BBCF/Valkenhayn R. Hellsing: Difference between revisions

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===Overdrive: Endless Wolf===
===Overdrive: Endless Wolf===
Cannot be activated in wolf form. During Endlos Volf, 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] causes a ground bounce, and  j.C and 6C becomes drive/wolf cancellable. Furthermore, rasenwolf and wolf cannons will have faster startup.<br/>
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/>


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<br/>
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=640
  |damage=600
  |cancel=OJR
  |cancel=OJR
  |p1=100
  |p1=100
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=750
  |damage=900
  |cancel=O(J)R
  |cancel=O(J)R
  |p1=100
  |p1=100
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=480
  |damage=550
  |cancel=OR
  |cancel=OR
  |p1=90
  |p1=90
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=780
  |damage=820
  |cancel=OJR
  |cancel=OJR
  |p1=100
  |p1=100
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=620
  |damage=800
  |cancel=R
  |cancel=R
  |p1=90
  |p1=90
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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 5B.  
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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage=800
  |cancel=
  |cancel=R
  |p1=
  |p1=
  |p2=
  |p2=
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  |level=
  |level=
  |attribute=
  |attribute=
  |startup=
  |startup=21
  |active=
  |active=
  |recovery=
  |recovery=
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  |attribute=
  |attribute=
  |description=
  |description=
*List what the move is used for
*Doesn't hit crouchers until frame 23
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Cancels into 5D
Follow the [[Help:Writing_Character_Pages]] guidelines
*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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  |active=6(4)2
  |active=6(4)2
  |recovery=9
  |recovery=9
  |frameAdv=+8
  |frameAdv=+4
  |attribute=B
  |attribute=B
  |description=
  |description=
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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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=720
  |damage=860
  |cancel=OR
  |cancel=OR
  |p1=90
  |p1=90
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=560
  |damage=600
  |cancel=SOJR
  |cancel=SOJR
  |p1=90
  |p1=90
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  |hitbox=Valkenhayn/j.B
  |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.
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=760
  |damage=900
  |cancel=OR
  |cancel=OR
  |p1=90
  |p1=90
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*3F landing recovery
*3F 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, such as Celica. 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=640
  |damage=600
  |cancel=JR
  |cancel=JR
  |p1=90
  |p1=90
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  |hitbox=valkenhayn/5Bw
  |hitbox=valkenhayn/5Bw
  |description=
  |description=
A slash upwards with his fangs which launches on CH. This is air unblockable and has head invincibility. This is your most reliable anti air which has good 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=840
  |damage=900
  |cancel=R
  |cancel=R
  |p1=90
  |p1=90
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=j.A
  |version=j.A
  |damage=180
  |damage=300
  |cancel=JR
  |cancel=JR
  |p1=90
  |p1=90
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  |header=no
  |header=no
  |version=j.AA
  |version=j.AA
  |damage=180
  |damage=300
  |cancel=
  |cancel=
  |p1=80
  |p1=80
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  |header=no
  |header=no
  |version=j.AAA
  |version=j.AAA
  |damage=180
  |damage=300
  |cancel=
  |cancel=
  |p1=80
  |p1=80
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*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 utilise 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.  
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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=450
  |damage=650
  |cancel=JR
  |cancel=JR
  |p1=90
  |p1=90
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  |hitbox=valkenhayn/j.B_w
  |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 or perform overhead mix-ups such as wj.C > wolf brake > wj.B.
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.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=650
  |damage=900
  |cancel=JR
  |cancel=JR
  |p1=90
  |p1=90
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  |hitbox=Valkenhayn/JCw
  |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 command 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
  |damage=0,1400
  |damage=0,1500
  |cancel=SOR
  |cancel=SOR
  |p1=100
  |p1=100
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  |hitbox=Valkenhayn/groundThrow
  |hitbox=Valkenhayn/groundThrow
  |description=
  |description=
*100% minimum damage (1400)
*100% minimum damage (1500)
<br/>
<br/>
Can be followed up with 236C midscreen, but causes a wallbounce in the corner allowing for 5B CT 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.  
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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1400
  |damage=0,1500
  |cancel=SOR
  |cancel=SOR
  |p1=100
  |p1=100
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  |hitbox=Valkenhayn/groundThrow
  |hitbox=Valkenhayn/groundThrow
  |description=
  |description=
*100% minimum damage (1000)
*100% minimum damage (1500)
<br/>
<br/>
Same as the forward throw.
Same as the forward throw.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0,1400
  |damage=0,1500
  |cancel=SOR
  |cancel=SOR
  |p1=100
  |p1=100
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*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, 236C, 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.
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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*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 6B(1) FC combos. Other than that, you should save the meter for something more important.
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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=680
  |damage=900
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=750
  |damage=900
  |cancel=R
  |cancel=R
  |p1=90
  |p1=90
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=750
  |damage=1050
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=700
  |damage=900
  |cancel=R
  |cancel=R
  |p1=90
  |p1=90
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*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=BBCS_Valkenhayn_KonigWolf.png
|image=BBCS_Valkenhayn_KonigWolf.png
|caption=
|caption=
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=A
  |version=A
  |damage=900
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=75
  |p1=75
Line 1,020: Line 1,022:
  |header=no
  |header=no
  |version=A (air)
  |version=A (air)
  |damage=900
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=75
  |p1=75
Line 1,038: Line 1,040:
  |header=no
  |header=no
  |version=B
  |version=B
  |damage=900
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=75
  |p1=75
Line 1,056: Line 1,058:
  |header=no
  |header=no
  |version=B (air)
  |version=B (air)
  |damage=900
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=75
  |p1=75
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*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 and the B version has you attack in a 45?angle. 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:
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 1,084: Line 1,086:
*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 any 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.
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.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|name=Eisen Wolf  
|name=Eisen Wolf  
|input=j.214A/B during Werewolf
|input=j.214A/B/C during Werewolf
|image=BBCS_Valkenhayn_EisenWolf.png
|image=BBCS_Valkenhayn_EisenWolf.png
|caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=900
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=75
  |p1=75
Line 1,117: Line 1,119:
*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 and the B version is at a 60?angle downwards. 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.
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.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|name=Himmel Wolf  
|name=Himmel Wolf  
|input=236C during Werewolf, air OK
|input=B+C during Werewolf, air OK
|image=BBCS_Valkenhayn_HimmelWolf.png
|image=BBCS_Valkenhayn_HimmelWolf.png
|caption=
|caption=
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=0,1500
  |damage=0,1400
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
Line 1,147: Line 1,150:
  |header=no
  |header=no
  |version=Air
  |version=Air
  |damage=0,1500
  |damage=0,1400
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
Line 1,162: Line 1,165:
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Wall bounces opponent in corner
*Wall bounces opponent
*Cannot emergency tech
*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 (1500)
*100% minimum damage (1400)
*Air version has 5F landing recovery
*Air version has 5F 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 command grab. Valkenhayn pins the opponent down and bites their throat out. This move wall bounces them afterward. After hitting your opponent with this, the Wolf Gauge will completely recharge and Valkenhayn will be forced into his human form. To follow this up midscreen, you need to Rapid Cancel. You can use w236C > RC > wj.236A > wj.236B, or if you want to aim for a midscreen to corner combo which is slightly more damaging, you need to use 236C > RC > wj.66D > 2C. In the corner, you can perform 2B into a short combo.
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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  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=1000, 150*17, 2500
  |damage=800, 70*17, 472
  |cancel=R
  |cancel=R
  |p1=85
  |p1=85
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  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
  |damage=1000, 150*20, 300, 2800
  |damage=800, 70*20, 393, 393
  |cancel=R
  |cancel=R
  |p1=85
  |p1=85
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  |hitbox=valkenhayn/632146D
  |hitbox=valkenhayn/632146D
  |description=
  |description=
Valkenhayn rushes forward for a barrage of attacks even if the first attack is blocked. 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.
*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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  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=800*2, 2000
  |damage=1000*2, 1080
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
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  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
  |damage=800*2, 2000, 380*4  
  |damage=1000*2, 126*4, 1080
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
Line 1,261: Line 1,264:
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*20% minimum damage (Normal: 720 Overdrive: 1024)
*1000 minimum damage (1280 in Overdrive)
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*Counter carries
*Counter carries
Line 1,267: Line 1,270:
}}
}}
<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. The minimum damage on this distortion is inferior to Sturm making this the less prefered option unless you have to end your air combos. 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.
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.  
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{{AttackData-BBCF
{{AttackData-BBCF
|version=Normal
|version=Normal
|damage= 2040
|damage= 2010
|cancel=
|cancel=
|p1=
|p1=
Line 1,301: Line 1,304:
|header=no
|header=no
|version=Active Flow
|version=Active Flow
|damage=4020
|damage=4026
|cancel=
|cancel=
|p1=
|p1=
Line 1,315: Line 1,318:
|hitbox=
|hitbox=
|description=
|description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*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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*7F~ after superflash in the air
*7F~ after superflash in the air
*1-13 All Invul
*1-13 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.

Revision as of 15:46, 4 February 2017

Valkenhayn R. Hellsing
BBCF Valkenhayn Portrait.png

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


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

Overview

Valkenhayn is a novel gentleman: polite and courteous in all situations. Being a butler, he is extremely devoted to Rachel and does whatever he can to assist and protect her. His demeanor, however, belies a savage side which is only seen during battle or when he is pushed to the brink of his anger. He uses a fighting style that, while awe-inspiring, is unbelievably brutal, utilizing slashing attacks and blows so powerful they look like they are intended to break the enemy's bones.

Drive: Werewolf

Valkenhayn transforms into a wolf. He is more agile in this form and gains a completely new moveset. You will need to be about to move flexibly in both human form and wolf form as this is a key element in his game. While it may be difficult at first, the reward for taking such time to learn this character will transform you into a fearsome player. While he is in the werewolf form, the purple bar above your heat gauge will slowly deplete. Whilst, you are in human form, the gauge will slowly, but note it only swhen you are on the ground and not in the air. If the gauge reaches 0, you will be disabled from transforming until the gauge refills to the max again. In addition to this, 1-9D will allow the wolf to dash in that direction and this will deplete the gauge faster. 5D will revert you to human form. It is important to conserve your wolf gauge for optimal pressure and look for very minimal methods of depleting meter whilst dealing damage. The gauge will slowly refill as Valkenhayn is on the ground, but not in the air. You also cannot block in wolf form, so it is mandatory you are constantly moving around to make it very difficult for the opponent to land a hit.


Overdrive: Endless Wolf

Cannot be activated in wolf form. During Endless Wolf, Valkenhayn gains access to an unlimited supply of wolf meter for the duration, and it will rapidly restore if fully depleted. In addition to this, w[j.214A/B/C] have drastically increased hitstun, and j.C becomes drive/wolf cancellable. Furthermore, rasen wolf and wolf cannons will have faster startup.


Pros

  • Wolf form provides flexible movement, fantastic pressure & mixup.
  • Great normals.
  • Wolf form provides a strong neutral game which can induce opponents to make bad decisions.
  • Very good corner carry


Cons

  • Below average health
  • The only way to safely extend pressure is through wolf meter usage, meaning you can't keep an opponent blocking for very long without compromising your neutral game.
  • Poor defensive options.
  • Wolf form can be difficult to use, leading to a higher level of execution compared to most characters.


Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Valkenhayn 5A.png
300 all 6 3 9 - B -
5B
5B
BBCS Valkenhayn 5B.png
600 HL 10 3 15 - B -
5C
5C
BBCS Valkenhayn 5C.png
900 HL 14 6 22 - B -
2A
2A
BBCS Valkenhayn 2A.png
300 all 7 2 9 - F -
2B
2B
BBCS Valkenhayn 2B.png
550 L 9 4 13 - F -
2C
2C
BBCS Valkenhayn 2C.png
820 HL 12 3 26 - B -
6A
6A
BBCS Valkenhayn 6A.png
800 HL 10 3 31 - B -
6C
6B The Gentlemen's Elbow
800 21 - -
6C
6C
BBCS Valkenhayn 6B.png
Usher, Usher...
600x2 HL 19 6(4)2 9 - B -
3C
3C
BBCS Valkenhayn 3C.png
860 L 12 3 18 - F -
j.A
j.A
BBCS Valkenhayn jA.png
300 HA 7 3 8 - H -
j.B
j.B
BBCS Valkenhayn jB.png
600 HA 9 3 14 - H -
j.C
j.C
BBCS Valkenhayn jC.png
900 HA 11 3 24 - H -


Werewolf Normals

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


Drive Moves

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


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Valkenhayn FThrow.png
Rude...
0,1500 T(90) 7 3 19 - T -
Back Throw
Back Throw
4B+C
BBCS Valkenhayn BThrow.png
Still rude...
0,1500 T(90) 7 3 19 - T -
Air Throw
Air Throw
j.B+C
BBCS Valkenhayn AThrow.png
The rudest!!
0,1500 T(120) 7 3 15+3L - T -
Counter Assault
Counter Assault
6A+B
BBCS Valkenhayn 5C.png
- all 14 6 28 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Valkenhayn CT.png
1000 B 30-60 1 32 - B -


Specials

  • Valkenhayn's human specials are normally quite unsafe if blocked but the wolf cancel can provide a safe retreat.
Nacht Jager (Night Hunter)
Nacht Jager (Night Hunter)
236A
BBCS Valkenhayn NachtJager.png
900 HL 14 15 19 - B -
Schwarz Jagd (Dark Hunting)
Schwarz Jagd (Dark Hunting)
236B
BBCS Valkenhayn SchwarzJagd.png
900 LA 19 4 21 - F -
Weis Jagd (Deceptive Hunting)
Weiss Jagd (White Hunting)
236B after Schwarz Jagd
BBCS Valkenhayn WeisJagd.png
1000 HL 15 5 25 - B -
Nacht Rosen (Night Rose)
Nacht Rosen (Night Rose)
236C
BBCS Valkenhayn NachtRosen.png
1050 HL 21 4 25 - B -
Mondlicht (Moonlight)
Mondlicht (Moonlight)
j.214B
BBCS Valkenhayn Mondlicht.png
900 all 14 3 till L+8 - H -
Konig Wolf
Konig Wolf
236A/B/C during Werewolf
BBCS Valkenhayn KonigWolf.png
1000 all 20 8 6+12L - H - 1000 all 22 8 till L+12 - H - 1000 all 20 8 till L+12 - H - 1000 all 22 8 till L+12 - H -
Eisen Wolf
Eisen Wolf
j.214A/B/C during Werewolf
BBCS Valkenhayn EisenWolf.png
1000 all 22 till L 18 - H -
Himmel Wolf
Himmel Wolf
B+C during Werewolf, air OK
BBCS Valkenhayn HimmelWolf.png
0,1400 c.T(100) 14 4 26 - T - 0,1400 c.T(100) 7 3 11+12L - T -


Distortion Drives

Sturm Wolf
Sturm Wolf
632146D
BBCS Valkenhayn SturmWolf.png
800, 70*17, 472 all 1+9 see frame data 50 - B - 800, 70*20, 393, 393 all 1+9 see frame data 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
2010 All - - 4026 All - -

Astral Heat

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


External References