Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5B > 5C > 236A | Anywhere | 1521 | 10 | Everyone | Easy | |
_ | 5B > 5C > 236B > 236B | Anywhere | 1957 | 14 | Easy | ||
_ | w[5A > 5B > 5C > 236A > 5D] > 5B > 2C > sjc > j.B > djc > j.B > j.C | Corner | 1859 | 13 | 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 | Easy | Basic extension from the first combo | |
_ | Forward/Backward Throw > 236C > 5C > sj.BAB > dj.B > j.C | Midscreen | 2580 | 18 | Easy | ||
_ | Air Throw > 6C > 3C > 236C > 5B > sj.BAB > dj.B > j.C | Midscreen | 2741 | 19 | Easy |
These combos are assumed to be in human form, therefore only wolf inputs will have bracket [] notation
# | 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
# | 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 | Medium | w[5C > 6D > j.A > 5D] > 5B is a critical combo piece. | |
_ | 5A > 5B > 5C > 236A > 236B > 214B | Anywhere | 1627 | 11 | 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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State