BBCF/Valkenhayn R. Hellsing/Combos

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 Valkenhayn R. Hellsing


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
h[] = Inputs in Human Form
w[] = Inputs in Wolf Form
j.BAB = j.B > j.A > j.B
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

For a longer combo list, check the Valkenhayn combo doc. Some of the combos here are taken directly from this document, others are adapted to be slightly easier. Combos are assumed to start in human form unless noted otherwise. Sequences of wolf form inputs are in brackets e.g w[]. Sequences of human form inputs are notated as h[]. Common Shorthand is noted in the legend above.

Beginner Combos
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_ 5B > 5C > 236A Anywhere 1521 10 Everyone [2] Easy
_ 5B > 5C > 236B > 236B Anywhere 1957 14 [2] Easy
_ w[5A > 5B > 5C > 236A > 5D] > 5B > 2C > sjc > j.B > djc > j.B > j.C Corner 1859 13 [2] Easy 5B immediately after you start to transform.
_ 5B > 3C > 236A > 2A > 5B > 2C > sjc > j.B > djc > j.B > j.C Corner 2318 16 [2] Easy Basic extension from the first combo
_ Forward/Backward Throw > 236C > 5C > sj.BAB > dj.B > j.C Midscreen 2580 18 [2] Easy
_ Air Throw > 6C > 3C > 236C > 5B > sj.BAB > dj.B > j.C Midscreen 2741 19 [2] Easy



These combos are assumed to be in human form, therefore only wolf inputs will have bracket [] notation

Human Starters
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_ 2B > 5B > 5C > 6C > 3C > 236B~236B Anywhere 2362 16
_ 2A > 5B > 5C > 236C > 5B > sj.c > j.B > j.A > j.B > djc >j.B > j.C Anywhere 2256 16 Requires Crouching Hit
_ 5C CH > 236C > 5C > tk.214B > 9D > w[j.B > j.A] > 5D > 2C > 6C(1) > 236A > 5B > 2C > j.B > dj.B > j.C Midscreen 3823 27 Corner Carry combo
_ 5B > 5C > 236C > 5C > tk.214B > 9D > w[j.B > j.A] > 5D > 2C > 236A > 5B > 2C > j.B > dj.B > j.C Midscreen 3524 25 Crouching Hit
_ 6A > 5B > 2C > sjc > j.BAB > djc > j.B > j.C Anywhere 2208 15 Anti air combo. Air hit only.
_ 6A CH > 5C > tk.214B > 9D > w[j.B > j.A] > 5D > 2C > 236A > 5B > 2C > j.B > dj.B > j.C Midscreen 2888 20 CH version. Works on ground hit
_ 6B > 5D > w[5B > 5C > 236A > 236B > 214A Anywhere 2516 18 Overhead confirm, switches sides at midscreen
_ 6B > 5D > w[5A > 5B > 5C > 6D > j.A > 5D] > 5B > 2C/5C > j.B > j.B > j.C Anywhere 2523 18 Uses less wolf meter
_ 6C FC > 2C > 5C > 6C(1) > 236C > 5C > tk.214B > 9D > w[j.B > j.A] > 5D > 2C > 6C(1) > 3C > 236A > 5B > 2C > j.B > dj.B > j.C Midscreen 4190 30 Fatal Counter Combo
_ Forward/Backward > 236C > 5C > jc > j.B > j.214B > 9D > [w.j.Ax3 > j.C > djc > j.5D] > j.C Midscreen 2806 20
_ 2A > 2B > 3C > 236A > 2A > 5B > 2C > tk.214B > 2A > 5B > 2C > j.B > dj.B > j.C Corner 2080 14
_ 2A > 5B > 5C > 236C > 2C > j.B > dj.D > w[j.A > j.B > j.A] > 5D > 5B > 2C > j.B > dj.B > j.C Corner 2587Zz 18 Crouching Hit only
_ 6B > 5D > w[5B > 5C > 236A] > 5D > 6A > 5A/2A > 5B > 2C > sj.B > dj.B > j.C Corner 2988 21 Corner overhead combo
_ 6C > 3C > 236A > 2B > 5B > 2C > j.D > w[j.B > j.A] > 5D > 2C > 236C > 2C > sj.B > dj.B > j.C Corner 3092 22
_ 6C(1) FC > 3C > 236A > 2B > 2C > Delay 6B > 5DD > 2C > 6B > 5D > w[5C > 236A] > 5D > 2C > 6C(1) > 3C > 236C > 2C > j.B > dj.B > j.C Corner 3775 27 Fatal Counter combo
_ 6C FC > 2C > 236C > 6A > 2C > 6B > 5D > w[5C > 236A] > 5D > 2C > 6C > 6B > 5DD > 2B > 5B > 2C > sj.B > dj.B > j.C Corner 4902 35
_ B+C > 236A > 2C > 6C(1) > 3C > 236A > 5B > 236A > 5B > 2C > j.B > dj.B > j.C Corner 2666 18
_ Air Throw > 2C > 6C > 6B > 5D > w[5C > 236A] > 5D > 5B > 2C > j.B > dj.B > j.C Corner 3121 22 -



These combos are assumed to be in wolf form, therefore only human inputs will have bracket [] notation

Wolf Starters
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_ 5A > 5B > 5C > 6D > j.A > 5D > h[5B > 2C/5C > j.B > j.B > j.C] Anywhere 1576 11 [3] Medium w[5C > 6D > j.A > 5D] > 5B is a critical combo piece.
_ 5A > 5B > 5C > 236A > 236B > 214B Anywhere 1627 11 [2] Easy
_ 5A > 5B > 5C > 236A > 5D > h[5B > jc > j.BAB > (j.B) > j.C] 1768 12 The extra j.B whiffs on Valkenhayn
_ 5B > j.c > j.Ax3 > j.C > djc > j.D > h[j.C] Anywhere 1525 10 Antiair combo
_ 236A > 5B > j.B > 3D > j.A > 5D > h[2C > 6C(1) > 236C > 5B > sjc >j.B > j.C] Midscreen 2563 18
_ 5C > 6D > j.A > 5D > h[5B > 2C > tk.214B] > 9D > j.B > j.A > 5D > h[5B > 2C > sj.BAB > dj.B > j.C] Midscreen 2452 17
_ Ground Throw > 6D > j.D > h[2C > 6C(1) > 3C > 236C > 5B > sj.B > dj.B > j.C] Midscreen 2910 20
_ 5A/j.A/j,B/j.C > 5B > 5C > 6D > j.A > 5D > h[5B > 236A > 5B > 2C > j.B > dj.B > j.C] Corner 1713/1713/2151/2471 12/12/15/17
_ 5B > 5C > 6D > j.A > 5D > h[5B > 236A > 2C > 6C(1) > 236A > 5B > 236A > 5B > 2C > j.B > dj.B > j.C] Corner 2223 15
_ 5B > 5C > 236A > 5D > h[2C > 6C > 236A > 6A > 2B > 5B > 2C > sj.B > dj.B > j.C Corner 2944 21
_ j.B/j.C > 5C > 236A > 5D > h[2C > 6C(1) > 3C > 236C > 2C > j.B > dj.B > j.C] Corner 2852/3206 20/23
_ Ground Throw > 2D > 5D > h[2C > 6B] > 5DD > h[2C > 6B] > 5D > 5C > 236A > 5D > h[5B > 2C > j.B > dj.B > j.C] Corner 3480 25

Combo Theory

Resource management is a major part of Valkenhayn's combo theory. Wolf Gauge must be preserved in order to maintain a good neutral presence and mixup potential after knockdowns. The wolf gauge is critical to Valkenhayn's neutral and mixup potential. As such, it's common for Valkenhayn to focus on optimizing its usage in place of damage. Overdrive, however, throws this out the window. In OD, Valkenhayn's regeneration shoots up, allowing him to stay in wolf form and use it far more than normal. Additionally, Exceed Accel is a great ender for Overdrive combos because it gives Valkenhayn a large amount of time to build back the wolf gauge.

Video Examples

Basic Combos


Overdrive Combos


Other CF2 Combos


External References

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