GG2/Valentine: Difference between revisions

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Valentine does have some powerful combos if she has meter to burn. It's usually easiest to land a hit while you are being supported by your Tribe but there are also cases where you can sidestep and punish the opponent being careless. Once the enemy is low health it can be hard to run from Valentine's special moves which are all projectiles.
Valentine does have some powerful combos if she has meter to burn. It's usually easiest to land a hit while you are being supported by your Tribe but there are also cases where you can sidestep and punish the opponent being careless. Once the enemy is low health it can be hard to run from Valentine's special moves which are all projectiles.


| summary = is a Tension reliant long range zoner with a unique double jump and multi-direction airdash. She has several high damage single hit attacks that cover a large area making her good at {{Tt|Servant Clear|When a Master takes time to clear massive swathes of enemy Servants, often by abusing strong single-hitting attacks with wide reach.}}.
| summary = is a Tension reliant long range zoner with a unique double jump and multi-direction airdash. She has several high damage single hit attacks that cover a large area making her good at killing large groups of Servants quickly.
| pros =
| pros =
*'''Valentine's Tribe''': One of the best advantage a character could have. Not possessing any major weaknesses, it puts pressure on the enemy to maintain their strategy and prevent her units from making a push.
*'''Valentine's Tribe''': One of the best advantage a character could have. Not possessing any major weaknesses, it puts pressure on the enemy to maintain their strategy and prevent her units from making a push.
*'''Zoning''': With multiple different projectile moves, Valentine can effectively fight from behind her Servants. Since {{Tt|Blast Drive|A Master's fastest form of movement. When activated some tension is consumed but the player moves forward very fast and can drift for sharp turns.}} has startup, Valentine's 5Y and 8Y can be make it hard for an enemy master to retreat from a losing battle.
*'''Zoning''': With multiple different projectile moves, Valentine can effectively fight from behind her Servants. Since {{clr|1|{{Tt|Blast Drive|A Master's fastest form of movement. When activated some tension is consumed but the player moves forward very fast and can drift for sharp turns.}} }} has startup, Valentine's 5Y and 8Y can be make it hard for an enemy master to retreat from a losing battle.
*'''Good {{Tt|Servant Clear|When a Master takes time to clear massive swathes of enemy Servants, often by abusing strong single-hitting attacks with wide reach.}}''': Valentine has some high damage and wide range attacks. Some cost Tension and are projectiles while others are melee options with long startup and recovery.
*'''Good DPS in a large AoE''': Valentine has some high damage and wide range attacks. Some cost Tension and are projectiles while others are melee options with long startup and recovery. These big high damage attacks enable Valentine to quickly kill large groups of enemy Servants.
| cons =  
| cons =  
*'''Tension-reliant''': Valentine does have powerful tools, but they're counterbalanced harshly by her reliance on Tension for Zoning in combos. Valentine will need to stock up on Tension Potions or recharge tension at ghost controlled by her or her allies if she plans on engaging an enemy Master.
*'''Tension-reliant''': Valentine does have powerful tools, but they're counterbalanced harshly by her reliance on Tension for zoning and in combos. Valentine will need to stock up on Tension Potions, beat up enemy Servants with normal attacks, or recharge tension at ghost controlled by her or her allies if she plans on engaging an enemy Master.
*'''Needs to zone''': Many other Masters, especially strong ones like Sol, absolutely destroy Valentine if they can get close. If she or her units can't keep them away, odds are that she won't survive the battle.
*'''Needs to zone''': Many other Masters, especially strong ones like Sol, absolutely destroy Valentine if they can get close. If she or her units can't keep them away, odds are that she won't survive the battle.
*'''Drive Startup''':Valentine's {{Tt|Blast Drive|A Master's fastest form of movement. When activated some tension is consumed but the player moves forward very fast and can drift for sharp turns.}} has the slowest startup of any Master. This makes getting away from bad situations hard without spending Mana on the 1-use Ability Bye-Bye.
*'''Drive Startup''':Valentine's {{clr|1|{{Tt|Blast Drive|A Master's fastest form of movement. When activated some tension is consumed but the player moves forward very fast and can drift for sharp turns.}} }} has the slowest startup of any Master. This makes getting away from bad situations hard without spending Mana on the 1-use Skill {{clr|4|Bye-Bye}}.
}}
}}


=Lock-off Attacks=
=Lock-off Attacks=
The most useful would be F8X, otherwise you don't see Valentine use Lock-off Attacks.
The most useful would be {{clr|2|F8X}}, otherwise you don't see Valentine use Lock-off Attacks.


===<big>{{clr|1|F5X}}</big>===
===<big>{{clr|2|F5X}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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Does poor damage and so do any followups due to scaling. Overall not very useful.
Does poor damage and so do any followups due to scaling. Overall not very useful.


A slap going left to right looking alot like 4X. Unlike 4X your followups are F5XX, F8X, special moves, sidestep, backstep, or modern cancel.
A slap going left to right looking alot like {{clr|2|4X}}. Unlike {{clr|2|4X}} your followups are {{clr|2|F5XX}}, {{clr|2|F8X}}, {{clr|5|special moves}}, sidestep, backstep, or {{clr|1|Modern Cancel}}.


Only F5XX, 5Y, or Modern Cancel will lead to combos (excluding experimenting with item usage).
Only {{clr|2|F5XX}}, {{clr|5|5Y}}, or {{clr|1|Modern Cancel}} will lead to combos (excluding experimenting with item usage).


{{CloseCard}}
{{CloseCard}}


===<big>{{clr|1|F5XX}}</big>===
===<big>{{clr|2|F5XX}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Slaps right to left while moving forward slightly similar to 5X or 4XX but with none of the same useful followups.
Slaps right to left while moving forward slightly similar to {{clr|2|5X}} or {{clr|2|4XX}} but with none of the same useful followups.


Same followups as F5X except that F5XXX just goes back into F5X. Same issues as F5X in that the damage is low and and the followups scaled even more.
Same followups as {{clr|2|F5X}} except that inputing {{clr|2|F5XXX}} just goes back into {{clr|2|F5X}} . Same issues as {{clr|2|F5X}}  in that the damage is low and and the followups scaled even more.


{{CloseCard}}
{{CloseCard}}


===<big>{{clr|1|F8X}}</big>===
===<big>{{clr|2|F8X}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F8X"
|where=chara="{{SUBPAGENAME}}" and input="F8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown.
Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown.


This also has a small jump cancel window as the Lucifero hits the ground and can lead to combos.
This also has a small jump cancel window as the Lucifero hits and can lead to combos.
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5X"
|where=chara="{{SUBPAGENAME}}" and input="5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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Valentine slaps right to left with stubby range while moving forward slightly.
Valentine slaps right to left with stubby range while moving forward slightly.


Mostly used to get Valentine's combo game going if she can't land 4XXX.
Mostly used to get Valentine's combo game going if she can't land {{clr|2|4XXX}}.
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5XX"
|where=chara="{{SUBPAGENAME}}" and input="5XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Catches sidestep left out of blockstun from 5X and helps get you to 5XXX which can lead to big combos if 5XXX is Modern Canceled.
Catches sidestep left out of blockstun from {{clr|2|5X}} and helps get you to {{clr|2|5XXX}} which can lead to big combos if {{clr|2|5XXX}} is Modern Canceled.


If 5XX was blocked you will want to do something else besides 5XXX otherwise you could be sidestepped and punished. If the opponent sidesteps predictably you can catch them by gatling into 2X and if they backstep predictably special cancel into 5Y will catch them.
If {{clr|2|5XX}} was blocked you will want to do something else besides {{clr|2|5XXX}} otherwise you could be sidestepped and punished. If the opponent sidesteps predictably you can catch them by gatling into {{clr|2|2X}} and if they backstep predictably special cancel into {{clr|5|5Y}} will catch them.


Gatling into 8X is usually done when going for meterless damage against Servants and not very useful against Masters.
Gatling into {{clr|2|8X}} is usually done when going for meterless damage against Servants or when going for a Guard Break as a mixup (there is a gap in blockstring).


{{CloseCard}}
{{CloseCard}}
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5XXX"
|where=chara="{{SUBPAGENAME}}" and input="5XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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Valentine jumps forward thrusting both her knees in front of her covering good range.  
Valentine jumps forward thrusting both her knees in front of her covering good range.  


This move is usually Modern Canceled on hit to combo into 4X.
This move is usually Modern Canceled on hit to combo into {{clr|2|4X}}.
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5X4X"
|where=chara="{{SUBPAGENAME}}" and input="5X4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="4X"
|where=chara="{{SUBPAGENAME}}" and input="4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Valentine's stubbiest normal where she slaps left to right. Also the easiest way to get to her air combos since 4XXX is a jump cancel able launcher.
Valentine's stubbiest normal where she slaps left to right. Also the easiest way to get to her air combos since {{clr|2|4XXX}} is a jump cancelable launcher.


The easiest way to get to this button in a combo is to land 5XXX then modern cancel into 4X.
The easiest way to get to this button in a combo is to land {{clr|2|5XXX}} then modern cancel into {{clr|2|4X}}.


If you do manage to get close enough to have this blocked then 4XX will catch every kind of sidestep.   
If you do manage to get close enough to have this blocked then {{clr|2|4XX}} will catch every kind of sidestep.   
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="4XX"
|where=chara="{{SUBPAGENAME}}" and input="4XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Helps get you to 4XXX in combo routes. If 4XX was blocked you will want to do something else besides 4XXX otherwise you could be sidestepped and punished.
Helps get you to {{clr|2|4XXX}} in combo routes. If {{clr|2|4XX}} was blocked you will want to do something else besides {{clr|2|4XXX}} otherwise you could be sidestepped and punished.


If your opponent tried to mash any kind of step out of blockstun from 4X they will get hit by this move.
If your opponent tried to mash any kind of step out of blockstun from {{clr|2|4X}} they will get hit by this move.
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="4XXX"
|where=chara="{{SUBPAGENAME}}" and input="4XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="6X"
|where=chara="{{SUBPAGENAME}}" and input="6X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="2X"
|where=chara="{{SUBPAGENAME}}" and input="2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="8X"
|where=chara="{{SUBPAGENAME}}" and input="8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
One of Valentine's best moves for meterless Servant Clear. The middle ground between F8X and 6X(XXX...). Useful when you don't have time for 6X(XXX...)
One of Valentine's best moves for meterless Servant Clear. The middle ground between {{clr|3|F8X}} and {{clr|2|6X(XXX...)}}. Useful when you don't have time for {{clr|2|6X(XXX...)}}


Valentine swings Lucifero over her head and smashes him into the ground in front of her.  
Valentine swings Lucifero over her head and smashes him into the ground in front of her.  
{{CloseCard}}
{{CloseCard}}


=Jumping Attacks=


===<big>{{clr|2|j5X}}</big>===
===<big>{{clr|3|j.5X}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5X"
|where=chara="{{SUBPAGENAME}}" and input="5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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{{CloseCard}}
{{CloseCard}}


===<big>{{clr|2|j5XX}}</big>===
===<big>{{clr|3|j.5XX}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5XX"
|where=chara="{{SUBPAGENAME}}" and input="5XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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{{CloseCard}}
{{CloseCard}}


===<big>{{clr|2|j5XXX}}</big>===
===<big>{{clr|3|j.5XXX}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j5XXX"
|where=chara="{{SUBPAGENAME}}" and input="j5XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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{{CloseCard}}
{{CloseCard}}


===<big>{{clr|2|j8X}}</big>===
===<big>{{clr|3|j.8X}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j8X"
|where=chara="{{SUBPAGENAME}}" and input="j8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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This is one of Valentine's most useful normal attacks due to it's range, speed, and jump cancel working with Valentine's unique double jump and air dash mechanics.
This is one of Valentine's most useful normal attacks due to it's range, speed, and jump cancel working with Valentine's unique double jump and air dash mechanics.


At the right distance it is pretty safe on block as you can sidestep, backstep, or jump cancel into airdash J.XXX for continued pressure.
At the right distance it is pretty safe on block as you can sidestep, backstep, or jump cancel into airdash {{clr|3|j.5XXX}} for continued pressure.


Both used as a combo ender after j5XXX and as combo filler in more advanced combos due to ground bounce on airborne opponents.
Both used as a combo ender after {{clr|3|j.5XXX}} and as combo filler in more advanced combos due to ground bounce on airborne opponents.


{{CloseCard}}
{{CloseCard}}
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=Specials=
=Specials=
===<big>Judas</big>===
===<big>Judas</big>===
<span class="input-badge">'''{{clr|P|F5Y/5Y}}'''</span>
<span class="input-badge">'''{{clr|5|F5Y/5Y}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5Y"
|where=chara="{{SUBPAGENAME}}" and input="5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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===<big>Brutus</big>===
===<big>Brutus</big>===
<span class="input-badge">'''{{clr|P|8Y}}'''</span>
<span class="input-badge">'''{{clr|5|8Y}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="8Y"
|where=chara="{{SUBPAGENAME}}" and input="8Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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===<big>Cassius</big>===
===<big>Cassius</big>===
<span class="input-badge">'''{{clr|P|2Y}}'''</span>
<span class="input-badge">'''{{clr|5|2Y}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="2Y"
|where=chara="{{SUBPAGENAME}}" and input="2Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 613: Line 614:


===<big>Remove the Chain of Chiron</big>===
===<big>Remove the Chain of Chiron</big>===
<span class="input-badge">'''{{clr|P|jY}}'''</span>
<span class="input-badge">'''{{clr|5|jY}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 625: Line 626:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j5Y"
|where=chara="{{SUBPAGENAME}}" and input="j5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 638: Line 639:
Valentine shoots 3 fireballs down-forward diagonally from where Valentine is facing. Similar to Xrd Jack-O's Tension dependent special move of the same name.
Valentine shoots 3 fireballs down-forward diagonally from where Valentine is facing. Similar to Xrd Jack-O's Tension dependent special move of the same name.


This move carries momentum from jumps done out of Blast Drive so a talented player can do 'bombing runs' on groups of enemies.
This move carries momentum from jumps done out of {{clr|1|{{tt|Blast Drive| A Master's fastest form of movement done by pressing the left analog stick in while in free-aim (no lock-on). {{clr|1|Blast Drive}} consumes a small amount of Tension on startup if you have it but is useable without Tension. Blast drive has limited turning without using the {{clr|3|A}} button to drift. Tilting the Analog stick forward increases speed while tilting it back decreases speed. If speed decreases too much or you hit a wall you will exit Blast Drive}} }} so a talented player can do 'bombing runs' on groups of enemies.


{{CloseCard}}
{{CloseCard}}


=Overdrive=
===<big>Calvados</big>===
===<big>Calvados</big>===
<span class="input-badge">'''{{clr|P|X+A}}'''</span>
<span class="input-badge">'''{{clr|2|X}}+{{clr|3|A}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 655: Line 657:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="X+A"
|where=chara="{{SUBPAGENAME}}" and input="X+A"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 672: Line 674:
{{CloseCard}}
{{CloseCard}}


=Guides=
=Skills=
Translated notes from a Japanese guide mixxed with knowledge from a xSol_Badguy who is one of the most active members of the English speaking community. This guide right now is honestly a better way to learn about Valentine than this Dustloop page right now.


https://docs.google.com/document/d/1jjse_T5Yg3dJlkLLoCk4ettEHHOqNj72SKwgpBiDrK4/edit
===<big>Brownie Summons</big>===
<span class="input-badge">'''{{clr|4|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Valentine_Brownie-Summons.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2s}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Brownie Summons"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Summons an armored minion which tries to stay in front of Valentine wherever she goes. After being attacked, it will counter attack, then self-destruct.


=Combos=
{{CloseCard}}
To do: fix notation combos involving jumps and air combos.
-Basic Combos-


5X, X, X
===<big>Zest</big>===
Very short ranged and on the third hit she will jump at her target to keep the distance point blank on her target. Has very poor tracking so can be side stepped.
<span class="input-badge">'''{{clr|4|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Valentine_Zest.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2s}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Zest"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Performs an attack where Lucifero swells up and explodes causing damage and knockdown to enemies caught in the explosion's AoE.


4X, X, X
{{CloseCard}}
This combo will launch her target making it easy to follow up with an air combo as she will automatically be in the air. If you land you can combo into this again.


8X
===<big>Bye-Bye</big>===
Uses her balloon as a giant flail and throws it into her enemy making them launch away and take decent damage.
<span class="input-badge">'''{{clr|4|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Valentine_Bye-Bye.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2s}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Summon Gate Gunner"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Teleports you to your Masterghost but consumes the Skill on use.  


6X (keep pressing X to spin the balloon, Can do this indefinitely. Letting go does a last swing that sends Valentine forward.)
{{CloseCard}}
Valentine will start swinging her balloon on the right side of her model, this can be dodged if the enemy is on the opposite side apart from when she then lunges at her target.
 
2X
Valentine will backstep ever so slightly and hit both flanks. Do this if the target is side stepping round you.
 
 
-Advanced Combos-
 
5X, X, X, (MC), 4X, X, X, j. 5X, X, 8X
199 Damage.
 
5X, X, X, (MC), 4X, X, X, j. 5X, X, X
188 Damage.
 
5X, X, X, (MC), 4X, X, X, 8X, l. 8X
202 Damage.
 
5X, X, X, (MC early), 5X, X, X, 8X
181 Damage.
 
4X, X, X, l. 4X, X, X, l. 8X
156 Damage.
 
4X, X, X, l. 4X, X, X, j. 8X
156 Damage.
 
8X, (MC) 8Y
153 Damage.
 
 
-Other Combos-
 
5X, X, X, (MC), 4X, X, X, j. 5X, X, 8X, Zest 5B
227 Damage.
 
5X, X, X, (MC), 4X, X, X, l. 4X, X, X, j. 8X l. Zest 5B
214 Damage.
 
5X, X, X, (MC early), 5X, X, X, 8X, l. Zest 5B.
210 Damage.
 
4X, X, X, j. 5X, X, X, 5Y
176 Damage.
 
4X, X, X, j. 5X, X, 8X
174 Damage.
 
4X, X, X, j. 5X, X, 8X, l. Zest 5B
209 Damage.
 
4X, X, X, l. 4X, X, X, l. 8X, l. Zest 5B
198 Damage.
 
4X, X, X, l. 4X, X, X, j. 5X, X, X
First and Last air hits hit will whiff.
164 Damage.


4X, X, X, l. 4X, X, X, j. 8X, l. Zest 5B
213 Damage.


==Navigation==
==Navigation==
{{#lst:Guilty Gear 2 -Overture-/Navigation}}
{{#lst:Guilty Gear 2 -Overture-/Navigation}}

Revision as of 03:42, 16 October 2022


Overview
Overview

Valentine is Guilty Gear 2's only pure long range zoner. Jack-O Valentine in Guilty Gear Xrd actually has some of the same moves as Valentine. The similarities don't end there as both have the goal of maintaining enough Tension to make their special moves a threat as they try to bring out an army to enable their offense.

Zoning can be useful in large battles where Valentine can hide behind her Servants, but without allied units down She doesn't have the tools to keep someone from rushing her down.

Valentine does have some powerful combos if she has meter to burn. It's usually easiest to land a hit while you are being supported by your Tribe but there are also cases where you can sidestep and punish the opponent being careless. Once the enemy is low health it can be hard to run from Valentine's special moves which are all projectiles.

 Valentine  Valentine is a Tension reliant long range zoner with a unique double jump and multi-direction airdash. She has several high damage single hit attacks that cover a large area making her good at killing large groups of Servants quickly.

Pros
Cons
  • Valentine's Tribe: One of the best advantage a character could have. Not possessing any major weaknesses, it puts pressure on the enemy to maintain their strategy and prevent her units from making a push.
  • Zoning: With multiple different projectile moves, Valentine can effectively fight from behind her Servants. Since Blast DriveA Master's fastest form of movement. When activated some tension is consumed but the player moves forward very fast and can drift for sharp turns. has startup, Valentine's 5Y and 8Y can be make it hard for an enemy master to retreat from a losing battle.
  • Good DPS in a large AoE: Valentine has some high damage and wide range attacks. Some cost Tension and are projectiles while others are melee options with long startup and recovery. These big high damage attacks enable Valentine to quickly kill large groups of enemy Servants.
  • Tension-reliant: Valentine does have powerful tools, but they're counterbalanced harshly by her reliance on Tension for zoning and in combos. Valentine will need to stock up on Tension Potions, beat up enemy Servants with normal attacks, or recharge tension at ghost controlled by her or her allies if she plans on engaging an enemy Master.
  • Needs to zone: Many other Masters, especially strong ones like Sol, absolutely destroy Valentine if they can get close. If she or her units can't keep them away, odds are that she won't survive the battle.
  • Drive Startup:Valentine's Blast DriveA Master's fastest form of movement. When activated some tension is consumed but the player moves forward very fast and can drift for sharp turns. has the slowest startup of any Master. This makes getting away from bad situations hard without spending Mana on the 1-use Skill Bye-Bye.
Valentine
GG2 Valentine Portrait.png
Health
450
Skills
Brownie Summons, Zest, Bye-bye
Tribe
Vizuel

Lock-off Attacks

The most useful would be F8X, otherwise you don't see Valentine use Lock-off Attacks.

F5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
12 Low No No Side & Backstep

Does poor damage and so do any followups due to scaling. Overall not very useful.

A slap going left to right looking alot like 4X. Unlike 4X your followups are F5XX, F8X, special moves, sidestep, backstep, or Modern Cancel.

Only F5XX, 5Y, or Modern Cancel will lead to combos (excluding experimenting with item usage).

F5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
12 Low No No Side & Backstep

Slaps right to left while moving forward slightly similar to 5X or 4XX but with none of the same useful followups.

Same followups as F5X except that inputing F5XXX just goes back into F5X . Same issues as F5X in that the damage is low and and the followups scaled even more.

F8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
75 Unblockable Yes Launch Jump

Valentines most used lock-off attack. Wider range than Valentines other AoE attacks but less damage too. Guard Breaks instantly on hit.

Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown.

This also has a small jump cancel window as the Lucifero hits and can lead to combos.

Lock-on Attacks

5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
27 ? No No None

Valentine slaps right to left with stubby range while moving forward slightly.

Mostly used to get Valentine's combo game going if she can't land 4XXX.

5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
42 Medium No No 4-Way Step

Catches sidestep left out of blockstun from 5X and helps get you to 5XXX which can lead to big combos if 5XXX is Modern Canceled.

If 5XX was blocked you will want to do something else besides 5XXX otherwise you could be sidestepped and punished. If the opponent sidesteps predictably you can catch them by gatling into 2X and if they backstep predictably special cancel into 5Y will catch them.

Gatling into 8X is usually done when going for meterless damage against Servants or when going for a Guard Break as a mixup (there is a gap in blockstring).

5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Medium ? V.Launch None (leaves you airborne)

Valentine jumps forward thrusting both her knees in front of her covering good range.

This move is usually Modern Canceled on hit to combo into 4X.

5X4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
54 High No No None

A slap from left to right with long startup but very high guard break damage.

Doing this twice will guard break someone. The pushback is very high and angled to the right so unless they are in a corner and you Modern Cancel you won't be able to do this twice in a row.

This is mostly going to be useful for opening up a opponent who is already scared of your pressure. The knockback on hit is so high that you can go right back to pressure with Valentines zoning.

4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low ? No Jump + Side & Back

Valentine's stubbiest normal where she slaps left to right. Also the easiest way to get to her air combos since 4XXX is a jump cancelable launcher.

The easiest way to get to this button in a combo is to land 5XXX then modern cancel into 4X.

If you do manage to get close enough to have this blocked then 4XX will catch every kind of sidestep.

4XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
27 Low ? No Jump + Side & Back

Helps get you to 4XXX in combo routes. If 4XX was blocked you will want to do something else besides 4XXX otherwise you could be sidestepped and punished.

If your opponent tried to mash any kind of step out of blockstun from 4X they will get hit by this move.

4XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low ? Launch Jump

A jump cancelable launcher which Valentine uses to get to her air combos.

6X(XXX...)

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
n x 25, 120 High No (wind-up), Yes (final Swing) No, Yes (final swing knocks down). None

One of Valentine's best moves for meterless Servant Clear if you have time to fully charge it. If you don't have time to charge it use F8X or 8X instead. Usually far to slow to hit Master's with the charged version.

Valentine spin's Lucifero for as long as the player keeps mashing X and while mashing X the player can slowly shift which direction Valentine faces. Damage increases as Valentine spins Lucifero but it maximum damage cap is once you hear Lucifero scream 3 times.

Lucifero has a hitbox active during his spin as long as you mash X but it doesn't have good DPS and you don't want to combo into releasing the attack because damage scaling will greatly limit the overall damage on the high damage hit.

2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
45 Medium ? No Side & Back

Two spikes come from Valentines position hitting for a long range diagonally to her left and right.

Has very high stun. Land 2 of these in a row and the opponent will be stunned.

Usually used from 5X on block to catch sidestep but experienced players can use this as a poke by manually aiming it with free-lock (L trigger by default). If mastered this move becomes very useful due to it's very long range.

8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
75 High Yes Yes,high untech. Jump + Side & Back step

One of Valentine's best moves for meterless Servant Clear. The middle ground between F8X and 6X(XXX...). Useful when you don't have time for 6X(XXX...)

Valentine swings Lucifero over her head and smashes him into the ground in front of her.

Jumping Attacks

j.5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
27 ? No No None

Valentine does a spinning hook kick which has good air tracking. Staple part of her air combo game.

j.5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
42 Medium No No 4-Way Step

Valentine does multiple stabs with her coattails. Air Combo filler.

j.5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
57 ? Yes ? None

Valentine spins Lucifero around which ground bounces the opponent. Leaves Valentine airborne and can be jump and air dash canceled. It is possible to continue an air combo after this move at certain heights.

j.8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
42, 60 (41 scaled). Medium, Medium Yes Long Jump, Side & Backstep

Valentine swings Lucifero over her head and smashes him into the ground in front of her while airborne. This move brings Valentine to the a grounded state faster than her other air attacks.

This is one of Valentine's most useful normal attacks due to it's range, speed, and jump cancel working with Valentine's unique double jump and air dash mechanics.

At the right distance it is pretty safe on block as you can sidestep, backstep, or jump cancel into airdash j.5XXX for continued pressure.

Both used as a combo ender after j.5XXX and as combo filler in more advanced combos due to ground bounce on airborne opponents.

Specials

Judas

F5Y/5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
42 Low Yes No 5%

A simple fireball with slight tracking.

This move has low tension cost, fast startup, and low damage.


Brutus

8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
105 ? Yes Yes 16%

Lucifero turns into a gun fires a heart shaped projectile at the opponent.

This move does high damage, is wide, and can pierce enemies to hit multiple enemies.

This move has high tension cost and long startup.

Cassius

2Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
28, 21 Low No No 8%

Two piercing projectiles on the left and right from the back, and a pincer attack in a circular trajectory due to homing properties.

There is a trick/bug one can use with lock-on switching to alter the properties of this move but it needs to be researched a bit more before described here.

If you fire this at a Master be sure they cannot dash in a straight line towards you because they can avoid this attack and punish in that case.


Remove the Chain of Chiron

jY

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
48, 36, 33 Low No No 10%

Valentine shoots 3 fireballs down-forward diagonally from where Valentine is facing. Similar to Xrd Jack-O's Tension dependent special move of the same name.

This move carries momentum from jumps done out of Blast Drive A Master's fastest form of movement done by pressing the left analog stick in while in free-aim (no lock-on). Blast Drive consumes a small amount of Tension on startup if you have it but is useable without Tension. Blast drive has limited turning without using the A button to drift. Tilting the Analog stick forward increases speed while tilting it back decreases speed. If speed decreases too much or you hit a wall you will exit Blast Drive so a talented player can do 'bombing runs' on groups of enemies.

Overdrive

Calvados

X+A

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
? ? ? Yes ?

Slowly rises into the air then fires a projectile down-forward diagonally that creates a large multihitting projectile similar to Xrd Jack-O.

Due to it's long startup it's best used when the enemy Master cannot reach you as you can be interrupted.

Skills

Brownie Summons

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
N/A N/A N/A No 10%

Summons an armored minion which tries to stay in front of Valentine wherever she goes. After being attacked, it will counter attack, then self-destruct.

Zest

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
10%

Performs an attack where Lucifero swells up and explodes causing damage and knockdown to enemies caught in the explosion's AoE.

Bye-Bye

B

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.

Teleports you to your Masterghost but consumes the Skill on use.


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