BBCF/Valkenhayn R. Hellsing

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Overview

Overview

Valkenhayn is a high mobility rushdown character. His Drive functions as a mode change change mechanic where he switches between his slow human form and his high speed wolf form. In wolf form, Valkenhayn has access to some of the strongest mixups in the game with his famous wolf brake j.A. This is complimented by his excellent corner carry.

In turn, Valkenhayn demands tight execution and good resource management. He also requires good fundamental defense and understanding of neutral. In human form, he lacks many defensive options, and his inability to block in wolf form forces him to rely on movement to escape situations. Valkenhayn rewards dedicated players with freeform movement and combo options.
Playstyle
Valkenhayn R. Hellsing is a high execution rushdown character with amazing mixup and corner carry.
Pros Cons
  • Wolf Offense: Valkenhayn's Wolf form gives him access to unreactable high/low mixups and looping pressure as long as he has the gauge to back him up.
  • Wolf Neutral: Wolf form also provides incredible movement tools, allowing Valk to run circles around his opponents and approach on his terms.
  • High Reward: Learning how to use Wolf form comes with the most oppressive corner pressure in the game, as well as many anti-reversal option selects.
  • Corner Carry: Valk's incredible corner pressure is accentuated by his impressive ability to take opponents there off many stray hits.
  • Option Select God: Valkenhayn can bait most reversals whilst still mixing up the opponent given enough execution.
  • Shaky Defense: Valk has lower than average health and lacking defensive options. He also cannot block while in Wolf form, necessitating careful use.
  • Resource Dependent: without Wolf meter, Valkenhayn has a hard time pressuring opponents and safely navigating neutral.
  • Low Average Damage: Wolf form deals low average damage to offset the incredible mixup potential that it offers.

Drive: Werewolf

Valkenhayn transforms into a wolf by pressing the D button. In wolf form, Valkenhayn gains a completely new moveset and movement properties and is generally a smaller target. However, Valkenhayn cannot block while in this form. Pressing the D button again or getting hit will revert back Valkenhayn back into human form. Despite its low profile, getting hit while in a wolf state is never considered to be a crouching hit.

If the gauge reaches 0, Valkenhayn will automatically transform back into a human and must wait for the gauge to completely refill before he is able to transform again. While in wolf form, the following decreases the Wolf Gauge:

  • Moving backwards
  • Using Geschwind Wolf or Rasen Wolf
  • Using any of Valkenhayn's wolf form specials.
  • Time spent airborne


The Wolf Gauge only regenerates while Valkenhayn is grounded in human form. If Valkenhayn has depleted the Wolf Gauge it will regenerate at any time. This means that Valkenhayn can jump in the air and still regenerate the gauge. It is important to conserve your wolf gauge for optimal pressure and look for very minimal methods of depleting meter whilst dealing damage.

Overdrive: Endless Wolf

Cannot be activated in wolf form. During Endless Wolf, the Wolf Gauge regenerates much faster. The wolf gauge constantly regenerates unless Valkenhayn is in the air in wolf form. Regeneration varies based on Valkenhayn's form. It regenerates at its fastest when Valkenhayn is grounded in human form. When fully depleted, the wolf gauge fully regenerates 3 times faster. Valkenhayn also gains the following buffs:

  • w[j.214A/B/C] have drastically increased hitstun. They also cause hard knockdown.
  • j.C cancels into Geschwind Wolf.
  • Rasen wolf, Geschwind Wolf, w[236X] and w[j.214X] all have faster startup.
BBCF Valkenhayn R. Hellsing Nameplate.png
BBCF Valkenhayn Portrait.png
Health:10,500
Prejump:Human: 4F/ Wolf: 4F
Backdash:Human: 22F (1-7F Inv All)
Wolf: 25F (1-7F Inv All)
Forward dash:Human: 23F
Unique Movement Options:Wolf Movement
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (6F whiffs crouchers)
2A (7F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146D (12F)
Fatal Starters:6C
236B

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 9 0 B
  • Whiffs on all crouchers
  • Cancels into transform

A jab with very small range that cancels into itself 3 times on whiff. It 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 10 3 15 -1 B

Standard midrange poke. It is pretty safe and reliable with little recovery, and has a ton of gatling options making it a great normal to begin 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 14 6 22 -9 B

5C has good horizontal range, it's 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. If it's a CH or on a crouching opponent, you can followup into 236C. Use of this normal is not highly encouraged during pressure options afterwards are unsafe, 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 2 10 0 F
  • Cancels into transform

Self gatlings up to a maximum of 3 times, but it is not recommended to do so as you will push yourself out and make it difficult to start 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 9 4 13 -3 F
  • Low profiles some jump ins

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
820 Mid 12 3 26 -10 B
  • Situational anti-air

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 in situations where you can't fully rely on w5B, like against Litchi IAD > j.B.

In combos, the high hitstun is useful to setup an air ender or setting up 6B.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 10 3 27 -13 B 5~12 Guard HB
  • 5-12 GP
  • Guard Point does not work against throws, lows and unblockable attacks.
  • Floats opponent on hit
  • Launches much higher on CH


The Guard point is not Frame 1 so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. It's best used as an AA. It is somewhat risky because it cannot be jump cancelled nor cancel into any attack on block or on hit. You can also use this as a callout tool against blatant pressure resets.

On a normal grounded hit, this links into 2A if Valkenhayn is close. On air hit, this can be followed up much more easily. On CH you can combo into 5C or 3C due to the increased untech and launch.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89
  • On Guard Point, hitstop for Valk is 0F. Opponent hitstop unchanged

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 21 3 23 -7 B
  • 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Short 4 90 92
  • First 2 active frames only hit above Valk

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×2 Mid 19 6 (4) 2 13 +4 B
  • Fatal counters
  • 34F~ can cancel into Geschwind Wolf


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 > 236A > 2C is better than doing 2C > 236A > 2C > 6C. 6C provides a massive advantage on block. 6C Frame traps from all of Valkenhayn's normals, so it can be used in a blockstring to discourage your opponent from mashing. 6C also provides the opportunity for wolf cancel mixup but this is generally unsafe to do.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92×2
  • Fatal Counter

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
860 Low 12 3 18 -2 F
  • Downs opponent on hit
  • Hard knockdown on ground CH


A standard sweep. Hits low, has decent range and is wolf cancellable on hit, block and whiff. Grounds the opponent for some time on CH. Pretty safe on block but ends all pressure. 236A is usually used as a followup for hitconfirm. The pushback is also a little strong so you may have to go back to neutral.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H

A diagonally downwards jab that self galtings, has decent range and cancels into j.5D. 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 your opponent with this move as an air to air you can mash this attack to maintain your pressure.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 9 3 14 H

Solid air normal with great reach and can reverse gatling into j.A. Covers more space than j.A, but j.A is a more common 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 11 3 24+1L H
  • 23F hitstun
  • Grounds opponent on air hit
  • 1F landing recovery

Air combo ender.

The vertical reach on this move is on a ridiculous level. With 50 meter, it's a go-to air to ground move. In pressure, it also works as 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 safe when you have the meter to cover for it. However, keep in mind that this is an instant overhead, so it's highly likely to hit as is.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

Wolf Normals

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 12 -3 F

Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. Its speed and range make it useful 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 way to set up tick throws.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 7 6 20 -12 B 4~6 H
  • Anti-air
  • Air unblockable

This is your most reliable anti air. It has good vertical range and can even hit behind Valkenhayn. 5D > w5B is good against jump ins because you can give yourself extra head invincibility. If it hits an airborne opponent the most common followup is wj.A. It's also often used as a blockstring filler since you can still use high/low mixup with wolf brake j.A afterwards. w5B > wolf brake j.A is tight even on IB (if you use 1DCA) so it works really well against characters with DPs.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 10 3 21 -5 F
  • Downs on hit
  • Hard knockdown on CH


Valkenhayn has limited options after this, and if the opponent is aware of this they can try to beat you by simply mashing. Rather than always going for 5C > 6D, you can for 5C > 1/2/3D > 5C for a little more variation. Not only is this normal good for mixup but it's also useful in baiting DPs and reversals when used at the correct spacing. The range of this normal is really deceptive so it can be used for footsies midscreen. This is a really good combo starter leading into 3.5k max without wolf loop and is a staple in Valkenhayn's offense. w5C > wolf brake j.A is also really good against mashers, so it's better than using w5C > 6D > j.A. However it'll still lose to DPs so take caution.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A[w] 300 High/Air 6 4 19 H
j.AA[w] 300 High/Air 6 2 7 H
j.AAA[w] 300 High/Air 6 3 9 H
  • Can cancel into [w] j.A (2) until 16F
  • Can cancel into [w] j.A (3) until 11F
  • Bonus 110% proration on j.A (3)


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 and 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 6D (not wolf brake w.jA!) 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.A[w] Normal 1 80 100
j.AA[w] Normal 1 80 100
j.AAA[w] Normal 1 80 100
  • j.A[w]
  • j.AA[w]
  • j.AAA[w] (notes: 110% bonus proration)

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 High/Air 9 3 12 H

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 15 3 16 H

Propels Valk upwards slightly. Sets up a few mixup options if blocked, such as a grab or wolf brake > wj.A. You can also use it as additional mix after a blocked wolf brake j.A with w[j.A > j.C] and w[j.A > 5C]. Also functions as combo filler.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89


Drive Moves

5D/j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Human > Wolf 12
Wolf > Human 9
  • Valkenhayn is in a CH state while transforming into wolf form.
  • No longer has head and throw invulnerability
  • Transforms to wolf form on 7F
  • 7F~ in human form and able to cancel into human attacks


Changes Valkenhayn into a wolf. Valkenhayn can freely transform in the air and on the ground. During this time Valkenhayn has a different set of moves from his human counterpart and gains greatly increased mobility. Valkenhayn lacks a forward dash in this form, but he can backdash. Pressing 5D again will transform back into human form. You can also input 4D to backdash while transforming. For more information on the Wolf Gauge, check his Drive section.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
Human > Wolf
Wolf > Human
  • Human > Wolf
  • Wolf > Human

4D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
30 4~10 All
  • Transforms into wolf form on frame 10
  • CH state for the duration


Transforms Valkenhayn into a wolf while backdashing. A useful way to get out of some pressure resets and switch to wolf form. Be careful, however, as you'll still get stuffed by most 2A stagger pressure.

Starter Rating Level P1 P2 On-ODR Cancel Timing


Geschwind Wolf

Cancel Human Attack with direction + D

  • Costs 15% Wolf Gauge when done from the ground
  • Costs 10% Wolf Gauge when done from the air
  • After initial cost, Wolf gauge constantly decreases during the dash.
  • For more frame data on the different directions see the full frame data page.


Valkenhayn spins in place, changes into wolf form, then charges in the direction of your choice. This does not actually attack, but moves you in a direction at a very high speed whilst draining your wolf meter for as hold as Valk dashes. You can press any button to cancel the dash and go into an attack or revert back to human form with j.D. 5C, 2C 3C, and all of Valkenhayn's human specials can be cancelled into Geschwind Wolf.


Rasen Wolf

Any Direction + D during Werewolf

  • Costs 15% Wolf Gauge when done from the ground
  • Costs 10% Wolf Gauge when done from the air
  • After initial cost, Wolf gauge constantly decreases during the dash.
  • For more frame data on the different directions see the full frame data page.


Valkenhayn pauses, then dashes in the direction of choice. Wolf gauge decreases quickly while using this, but it is vital for many of Valk's combos. You can cancel during charge with other moves, hitting 4C at any time will immediately return Valk to a neutral position. Once the dash has started, Valkenhayn behaves as if he was in the air. 5D tranforms Valkenhayn back into human form, Valkenhayn can cancel into his jumping attacks, and so on.

Rasen wolf can cancel into itself indefinitely. Wolf 4D and 7D have 1-10 frames of invincibility, so it's especially good to use to bait reversals on your opponent's wakeup for instance, or for getting some invincibility for an unsafe special you might have done.

Forward Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T
  • 100% minimum damage (1500)
  • Ground slides at midscreen
  • Wallbounces in the corner


Can be followed up with 236C midscreen, but the wallbounce in the corner allows 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T
  • 100% minimum damage (1500)


Same as the forward throw.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T
  • 100% minimum damage (1500)
  • Wall bounces at midscreen, wall sticks in the corner.


Air throw provides you with a variety of followup options, including 5C, 6C, j.214B > 3D > 5B and so forth. If used in the corner, you can use j.214B or 2C.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 4 30 B 1~20 All
  • Uses 50 heat.
  • 180F Heat Gauge Cooldown
  • 1-20 All Invul


Uses the same animation for his 5C. One of Valkenhayn's few human form defensive options. Can be baited like most counter assaults, but it's less risky than Sturm Wolf.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Uses 25 heat.
  • 180F Heat Gauge Cooldown
  • Behaves like other Crush Triggers
  • Causes hard knockdown on air hit


Can be used in combos as an extender and to help with damage if used correctly. Generally it's used for corner combos with throw or 6C(1) FC. You can also use it to stall out combos to build wolf gauge. Aside from those, it has limited applications.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 100 60
5[A+B] Long 100 100
  • 5A+B
  • 5[A+B]


Specials

Nacht Jager

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 14 15 23 0 B
  • Skips remaining active frames on hit or block
  • Can cancel into Geschwind Wolf either 27F~ or after hitstop
  • Blows back on air hit


Quite useful in pressure. The shoulder charge continues after Valkenhayn is blocked, meaning he can essentially ignore the pushback from barrier and remain at +1. This creates interesting pressure extensions and gap closing ability. However, it will still leave Valkenhayn close and minus on instant block.

Don't wolf cancel from this for more pressure. It's very easy to punish. You can catch people out on air hit for good reward. Sees use in corner combos, often after something like 3C.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 79
  • On hit/block, Valk goes into Recovery animation (23F)

Schwarz Jagd

236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low/Air 19 4 21 -8 F
  • Downs opponent on hit
  • Can cancel into Geschwind Wolf 18F~, the frame before the hitbox becomes active
  • Can cancel into Weiß Jagd on hit or block 24F~
  • Fatal Counter


Mostly a combo filler and can now combo from 5C due to the decrease in startup. It is also used as a combo ender in the corner to gain some oki. What's interesting about this attack is that you can wolf cancel it before it hits the opponent even though you can see the animation, so it can be used sparingly for a quick high mixup.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89
  • Fatal Counter

Weiss Jagd

236B after Schwarz Jagd

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 15 5 25 -13 B
  • Slides opponent on hit
  • Can cancel into Geschwind Wolf 15F~


Combo filler. You won't be using this on block because it's pretty unsafe, though you still have the option to wolf cancel it if you do. This attack has a lot of corner carry and you can chase after your opponent with 6D midscreen. In the corner, the easiet way to followup from this is to use a rapid cancel > 6C. You can also use 1DCA wolf brake for a meterless combo dealing good damage but it's pretty difficult to do. Midscreen you can use this for a safe jump setup if you followup with 9D > j.D > j.C, however, if you're too high you can get hit, so it's important to get the timing down. You should be quite low to the ground but not too low that the j.C whiffs if they have committed to blocking.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

Nacht Rosen

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1050 Mid 21 4 25 -10 B
  • Floats opponent on hit
  • Can cancel into Geschwind Wolf 22F~


A combo filler and very unsafe on block so use with caution. It can be wolf cancelled however so that can save you from being punished. This is mostly the special you'll go to when you manage to get in your crouching confirms as it leads into a bigger combo and better corner carry.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92

Mondlicht

j.214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 13 5 Until L+16 H
  • Floats opponent on hit
  • Can cancel into Geschwind Wolf 15F~


Combo filler. Wall sticks 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82

Konig Wolf

236A/B/C during Werewolf

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A[w] 1000 All 20 8 19 H
j.236A[w] 1000 All 20 8 Until L+12 H
236B[w] 1000 All 20 8 Until L+12 H
j.236B[w] 1000 All 22 8 Until L+12 H
236C[w] 1000 All 20 8 Until L+12 H
j.236C[w] 1000 All 22 8 Until L+12 H
  • Ground versions become airborne on 7F~
  • 22F~ can pass through opponent
  • Floats opponent on hit
  • 9F~ after hitstop able to cancel into various moves on hit or block
  • 30F~ after histop or on whiff can cancel into Rasen Wolf
  • 236C and j.236C Fatal Counter

Better known as Wolf Cannon.

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 degree angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typically 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. Check the Combos Section to look at potential followups.

Wolf cannons don't have to be used offensively. They also provide another means of wolf movement. They don'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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A[w] Long 3 80 89
j.236A[w] Long 3 80 89
236B[w] Long 3 80 89
j.236B[w] Long 3 80 89
236C[w] Long 3 80 89
j.236C[w] Long 3 80 89
  • 236A[w]
  • j.236A[w]
  • 236B[w]
  • j.236B[w]
  • 236C[w]
  • j.236C[w]

Eisen Wolf

j.214A/B/C during Werewolf

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A[w] 1000 All 22 Until L 18L H
j.214B[w] 1000 All 22 Until L 18L H
j.214C[w] 1000 All 22 Until L 18L H
  • Grounds opponent on hit
  • Causes hard knockdown on CH
  • Hard knockdown in OD.
  • Does not cancel into other specials
  • Cancels into Rasen wolf ~7F after landing recovery.

Also called Wolf Cannon.

This attack is similar to Konig Wolf. Valkenhayn rushes diagonally downwards and lands. The A version attacks in a ~45 degree angle downward, the B version is at about 60 degrees downward, and the C version goes straight down. Grounds the opponent for soft knockdown on hit. This is more unsafe than 236X because of the extra landing recovery before cancelling into 4D/7D. In neutral it's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly.

In combos it's usually an air ender, unless Valk hits the opponent high in the air with low enough proration.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.214A[w] Long 3 80 89
j.214B[w] Long 3 80 89
j.214C[w] Long 3 80 89
  • j.214A[w]
  • j.214B[w]
  • j.214C[w]

Himmel Wolf

B+C during Werewolf, air OK

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Himmel Wolf 0, 1400 Throw(70) 7 3 22 T
Air Himmel Wolf 0, 1400 Throw(90) 7 3 22+11L T
  • A non-standard throw, but can still be rejected like a normal throw can.
  • Wall bounces opponent
  • Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version
  • 100% minimum damage (1400)
  • Air version has 11F landing recovery
  • On successful throw, Valkenhayn transforms back to human form and the Wolf Gauge fully restores.
    • Refills 25% of the Wolf Gauge on hit. This hit is cancelleable into specials, Distortions, and Rasen Wolf.


This is a high-damage werewolf exclusive grab. 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. Cancelling out of it generally leaves Valkenhayn positive on the wolf gauge.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
B+C[w] Normal 0, 4 100 60
j.B+C[w] Normal 0, 4 100 60
  • B+C[w] (notes: Minimum Damage 100%: 1400)
  • j.B+C[w] (notes: Minimum Damage 100%: 1400)


Distortion Drives

Sturm Wolf

632146D while Human

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 180×17, 1200
[800, 180×20, 1000×2]
All 1+(69 Flash)+9 3 38 -22 B 1~12 All
  • 1012 minimum damage (1280 in Overdrive)
  • Reversal Super / Distortion Ender

Valkenhayn rushes forward for a barrage of attacks. The followups 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4, 3×17, 5
[4, 3×20, 5×2]
80 82, 100×18
[82, 100×22]
  • Values in [] are during OD Minimum Damage 20%: 1012 [1280]

Konig Flug

j.236236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 3000
[1000×2, 350×4, 3000]
All 4+(53 Flash)+2 Until L+ 3 37 H
  • 1000 minimum damage (1280 in Overdrive)
  • 180F Heat Gauge Cooldown
  • Landing attack cannot be rapid cancelled after hitstop


Air combo distortion ender. Wolf version leaves Valkenhayn closer to the opponent after the followup.

Valkenhayn charges diagonally downwards towards his opponent then follows up with two more attacks on hit. If the landing attack does not connect then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as Sturm Wolf because Valkenhayn spends most of this super in 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 if you have 100 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 100 60
  • Values in [] are during OD Minimum Damage 20%: 1000 [1280]


Exceed Accel

Sieg Nagel

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×3, 0, 1150
{600,1200×2, 0, 2700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

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. Werewolf gauge regens at its base speed during the animation, giving about half the gauge back when using the normal version and about two-thirds of it when the Active Flow version is used. The free Werewolf gauge and forced Active Flow can allow Valk to use his wolf form much more aggressively. Note that while the oki off this move is very poor mid-screen it can give meaty oki if used in the corner, though only if the opponent doesn't Quick Tech. Valk will need to micro-walk back before attacking in-order to prevent most characters' forward rolls from escaping the corner.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100
  • Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 295 {570+57}

Astral Heat

Blut Vollmond

214214C while Human

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0,800,900×21,6000 Mid 7+(55 Flash)+7 1,1,1 15+55L -52 B 1~19 All
  • 180F Heat Gauge Cooldown
  • 7F~ after superflash in the air
  • 1-19 All Invul
  • Hits 3 times on block. If any of these hits connect, the attack will land.


Valkenhayn does a flash kick and launches the opponent into the air with a view of the full moon. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. Due to Valk's freeform nature there's a variety of ways to set this up, especially with Geschwind cancels. Overall a great astral.


Combos From...

  • 6A CH
  • 5B/2B
  • All C normals
  • All Throws (Grounded human throws in the corner)
  • 236C
  • ...And a lot more!
Starter Rating Level P1 P2 On-ODR Cancel Timing
4


Colors

BBCF Valkenhayn color 1.png
BBCF Valkenhayn color 2.png
BBCF Valkenhayn color 3.png
BBCF Valkenhayn color 4.png
BBCF Valkenhayn color 5.png
BBCF Valkenhayn color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Valkenhayn color 7.png
BBCF Valkenhayn color 8.png
BBCF Valkenhayn color 9.png
BBCF Valkenhayn color 10.png
BBCF Valkenhayn color 11.png
BBCF Valkenhayn color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Valkenhayn color 13.png
BBCF Valkenhayn color 14.png
BBCF Valkenhayn color 15.png
BBCF Valkenhayn color 16.png
BBCF Valkenhayn color 17.png
BBCF Valkenhayn color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Valkenhayn color 19.png
BBCF Valkenhayn color 20.png
BBCF Valkenhayn color 21.png
BBCF Valkenhayn color 22.png
BBCF Valkenhayn color 23.png
BBCF Valkenhayn color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


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