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[[File:BBCF_Valkenhayn_Portrait.png| | [[File:BBCF_Valkenhayn_Portrait.png|350x500px|center]] | ||
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<br/> | <br/> | ||
===Drive: Werewolf=== | ===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 | 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. If the gauge reaches 0, you will be unable to transform 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=== | ===Overdrive: Endless Wolf=== | ||
Cannot be activated in wolf form. During | Cannot be activated in wolf form. During Endless Wolf, Valkenhayn gains access to an unlimited supply of wolf meter for the duration, and it will rapidly restore if fully depleted. In addition to this, w[j.214A/B/C] have drastically increased hitstun, and j.C becomes drive/wolf cancellable. Furthermore, rasen wolf and wolf cannons will have faster startup.<br/> | ||
<br/> | <br/> | ||
=== | ===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 | ||
| style="width: 50%;"| | |||
*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/> | ||
==Normal Moves== | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_5A.png | |image=BBCS_Valkenhayn_5A.png |caption= | ||
|caption= | |||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |guard=all |attribute=B | ||
|startup=6 |active=3 |recovery=9 |frameAdv=0 | |||
|startup=6 | |||
|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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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_5B.png | |image=BBCS_Valkenhayn_5B.png |caption= | ||
|caption= | |||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=600 |guard=Mid | ||
|startup=10 |active=3 |recovery=15 |frameAdv=-1 |attribute=B | |||
|startup=10 | |||
|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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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_5C.png | |image=BBCS_Valkenhayn_5C.png |caption= | ||
|caption= | |||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 |cancel=O(J)R |guard=Mid |attribute=B | ||
|startup=14 |active=6 |recovery=22 |frameAdv=-9 | |||
|startup=14 | |||
|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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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_2A.png | |image=BBCS_Valkenhayn_2A.png |caption= | ||
|caption= | |||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |guard=all |attribute=F | ||
|startup=7 |active=2 |recovery=10 |frameAdv=0 | |||
|startup=7 | |||
|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 | ||
|image=BBCS_Valkenhayn_2B.png | |image=BBCS_Valkenhayn_2B.png |caption= | ||
|caption= | |||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=550 |guard=Low |attribute=F | ||
|startup=9 |active=4 |recovery=13 |frameAdv=-3 | |||
|startup=9 | |||
|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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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_2C.png | |image=BBCS_Valkenhayn_2C.png |caption= | ||
|caption= | |||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=820 |guard=Mid |attribute=B | ||
|startup=12 |active=3 |recovery=26 |frameAdv=-10 | |||
|startup=12 | |||
|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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====== <font style="visibility:hidden" size="0">6A</font> ====== | ====== <font style="visibility:hidden" size="0">6A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_6A.png | |image=BBCS_Valkenhayn_6A.png |caption= | ||
|caption= | |||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=800 |guard=Mid |attribute=B | ||
|startup=10 |active=3 |recovery=27 |frameAdv=-13 | |||
|startup=10 | |||
|description= | |description= | ||
*5-12 GP | *5-12 GP | ||
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*Floats opponent on hit | *Floats opponent on hit | ||
<br/> | <br/> | ||
A fast upwards kick. Guard point is from 5f so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. Sometimes the better option is to just block on wakeup. It's even difficult to use during an opponent's pressure but it can be good to use when calling out obvious attempts. It can be used as a situational AA but the range makes it very unreliable, and as you cannot cancel this normal, you'll be vulnerable on whiff or block. You cannot followup from this attack on a normal hit but if you manage to land a CH you can followup into | A fast upwards kick. Guard point is from 5f so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. Sometimes the better option is to just block on wakeup. It's even difficult to use during an opponent's pressure but it can be good to use when calling out obvious attempts. It can be used as a situational AA but the range makes it very unreliable, and as you cannot cancel this normal, you'll be vulnerable on whiff or block. You cannot followup from this attack on a normal hit but if you manage to land a CH you can followup into 5C or 3C. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6C</font> ====== | ====== <font style="visibility:hidden" size="0">6C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Valkenhayn_6B.png | |image=BBCF_Valkenhayn_6B.png |caption=The Gentlemen's Elbow | ||
|caption=The Gentlemen's Elbow | |||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=800 |starter= |guard= |attribute=B | ||
|startup=21 |active=3 |recovery=23 |frameAdv=-7 | |||
|startup= | |||
|description= | |description= | ||
* | *Doesn't hit crouchers until frame 23 | ||
* | *Cancels into 5D | ||
*Forces crouching on hit | |||
Valkenhayn's new human overhead. Punishable on block unless cancelled into 5D. Can be used to open the opponent up on occasion, but mainly used as combo filler. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6C</font> ====== | ====== <font style="visibility:hidden" size="0">6C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_6B.png | |image=BBCS_Valkenhayn_6B.png |caption=Usher, Usher... | ||
|caption= | |||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=600x2 | |damage=600x2 |guard=Mid |attribute=B | ||
|startup=19 |active=6(4)2 |recovery=13 |frameAdv=+4 | |||
|startup=19 | |||
|description= | |description= | ||
*Fatal counters | *Fatal counters | ||
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<br/> | <br/> | ||
Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is safe on block, has good range, wolf cancellable and fatal counters. Something to consider if that 6C is usually better when done before 236A, resulting in slightly more damage. For example, on airborne opponents in the corner, 2C > 6C > 2C > 236A is better than doing 2C > 236A > 2C > 6C. 6C provides a massive advantage on block, especially if you were to hit with the last few active frames of the 2nd hit. It can be used in a blockstring to discourage your opponent from mashing. 6C provides the opportunity for wolf cancel mixup but this is generally unsafe to do. 6C also shrinks Valkenhayn's horizontal hitbox so it can be useful against certain characters in neutral, such as Makoto and Azrael. | Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is safe on block, has good range, wolf cancellable and fatal counters. Something to consider if that 6C is usually better when done before 236A, resulting in slightly more damage. For example, on airborne opponents in the corner, 2C > 6C > 2C > 236A is better than doing 2C > 236A > 2C > 6C. 6C provides a massive advantage on block, especially if you were to hit with the last few active frames of the 2nd hit. It can be used in a blockstring to discourage your opponent from mashing. 6C provides the opportunity for wolf cancel mixup but this is generally unsafe to do. 6C also shrinks Valkenhayn's horizontal hitbox so it can be useful against certain characters in neutral, such as Makoto and Azrael. | ||
As of CF, now cancels into 6B and 3C. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">3C</font> ====== | ====== <font style="visibility:hidden" size="0">3C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_3C.png | |image=BBCS_Valkenhayn_3C.png |caption= | ||
|caption= | |||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=860 |guard=Low |attribute=F | ||
|startup=12 |active=3 |recovery=18 |frameAdv=-2 | |||
|startup=12 | |||
|description= | |description= | ||
*Downs opponent on hit | *Downs opponent on hit | ||
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====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_jA.png | |image=BBCS_Valkenhayn_jA.png |caption= | ||
|caption= | |||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |guard=High/Air |attribute=H | ||
|startup=7 |active=3 |recovery=9 |frameAdv=- | |||
|startup=7 | |||
|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 | ||
|image=BBCS_Valkenhayn_jB.png | |image=BBCS_Valkenhayn_jB.png |caption= | ||
|caption= | |||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=600 |guard=High/Air |attribute=H | ||
|startup=9 |active=3 |recovery=14 |frameAdv=- | |||
|startup=9 | |||
|description= | |description= | ||
Spin kick in air with great reach and can reverse gatling into j.A. It is very rarely used air to air as it it is slower than j.A making it the inferior option. This is also the normal you will be relying on a lot on during your air combos, often using the j.B > dj.B > j.C. | Spin kick in air with great reach and can reverse gatling into j.A. It is very rarely used air to air as it it is slower than j.A making it the inferior option. This is also the normal you will be relying on a lot on during your air combos, often using the j.B > dj.B > j.C. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_jC.png | |image=BBCS_Valkenhayn_jC.png |caption= | ||
|caption= | |||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 |guard=High/Air |attribute=H | ||
|startup=11 |active=3 |recovery=24+1L |frameAdv=- | |||
|startup=11 | |||
|description= | |description= | ||
*23F hitstun | *23F hitstun | ||
*Grounds opponent on air hit | *Grounds opponent on air hit | ||
* | *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, | 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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{{MoveData | {{MoveData | ||
|name=5A | |name=5A | ||
|image=BBCS_Valkenhayn_5Aw.png | |image=BBCS_Valkenhayn_5Aw.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |guard=all |attribute=F | ||
|startup=6 |active=3 |recovery=12 |frameAdv=-3 | |||
|startup=6 | |||
|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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{{MoveData | {{MoveData | ||
|name=5B | |name=5B | ||
|image=BBCS_Valkenhayn_5Bw.png | |image=BBCS_Valkenhayn_5Bw.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=600 |guard=all |attribute=B | ||
|startup=7 |active=6 |recovery=20 |frameAdv=-12 | |||
|startup=7 | |||
|description= | |description= | ||
A slash upwards with his fangs | A slash upwards with his fangs. This is air unblockable and has head invincibility. This is your most reliable anti air which has good vertical range and can even hit behind him. 5D > w5B is good against jump ins because you can give yourself extra head invincibility, but if done too late the opponent may be able to land a CH! If it does hit an airborne opponent you will normally followup with wj.A, otherwise it's w5C. It's also often used as a blockstring filler since you can still use high/low mixup if you can use wolf brake j.A. w5B > wolf brake j.A is tight even on IB (if you use 1DCA) so it works really well against characters with DPs. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Valkenhayn_5Cw.png | |image=BBCP_Valkenhayn_5Cw.png |caption= | ||
|caption= | |||
|name=5C | |name=5C | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 |guard=Low |attribute=F | ||
|startup=10 |active=3 |recovery=21 |frameAdv=-5 | |||
|startup=10 | |||
|description= | |description= | ||
*Downs on hit | *Downs on hit | ||
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{{MoveData | {{MoveData | ||
|name=j.A | |name=j.A | ||
|image=BBCS_Valkenhayn_jAw.png | |image=BBCS_Valkenhayn_jAw.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=j.A | |version=j.A |damage=300 |guard=High/Air |attribute=H | ||
|startup=6 |active=4 |recovery=19 |frameAdv=- | |||
|startup=6 | |||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=j.AA | |version=j.AA |damage=300 |cancel= |guard=High/Air |attribute=H | ||
|startup=6 |active=2 |recovery=7 |frameAdv=- | |||
|startup= | |||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=j.AAA | |version=j.AAA |damage=300 |cancel= |guard=High/Air |attribute=H | ||
|startup=6 |active=3 |recovery=9 |frameAdv=- | |||
|description= | |description= | ||
*Can cancel into [w] j.A (2) until 16F | *Can cancel into [w] j.A (2) until 16F | ||
*Can cancel into [w] j.A (3) until 11F | *Can cancel into [w] j.A (3) until 11F | ||
<br/> | <br/> | ||
A bite which can be pressed 3 times for different animations, similar to Hazama's j.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's 5A/j.A so it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range ad it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after a j.B > j.B > j.C knockdown because the range is really deceptive when using wolf brake j.A. Combine this with w5C, and you already have a high low mixup. From a blocked wj.A you can go into wj.C for another overhead. This is normal you should be using if you're air to air with your opponent. wj.A will help to level up your pressure and mixup if you use | A bite which can be pressed 3 times for different animations, similar to Hazama's j.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's 5A/j.A so it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range ad it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after a j.B > j.B > j.C knockdown because the range is really deceptive when using wolf brake j.A. Combine this with w5C, and you already have a high low mixup. From a blocked wj.A you can go into wj.C for another overhead. This is the normal you should be using if you're air to air with your opponent. wj.A will help to level up your pressure and mixup if you use utilize it with wolf brake (1DCA OR 6D > 4CA). There is no reason not to use it as not only is it faster than 6D > wj.A but it also consumes slightly less wolf meter. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.B | |name=j.B | ||
|image=BBCS_Valkenhayn_jBw.png | |image=BBCS_Valkenhayn_jBw.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=650 |guard=High/Air |attribute=H | ||
|startup=9 |active=3 |recovery=12 |frameAdv= | |||
|startup=9 | |||
|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 | 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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Valkenhayn_JCw.png | |image=BBCP_Valkenhayn_JCw.png |caption= | ||
|caption= | |||
|name=j.C | |name=j.C | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 |guard=High/Air |attribute=H | ||
|startup=15 |active=3 |recovery=16 |frameAdv= | |||
|startup=15 | |||
|description= | |description= | ||
Valkenhayn hits with the back of his legs. Propels Valk upwards slightly. Overhead, and also helps to setup a few mixup options if blocked, such as into a | Valkenhayn hits with the back of his legs. Propels Valk upwards slightly. Overhead, and also helps to setup a few mixup options if blocked, such as into a grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C. | ||
}} | }} | ||
}} | }} | ||
Line 605: | Line 339: | ||
==Drive Moves== | ==Drive Moves== | ||
;Notes | ;Notes | ||
*Valkenhayn will be in a CH state when | *Valkenhayn will be in a CH state when transforming to wolf form. | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_5D.png | |image=BBCS_Valkenhayn_5D.png |caption= | ||
|caption= | |||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Human | |version=Human |damage=- |startup=- |active=- |recovery= |frameAdv=- | ||
|description= | |description= | ||
* | *No longer has head and throw invul | ||
*Transforms to wolf form on 7F | *Transforms to wolf form on 7F | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Wolf | |version=Wolf |damage=- |startup=- |active=- |recovery=9T |frameAdv=- | ||
|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 | 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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Geschwind Wolf </font> ====== | ====== <font style="visibility:hidden" size="0">Geschwind Wolf </font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_jD.png | |image=BBCS_Valkenhayn_jD.png | ||
|image2=valkenhaynwND.png | |image2=valkenhaynwND.png |caption= | ||
|caption= | |||
|name=Geschwind Wolf | |name=Geschwind Wolf | ||
|input=Cancel Human Attack with direction +D | |input=Cancel Human Attack with direction +D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=- | |damage=- |startup=- |active=- |recovery= |frameAdv=- | ||
|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 672: | Line 381: | ||
|input=ND during Werewolf | |input=ND during Werewolf | ||
|image=BBCS_Valkenhayn_jCw.png | |image=BBCS_Valkenhayn_jCw.png | ||
|image2=BBCS_Valkenhayn_ND.png | |image2=BBCS_Valkenhayn_ND.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage= |startup= |active= |recovery= |frameAdv= | ||
|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 695: | Line 396: | ||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_FThrow.png | |image=BBCS_Valkenhayn_FThrow.png |caption=Rude... | ||
|caption=Rude... | |||
|name=Forward Throw | |name=Forward Throw | ||
|input=B+C | |input=B+C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, | |damage=0,1500 |guard=Throw(90) |attribute=T | ||
|startup=7 |active=3 |recovery=23 |frameAdv=- | |||
|startup=7 | |||
|description= | |description= | ||
*100% minimum damage ( | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
Can be followed up with 236C midscreen, but causes a wallbounce in the corner allowing for | Can be followed up with 236C midscreen, but causes a wallbounce in the corner allowing for different followups. Valkenhayn's throw has a deceptively big hitbox for what it is. Even without a followup, Valk throws the opponent to the other side of the screen, allowing good corner carry. You may find yourself not using his throw because the wolf provides you with a ton of more effective options, but it is an option if you are low on/out of wolf meter and want to get some breathing space. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_BThrow.png | |image=BBCS_Valkenhayn_BThrow.png |caption=Still rude... | ||
|caption=Still rude... | |||
|name=Back Throw | |name=Back Throw | ||
|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, | |damage=0,1500 |guard=Throw(90) |attribute=T | ||
|startup=7 |active=3 |recovery=23 |frameAdv=- | |||
|startup=7 | |||
|description= | |description= | ||
*100% minimum damage ( | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
Same as the forward throw. | Same as the forward throw. | ||
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====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_AThrow.png | |image=BBCS_Valkenhayn_AThrow.png |caption=The rudest!! | ||
|caption=The rudest!! | |||
|name=Air Throw | |name=Air Throw | ||
|input=j.B+C | |input=j.B+C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, | |damage=0,1500 |guard=Throw(120) |attribute=T | ||
|startup=7 |active=3 |recovery=23+3L |frameAdv=- | |||
|startup=7 | |||
|description= | |description= | ||
*100% minimum damage (1500) | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
Another rude throw! The air throw provides you with a variety of followup options, including 5C, | Another rude throw! The air throw provides you with a variety of followup options, including 5C, 6C, j.214B > 3D > 5B and so forth. Causes a wallbounce, and if used in the corner, you can use j.214B followup or 2C which may result in the opponent put out of the corner. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_5C.png | |image=BBCS_Valkenhayn_5C.png |caption= | ||
|caption= | |||
|name=Counter Assault | |name=Counter Assault | ||
|input=6A+B | |input=6A+B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=- | |damage=- |guard=all |attribute=B | ||
|startup=13 |active=4 |recovery=30 |frameAdv=-15 | |||
|startup= | |||
|description= | |description= | ||
*Uses 50 heat. | *Uses 50 heat. | ||
Line 806: | Line 459: | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Valkenhayn_CT.png | |image=BBCP_Valkenhayn_CT.png |caption= | ||
|caption= | |||
|name=Crush Trigger | |name=Crush Trigger | ||
|input=5A+B | |input=5A+B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1000 | |version=Uncharged |damage=1000 |guard=Barrier |attribute=B | ||
| | |startup=20 |active=1 |recovery=25 |frameAdv=0 }} | ||
{{AttackData-BBCF | |||
|header=no | |||
| | |version=Charged |damage=1000 |guard=Barrier |attribute=B | ||
| | |startup=30-61 |active=1 |recovery=25 |frameAdv=0 | ||
|startup=30- | |||
|description= | |description= | ||
*Uses 25 heat. | *Uses 25 heat. | ||
Line 834: | Line 478: | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
<br/> | <br/> | ||
A forward kick based on a karate move known as 'Brazillian Kick'. Can be used in combos as an extender and to help with damage if used correctly. However, this is one of the CTs in the game that you will very rarely (or barely) use due to its limited applications. You will only be using this in the corner either after throw combos or | A forward kick based on a karate move known as 'Brazillian Kick'. Can be used in combos as an extender and to help with damage if used correctly. However, this is one of the CTs in the game that you will very rarely (or barely) use due to its limited applications. You will only be using this in the corner either after throw combos or 6C(1) FC combos. Other than that, you should save the meter for something more important. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Nacht Jager (Night Hunter)</font> ====== | ====== <font style="visibility:hidden" size="0">Nacht Jager (Night Hunter)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_NachtJager.png | |image=BBCS_Valkenhayn_NachtJager.png |caption= | ||
|caption= | |||
|name=Nacht Jager (Night Hunter) | |name=Nacht Jager (Night Hunter) | ||
|input=236A | |input=236A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 |guard=Mid | ||
|startup=14 |active=16 |recovery=23 |frameAdv=0 |attribute=B | |||
|startup=14 | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
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====== <font style="visibility:hidden" size="0">Schwarz Jagd (Dark Hunting)</font> ====== | ====== <font style="visibility:hidden" size="0">Schwarz Jagd (Dark Hunting)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_SchwarzJagd.png | |image=BBCS_Valkenhayn_SchwarzJagd.png |caption= | ||
|caption= | |||
|name=Schwarz Jagd (Dark Hunting) | |name=Schwarz Jagd (Dark Hunting) | ||
|input=236B | |input=236B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 |guard=LA | ||
|startup=19 |active=4 |recovery=17 |frameAdv=-4 |attribute=F | |||
|startup=19 | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
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====== <font style="visibility:hidden" size="0">Weis Jagd (Deceptive Hunting)</font> ====== | ====== <font style="visibility:hidden" size="0">Weis Jagd (Deceptive Hunting)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_WeisJagd.png | |image=BBCS_Valkenhayn_WeisJagd.png |caption= | ||
|caption= | |||
|name=Weiss Jagd (White Hunting) | |name=Weiss Jagd (White Hunting) | ||
|input=236B after Schwarz Jagd | |input=236B after Schwarz Jagd | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=1000 |guard=Mid | ||
|startup=15 |active=5 |recovery=25 |frameAdv=-13 |attribute=B | |||
|startup=15 | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
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====== <font style="visibility:hidden" size="0">Nacht Rosen (Night Rose)</font> ====== | ====== <font style="visibility:hidden" size="0">Nacht Rosen (Night Rose)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_NachtRosen.png | |image=BBCS_Valkenhayn_NachtRosen.png |caption= | ||
|caption= | |||
|name=Nacht Rosen (Night Rose) | |name=Nacht Rosen (Night Rose) | ||
|input=236C | |input=236C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=1050 |guard=Mid | ||
|startup=21 |active=4 |recovery=25 |frameAdv=-10 |attribute=B | |||
|startup=21 | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
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====== <font style="visibility:hidden" size="0">Mondlicht (Moonlight)</font> ====== | ====== <font style="visibility:hidden" size="0">Mondlicht (Moonlight)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Valkenhayn_Mondlicht.png | |image=BBCS_Valkenhayn_Mondlicht.png |caption= | ||
|caption= | |||
|name=Mondlicht (Moonlight) | |name=Mondlicht (Moonlight) | ||
|input=j.214B | |input=j.214B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=900 |guard=all |attribute=H | ||
|startup=13 |active=5 |recovery=till L+16 |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
Line 988: | Line 572: | ||
*Can cancel into Geschwind Wolf 15F~ | *Can cancel into Geschwind Wolf 15F~ | ||
}}<br/> | }}<br/> | ||
Combo filler, and wall bounds in the corner allowing for a variety of followup options. The only way to followup from this midscreen is to use 9D > wj.B. | Combo filler, and wall bounds in the corner allowing for a variety of followup options. The only way to followup from this midscreen is to use 9D > wj.A/B. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Konig Wolf | |name=Konig Wolf | ||
|input=236A/B during Werewolf | |input=236A/B/C during Werewolf | ||
|image= | |image=BBCF_Valkenhayn_KonigWolf.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=A | |version=A |damage=1000 |guard=all |attribute=H | ||
|startup=20 |active=8 |recovery=19 |frameAdv=-8 | |||
|startup=20 | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=A (air) | |version=A (air) |damage=1000 |guard=all |attribute=H | ||
|startup=22 |active=8 |recovery=till L+12 |frameAdv= | |||
|startup=22 | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=B | |version=B |damage=1000 |guard=all |attribute=H | ||
|startup=20 |active=8 |recovery=till L+12 |frameAdv=-37 | |||
|startup=20 | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=B (air) | |version=B (air) |damage=1000 |guard=all |attribute=H | ||
|startup=22 |active=8 |recovery=till L+12 |frameAdv= | |||
| | }} | ||
| | {{AttackData-BBCF | ||
| | |header=no | ||
|version=C |damage=1000 |guard=all |attribute=H | |||
|startup=20 |active=8 |recovery=till L+12 |frameAdv= | |||
|description= | |||
|startup= | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
| | |version=C (air) |damage=1000 |guard=all |attribute=H | ||
|attribute=H | |startup=22 |active=8 |recovery=till L+12 |frameAdv= | ||
| | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
Line 1,076: | Line 622: | ||
*30F~ after histop or on whiff can cancel into Rasen Wolf | *30F~ after histop or on whiff can cancel into Rasen Wolf | ||
}}<br/> | }}<br/> | ||
A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward | A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward, the B version has you attack in a 45?angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typcially you will be using this move to fish for hits. A blocked wolf cannon is pretty unsafe and each character has various ways of punishing you. You can try to make it safe with 7D/4D if it gets blocked, but characters such as Jin can punish 7D followups with 623B. If you hit with this attack, you can use either of the following followups (can depend on spacing: | ||
*Run a little w[5C > 6D > j.A] - If you have them in the corner | *Run a little w[5C > 6D > j.A] - If you have them in the corner | ||
Line 1,083: | Line 629: | ||
*Run a little w[5B > j.C > j.236B > 1D > j.D > 2C] - If you're midscreen and you're going for damage. | *Run a little w[5B > j.C > j.236B > 1D > j.D > 2C] - If you're midscreen and you're going for damage. | ||
Alternatively you could use the w[5B > IAD j.B > j.C] wolf combo for more corner carry. | Alternatively you could use the w[5B > IAD j.B > j.C] wolf combo for more corner carry or go back to human form and combo with 3C if you're low on wolf meter. | ||
Wolf cannons also don't have to be used offensively, but they also provide another means of wolf movement. It doesn't cost | Wolf cannons also don't have to be used offensively, but they also provide another means of wolf movement. It doesn't cost much more wolf meter to use so it's well worth using it provided you can combine it with followup movements such as 7D > 4C wolf brake. | ||
}} | }} | ||
}} | }} | ||
====== <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 during Werewolf | |input=j.214A/B/C during Werewolf | ||
|image= | |image=BBCF_Valkenhayn_EisenWolf.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage=1000 |guard=all |attribute=H | ||
|startup=22 |active=till L |recovery=18 |frameAdv= | |||
|startup=22 | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
Line 1,116: | Line 651: | ||
*7F~ after hitstop able to cancel into Rasen Wolf on hit or block | *7F~ after hitstop able to cancel into Rasen Wolf on hit or block | ||
}}<br/> | }}<br/> | ||
This attack is similar to Konig Wolf, it it has Valkenhayn rush diagonally downwards and land. The A version has you attack in a 45?angle downward | This attack is similar to Konig Wolf, it it has Valkenhayn rush diagonally downwards and land. The A version has you attack in a 45?angle downward, the B version is at a 60?angle downward, and the C version goes straight down. Ground slams your opponent on hit. This is even more unsafe to use because if an opponent blocks this you will be in a few frames of recovery before you can try to cancel it into 4D/7D, making you vulnerable. It's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly. | ||
You cannot combo from this move on a normal hit. On a counter hit, pick up with wC. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Himmel Wolf </font> ====== | ====== <font style="visibility:hidden" size="0">Himmel Wolf </font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Himmel Wolf | |name=Himmel Wolf | ||
|input= | |input=B+C during Werewolf, air OK | ||
|image=BBCS_Valkenhayn_HimmelWolf.png | |image=BBCS_Valkenhayn_HimmelWolf.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Ground | |version=Ground |damage=0,1400 |guard=Throw(100) |attribute=T | ||
|startup=7 |active=3 |recovery=22 |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air | |version=Air |damage=0,1400 |guard=Throw(100) |attribute=T | ||
|startup=7 |active=3 |recovery=22+11L |frameAdv= | |||
|startup=7 | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Wall bounces opponent | *Wall bounces opponent | ||
*Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version | *Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version | ||
*100% minimum damage ( | *100% minimum damage (1400) | ||
*Air version has | *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/> | ||
This is a high-damage werewolf exclusive | This is a high-damage werewolf exclusive grab. Valkenhayn pins the opponent down and bites their throat out. This move wall bounces them afterward. After hitting your opponent with this, you can either let the animation play out, which will completely recharge the wolf gauge and force Valkenhayn into his human form, or you can follow it up with 6D or w236A midscreen or 2D in the corner for more damage. | ||
}} | }} | ||
}} | }} | ||
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|name=Sturm Wolf | |name=Sturm Wolf | ||
|input=632146D | |input=632146D | ||
|image=BBCS_Valkenhayn_SturmWolf.png | |image=BBCS_Valkenhayn_SturmWolf.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal |damage=800, 70*17, 472 |guard=all |attribute=B | ||
|startup=1+9 |active=3 |recovery=50 |frameAdv=-32 | |||
|startup=1+9 | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive |damage=800, 70*20, 393, 393 |guard=all |attribute=B | ||
|startup=1+9 |active=3 |recovery=50 |frameAdv=-11 | |||
|startup=1+9 | |||
|description= | |description= | ||
Valkenhayn rushes forward for a barrage of attacks | *1000 minimum damage (1280 in Overdrive) | ||
Valkenhayn rushes forward for a barrage of attacks, though the followups will only come out on a successful hit. The start up has invincibility and the last hit will blow the opponent away. This is Valkenhayn's only reliable reversal option but if blocked or whiffed you'll be extremely vulnerable. Since Valkenhayn moves forward for the first attack to connect it can be tricky to use this against air dashing opponents as it's more likely to whiff. Sturm wolf also makes an excellent ender choice if you want to rebuild low wolf meter. | |||
}} | }} | ||
}} | }} | ||
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|name=Konig Flug | |name=Konig Flug | ||
|input=j.236236C | |input=j.236236C | ||
|image=BBCS_Valkenhayn_KonigFlug.png | |image=BBCS_Valkenhayn_KonigFlug.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal |damage=1000*2, 1080 |guard=all |attribute=H | ||
|startup=4+2 |active=till L,1 |recovery=38 |frameAdv=-22 | |||
| | |||
|startup=4+2 | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive |damage=1000*2, 126*4, 1080 |guard=all |attribute=H | ||
|startup=4+2 |active=till L,1 |recovery=30~T |frameAdv=-22 | |||
| | |||
|startup=4+2 | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
* | *1000 minimum damage (1280 in Overdrive) | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*Counter carries | *Counter carries | ||
Line 1,266: | Line 728: | ||
}} | }} | ||
<br/> | <br/> | ||
Valkenhayn charges diagonally downwards towards his opponents then follow ups with two more attacks on hit. If the second hit does not connect (the one while landing), then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as sturm because Valkenhayn eventually jumps into the air, halting the wolf gauge | Valkenhayn charges diagonally downwards towards his opponents then follow ups with two more attacks on hit. If the second hit does not connect (the one while landing), then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as sturm because Valkenhayn eventually jumps into the air, halting the wolf gauge. Another important factor to consider is that this should only be used when you're going for the kill as the opponent has the option to roll forward and past you, making you lose any form of oki you had planned. However, there is a way to counter this, but you will need 50 meter. After a Konig Flug in the corner, at the end of the recovery, input 412364D. This is an option select. If the opponent rolls behind you, Sturm wolf will activate and hit them, but if you're too quick you'll end up in front of them and the attacks will whiff. If the opponent does not roll you'll get a w4D backdash. | ||
This attack can also be RC'd on the 2nd hit which will make your opponent float in the air for some time. The timing is a little difficult to get used to, but is it useful if you need to get the little extra damage in to go for the kill. | This attack can also be RC'd on the 2nd hit which will make your opponent float in the air for some time. The timing is a little difficult to get used to, but is it useful if you need to get the little extra damage in to go for the kill. | ||
Line 1,272: | Line 734: | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Valkenhayn_ExceedAccel.png | |image=BBCF_Valkenhayn_ExceedAccel.png | ||
|input=ABCD during Overdrive | |input=ABCD during Overdrive |caption= | ||
|caption= | |name=Sieg Nagel | ||
|name= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage= 600*3, 0, 1150 |guard=All |attribute=B | ||
| | |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 | ||
| | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Active Flow | |version=Active Flow | ||
|damage= | |damage=600,1200*2, 0, 2700 |guard=All |attribute=B | ||
| | |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 | ||
| | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description= | |description= | ||
*Does not cost Heat, but | *Does not cost Heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
Valk attacks his opponent with a shoulder tackle. Upon a successful hit, he will follow up with a 5B, a 5C, and an altered 236C where he grabs his opponent and hoists them up before slamming them to the ground. | |||
}} | }} | ||
}} | }} | ||
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|name=Blut Vollmond | |name=Blut Vollmond | ||
|input=214214C | |input=214214C | ||
|image=BBCS_Valkenhayn_BlutVollmond.png | |image=BBCS_Valkenhayn_BlutVollmond.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY |cancel= |starter= |guard=Mid |attribute=B | ||
|startup=7+7 |active=1*3 |recovery=15+55F landing |frameAdv=-52 | |||
|startup=7+7 | |||
|description= | |description= | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*7F~ after superflash in the air | *7F~ after superflash in the air | ||
*1- | *1-19 All Invul | ||
*Hits 3 times on block. If any of these hits connect, the attack will land. | |||
<br/> | <br/> | ||
Valkenhayn does a flash kick and launches the opponent into the air where you can see can clearly view the full white moon, then Valkenhayn's show begins. The safest way to use this would be to confirm into it from a combo. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Overall a great astral. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. You don't want to miss. | Valkenhayn does a flash kick and launches the opponent into the air where you can see can clearly view the full white moon, then Valkenhayn's show begins. The safest way to use this would be to confirm into it from a combo. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Overall a great astral. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. You don't want to miss. | ||
Line 1,363: | Line 791: | ||
}} | }} | ||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category: | [[Category:Valkenhayn R. Hellsing]] |
Revision as of 20:16, 14 March 2018
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. If the gauge reaches 0, you will be unable to transform 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 |
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|
|
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 •