Valkenhayn R. Hellsing |
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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
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Normal Moves
5A
5A |
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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. |
5B
5B |
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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. |
5C
5C |
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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. |
2A
2A |
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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. |
2B
2B |
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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. |
2C
2C |
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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. |
6A
6A |
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6C
6B |
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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. |
6C
6C |
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3C
3C |
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j.A
j.A |
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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. |
j.B
j.B |
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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. |
j.C
j.C |
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Werewolf Normals
5A
5A |
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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. |
5B
5B |
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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. |
5C
5C |
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j.A
j.A | Template:AttackDataHeader-BBCF |
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j.B
j.B |
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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. |
j.C
j.C |
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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. |
Drive Moves
- Notes
- Valkenhayn will be in a CH state when transforming to wolf form.
5D
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Geschwind Wolf
Geschwind Wolf (Swift Wolf) Cancel Human Attack with direction +D |
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Rasen Wolf
Rasen Wolf (Rush 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 (Black Hunting)
Schwarz Jagd (Black 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 (King Wolf) 236A/B/C during Werewolf |
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Eisen Wolf
Eisen Wolf (Iron Wolf) j.214A/B/C during Werewolf |
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Himmel Wolf
Himmel Wolf (Heaven Wolf) B+C during Werewolf, air OK |
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Distortion Drives
Sturm Wolf
Sturm Wolf (Storm Wolf) 632146D |
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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. |
Konig Flug
Konig Flug (King Flight) j.236236C |
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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. |
Exceed Accel
Sieg Nagel (Victory Nail) ABCD during Overdrive |
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Astral Heat
Blut Vollmond (Blood Full Moon) 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
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