
2A
BBCS Valkenhayn 2A.png
300 all 7 2 10 - F -
2B
2B
BBCS Valkenhayn 2B.png
550 Low 9 4 13 - F -
2C
2C
BBCS Valkenhayn 2C.png
820 Mid 12 3 26 - B -
6A
6A
BBCS Valkenhayn 6A.png
800 Mid 10 3 27 - B -
6C
6B The Gentlemen's Elbow
800 21 3 23 - B -
6C
6C
BBCS Valkenhayn 6B.png
Usher, Usher...
600x2 Mid 19 6(4)2 13 - B -
3C
3C
BBCS Valkenhayn 3C.png
860 Low 12 3 18 - F -
j.A
j.A
BBCS Valkenhayn jA.png
300 High/Air 7 3 9 - H -
j.B
j.B
BBCS Valkenhayn jB.png
600 High/Air 9 3 14 - H -
j.C
j.C
BBCS Valkenhayn jC.png
900 High/Air 11 3 24+1L - H -


Werewolf Normals

5A
5A
BBCS Valkenhayn 5Aw.png
300 all 6 3 12 - F -
5B
5B
BBCS Valkenhayn 5Bw.png
600 all 7 6 20 - B -
5C
5C
BBCP Valkenhayn 5Cw.png
900 Low 10 3 21 - F -
j.A
j.A
BBCS Valkenhayn jAw.png
300 High/Air 6 4 19 - H - 300 High/Air 6 2 7 - H - 300 High/Air 6 3 9 - H -
j.B
j.B
BBCS Valkenhayn jBw.png
650 High/Air 9 3 12 - H -
j.C
j.C
BBCP Valkenhayn JCw.png
900 High/Air 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 Throw(90) 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCS Valkenhayn BThrow.png
Still rude...
0,1500 Throw(90) 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCS Valkenhayn AThrow.png
The rudest!!
0,1500 Throw(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 Barrier 20 1 25 - B - 1000 Barrier 30-61 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 Mid 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 Mid 15 5 25 - B -
Nacht Rosen (Night Rose)
Nacht Rosen (Night Rose)
236C
BBCS Valkenhayn NachtRosen.png
1050 Mid 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 Throw(100) 7 3 22 - T - 0,1400 Throw(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 - B - 600,1200*2, 0, 2700 All Fast: 10
Slow: 20
3 34 - B -

Astral Heat

Blut Vollmond
214214C
BBCS Valkenhayn BlutVollmond.png
DESTROY Mid 7+7 1*3 15+55F landing - B -


External References