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.

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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 Attack |
5A (6F, whiffs crouchers) 2A (7F) |
Reversals |
632146D (12F) |
Fatal Starters |
6C 236B |
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.
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.
Normal Moves
5A
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
5B
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
5C
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 92 | 4 |
- Cancellable into Geschwind Wolf from frame 20, or frame 18 in OD
2A
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
2B
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 85 | 2 |
2C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 92 | 4 |
- Cancellable into Geschwind Wolf from frame 21, or frame 15 in OD
6A
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 89 | 3 |
- 110% bonus proration
- On Guard Point, hitstop for Valk is 0F. Opponent hitstop unchanged
- Cannot guard against unblockables
6B
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Short | 90 | 92 | 4 |
- First 2 active frames only hit above Valk
- Forces crouching on hit
6C
- 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 plus on block, has good range, wolf cancellable and fatal counters.
Something to consider is 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 92×2 | 4 |
- Fatal Counter
- Cancellable into Geschwind Wolf from frame 31
3C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 82 | 4 |
- Cancellable into Geschwind Wolf from frame 18, or frame 15 in OD
j.A
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 80 | 1 |
j.B
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 85 | 2 |
j.C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- During OD only, cancellable into Geschwind Wolf from frame 14
Wolf Normals
5A
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 80 | 1 |
5B
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 85 | 2 |
5C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 92 | 4 |
j.A
- Can cancel into wj.AA until 16F
- Can cancel into wj.AAA until 11F
- Bonus 110% proration on wj.AAA
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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j.A[w] | Normal | 80 | 80 | 1 | ||||||||||||||||||||||||||||||||||||
j.AA[w] | Normal | 80 | 100 | 1 | ||||||||||||||||||||||||||||||||||||
j.AAA[w] | Normal | 80 | 100 | 1 |
j.AAA[w]:
- 110% bonus proration
j.B
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 85 | 2 |
j.C
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 89 | 3 |
Drive Moves
5D/2D/j.D
- Valkenhayn is in a CH state while transforming into wolf form
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Human > Wolf | ||||||||||||||||||||||||||||||||||||||||
Wolf > Human | ||||||||||||||||||||||||||||||||||||||||
Air Human > Wolf | ||||||||||||||||||||||||||||||||||||||||
Air Wolf > Human |
Wolf > Human:
- Can cancel into non-Drive attacks, jump, forward/back walk and taunt from frame 7
Air Human > Wolf:
- Can cancel into ground normals and throws on 7F
Air Wolf > Human:
- Can cancel into air normals and throw on 7F
4D
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Geschwind Wolf
Cancel Human Attack with direction + D
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 long as Valk dashes. The dash can be stopped or cancelled into wolf attacks after different amounts of time depending on the direction and whether Valkenhayn is in Overdrive; check Valkenhayn's Full Frame Data page for more info.
- 5C, 2C, 3C, and all of Valkenhayn's human specials can be cancelled into Geschwind Wolf.
- Costs 15% Wolf Gauge when done from the ground
- Costs 10% Wolf Gauge when done from the air
Rasen Wolf
Any Direction + D during Werewolf
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. Similar to Geschwind Wolf, the dash can be stopped (cancelled into Break) or cancelled into other attacks at different timings depending on the direction; more detail can be found on Valkenhayn's Full Frame Data page. Note that the cancel timings between Geschwind Wolf and Rasen Wolf are different: Rasen Wolf can cancel into Break much sooner than it can cancel into other attacks, and doing so is critical to performing things like Valkenhayn's infamous Wolf Dash Brake j.A instant overhead!
Once the dash has started, Valkenhayn behaves as if he was in the air: 5D transforms Valkenhayn back into human form, Valkenhayn can cancel into his jumping attacks, and so on. Rasen Wolf can also cancel into itself indefinitely, as long as there is enough Wolf Gauge left. Wolf 4D and 7D have 10 frames of invincibility on startup, so they are 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.
- 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.
Break
4C during Geschwind/Rasen Wolf
Also known as Wolf Dash Brake. Valkenhayn immediately stops his wolf dash and starts falling in place. Can be performed from any direction of Geschwind or Rasen Wolf, and can also be input as 1C (but not 7C). If attempted too late into the wolf dash (when cancels into other attacks are available), you'll get j.C instead.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Universal Mechanics
Forward Throw
5B+C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Back Throw
4B+C
- 100% minimum damage (1500)
Same as the forward throw.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Air Throw
j.B+C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Counter Assault
6A+B while Blocking
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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5A+B | Normal | 100 | 60 | |||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 100 | 100 |
Specials
Nacht Jager
236A
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 79 | 3 |
- On hit/block, Valk goes into Recovery animation (23F)
Schwarz Jagd
236B
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
- Fatal Counter
Weiss Jagd
236B after Schwarz Jagd
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
Nacht Rosen
236C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 92 | 4 |
Mondlicht
j.214B
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 82 | 4 |
Konig Wolf
236A/B/C during Werewolf (Air OK)
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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236A[w] | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.236A[w] | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
236B[w] | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.236B[w] | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
236C[w] | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.236C[w] | Long | 80 | 89 | 3 |
Eisen Wolf
j.214A/B/C during Werewolf
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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j.214A[w] | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.214B[w] | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.214C[w] | Long | 80 | 89 | 3 |
Himmel Wolf
B+C during Werewolf, air OK
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Himmel Wolf | Normal | 100 | 60 | 0, 4 | ||||||||||||||||||||||||||||||||||||
Air Himmel Wolf | Normal | 100 | 60 | 0, 4 |
Himmel Wolf:
- Minimum Damage 100%: 1400
Air Himmel Wolf:
- Minimum Damage 100%: 1400
Distortion Drives
Sturm Wolf
632146D while Human
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 82, 100×18 [82, 100×22] |
4, 3×17, 5 [4, 3×20, 5×2] |
- Values in [] are during OD
- Minimum Damage 20%: 1012 [1280]
- reversal
Konig Flug
j.236236C
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 60 | 4 |
- Values in [] are during OD
- Minimum Damage 20%: 1000 [1280]
Exceed Accel
Sieg Nagel
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 295/627 Minimum Damage
- Strong Pushback on block
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 125 | 80 |
- 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
- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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4 |
Colors
