BBCF/Valkenhayn R. Hellsing: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBCF/CharacterLinks}}
!Valkenhayn R. Hellsing
<div id="home-content" class="home-grid">
|-
{{card|width=4
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|header=Overview
[[File:BBCF_Valkenhayn_Portrait.png|350px|center]]
|content=Valkenhayn is a '''high mobility''' rushdown character. His Drive functions as a '''mode change change mechanic''' where he switches between his slow human form and his high speed wolf form. In wolf form, Valkenhayn has access to some of the strongest mixups in the game with his famous wolf brake {{clr|A|j.A}}. This is complimented by his excellent corner carry.
|-
 
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In turn, Valkenhayn demands '''tight execution and good resource management'''. He also requires good fundamental defense and understanding of neutral. In human form, he lacks many defensive options, and his inability to block in wolf form forces him to rely on movement to escape situations. Valkenhayn rewards dedicated players with freeform movement and combo options.
{{CharData-BBCF
|health=10,500
|comboRate=70% (Human) / 80% (Wolf)
|jumpStartup=4
|backdashTime=13
|backdashInv=1-5 (Human) / 1-10 (Wolf)
}}
}}
;Movement Options
{{BBCF/Infobox
:1 Double Jump/Airdash, Dash-type: Hop in Human Form, Two-Way Dash in Wolf Form
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)
;Play-style
| reversal = [[#Sturm Wolf|632146D]] (12F)
:Offensive, Heavy Rush-down, Mixup
| fatalStarter = [[#6C|6C]]<br/>[[#Schwarz Jagd|236B]]
|}
{{CharNav |charMainPage=BBCF/Valkenhayn R. Hellsing
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_VA.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/144-valkenhayn-r-hellsing/
}}
}}
<div style="float:left; margin-right:25px;">
{{card|width=4
{{TOC limit|2}}
|header=Drive: Werewolf
</div>
|content=
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
Valkenhayn transforms into a wolf by pressing the D button. In wolf form, Valkenhayn gains a completely new moveset and movement properties and is generally a smaller target. However, Valkenhayn cannot block while in this form. Pressing the D button again or getting hit will revert back Valkenhayn back into human form. Despite its low profile, getting hit while in a wolf state is never considered to be a crouching hit.  
<div style="height:225px; width:1px;">
  &nbsp;
</div>
==Overview==
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.<br/>
<br/>
===Drive: Werewolf===
Valkenhayn transforms into a wolf. He is more agile in this form and gains a completely new moveset. You will need to be about to move flexibly in both human form and wolf form as this is a key element in his game. While it may be difficult at first, the reward for taking such time to learn this character will transform you into a fearsome player. While he is in the werewolf form, the purple bar above your heat gauge will slowly deplete. Whilst, you are in human form, the gauge will  slowly, but note it only swhen you are on the ground and not in the air. If the gauge reaches 0, you will be disabled from transforming until the gauge refills to the max again. In addition to this, 1-9D will allow the wolf to dash in that direction and this will deplete the gauge faster. 5D will revert you to human form. 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.
 
 
===Overdrive: Endless Wolf===
Cannot be activated in wolf form. During Endless Wolf, Valkenhayn gains access to an unlimited supply of wolf meter for the duration, and it will rapidly restore if fully depleted. In addition to this, w[j.214A/B/C] have drastically increased hitstun, and  j.C becomes drive/wolf cancellable. Furthermore, rasen wolf and wolf cannons will have faster startup.<br/>


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/>
<br/>
===Pros===
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.  
*Wolf form provides flexible movement, fantastic pressure & mixup.
|header2= Overdrive: Endless Wolf
*Great normals.
|content2=
*Wolf form provides a strong neutral game which can induce opponents to make bad decisions.  
Cannot be activated in wolf form. During Endless Wolf, the Wolf Gauge regenerates much faster. The wolf gauge constantly regenerates unless Valkenhayn is in the air in wolf form. Regeneration varies based on Valkenhayn's form. It regenerates at its fastest when Valkenhayn is grounded in human form. When fully depleted, the wolf gauge fully regenerates 3 times faster.
*Very good corner carry
Valkenhayn also gains the following buffs:
<br/>
* w[{{clr|A|j.214A}}/{{clr|B|B}}/{{clr|C|C}}] have drastically increased hitstun. They also cause hard knockdown.
===Cons===
* {{clr|C|j.C}} cancels into Geschwind Wolf.
*Below average health
* Rasen wolf, Geschwind Wolf, w[236X] and w[j.214X] all have faster startup.
*The only way to safely extend pressure is through wolf meter usage, meaning you can't keep an opponent blocking for very long without compromising your neutral game.
}}
*Poor defensive options.
</div>
*Wolf form can be difficult to use, leading to a higher level of execution compared to most characters.
{{FrameChartKey}}
<br clear=all/>
{{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}}


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|A|5A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Valkenhayn_5A.png
|input=5A
|caption=
|description=
|name=5A
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 6
{{AttackData-BBCF
|active   = 3
|damage=300
|recovery = 9
|cancel=CSOJR
|p1=100
|p2=75
|starter=F
  |guard=all
|level=1
|attribute=
|startup=6
|active=3
|recovery=9
|frameAdv=0
|attribute=B
|hitbox=Valkenhayn/5A
|description=
A quick jab with very small range that cancels into itself and 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.
}}
}}
*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. {{clr|A|5A}} can be used to time a meaty {{clr|B|2B}} on grounded opponents. For example, after ending a corner combo with human {{clr|C|j.C}}, when you land, whiff {{clr|A|5A}}, then followup with {{clr|B|2B}} which can catch players who roll or remain grounded. {{clr|A|5A}} can also be used as a situational anti air where the opponent is directly above you, but {{clr|B|w5B}} is still vastly superior.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
 
{{MoveData
===<big>{{clr|B|5B}}</big>===
|image=BBCS_Valkenhayn_5B.png
{{BBCF Move Card
|caption=
|input=5B
|name=5B
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 10
|damage=600
|active   = 3
|cancel=OJR
|recovery = 15
|p1=100
|p2=89
|starter=N
|guard=HL
|level=3
|attribute=
  |startup=10
|active=3
|recovery=15
|frameAdv=-1
|attribute=B
|hitbox=Valkenhayn/5B
|description=
Valkenhayn does a standing side kick. It is a pretty safe and reliable poke which has little recovery, and has a ton of gatling options making it a great normal to begin your 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.
}}
}}
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 {{clr|D|j.D}} > {{clr|D|3D}} > {{clr|A|wj.A}} or human high/low mixup with {{clr|B|5B}} > IOH {{clr|C|j.C}}, {{clr|B|5B}} > {{clr|C|3C}} or {{clr|B|5B}} > {{clr|C|6C}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
}}
====== <font style="visibility:hidden" size="0">5C</font> ======
 
{{MoveData
===<big>{{clr|C|5C}}</big>===
|image=BBCS_Valkenhayn_5C.png
{{BBCF Move Card
|caption=
|input=5C
|name=5C
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 14
|damage=900
|active   = 6
|cancel=O(J)R
|recovery = 22
|p1=100
  |p2=92
|starter=N
|guard=HL
|level=4
|attribute=
|startup=14
|active=6
|recovery=22
|frameAdv=-9
|attribute=B
|hitbox=Valkenhayn/5C
|description=
Valkenhayn does a roundhouse with a transformed leg. Good horizontal range, 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, or if it's a CH or on a crouching opponent, you can followup into 236C. Use of this normal is not highly encouraged for blockstring pressure because all of Valkenhayn's followup options are unsafe, whether it's special cancelled or wolf cancelled, 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.
}}
}}
{{clr|C|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 {{clr|C|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 {{clr|C|5C}} as it can also only gatling into {{clr|C|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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]] ({{tt|Note|In Human form, {{clr|D|xD}} is specifically '''Geschwind Wolf''', not Valkenhayn's normal transformations.}}): {{clr|C|6C}}, {{clr|D|xD}}
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
 
{{MoveData
===<big>{{clr|A|2A}}</big>===
|image=BBCS_Valkenhayn_2A.png
{{BBCF Move Card
|caption=
|input=2A
|name=2A
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 7
|damage=300
|active   = 2
|cancel=CSOJR
|recovery = 10
|p1=100
|p2=77
|starter=F
|guard=all
|level=1
|attribute=
  |startup=7
|active=2
|recovery=9
|frameAdv=+1
|attribute=F
|hitbox=Valkenhayn/2A
|description=
A crouching jab that self gatlings up to a maximum of 3 times, but it is not recommended to do so as you ill push yourself out and make it difficult to inflict 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.
}}
}}
*Cancels into transform
*Can be low-profiled more easily than most {{clr|A|2A}} moves.
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 {{clr|A|2A}} > {{clr|D|5D}} > {{clr|A|w5A}}/{{clr|C|5C}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
 
{{MoveData
===<big>{{clr|B|2B}}</big>===
|image=BBCS_Valkenhayn_2B.png
{{BBCF Move Card
|caption=
|input=2B
|name=2B
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 9
|damage=550
|active   = 4
|cancel=OR
|recovery = 13
  |p1=90
|p2=85
|starter=N
|guard=L
|level=2
|attribute=
|startup=9
|active=4
|recovery=13
|frameAdv=-3
|attribute=F
|hitbox=Valkenhayn/2B
|description=
Valkenhayn slides his foot out across the ground for a low kick. 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.
}}
}}
*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 {{clr|A|236A}} for a {{clr|B|5B}}/{{clr|C|2C}} followup and you don't want to opt for {{clr|A|2A}}/{{clr|A|5A}} since those don't scale very well.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
}}
====== <font style="visibility:hidden" size="0">2C</font> ======
 
{{MoveData
===<big>{{clr|C|2C}}</big>===
|image=BBCS_Valkenhayn_2C.png
{{BBCF Move Card
|caption=
|input=2C
|name=2C
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 12
|damage=820
|active   = 3
|cancel=OJR
|recovery = 26
|p1=100
|p2=92
|starter=N
  |guard=HL
|level=4
|attribute=
|startup=12
|active=3
|recovery=26
|frameAdv=-10
|attribute=B
|hitbox=Valkenhayn/2C
|description=
An upwards kick with a wolf leg. 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 where you can't fully rely on w5B, for example, against Litchi's instant air dashing into j.B.
}}
}}
*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 and has a horrible extended hurtbox, but it can be used as an alternative anti air in situations where you can't fully rely on {{clr|B|w5B}}, like against Litchi IAD > {{clr|B|j.B}}.
In combos, the high hitstun is useful to setup an air ender or setting up {{clr|B|6B}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|xD}}
}}
===<big>{{clr|A|6A}}</big>===
{{BBCF Move Card
|input=6A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 27
}}
}}
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
|image=BBCS_Valkenhayn_6A.png
|caption=
|name=6A
|data=
{{AttackData-BBCF
|damage=800
|cancel=R
|p1=90
|p2=79
|starter=F
|guard=HL
|level=3
|attribute=
|startup=10
|active=3
|recovery=31
|frameAdv=-17
|attribute=B
|invul=5-12 GP
|hitbox=Valkenhayn/6A
|description=
*5-12 GP
*5-12 GP
*Guard Point does not work against throws, lows and unblockable attacks.
*Guard Point does not work against throws, Foot attribute, projectiles or unblockable attacks.
*Floats opponent on hit
*Floats opponent on hit
*Launches much higher on CH
<br/>
<br/>
A fast upwards kick. Guard point is from 5f so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. Sometimes the better option is to just block on wakeup. It's even difficult to use during an opponent's pressure but it can be good to use when calling out obvious attempts. It can be used as a situational AA but the range makes it very unreliable, and as you cannot cancel this normal, you'll be vulnerable on whiff or block. You cannot followup from this attack on a normal hit but if you manage to land a CH you can followup into 5C or 3C.  
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 {{clr|A|2A}} if Valkenhayn is close. On air hit, this can be followed up much more easily. On CH you can combo into {{clr|C|5C}} or {{clr|C|3C}} due to the increased untech and launch.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 21
|active  = 3
|recovery = 23
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
|image=BBCF_Valkenhayn_6B.png
|caption=The Gentlemen's Elbow
|name=6B
|data=
{{AttackData-BBCF
|damage=800
|cancel=R
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=21
|active=
|recovery=
|frameAdv=
|attribute=
|description=
*Doesn't hit crouchers until frame 23
*Doesn't hit crouchers until frame 23
*Cancels into 5D
*Cancels into {{clr|D|5D}}
*Forces crouching on hit
*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.
Valkenhayn's new human overhead. Punishable on block unless cancelled into {{clr|D|5D}}. Can be used to open the opponent up on occasion, but mainly used as combo filler.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|C|6C}}</big>===
{{BBCF Move Card
|input=6C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 6
|inactive2 = 4
|active3  = 2
|recovery = 13
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
|image=BBCS_Valkenhayn_6B.png
|caption=Usher, Usher...
|name=6C
|data=
{{AttackData-BBCF
|damage=600x2
|cancel=OR
|p1=100
|p2=92
|starter=N
|smp=2
|guard=HL
|level=4
|attribute=
|startup=19
|active=6(4)2
|recovery=9
|frameAdv=+4
|attribute=B
|description=
*Fatal counters
*Fatal counters
*34F~ can cancel into Geschwind Wolf
*34F~ can cancel into Geschwind Wolf
<br/>
<br/>
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 > 2C > 236A is better than doing 2C > 236A > 2C > 6C. 6C provides a massive advantage on block, especially if you were to hit with the last few active frames of the 2nd hit. It can be used in a blockstring to discourage your opponent from mashing. 6C provides the opportunity for wolf cancel mixup but this is generally unsafe to do. 6C also shrinks Valkenhayn's horizontal hitbox so it can be useful against certain characters in neutral, such as Makoto and Azrael.
Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is plus on block, has good range, wolf cancellable and fatal counters.  
As of CF, now cancels into 6B and 3C.
 
Something to consider is that {{clr|C|6C}} is usually better when done before {{clr|A|236A}}, resulting in slightly more damage. For example, on airborne opponents in the corner, {{clr|C|2C}} > {{clr|C|6C}} > {{clr|A|236A}} > {{clr|C|2C}} is better than doing {{clr|C|2C}} > {{clr|A|236A}} > {{clr|C|2C}} > {{clr|C|6C}}. {{clr|C|6C}} provides a massive advantage on block. {{clr|C|6C}} Frame traps from all of Valkenhayn's normals, so it can be used in a blockstring to discourage your opponent from mashing. {{clr|C|6C}} also provides the opportunity for wolf cancel mixup but this is generally unsafe to do.  
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]:  {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|xD}}
}}
}}
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 3
|recovery = 18
}}
}}
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|image=BBCS_Valkenhayn_3C.png
|caption=
|name=3C
|data=
{{AttackData-BBCF
|damage=860
|cancel=OR
|p1=90
|p2=92
|starter=N
|guard=L
|level=4
|attribute=
|startup=12
|active=3
|recovery=18
|frameAdv=-2
|attribute=F
|hitbox=Valkwnhayn/3C
|description=
*Downs opponent on hit
*Downs opponent on hit
*Cannot emergency tech on ground CH
*Hard knockdown on ground CH
<br/>
<br/>
A sweep with a Werewolf leg. 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 revert to playing the neutral game again.  
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. {{clr|A|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.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|xD}}
}}
}}
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 9
}}
}}
====== <font style="visibility:hidden" size="0">j.A</font> ======
A diagonally downwards jab that self galtings, has decent range and cancels into {{clr|D|j.5D}}. Can be used air to air or as combo filler in the sj {{clr|B|j.B}} > {{clr|A|j.A}} > {{clr|B|j.B}} > jc {{clr|B|j.B}} > {{clr|C|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.  
{{MoveData
 
|image=BBCS_Valkenhayn_jA.png
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}
|caption=
|name=j.A
|data=
{{AttackData-BBCF
|damage=300
|cancel=OJR
|p1=90
|p2=77
|starter=F
|guard=HA
|level=1
|attribute=
|startup=7
|active=3
|recovery=8
|frameAdv=-
|attribute=H
|hitbox=Valkenhayn/j.A
|description=
A knife hand diagonally downwards that self galtings, has decent range and is wolf cancellable. 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 you opponent air to air you can mash this attack to maintain your pressure.  
}}
}}
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 14
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
Solid air normal with great reach and can reverse gatling into {{clr|A|j.A}}. Covers more space than {{clr|A|j.A}}, but {{clr|A|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 {{clr|B|j.B}} > jc {{clr||Bj.B}} > {{clr|C|j.C}}. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups.
{{MoveData
 
|image=BBCS_Valkenhayn_jB.png
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}
|caption=
|name=j.B
|data=
{{AttackData-BBCF
|damage=600
|cancel=SOJR
|p1=90
|p2=85
|starter=N
|guard=HA
|level=2
|attribute=
|startup=9
|active=3
|recovery=14
|frameAdv=-
|attribute=H
|hitbox=Valkenhayn/j.B
|description=
Spin kick in air with great reach and can reverse gatling into j.A. It is very rarely used air to air as it it is slower than j.A making it the inferior 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.
}}
}}
===<big>{{clr|C|j.C}}</big>===
{{BBCF Move Card
|input=j.C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 3
|recovery = 24
|specialRecovery = 1
}}
}}
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBCS_Valkenhayn_jC.png
|caption=
|name=j.C
|data=
{{AttackData-BBCF
|damage=900
|cancel=OR
|p1=90
|p2=89
|starter=N
|guard=HA
|level=3
|attribute=
|startup=11
|active=3
|recovery=24
|frameAdv=-
|attribute=H
|hitbox=Valkehayn/j.C
|description=
*23F hitstun
*23F hitstun
*Grounds opponent on air hit
*Grounds opponent on air hit
*3F landing recovery
*1F landing recovery
<br/>
Air combo ender.
A downward stomp with werewolf legs, the vertical reach on this move is on ridiculous levels often being used as an air to ground move for 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 really an option when you have the meter to cover for it. This is not the normal you will use when air to air with an opponent because it lacks horizontal range and it's slow for that purpose. This is also your staple normal for your air combos which downs on hit.
 
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. {{clr|C|j.C}} itself is pretty unsafe if used on a grounded opponent so you have to do {{clr|C|j.C}} > RC > {{clr|C|j.C}} for safe mixup. The only other option is to special cancel it with {{clr|B|j.214B}} and then drive cancel it for more pressure (unsafe method) or to get away. This is why IOH {{clr|C|j.C}} > RC > {{clr|C|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.  
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.xD}} (During OD)
}}
 
==Wolf Normals==
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A[w]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 12
}}
}}
Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. Its speed and range make it useful as a neutral poke. Even if this hits from max range you will always be able to confirm it into w5C which is a better combo route than w[{{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}}]. {{clr|A|w5A}}'s hitstun/blockstun is quite low so it's a good way to set up tick throws.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]({{tt|Note|In Wolf form, {{clr|D|xD}} is specifically '''Rasen Wolf''', not Valkenhayn's normal transformations.}}): {{clr|A|5A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|D|xD}}
}}
}}
<br clear=all/>


==Werewolf Normals==
===<big>{{clr|B|5B}}</big>===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{BBCF Move Card
{{MoveData
|input=5B[w]
|name=5A
|description=
|image=BBCS_Valkenhayn_5Aw.png
{{#invoke:FrameChart|drawFrameData
|caption=
|startup = 7
|data=
|active  = 6
{{AttackData-BBCF
|recovery = 20
|damage=300
|cancel=CSJR
  |p1=100
|p2=75
|starter=S
|smp=
|guard=all
|level=0
|attribute=B
|startup=6
|active=3
|recovery=7
|frameAdv=0
|hitbox=valkenhayn/5A_w
|description=
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.
}}
}}
*Anti-air
*Air unblockable
This is your most reliable anti air. It has good vertical range and can even hit behind Valkenhayn. {{clr|D|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 {{clr|A|wj.A}} afterwards. w[{{clr|B|5B}} > wolf brake {{clr|A|j.A}}] is tight even on IB (if you use 1DCA) so it works really well against characters with DPs.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|D|xD}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|C|5C}}</big>===
{{MoveData
{{BBCF Move Card
|name=5B
|input=5C[w]
|image=BBCS_Valkenhayn_5Bw.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 10
{{AttackData-BBCF
|active  = 3
|damage=600
|recovery = 21
|cancel=JR
|p1=90
  |p2=89
|starter=N
|SMP=
|guard=all
|level=3
|startup=7
|active=6
|recovery=20
|frameAdv=-9
|attribute=B
|hitbox=valkenhayn/5Bw
|description=
A slash upwards with his fangs. This is air unblockable and has head invincibility. This is your most reliable anti air which has good vertical range and can even hit behind him. 5D > w5B is good against jump ins because you can give yourself extra head invincibility, but if done too late the opponent may be able to land a CH! If it does hit an airborne opponent you will normally followup with wj.A, otherwise it's w5C. It's also often used as a blockstring filler since you can still use high/low mixup if you can use wolf brake j.A. w5B > wolf brake j.A is tight even on IB (if you use 1DCA) so it works really well against characters with DPs.
}}
}}
}}
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBCP_Valkenhayn_5Cw.png
|caption=
|name=5C
|input=
|data=
{{AttackData-BBCF
|damage=900
|cancel=R
|p1=90
|p2=89
|starter=N
|SMP=
|guard=B
|level=3
|attribute=F
|startup=10
|active=3
|recovery=21
|frameAdv=-7
|hitbox=Valkenhayn/5Cw
|description=
*Downs on hit
*Downs on hit
*Hard knockdown on CH
<br/>
<br/>
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.  
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 {{clr|C|w5C}} > {{clr|D|6D}}, you can go for w[{{clr|C|5C}} > {{clr|D|1}}/{{clr|D|2}}/{{clr|D|3D}}~{{clr|C|4C}} > {{clr|C|5C}}] for a little more variation. Not only is this normal good for mixup but it's also useful in baiting DPs and reversals when used at the correct spacing. The range of this normal is really deceptive so it can be used for footsies midscreen. This is a really good combo starter leading into 3.5k max without wolf loop and is a staple in Valkenhayn's offense. w5C > wolf brake {{clr|A|j.A}} is also really good against mashers, so it's better than using w[{{clr|5C}} > {{clr|D|6D}} > {{clr|A|j.A}}]. However it'll still lose to DPs so take caution.  
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|xD}}
}}
}}
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A[w],j.AA[w],j.AAA[w] |versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 4
|recovery = 10
}}
}}
*Can cancel into w{{clr|A|j.AA}} until 16F
*Can cancel into w{{clr|A|j.AAA}} until 11F
*Bonus 110% proration on w{{clr|A|j.AAA}}
<br/>
A bite which can be pressed 3 times for different animations, similar to Hazama's {{clr|C|j.C}}. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's {{clr|A|5A}}/{{clr|A|j.A}} so it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range and it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after a {{clr|B|j.B}} > jc {{clr|B|j.B}} > {{clr|C|j.C}} knockdown because the range is really deceptive when using wolf brake {{clr|A|wj.A}}. Combine this with {{clr|C|w5C}}, and you already have a high low mixup. From a blocked {{clr|D|6D}} (not wolf brake {{clr|A|w.jA}}!) {{clr|A|w.jA}} you can go into {{clr|C|wj.C}} for another overhead. This is the normal you should be using if you're air to air with your opponent. {{clr|A|wj.A}} will help to level up your pressure and mixup if you use utilize it with wolf brake (1DCA OR {{clr|D|6D}}~{{clr|C|4C}}~{{clr|A|j.A}}). There is no reason not to use it as not only is it faster than {{clr|D|6D}} > {{clr|A|wj.A}} but it also consumes slightly less wolf meter.


====== <font style="visibility:hidden" size="0">j.A</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.AA(A)}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.xD}}
{{MoveData
|name=j.A
|image=BBCS_Valkenhayn_jAw.png
|caption=
|data=
{{AttackData-BBCF
|version=j.A
|damage=300
|cancel=JR
|p1=90
|p2=85
|starter=VS
|SMP=
|guard=HA
|level=2
|attribute=H
|startup=6
|active=4
|recovery=10
|frameAdv=-
|hitbox=valkenhayn/j.A_1_w
}}
{{AttackData-BBCF
|header=no
|version=j.AA
|damage=300
|cancel=
|p1=80
|p2=100
|starter=VS
|SMP=
|guard=B
|level=
|attribute=H
|startup=
|active=
|recovery=
|frameAdv=-
|hitbox=valkenhayn/j.A_2_w
}}
{{AttackData-BBCF
|header=no
|version=j.AAA
|damage=300
|cancel=
|p1=80
|p2=100
|starter=VS
|SMP=
|guard=B
|level=
|attribute=H
|startup=
|active=
|recovery=
|frameAdv=-
|hitbox=valkenhayn/j.A_3_w
|description=
*Can cancel into [w] j.A (2) until 16F
*Can cancel into [w] j.A (3) until 11F
<br/>
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.
}}
}}
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B[w]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 12
}}
}}
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 {{clr|C|wj.C}} > wolf brake > {{clr|B|wj.B}}, or as combo filler at the right height.


====== <font style="visibility:hidden" size="0">j.B</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.xD}}
{{MoveData
|name=j.B
|image=BBCS_Valkenhayn_jBw.png
|caption=
|data=
{{AttackData-BBCF
|damage=650
|cancel=JR
|p1=90
|p2=85
|starter=S
|SMP=
|guard=HA
|level=2
|attribute=H
|startup=9
|active=3
|recovery=12
|frameAdv=-
|hitbox=valkenhayn/j.B_w
|description=
Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos reulting in a knockdown, to perform overhead mix-ups such as wj.C > wolf brake > wj.B, or as combo filler at the right height.
}}
}}
===<big>{{clr|C|j.C}}</big>===
{{BBCF Move Card
|input=j.C[w]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 3
|recovery = 16
}}
}}
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 {{clr|A|wj.A}} with w[{{clr|A|j.A}} > {{clr|C|j.C}}] and w[{{clr|A|j.A}} > {{clr|C|5C}}]. Also functions as combo filler.


====== <font style="visibility:hidden" size="0">j.C</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.xD}}
{{MoveData
|image=BBCP_Valkenhayn_JCw.png
|caption=
|name=j.C
|input=
|data=
{{AttackData-BBCF
|damage=900
|cancel=JR
|p1=90
|p2=89
|starter=N
|SMP=
|guard=B
|level=3
|attribute=H
|startup=15
|active=3
|recovery=16
|frameAdv=
|hitbox=Valkenhayn/JCw
|description=
Valkenhayn hits with the back of his legs. Propels Valk upwards slightly. Overhead, and also helps to setup a few mixup options if blocked, such as into a grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C.
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
;Notes
===<big>{{clr|D|5D}}/{{clr|D|2D}}/{{clr|D|j.D}}</big>===
*Valkenhayn will be in a CH state when transforming to wolf form.
{{BBCF Move Card
====== <font style="visibility:hidden" size="0">5D</font> ======
|input=5D,5D[w],j.D,j.5D[w] |versioned=name
{{MoveData
|description=
|image=BBCS_Valkenhayn_5D.png
*Valkenhayn is in a CH state while transforming into wolf form
|caption=
|name=5D
|data=
{{AttackData-BBCF
|version=Human
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=
|frameAdv=-
|hitbox=Valkenhayn/5D
|invul=1-6HT
|description=
*No longer has head and throw invul
*Transforms to wolf form on 7F
*Transforms to wolf form on 7F
}}
{{AttackData-BBCF
|header=no
|version=Wolf
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=9T
|frameAdv=-
|hitbox=Valkenhayn/5D
|description=
*7F~ in human form and able to cancel into human attacks
*7F~ in human form and able to cancel into human attacks
<br/>
Changes Valkenhayn into a wolf. Valkenhayn can freely transform in the air and on the ground. During this time Valkenhayn has a different set of moves from his human counterpart and gains greatly increased mobility. Valkenhayn lacks a forward dash in this form, but he can backdash. Pressing {{clr|D|5D}} again will transform back into human form. You can also input {{clr|D|4D}} to backdash while transforming. For more information on the Wolf Gauge, check his Drive section.
This will transform Valkenhayn into a werewolf and he can do the same in werewolf to revert to human form. During this time Valkenhayn has a different set of moves from his human counterpart and greatly increased mobility. In wolf form the gauge will drain  if he is running backwards, in the air or using Geschwind Wolf. If the gauge runs out you won't be able to use wolf form for approximately 10 seconds.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Geschwind Wolf </font> ======
===<big>{{clr|D|4D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Valkenhayn_jD.png
|input=4D
|image2=valkenhaynwND.png
|description=
|caption=
*Transforms into wolf form on frame 10
|name=Geschwind Wolf
*CH state for the duration
|input=Cancel Human Attack with direction +D
|data=
{{AttackData-BBCF
|damage=-
|p1=-
|p2=-
|startup=-
|active=-
|recovery=
|frameAdv=-
|hitbox=Valkenhayn/j.D
|description=
*For more frame data on the different directions see the full frame data page.
<br/>
<br/>
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.
Transforms Valkenhayn into a wolf while backdashing. A useful way to get out of some pressure resets and switch to wolf form. Be careful, however, as you'll still get stuffed by most {{clr|A|2A}} stagger pressure.  
}}
}}
====== <font style="visibility:hidden" size="0">Rasen Wolf </font> ======
{{MoveData
|name=Rasen Wolf
|input=ND during Werewolf
|image=BBCS_Valkenhayn_jCw.png
|image2=BBCS_Valkenhayn_ND.png
|caption=
|data=
{{AttackData-BBCF
|damage=
|p1=
|p2=
|startup=
|active=
|recovery=
|frameAdv=
|hitbox=
|description=
*For more frame data on the different directions see the full frame data page.
<br/>
This move will cause Valkenhayn in werewolf form to attack in the direction of your choice with a rush. It works similarly to Geschwind Wolf but this can attack your opponent. 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 C returns Valk to neutral, hitting D transforms him back to human form. Wolf 4C and 7C 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 a special you might have done that's unsafe.
}}
}}
===<big>Geschwind Wolf</big>===
{{InputBadge|Cancel Human Attack with direction + {{clr|D|D}}}}
<div class="attack-container"><div class="attack-gallery">
[[File:BBCF_Valkenhayn_R_Hellsing_~xD.png|210px]]
[[File:BBCF_Valkenhayn_R_Hellsing_xD.png|210px]]
</div><div class="attack-info">
<div class="attack-info-body">
Valkenhayn spins in place, changes into wolf form, then charges in the direction of your choice. This does not actually attack, but moves you in a direction at a very high speed whilst draining your wolf meter for as long as Valk dashes. The dash can be stopped or cancelled into wolf attacks after different amounts of time depending on the direction and whether Valkenhayn is in Overdrive; check Valkenhayn's [[/Frame Data#Drive Moves|Full Frame Data]] page for more info.
*All grounded {{clr|C|C}} normals and all of Valkenhayn's human specials can be cancelled into Geschwind Wolf.
**{{clr|C|j.C}} becomes cancelable in Overdrive
*Costs 15% Wolf Gauge when done from the ground
*Costs 10% Wolf Gauge when done from the air
</div></div></div><templatestyles src="Template:Move Card/shared/styles.css" />
<br style="clear:both;"/>
===<big>Rasen Wolf</big>===
{{InputBadge|Any Direction + {{clr|D|D}} during Werewolf}}
<div class="attack-container"><div class="attack-gallery">
[[File:BBCS_Valkenhayn_jCw.png|210px|]]
[[File:BBCF_Valkenhayn_R_Hellsing_xD.png|210px|]]
</div><div class="attack-info">
<div class="attack-info-body">
Valkenhayn pauses, then dashes in the direction of choice. Wolf gauge decreases quickly while using this, but it is vital for many of Valk's combos. Similar to Geschwind Wolf, the dash can be stopped (cancelled into Break) or cancelled into other attacks at different timings depending on the direction; more detail can be found on Valkenhayn's [[/Frame Data#Drive Moves|Full Frame Data]] page. Note that the cancel timings between Geschwind Wolf and Rasen Wolf are different: Rasen Wolf can cancel into Break much sooner than it can cancel into other attacks, and doing so is critical to performing things like Valkenhayn's infamous Wolf Dash Brake {{clr|A|j.A}} instant overhead!
Once the dash has started, Valkenhayn behaves as if he was in the air: {{clr|D|5D}} transforms Valkenhayn back into human form, Valkenhayn can cancel into his jumping attacks, and so on. Rasen Wolf can also cancel into itself indefinitely, as long as there is enough Wolf Gauge left. Wolf {{clr|D|4D}} and {{clr|D|7D}} have 10 frames of invincibility on startup, so they are especially good to use to bait reversals on your opponent's wakeup for instance, or for getting some invincibility for an unsafe special you might have done.
*Costs 15% Wolf Gauge when done from the ground
*Costs 10% Wolf Gauge when done from the air
*After initial cost, Wolf gauge constantly decreases during the dash.
</div></div></div><templatestyles src="Template:Move Card/shared/styles.css" />
<br style="clear:both;"/>
===<big>Break</big>===
{{InputBadge|{{clr|C|4C}} during Geschwind/Rasen Wolf}}
{{BBCF Move Card
|input=xD 4C
|description=
Also known as Wolf Dash Brake. Valkenhayn immediately stops his wolf dash and starts falling in place. Can be performed from any direction of Geschwind or Rasen Wolf, and can also be input as {{clr|C|1C}} (but not {{clr|C|7C}}). If attempted too late into the wolf dash (when cancels into other attacks are available), you'll get {{clr|C|j.C}} instead.
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
===<big>Ground Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
|image=BBCS_Valkenhayn_FThrow.png
{{BBCF Move Card
|caption=Rude...
|input=B+C, 4B+C |versioned=name
|name=Forward Throw
|description=
|input=B+C
|data=
{{AttackData-BBCF
|damage=0,1500
|cancel=SOR
|p1=100
|p2=100,60
|guard=T(90)
|starter=F
|startup=7
|active=3
|recovery=19
|frameAdv=-
|attribute=T
|hitbox=Valkenhayn/groundThrow
|description=
*100% minimum damage (1500)
*100% minimum damage (1500)
<br/>
*Ground slides at midscreen
Can be followed up with 236C midscreen, but causes a wallbounce in the corner allowing 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.  
*Wallbounces in the corner
}}
 
}}
Can be followed up with {{clr|C|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.


====== <font style="visibility:hidden" size="0">Back Throw</font> ======
Back throw has the same followups, so just use whichever one is best given the current positioning.
{{MoveData
|image=BBCS_Valkenhayn_BThrow.png
|caption=Still rude...
|name=Back Throw
|input=4B+C
|data=
{{AttackData-BBCF
|damage=0,1500
|cancel=SOR
|p1=100
|p2=100,60
|guard=T(90)
|starter=F
|startup=7
|active=3
|recovery=19
|frameAdv=-
|attribute=T
|hitbox=Valkenhayn/groundThrow
|description=
*100% minimum damage (1500)
<br/>
Same as the forward throw.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Air Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
|image=BBCS_Valkenhayn_AThrow.png
{{BBCF Move Card
|caption=The rudest!!
|name=Air Throw
|input=j.B+C
|input=j.B+C
|data=
|description=
{{AttackData-BBCF
|damage=0,1500
|cancel=SOR
|p1=100
|p2=100,60
|guard=T(120)
|starter=F
|startup=7
|active=3
|recovery=15+3L
|frameAdv=-
|attribute=T
|hitbox=Valkenhayn/airThrow
|description=
*100% minimum damage (1500)
*100% minimum damage (1500)
*Wall bounces at midscreen, wall sticks in the corner.
<br/>
<br/>
Another rude throw! The air throw provides you with a variety of followup options, including 5C, 6C, j.214B > 3D > 5B and so forth. Causes a wallbounce, and if used in the corner, you can use j.214B followup or 2C which may result in the opponent put out of the corner.
Air throw provides you with a variety of followup options, including {{clr|C|5C}}, {{clr|C|6C}}, {{clr|B|j.214B}} > {{clr|D|3D}} > {{clr|B|5B}} and so forth. If used in the corner, you can use {{clr|B|j.214B}} or {{clr|C|2C}}.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
===<big>Counter Assault</big>===
{{MoveData
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
|image=BBCS_Valkenhayn_5C.png
{{BBCF Move Card
|caption=
|name=Counter Assault
|input=6A+B
|input=6A+B
|data=
|description=
{{AttackData-BBCF
|damage=-
|cancel=R
|p1=50
|p2=92
|starter=M
|startup=
|guard=all
|level=4
|attribute=
|startup=14
|active=6
|recovery=28
|frameAdv=-15
|attribute=B
|invul=1-20 All
|hitbox=Valkenhayn/counterAssault
|description=
*Uses 50 heat.
*Uses 50 heat.
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*1-20 All Invul
*1-20 All Invul
<br/>
<br/>
The same animation for his 5C. Quite bad for a CA as it is has a slow startup. Furthermore, it lacks foot attribute, and therefore most moves will be able to go through it which in turn would leave you vulnerable to an attack. Despite the negative traits it has good range and really you don't want to be blocking for too long with Valk so it's something to definitely consider to get the opponent off your tail. Becoming over reliant on CAs may induce the opponent into trying to bait you so be careful.  
Uses the same animation for his {{clr|C|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.
}}
}}
}}
 
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
===<big>Crush Trigger</big>===
{{MoveData
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|image=BBCP_Valkenhayn_CT.png
{{BBCF Move Card
|caption=
|input=5A+B,5[A+B] |versioned=input
|name=Crush Trigger
|description=
|input=5A+B
*Uses 25 heat.
|data=
{{AttackData-BBCF
|damage=1000
|cancel=R
|p1=80
|p2=100 *ignores character combo rate
|starter=N
|smp=3
|guard=B
|level=3
|attribute=
|startup=30-60
|active=1
|recovery=32
|frameAdv=+4
|attribute=B
|hitbox=Valkenhayn/
|description=
*Uses 25 heat.
*Possible to charge.
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*Behaves like other [[BBCF/Mechanics#Crush_Trigger |Crush Triggers]]
*Causes hard knockdown on air hit
<br/>
<br/>
A forward kick based on a karate move known as 'Brazillian Kick'. Can be used in combos as an extender and to help with damage if used correctly. However, this is one of the CTs in the game that you will very rarely (or barely) use due to its limited applications. You will only be using this in the corner either after throw combos or 6C(1) FC combos. Other than that, you should save the meter for something more important.
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 {{clr|C|6C}}(1) FC. You can also use it to stall out combos to build wolf gauge. Aside from those, it has limited applications.  
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Specials==
==Specials==
*Valkenhayn's human specials are normally quite unsafe if blocked but the wolf cancel can provide a safe retreat.
 
====== <font style="visibility:hidden" size="0">Nacht Jager (Night Hunter)</font> ======
===<big>Nacht Jager</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}}}}
|image=BBCS_Valkenhayn_NachtJager.png
{{BBCF Move Card
|caption=
|name=Nacht Jager (Night Hunter)
|input=236A
|input=236A
|data=
|description=
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|damage=900
|startup = 14
|cancel=R
|active   = 15
|p1=100
|recovery = 23
|p2=89
}}
|guard=HL
|starter=N
|smp=2
  |startup=14
|active=15
|recovery=19
|frameAdv=0
|attribute=B
|hitbox=Valkenhayn/236A
|description=
{{ColumnList |text=
*21F hitstun
*19F blockstun
*Skips remaining active frames on hit or block
*Skips remaining active frames on hit or block
*Can cancel into Geschwind Wolf either 27F~ or after hitstop
*Can cancel into Geschwind Wolf either 27F~ or after hitstop
}}<br/>
*Blows back on air hit
Mostly a combo filler. Not to be abused for pressure because although it's 0 on block usually it means you'll be on the defence unless you attempt to wolf cancel it with 4D/7D. You do not want to be in that position because Valkenhayn is quite frail defensively. It should definitely not be used in an attempt to wolf cancel it into more pressure because it can easily be mashed out of. It does cover a lot of ground however so it is an option when you're low on wolf meter. It may be better to catch your opponent in the air as it causes a blowback on air hit. Hitting a  opponent with this may still put you on the defence.
<br/>
}}
Quite useful in pressure. The shoulder charge continues after Valkenhayn is blocked, meaning he can essentially ''ignore the pushback from barrier and remain at +1''. This creates interesting pressure extensions and gap closing ability. However, it will still leave Valkenhayn close and minus on instant block.  
 
Don't wolf cancel from this for more pressure. It's very easy to punish. You can catch people out on air hit for good reward. Sees use in corner combos, often after something like {{clr|C|3C}}.
}}
}}
====== <font style="visibility:hidden" size="0">Schwarz Jagd (Dark Hunting)</font> ======
 
{{MoveData
===<big>Schwarz Jagd</big>===
|image=BBCS_Valkenhayn_SchwarzJagd.png
{{InputBadge|{{clr|B|236B}}}}
|caption=
{{BBCF Move Card
|name=Schwarz Jagd (Dark Hunting)
|input=236B
|input=236B
|data=
|description=
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|damage=900
|startup = 19
|cancel=R
|active   = 4
|p1=90
|recovery = 21
|p2=89
}}
|guard=LA
|starter=N
|smp=2
  |startup=19
|active=4
|recovery=21
|frameAdv=-8
|attribute=F
|hitbox=Valkenhayn/236B
|description=
{{ColumnList |text=
*Downs opponent on hit
*Downs opponent on hit
*Can cancel into Geschwind Wolf 22F~
*Can cancel into Geschwind Wolf 18F~, the frame before the hitbox becomes active
*Can cancel into Weiß Jagd on hit or block 24F~
*Can cancel into Weiß Jagd on hit or block 24F~
}}<br/>
*Fatal Counter
Mostly a combo filler and can now combo from 5C due to the decrease in startup. It is also used as a combo ender in the corner to gain some oki. What's interesting about this attack is that you can wolf cancel it before it hits the opponent even though you can see the animation, so it can be used sparingly for a quick high mixup.  
<br/>
}}
Mostly a combo filler and can now combo from {{clr|C|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.
}}
 
===<big>Weiss Jagd</big>===
{{InputBadge|{{clr|B|236B}} after Schwarz Jagd}}
{{BBCF Move Card
|input=236B~236B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 5
|recovery = 25
}}
}}
====== <font style="visibility:hidden" size="0">Weis Jagd (Deceptive Hunting)</font> ======
{{MoveData
|image=BBCS_Valkenhayn_WeisJagd.png
|caption=
|name=Weiss Jagd (White Hunting)
|input=236B after Schwarz Jagd
|data=
{{AttackData-BBCF
|damage=1000
|cancel=R
|p1=100
|p2=89
|guard=HL
|starter=N
|smp=2
|startup=15
|active=5
|recovery=25
|frameAdv=-13
|attribute=B
|hitbox=Valkenhayn/236B_2
|description=
{{ColumnList |text=
*Slides opponent on hit
*Slides opponent on hit
*Can cancel into Geschwind Wolf 15F~
*Can cancel into Geschwind Wolf 15F~
}}<br/>
<br/>
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.
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 {{clr|D|6D}} midscreen. In the corner, the easiet way to followup from this is to use a rapid cancel > {{clr|C|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 {{clr|D|9D}} > {{clr|D|j.D}} > {{clr|C|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 {{clr|C|j.C}} whiffs if they have committed to blocking.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Nacht Rosen (Night Rose)</font> ======
===<big>Nacht Rosen</big>===
{{MoveData
{{InputBadge|{{clr|C|236C}}}}
|image=BBCS_Valkenhayn_NachtRosen.png
{{BBCF Move Card
|caption=
|name=Nacht Rosen (Night Rose)
|input=236C
|input=236C
|data=
|description=
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|damage=1050
|startup = 21
|cancel=R
|active   = 4
|p1=100
|recovery = 25
|p2=82
}}
|guard=HL
|starter=N
|smp=2
  |startup=21
|active=4
|recovery=25
|frameAdv=-10
|attribute=B
|hitbox=Valkenhayn/236C
|description=
{{ColumnList |text=
*Floats opponent on hit
*Floats opponent on hit
*Can cancel into Geschwind Wolf 22F~
*Can cancel into Geschwind Wolf 22F~
}}<br/>
<br/>
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.  
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.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">Mondlicht (Moonlight)</font> ======
===<big>Mondlicht</big>===
{{MoveData
{{InputBadge|{{clr|B|j.214B}}}}
|image=BBCS_Valkenhayn_Mondlicht.png
{{BBCF Move Card
|caption=
|name=Mondlicht (Moonlight)
|input=j.214B
|input=j.214B
|data=
|description=
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|damage=900
|startup = 13
|cancel=R
|active   = 5
|p1=90
|specioalRecovery = 16
|p2=82
}}
|guard=all
|starter=N
|smp=2
  |startup=14
|active=3
|recovery=till L+8
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/j.214B
|description=
{{ColumnList |text=
*Floats opponent on hit
*Floats opponent on hit
*Can cancel into Geschwind Wolf 15F~
*Can cancel into Geschwind Wolf 15F~
}}<br/>
<br/>
Combo filler, and 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 {{clr|D|9D}} > wj.A/{{clr|B|B}}.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Konig Wolf </font> ======
===<big>Konig Wolf</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}} during Werewolf (Air OK)}}
|name=Konig Wolf
{{BBCF Move Card
|input=236A/B/C during Werewolf
|input=236A[w],j.236A[w],236B[w],j.236B[w],236C[w],j.236C[w] |versioned=input
|image=BBCS_Valkenhayn_KonigWolf.png
|description=
|caption=
|data=
{{AttackData-BBCF
|version=A
|damage=1000
|cancel=R
|p1=75
|p2=79
|guard=all
|starter=N
|smp=2
|startup=20
|active=8
|recovery=6+12L
|frameAdv=-8
|attribute=H
|hitbox=Valkenhayn/236A_w
|description=
}}
{{AttackData-BBCF
|header=no
|version=A (air)
|damage=1000
|cancel=R
|p1=75
|p2=82
|guard=all
|starter=N
|smp=2
|startup=22
|active=8
|recovery=till L+12
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/236A_w
|description=
}}
{{AttackData-BBCF
|header=no
|version=B
|damage=1000
|cancel=R
|p1=75
|p2=79
|guard=all
|starter=N
|smp=2
|startup=20
|active=8
|recovery=till L+12
|frameAdv=-37
|attribute=H
|hitbox=Valkenhayn/236B_w
|description=
}}
{{AttackData-BBCF
|header=no
|version=B (air)
|damage=1000
|cancel=R
|p1=75
|p2=79
|guard=all
|starter=N
|smp=2
|startup=22
|active=8
|recovery=till L+12
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/236B_w
|description=
{{ColumnList |text=
*Ground versions become airborne on 7F~
*Ground versions become airborne on 7F~
*22F~ can pass through opponent
*22F~ can pass through opponent
Line 1,079: Line 557:
*9F~ after hitstop able to cancel into various moves on hit or block
*9F~ after hitstop able to cancel into various moves on hit or block
*30F~ after histop or on whiff can cancel into Rasen Wolf
*30F~ after histop or on whiff can cancel into Rasen Wolf
}}<br/>
*{{clr|C|236C}} and {{clr|C|j.236C}} Fatal Counter
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?angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typcially 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 either of the following followups (can depend on spacing:
Better known as '''Wolf Cannon'''.
*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
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 {{clr|D|7D}}/{{clr|D|4D}} if it gets blocked, but characters such as Jin can punish {{clr|D|7D}} followups with {{clr|B|623B}}. Check the [[#PAGENAME/Combos|Combos Section]] to look at potential followups.


*Run a little w[5B > j.C > j.236B > 1D > j.D > 2C] - If you're midscreen and you're going for damage.
Wolf cannons don't have to be used offensively. They also provide another means of wolf movement. They don't cost much more wolf meter to use so it's well worth using it provided you can combine it with followup movements such as {{clr|D|7D}} > {{clr|C|4C}} wolf brake.
}}


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.
===<big>Eisen Wolf</big>===
{{InputBadge|{{clr|A|j.214A}}/{{clr|B|B}}/{{clr|C|C}} during Werewolf}}
{{BBCF Move Card
|input=j.214A[w],j.214B[w],j.214C[w] |versioned=input
|description=
*Grounds opponent on hit
*Causes hard knockdown on CH
*Hard knockdown in OD.
*Does not cancel into other specials
*Cancels into Rasen wolf ~7F after landing recovery.
''Also'' called '''Wolf Cannon'''.


Wolf cannons also don't have to be used offensively, but 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.
This attack is similar to Konig Wolf. Valkenhayn rushes diagonally downwards and lands. The A version attacks in a ~45 degree angle downward, the B version is at about 60 degrees downward, and the C version goes straight down. Grounds the opponent for soft knockdown on hit. This is more unsafe than 236X because of the extra landing recovery before cancelling into {{clr|D|4D}}/{{clr|D|7D}}. In neutral it's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly.
}}
 
In combos it's usually an air ender, unless Valk hits the opponent high in the air with low enough proration.
}}
}}
====== <font style="visibility:hidden" size="0">Eisen Wolf </font> ======
 
{{MoveData
===<big>Himmel Wolf</big>===
|name=Eisen Wolf
{{InputBadge|{{clr|B|B}}+{{clr|C|C}} during Werewolf (Air OK)}}
|input=j.214A/B/C during Werewolf
{{BBCF Move Card
|image=BBCS_Valkenhayn_EisenWolf.png
|input=B+C[w],j.B+C[w] |versioned=name
|caption=
|description=
|data=
*A non-standard throw, but can still be rejected like a normal throw can.
{{AttackData-BBCF
|damage=1000
|cancel=R
|p1=75
|p2=89
|guard=all
|starter=N
|smp=2
|startup=22
|active=till L
|recovery=18
|frameAdv=
|attribute=H
|hitbox=Valkenhayn/j.214A_w
|description=
{{ColumnList |text=
*Grounds opponent on hit
*Cannot emergency tech on CH
*Floats opponent on hit
*7F~ after hitstop able to cancel into Rasen Wolf on hit or block
}}<br/>
This attack is similar to Konig Wolf, it it has Valkenhayn rush diagonally downwards and land. The A version has you attack in a 45?angle downward, the B version is at a 60?angle downward, and the C version goes straight down. Ground slams your opponent 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 wC.
}}
}}
====== <font style="visibility:hidden" size="0">Himmel Wolf </font> ======
{{MoveData
|name=Himmel Wolf
|input=B+C during Werewolf, air OK
|image=BBCS_Valkenhayn_HimmelWolf.png
|caption=
|data=
{{AttackData-BBCF
|version=Ground
|damage=0,1400
|cancel=R
|p1=100
|p2=100,50
|guard=c.T(100)
|starter=S
|smp=2
|startup=14
|active=4
|recovery=26
|frameAdv=
|attribute=T
|hitbox=Valkenhayn/236D_w
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=0,1400
|cancel=R
|p1=100
|p2=100,50
|guard=c.T(100)
|starter=S
|smp=2
|startup=7
|active=3
|recovery=11+12L
|frameAdv=
|attribute=T
|hitbox=Valkenhayn/236D_w
|description=
{{ColumnList |text=
*Wall bounces opponent
*Wall bounces opponent
*Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version
*Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version
*100% minimum damage (1400)
*100% minimum damage (1400)
*Air version has 5F landing recovery
*Air version has 11F landing recovery
*Refills Wolf gauge to full and switches to Human Form upon successful throw
*On successful throw, Valkenhayn transforms back to human form and the Wolf Gauge fully restores.
}}<br/>
**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. Valkenhayn pins the opponent down and bites their throat out. This move wall bounces them afterward. 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.  
<br/>
}}
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 {{clr|D|6D}} or w{{clr|A|236A}} midscreen or {{clr|D|2D}} in the corner for more damage. Cancelling out of it generally leaves Valkenhayn positive on the wolf gauge.
}}
}}
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<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Sturm Wolf </font> ======
 
{{MoveData
===<big>Sturm Wolf</big>===
|name=Sturm Wolf
{{InputBadge|{{clr|D|632146D}} while Human}}
{{BBCF Move Card
|input=632146D
|input=632146D
|image=BBCS_Valkenhayn_SturmWolf.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 10
{{AttackData-BBCF
|active   = 3
|version=Normal
|recovery = 28
|damage=800, 70*17, 472
|cancel=R
|p1=85
|p2=92, 89*17, 94
|starter=N
|guard=all
  |startup=1+9
|active=3
|recovery=50
|frameAdv=-32
|hitbox=valkenhayn/632146D
|attribute=B
|invul=1-12 All
|description=
}}
}}
{{AttackData-BBCF
*1012 minimum damage (1280 in Overdrive)
|header=no
*Reversal Super / Distortion Ender
|version=Overdrive
Valkenhayn rushes forward for a barrage of attacks. The followups only come out on a successful hit. The start up has invincibility and the last hit will blow the opponent away. This is Valkenhayn's only reliable reversal option but if blocked or whiffed you'll be extremely vulnerable. Since Valkenhayn moves forward for the first attack to connect it can be tricky to use this against air dashing opponents as it's more likely to whiff. Sturm wolf also makes an excellent ender choice if you want to rebuild low wolf meter.
|damage=800, 70*20, 393, 393
|cancel=R
|p1=85
|p2=92, 89*20, 94*2
|starter=N
|guard=all
|startup=1+9
|active=3
|recovery=50
|frameAdv=-11
|attribute=B
|invul=1-12 All
|hitbox=valkenhayn/632146D
|description=
*1000 minimum damage (1280 in Overdrive)
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.
}}
}}
}}
 
====== <font style="visibility:hidden" size="0">Konig Flug </font> ======
===<big>Konig Flug</big>===
{{MoveData
{{InputBadge|{{clr|C|j.236236C}}}}
|name=Konig Flug
{{BBCF Move Card
|input=j.236236C
|input=j.236236C
|image=BBCS_Valkenhayn_KonigFlug.png
|description=
|caption=
|data=
{{AttackData-BBCF
|version=Normal
|damage=1000*2, 1080
|cancel=R
|p1=100
|p2=85(1)
|starter=N
|smp=2A
|guard=all
|startup=4+2
|active=till L,1
|recovery=38
|frameAdv=-22
|attribute=H
|hitbox=valkenhayn/j.236236C
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=1000*2, 126*4, 1080
|cancel=R
|p1=100
|p2=85(1)
|starter=N
|smp=2A
|guard=all
|startup=4+2
|active=till L,1
|recovery=30~T
|frameAdv=-22
|attribute=H
|hitbox=valkenhayn/j.236236C
|description=
{{ColumnList |text=
*1000 minimum damage (1280 in Overdrive)
*1000 minimum damage (1280 in Overdrive)
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*Counter carries
*Landing attack cannot be rapid cancelled after hitstop
*Cannot Rapid Cancel on hit for the frames from the end of hitstop to the end of animation
}}
<br/>
<br/>
Valkenhayn charges diagonally downwards towards his opponents then follow ups with two more attacks on hit. If the second hit does not connect (the one while landing), then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as sturm because Valkenhayn eventually jumps into 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, but you will need 50 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.
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 {{clr|D|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.  
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.  
}}
 
}}
}}
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<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Sieg Nagel</big>===
|image=BBCF_Valkenhayn_ExceedAccel.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|input=ABCD during Overdrive
{{BBCF Move Card
|caption=
|input=A+B+C+D
|name=Sieg Nagel
|data=
{{AttackData-BBCF
|version=Normal
|damage= 2010
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|invul=
|hitbox=Terumi/ABCD
|description=
|description=
}}
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
{{AttackData-BBCF
*295/627 Minimum Damage
|header=no
*Strong Pushback on block
|version=Active Flow
Valk attacks his opponent with a shoulder tackle. Upon a successful hit, he will follow up with a {{clr|B|5B}}, a {{clr|C|5C}}, and an altered {{clr|C|236C}} where he grabs his opponent and hoists them up before slamming them to the ground. Werewolf gauge regens at its base speed during the animation, giving about half the gauge back when using the normal version and about two-thirds of it when the Active Flow version is used. The free Werewolf gauge and forced Active Flow can allow Valk to use his wolf form much more aggressively. Note that while the oki off this move is very poor mid-screen it can give meaty oki if used in the corner, though only if the opponent doesn't Quick Tech. Valk will need to micro-walk back before attacking in-order to prevent most characters' forward rolls from escaping the corner.
|damage=4026
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|attribute=
|hitbox=
|description=
*Does not cost Heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
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.
}}
}}
}}


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Blut Vollmond</big>===
|name=Blut Vollmond
{{InputBadge|{{clr|C|214214C}} while Human when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBCF Move Card
|input=214214C
|input=214214C
|image=BBCS_Valkenhayn_BlutVollmond.png
|description=
|caption=
|data=
{{AttackData-BBCF
|damage=DESTROY
|cancel=
|p1=
|p2=
|starter=
|guard=HL
|startup=7+7
|active=1*3
|recovery=17+46F landing
|frameAdv=-55
|attribute=B
|hitbox=valkenhayn/214214C
|description=
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*7F~ after superflash in the air
*7F~ after superflash in the air
*1-13 All Invul
*1-19 All Invul
*Hits 3 times on block. If any of these hits connect, the attack will land.
*Hits 3 times on block. If any of these hits connect, the attack will land.
<br/>
<br/>
Valkenhayn does a flash kick and launches the opponent into the air where you can see 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.
Valkenhayn does a flash kick and launches the opponent into the air with a view of the full moon. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. Due to Valk's freeform nature there's a variety of ways to set this up, especially with Geschwind cancels. Overall a great astral.
 
 
'''Combos From...'''
*{{clr|A|6A}} CH
*{{clr|B|5B}}/{{clr|B|2B}}
*All C normals
*All Throws (Grounded human throws in the corner)
*{{clr|C|236C}}
*...And a ''lot'' more!
}}
}}
}}
<br style="clear:both;"/>
<br clear=all/>
 
==Colors==
{{BBCFColors|Size=120|Character=Valkenhayn}}
<br style="clear:both;"/>
 
==Navigation== 
<center>{{Character Label|BBCF|Valkenhayn R. Hellsing|size=42px}}</center>
{{BBCF/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


==External References==
{{BBCF/Navigation}}
*Japanese Name: ヴァルケンハイン=R=ヘルシング
*[http://www16.atwiki.jp/bbcs-varuken/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1356108789/ Japanese BBS]
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=vh&pref=0 Arcade Profile Dan Rankings]
<br clear=all/>
----
{{CharLinks
|charMainPage=BBCF/Valkenhayn R. Hellsing
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_VA.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/144-valkenhayn-r-hellsing/
}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue Characters]]

Latest revision as of 04:54, 13 December 2023

Overview

Overview

Valkenhayn is a high mobility rushdown character. His Drive functions as a mode change change mechanic where he switches between his slow human form and his high speed wolf form. In wolf form, Valkenhayn has access to some of the strongest mixups in the game with his famous wolf brake j.A. This is complimented by his excellent corner carry.

In turn, Valkenhayn demands tight execution and good resource management. He also requires good fundamental defense and understanding of neutral. In human form, he lacks many defensive options, and his inability to block in wolf form forces him to rely on movement to escape situations. Valkenhayn rewards dedicated players with freeform movement and combo options.
BBCF Valkenhayn R. Hellsing Nameplate.png
BBCF Valkenhayn Portrait.png
Health
10,500
Prejump
Human: 4F / Wolf: 4F
Backdash
Human: 22F (1~7F Inv All, 1~14 airborne)
Wolf: 25F (1~7F Inv All, 1~20 airborne)
Forward Dash
Human: 23F (5~14 airborne)
Unique Movement Options
Wolf Movement
Fastest Attack
5A (6F, whiffs crouchers)
2A (7F)
Reversals
632146D (12F)
Fatal Starters
6C
236B
Drive: Werewolf

Valkenhayn transforms into a wolf by pressing the D button. In wolf form, Valkenhayn gains a completely new moveset and movement properties and is generally a smaller target. However, Valkenhayn cannot block while in this form. Pressing the D button again or getting hit will revert back Valkenhayn back into human form. Despite its low profile, getting hit while in a wolf state is never considered to be a crouching hit.

If the gauge reaches 0, Valkenhayn will automatically transform back into a human and must wait for the gauge to completely refill before he is able to transform again. While in wolf form, the following decreases the Wolf Gauge:

  • Moving backwards
  • Using Geschwind Wolf or Rasen Wolf
  • Using any of Valkenhayn's wolf form specials.
  • Time spent airborne


The Wolf Gauge only regenerates while Valkenhayn is grounded in human form. If Valkenhayn has depleted the Wolf Gauge it will regenerate at any time. This means that Valkenhayn can jump in the air and still regenerate the gauge. It is important to conserve your wolf gauge for optimal pressure and look for very minimal methods of depleting meter whilst dealing damage.
Overdrive: Endless Wolf

Cannot be activated in wolf form. During Endless Wolf, the Wolf Gauge regenerates much faster. The wolf gauge constantly regenerates unless Valkenhayn is in the air in wolf form. Regeneration varies based on Valkenhayn's form. It regenerates at its fastest when Valkenhayn is grounded in human form. When fully depleted, the wolf gauge fully regenerates 3 times faster. Valkenhayn also gains the following buffs:

  • w[j.214A/B/C] have drastically increased hitstun. They also cause hard knockdown.
  • j.C cancels into Geschwind Wolf.
  • Rasen wolf, Geschwind Wolf, w[236X] and w[j.214X] all have faster startup.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 9 0 B
Total: 17
  • 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.

Gatling options: 5A, 2A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 10 3 15 -1 B
Total: 27

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.

Gatling options: 2B, 5C, 2C, 6C, 3C

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Mid 14 6 22 -9 B
Total: 41

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.

Gatling options (NoteIn Human form, xD is specifically Geschwind Wolf, not Valkenhayn's normal transformations.): 6C, xD

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 2 10 0 F
Total: 18
  • Cancels into transform
  • Can be low-profiled more easily than most 2A moves.

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.

Gatling options: 5A, 2A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Low 9 4 13 -3 F
Total: 25
  • 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.

Gatling options: 5B, 5C, 2C, 6C, 3C

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
820 Mid 12 3 26 -10 B
Total: 40
  • 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 and has a horrible extended hurtbox, 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.

Gatling options: 6B, 5C, 6C, 3C, xD

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 10 3 27 -13 B 5~12 Guard HB
Total: 39
  • 5-12 GP
  • Guard Point does not work against throws, Foot attribute, projectiles or 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.

Gatling options: None

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High 21 3 23 -7 B
Total: 46
  • 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.

Gatling options: 5D, 2D, 4D

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600×2 Mid 19 6 (4) 2 13 +4 B
Total: 43
  • Fatal counters
  • 34F~ can cancel into Geschwind Wolf


Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is plus on block, has good range, wolf cancellable and fatal counters.

Something to consider is that 6C is usually better when done before 236A, resulting in slightly more damage. For example, on airborne opponents in the corner, 2C > 6C > 236A > 2C is better than doing 2C > 236A > 2C > 6C. 6C provides a massive advantage on block. 6C Frame traps from all of Valkenhayn's normals, so it can be used in a blockstring to discourage your opponent from mashing. 6C also provides the opportunity for wolf cancel mixup but this is generally unsafe to do.

Gatling options: 6B, 3C, xD

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
860 Low 12 3 18 -2 F
Total: 32
  • 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.

Gatling options: xD

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H
Total: 18

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 j.B > j.A > j.B > jc j.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.

Gatling options: j.A, j.B, j.C, j.D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 9 3 14 H
Total: 25

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 > jc Bj.B > j.C. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups.

Gatling options: j.A, j.C

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 11 3 24+1L H
Total: 38
  • 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.

Gatling options: j.xD (During OD)

Wolf Normals

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 12 -3 F
Total: 20

Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. Its speed and range make it useful as a neutral poke. Even if this hits from max range you will always be able to confirm it into w5C which is a better combo route than w[5A > 5B > 5C]. w5A's hitstun/blockstun is quite low so it's a good way to set up tick throws.

Gatling options(NoteIn Wolf form, xD is specifically Rasen Wolf, not Valkenhayn's normal transformations.): 5A, 5B, 5C, xD

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 7 6 20 -12 B 4~6 H
Total: 32
  • 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 wj.A afterwards. w[5B > wolf brake j.A] is tight even on IB (if you use 1DCA) so it works really well against characters with DPs.

Gatling options: 5C, xD

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Low 10 3 21 -5 F
Total: 33
  • Downs on hit
  • Hard knockdown on CH


Valkenhayn has limited options after this, and if the opponent is aware of this they can try to beat you by simply mashing. Rather than always going for w5C > 6D, you can go for w[5C > 1/2/3D~4C > 5C] for a little more variation. Not only is this normal good for mixup but it's also useful in baiting DPs and reversals when used at the correct spacing. The range of this normal is really deceptive so it can be used for footsies midscreen. This is a really good combo starter leading into 3.5k max without wolf loop and is a staple in Valkenhayn's offense. w5C > wolf brake j.A is also really good against mashers, so it's better than using w[{{{2}}} > 6D > j.A]. However it'll still lose to DPs so take caution.

Gatling options: xD

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.A[w] 300 High/Air 6 4 10 H
j.AA[w] 300 High/Air 6 2 7 H
j.AAA[w] 300 High/Air 6 3 9 H
Total: 19
  • Can cancel into wj.AA until 16F
  • Can cancel into wj.AAA until 11F
  • Bonus 110% proration on wj.AAA


A bite which can be pressed 3 times for different animations, similar to Hazama's j.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's 5A/j.A so it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range and it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after a j.B > jc j.B > j.C knockdown because the range is really deceptive when using wolf brake wj.A. Combine this with w5C, and you already have a high low mixup. From a blocked 6D (not wolf brake w.jA!) w.jA 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~4C~j.A). 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.

Gatling options: j.AA(A), j.B, j.C, j.xD

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 High/Air 9 3 12 H

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 15 3 16 H


Drive Moves

5D/2D/j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Human > Wolf 12
Wolf > Human 9
Air Human > Wolf 12
Air Wolf > Human 9
  • Valkenhayn is in a CH state while transforming into wolf form
  • Transforms to wolf form on 7F
  • 7F~ in human form and able to cancel into human attacks

Changes Valkenhayn into a wolf. Valkenhayn can freely transform in the air and on the ground. During this time Valkenhayn has a different set of moves from his human counterpart and gains greatly increased mobility. Valkenhayn lacks a forward dash in this form, but he can backdash. Pressing 5D again will transform back into human form. You can also input 4D to backdash while transforming. For more information on the Wolf Gauge, check his Drive section.

4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
24 4~10 All
  • Transforms into wolf form on frame 10
  • CH state for the duration


Transforms Valkenhayn into a wolf while backdashing. A useful way to get out of some pressure resets and switch to wolf form. Be careful, however, as you'll still get stuffed by most 2A stagger pressure.

Geschwind Wolf

Cancel Human Attack with direction + D

Valkenhayn spins in place, changes into wolf form, then charges in the direction of your choice. This does not actually attack, but moves you in a direction at a very high speed whilst draining your wolf meter for as long as Valk dashes. The dash can be stopped or cancelled into wolf attacks after different amounts of time depending on the direction and whether Valkenhayn is in Overdrive; check Valkenhayn's Full Frame Data page for more info.

  • All grounded C normals and all of Valkenhayn's human specials can be cancelled into Geschwind Wolf.
    • j.C becomes cancelable in Overdrive
  • Costs 15% Wolf Gauge when done from the ground
  • Costs 10% Wolf Gauge when done from the air


Rasen Wolf

Any Direction + D during Werewolf

Valkenhayn pauses, then dashes in the direction of choice. Wolf gauge decreases quickly while using this, but it is vital for many of Valk's combos. Similar to Geschwind Wolf, the dash can be stopped (cancelled into Break) or cancelled into other attacks at different timings depending on the direction; more detail can be found on Valkenhayn's Full Frame Data page. Note that the cancel timings between Geschwind Wolf and Rasen Wolf are different: Rasen Wolf can cancel into Break much sooner than it can cancel into other attacks, and doing so is critical to performing things like Valkenhayn's infamous Wolf Dash Brake j.A instant overhead!

Once the dash has started, Valkenhayn behaves as if he was in the air: 5D transforms Valkenhayn back into human form, Valkenhayn can cancel into his jumping attacks, and so on. Rasen Wolf can also cancel into itself indefinitely, as long as there is enough Wolf Gauge left. Wolf 4D and 7D have 10 frames of invincibility on startup, so they are especially good to use to bait reversals on your opponent's wakeup for instance, or for getting some invincibility for an unsafe special you might have done.

  • Costs 15% Wolf Gauge when done from the ground
  • Costs 10% Wolf Gauge when done from the air
  • After initial cost, Wolf gauge constantly decreases during the dash.


Break

4C during Geschwind/Rasen Wolf

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5

Also known as Wolf Dash Brake. Valkenhayn immediately stops his wolf dash and starts falling in place. Can be performed from any direction of Geschwind or Rasen Wolf, and can also be input as 1C (but not 7C). If attempted too late into the wolf dash (when cancels into other attacks are available), you'll get j.C instead.

Universal Mechanics

Ground Throw

5B+C or 4B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw 0, 1500 Throw(70) 7 3 23 T
Back Throw 0, 1500 Throw(70) 7 3 23 T
  • 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 has the same followups, so just use whichever one is best given the current positioning.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 14 6 28 -15 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • 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

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 14 15 23 0 B
Total: 51
  • Skips remaining active frames on hit or block
  • Can cancel into Geschwind Wolf either 27F~ or after hitstop
  • Blows back on air hit


Quite useful in pressure. The shoulder charge continues after Valkenhayn is blocked, meaning he can essentially ignore the pushback from barrier and remain at +1. This creates interesting pressure extensions and gap closing ability. However, it will still leave Valkenhayn close and minus on instant block.

Don't wolf cancel from this for more pressure. It's very easy to punish. You can catch people out on air hit for good reward. Sees use in corner combos, often after something like 3C.

Schwarz Jagd

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Low/Air 19 4 21 -8 F
Total: 43
  • Downs opponent on hit
  • Can cancel into Geschwind Wolf 18F~, the frame before the hitbox becomes active
  • Can cancel into Weiß Jagd on hit or block 24F~
  • Fatal Counter


Mostly a combo filler and can now combo from 5C due to the decrease in startup. It is also used as a combo ender in the corner to gain some oki. What's interesting about this attack is that you can wolf cancel it before it hits the opponent even though you can see the animation, so it can be used sparingly for a quick high mixup.

Weiss Jagd

236B after Schwarz Jagd

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 15 5 25 -13 B
Total: 44
  • 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

236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1050 Mid 21 4 25 -10 B
Total: 49
  • 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

j.214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 13 5 Until L+16 H

Konig Wolf

236A/B/C during Werewolf (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A[w] 1000 All 20 8 19 H
j.236A[w] 1000 All 20 8 Until L+12 H
236B[w] 1000 All 20 8 Until L+12 H
j.236B[w] 1000 All 22 8 Until L+12 H
236C[w] 1000 All 20 8 Until L+12 H
j.236C[w] 1000 All 22 8 Until L+12 H
  • Ground versions become airborne on 7F~
  • 22F~ can pass through opponent
  • Floats opponent on hit
  • 9F~ after hitstop able to cancel into various moves on hit or block
  • 30F~ after histop or on whiff can cancel into Rasen Wolf
  • 236C and j.236C Fatal Counter

Better known as Wolf Cannon.

A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward, the B version has you attack in a ~45 degree angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typically you will be using this move to fish for hits. A blocked wolf cannon is pretty unsafe and each character has various ways of punishing you. You can try to make it safe with 7D/4D if it gets blocked, but characters such as Jin can punish 7D followups with 623B. Check the Combos Section to look at potential followups.

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

Eisen Wolf

j.214A/B/C during Werewolf

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.214A[w] 1000 All 22 Until L 18L H
j.214B[w] 1000 All 22 Until L 18L H
j.214C[w] 1000 All 22 Until L 18L H
  • Grounds opponent on hit
  • Causes hard knockdown on CH
  • Hard knockdown in OD.
  • Does not cancel into other specials
  • Cancels into Rasen wolf ~7F after landing recovery.

Also called Wolf Cannon.

This attack is similar to Konig Wolf. Valkenhayn rushes diagonally downwards and lands. The A version attacks in a ~45 degree angle downward, the B version is at about 60 degrees downward, and the C version goes straight down. Grounds the opponent for soft knockdown on hit. This is more unsafe than 236X because of the extra landing recovery before cancelling into 4D/7D. In neutral it's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly.

In combos it's usually an air ender, unless Valk hits the opponent high in the air with low enough proration.

Himmel Wolf

B+C during Werewolf (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Himmel Wolf 0, 1400 Throw(70) 7 3 22 T
Air Himmel Wolf 0, 1400 Throw(90) 7 3 22+11L T
  • A non-standard throw, but can still be rejected like a normal throw can.
  • Wall bounces opponent
  • Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version
  • 100% minimum damage (1400)
  • Air version has 11F landing recovery
  • On successful throw, Valkenhayn transforms back to human form and the Wolf Gauge fully restores.
    • Refills 25% of the Wolf Gauge on hit. This hit is cancelleable into specials, Distortions, and Rasen Wolf.


This is a high-damage werewolf exclusive grab. After hitting your opponent with this, you can either let the animation play out, which will completely recharge the wolf gauge and force Valkenhayn into his human form, or you can follow it up with 6D or w236A midscreen or 2D in the corner for more damage. Cancelling out of it generally leaves Valkenhayn positive on the wolf gauge.


Distortion Drives

Sturm Wolf

632146D while Human

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800, 180×17, 1200
[800, 180×20, 1000×2]
All 1+(69 Flash)+9 3 38 -22 B 1~12 All
Total: 40
  • 1012 minimum damage (1280 in Overdrive)
  • Reversal Super / Distortion Ender

Valkenhayn rushes forward for a barrage of attacks. The followups only come out on a successful hit. The start up has invincibility and the last hit will blow the opponent away. This is Valkenhayn's only reliable reversal option but if blocked or whiffed you'll be extremely vulnerable. Since Valkenhayn moves forward for the first attack to connect it can be tricky to use this against air dashing opponents as it's more likely to whiff. Sturm wolf also makes an excellent ender choice if you want to rebuild low wolf meter.

Konig Flug

j.236236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000×2, 3000
[1000×2, 350×4, 3000]
All 4+(53 Flash)+2 Until L+ 3 37 H
  • 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

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600×3, 0, 1150
{600,1200×2, 0, 2700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Valk attacks his opponent with a shoulder tackle. Upon a successful hit, he will follow up with a 5B, a 5C, and an altered 236C where he grabs his opponent and hoists them up before slamming them to the ground. Werewolf gauge regens at its base speed during the animation, giving about half the gauge back when using the normal version and about two-thirds of it when the Active Flow version is used. The free Werewolf gauge and forced Active Flow can allow Valk to use his wolf form much more aggressively. Note that while the oki off this move is very poor mid-screen it can give meaty oki if used in the corner, though only if the opponent doesn't Quick Tech. Valk will need to micro-walk back before attacking in-order to prevent most characters' forward rolls from escaping the corner.

Astral Heat

Blut Vollmond

214214C while Human when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0,800,900×21,6000 Mid 7+(55 Flash)+7 1,1,1 15+55L -52 B 1~19 All
  • 180F Heat Gauge Cooldown
  • 7F~ after superflash in the air
  • 1-19 All Invul
  • Hits 3 times on block. If any of these hits connect, the attack will land.


Valkenhayn does a flash kick and launches the opponent into the air with a view of the full moon. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. Due to Valk's freeform nature there's a variety of ways to set this up, especially with Geschwind cancels. Overall a great astral.


Combos From...

  • 6A CH
  • 5B/2B
  • All C normals
  • All Throws (Grounded human throws in the corner)
  • 236C
  • ...And a lot more!


Colors

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Color 19
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Navigation

 Valkenhayn R. Hellsing


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