BBCF/Valkenhayn R. Hellsing: Difference between revisions

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{{FP Box|header=Drive: Werewolf
{{FP Box|header=Drive: Werewolf
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Valkenhayn transforms into a wolf. He is more agile in this form and gains a completely new moveset. You will need to be able to move flexibly in both human form and wolf form to best play Valkenhayn. While it may be difficult at first, the reward for taking time to learn this character will transform you into a fearsome player.
Valkenhayn transforms into a wolf by pressing the D button. In wolf form, Valkenhayn becomes more agile and gains a completely new moveset. However, Valkenhayn cannot block while in this form. Pressing the D button will revert back into human form.


While 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 fully refills. In addition to this, direction + D will allow the wolf to dash in that direction, and will deplete the gauge faster. 5D will revert you to human form.
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
<br/>
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.  


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.
| subheader1=Overdrive: Endless Wolf
| subheader1=Overdrive: Endless Wolf
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Cannot be activated in wolf form. During Endless Wolf, Valkenhayn gains access to an unlimited supply of wolf meter, and it will rapidly restore if fully depleted. In addition to this:
Cannot be activated in wolf form. During Endless Wolf, the Wolf Gauge constantly increases unless Valkenhayn is in wolf form in the air. It will rapidly restore if fully depleted. In addition to this:
* w[j.214A/B/C] have drastically increased hitstun
* w[j.214A/B/C] have drastically increased hitstun
* j.C becomes drive/wolf cancellable
* j.C becomes drive/wolf cancellable
* Rasen wolf and wolf cannons will have faster startup.
* Rasen wolf and wolf cannons have faster startup.
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*Can cancel into Geschwind Wolf 15F~
*Can cancel into Geschwind Wolf 15F~
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Combo filler. Wall bounds in the corner allowing for a variety of followup options. The only way to followup from this midscreen is to use 9D > wj.A/B.
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.
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*[https://www.youtube.com/playlist?list=PLWONjCjWxOjQASJLhNYReUA1f_nl_Hhps A youtube playlist of Valkenhayn tech.] There are videos that date back to CP, but even some of them apply to Valkenhayn as of CF2.
*[https://www.youtube.com/playlist?list=PLWONjCjWxOjQASJLhNYReUA1f_nl_Hhps A youtube playlist of Valkenhayn tech.] There are videos that date back to CP, but even some of them apply to Valkenhayn as of CF2.
*[http://www.dustloop.com/forums/index.php?/forums/topic/6420-cf-valkenhayn-strategy-guide-beginners-please-read-here-first/ Old CF1 Beginner's Guide]
*[http://www.dustloop.com/forums/index.php?/forums/topic/6420-cf-valkenhayn-strategy-guide-beginners-please-read-here-first/ Old CF1 Beginner's Guide]
*[https://docs.google.com/document/d/1rHc48Q99bbEX6eHNBsLnD_2968cb4umv6u4vMDN6y1g/edit?copiedFromTrash Temporary Copy of Valk Pressure document]
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Revision as of 21:37, 20 January 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview
Overview
Lore: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.


Valkenhayn R. Hellsing
BBCF Valkenhayn R. Hellsing Portrait.png


Drive: Werewolf

Valkenhayn transforms into a wolf by pressing the D button. In wolf form, Valkenhayn becomes more agile and gains a completely new moveset. However, Valkenhayn cannot block while in this form. Pressing the D button will revert back into human form.

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.

Cannot be activated in wolf form. During Endless Wolf, the Wolf Gauge constantly increases unless Valkenhayn is in wolf form in the air. It will rapidly restore if fully depleted. In addition to this:

  • w[j.214A/B/C] have drastically increased hitstun
  • j.C becomes drive/wolf cancellable
  • Rasen wolf and wolf cannons have faster startup.

Normal Moves

5A

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  • 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.

5B

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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.

5C

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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.

2A

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  • 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.

2B

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  • 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.

2C

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  • 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.

6A

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  • 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.

6B

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  • 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.

6C

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  • 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.

3C

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  • 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.

j.A

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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.

j.B

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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.

j.C

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  • 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.



Wolf Normals

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

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  • 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.

5C

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  • Downs on hit


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. For more information please check out the w5C oki in the Valkenhayn guide. 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.

j.A

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j.A
j.AA
j.AAA

  • Can cancel into [w] j.A (2) until 16F
  • Can cancel into [w] j.A (3) until 11F


A bite which can be pressed 3 times for different animations, similar to Hazama's j.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's 5A/j.A so it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range ad it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after a j.B > j.B > j.C knockdown because the range is really deceptive when using wolf brake j.A. Combine this with w5C, and you already have a high low mixup. From a blocked wj.A you can go into wj.C for another overhead. This is the normal you should be using if you're air to air with your opponent. wj.A will help to level up your pressure and mixup if you use utilize it with wolf brake (1DCA OR 6D > 4CA). There is no reason not to use it as not only is it faster than 6D > wj.A but it also consumes slightly less wolf meter.

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

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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.


Drive Moves

5D

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Human to Wolf
Wolf to Human

  • Valkenhayn is in a CH state while transforming to wolf form.
  • No longer has head and throw invul
  • Transforms to wolf form on 7F
  • 7F~ in human form and able to cancel into human attacks


Changes Valkenhayn into a wolf. During this time Valkenhayn has a different set of moves from his human counterpart and gains greatly increased mobility. In wolf form the gauge will drain when Valkenhayn is in the air, it also drains for running backwards on the ground. Wolf meter drains faster when you use air dashes, as well as Geschwind/Rasen Wolf and Konig/Eisen Wolf specials. If the gauge runs out you won't be able to use wolf form for approximately 10 seconds.

Geschwind Wolf (Swift Wolf)

Cancel Human Attack with direction +D

  • For more frame data on the different directions see the full frame data page.


Valkenhayn spins in place, changes into a werewolf 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. All Valkenhayn's human specials, 5C, 2C and 3C can be drive cancelled into Geschwind Wolf.

Rasen Wolf (Rush Wolf)

ND during Werewolf

  • 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.


Universal Mechanics

Forward Throw

5B+C

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  • 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.

Back Throw

4B+C

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  • 100% minimum damage (1500)


Same as the forward throw.

Air Throw

j.B+C

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  • 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.

Counter Assault

When blocking 6A+B

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  • 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.

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • 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.


Specials

Nacht Jager (Night Hunter)

236A

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  • 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 +3. This lets Valkenhayn create new pressure extensions from human form. However, it will still leave Valkenhayn close and minus on instant block. It also covers a lot of ground however so it can be used to close the gap after 5B or 5C.

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.

Schwarz Jagd (Black Hunting)

236B

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  • Downs opponent on hit
  • Can cancel into Geschwind Wolf 22F~
  • Can cancel into Weiß Jagd on hit or block 24F~


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.

Weiss Jagd (White Hunting)

236B after Schwarz Jagd

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  • 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.

Nacht Rosen (Night Rose)

236C

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  • 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.

Mondlicht (Moonlight)

j.214B

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  • 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.

Konig Wolf (King Wolf)

236A/B/C during Werewolf

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A
A (air)
B
B (air)
C
C (air)

  • 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

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. If you hit with this attack, you can use any of these followups (can depend on spacing):

  • Run a little w[5C > 6D > j.A] - If you have them in the corner
  • Run a little w[5B > j.C > j.236B > 6D > j.B] - If you have your back to the corner and you want to get them in the corner
  • Run a little w[5B > j.C > j.236B > 1D > j.D > 2C] - If you're midscreen and you're going for damage.

Alternatively you could use the w[5B > IAD j.B > j.C] wolf combo for more corner carry or go back to human form and combo with 3C if you're low on wolf meter.

Wolf cannons don't have to be used offensively. They also provide another means of wolf movement. It doesn't cost much more wolf meter to use so it's well worth using it provided you can combine it with followup movements such as 7D > 4C wolf brake.

Eisen Wolf (Iron Wolf)

j.214A/B/C during Werewolf

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A
B
C

  • Grounds opponent on hit
  • Causes hard knockdown on CH
  • Cannot emergency tech on CH
  • 7F~ after hitstop able to cancel into Rasen Wolf on hit or block

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 even more unsafe to use because if an opponent blocks this you will be in a few frames of recovery before you can try to cancel it into 4D/7D, making you vulnerable. It's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly. You cannot combo from this move on a normal hit. On a counter hit, pick up with w[C] or w[A].

Himmel Wolf (Heaven Wolf)

B+C during Werewolf, air OK

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Ground
Air

  • 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.


Distortion Drives

Sturm Wolf (Storm Wolf)

632146D

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  • 1000 minimum damage (1280 in Overdrive)
  • Reversal Super / Distortion Ender

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 (King Flight)

j.236236C

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  • 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.


Exceed Accel

Sieg Nagel (Victory Nail)

ABCD during Overdrive

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  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Behaves like all other Exceed Accels
  • 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 Valk will need to micro-walk back before attacking in-order to prevent forward rolls from escaping the corner.

Astral Heat

Blut Vollmond (Blood Full Moon)

214214C

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  • 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 where you can clearly view the full white moon, then Valkenhayn's show begins. The safest way to use this would be to confirm into it from a combo. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Overall a great astral. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. You don't want to miss.


External References


Navigation

To edit frame data, edit values in BBCF/Valkenhayn R. Hellsing/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.