BBCF/Valkenhayn R. Hellsing/Strategy: Difference between revisions

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;Important Moves
;Important Moves
*2A: Jab
*{{clr|A|2A}}: Jab
*5B: Poke with low reach
*{{clr|B|5B}}: Poke with low reach
*6A: Anti-air
*{{clr|A|6A}}: Anti-air
*6B: Overhead, cancels into 5D/4D to go into wolf pressure
*{{clr|B|6B}}: Overhead, cancels into {{clr|D|5D}}/{{clr|D|4D}} to go into wolf pressure
*j.C: Air ender, and air to ground normal.
*{{clr|C|j.C}}: Air ender, and air to ground normal.
*w[5A]: Jab with surprising range. Catches people out very well
*w[{{clr|A|5A}}]: Jab with surprising range. Catches people out very well
*w[5B]: Antiair
*w[{{clr|B|5B}}]: Antiair
*w[5C]: Poke tool
*w[{{clr|C|5C}}]: Poke tool
*w[j.A]: Air to air, and instant overhead with wolf brake
*w[{{clr|A|j.A}}]: Air to air, and instant overhead with wolf brake
*4D: Escape tool, F1 invuln while in wolf form.
*{{clr|D|4D}}: Escape tool, F1 invuln while in wolf form.




In neutral, human form is limited. 5B and 5C are his main pokes but both can be low profiled, and 5C's startup makes it high risk for low reward. Human air normals are not particularly strong because of their range. The Wolf Gauge doesn't regenerate while Valk is in the air, so there's even less reason to stay in the air. If you don't need to regenerate the wolf gauge, you can stay in wolf form for neutral. It's walk speed and normals are great for whiff punishes and pokes. w[5A] and w[5C] have great range for their speed. w[j.A] is also a strong option for air to airing the opponent, and leads into j.C knockdown. Rasen Wolf is a very strong movement option but it's expensive.
In neutral, human form is limited. {{clr|B|5B}} and {{clr|C|5C}} are his main pokes but both can be low profiled, and {{clr|C|5C}}'s startup makes it high risk for low reward. Human air normals are not particularly strong because of their range. The Wolf Gauge doesn't regenerate while Valk is in the air, so there's even less reason to stay in the air. If you don't need to regenerate the wolf gauge, you can stay in wolf form for neutral. It's walk speed and normals are great for whiff punishes and pokes. w[{{clr|A|5A}}] and w[{{clr|C|5C}}] have great range for their speed. w[{{clr|A|j.A}}] is also a strong option for air to airing the opponent, and leads into {{clr|C|j.C}} knockdown. Rasen Wolf is a very strong movement option but it's expensive.


On defense, Valkenhayn is severely limited. He can 4D to back off and reset to neutral during big gaps in pressure. Otherwise, Valkenhayn is stuck to system mechanics. His CA is a solid tool for getting the opponent off of him. IBB will give him meter for more CAs, and he can push opponents off of him to challenge or back off.
On defense, Valkenhayn is severely limited. He can {{clr|D|4D}} to back off and reset to neutral during big gaps in pressure. Otherwise, Valkenhayn is stuck to system mechanics. His CA is a solid tool for getting the opponent off of him. IBB will give him meter for more CAs, and he can push opponents off of him to challenge or back off.


On offense, staying up close and personal in wolf form is one of Valkenhayn's strongest positions. In it, he has fantastic mixups, corner carry and pressure extensions. Most of Valk's mixups are high/lows. Wolf Brake j.A is a very powerful mixup to start off with. Even then, he can back off with his grounded normals to counterpoke and use meter to create strong mixups. Sequences like 5C > RC > 5C are great to call out jumps and other movement options. In human form, Valk can stall to regen the Wolf Gauge or use frame traps to try and open his opponent up. Staggers mixed in with 6C are generally good to frame trap or create pressure resets. Certain normals like 2A and 6B are great for transforming into wolf to start pressure. If he manages to open the opponent up, he can carry them to the corner to start his mixups. Valkenhayn's low damage in general means he must focus on regenerating his Drive over cashing out on big damage.
On offense, staying up close and personal in wolf form is one of Valkenhayn's strongest positions. In it, he has fantastic mixups, corner carry and pressure extensions. Most of Valk's mixups are high/lows. Wolf Brake {{clr|A|j.A}} is a very powerful mixup to start off with. Even then, he can back off with his grounded normals to counterpoke and use meter to create strong mixups. Sequences like {{clr|C|5C}} > RC > {{clr|C|5C}} are great to call out jumps and other movement options. In human form, Valk can stall to regen the Wolf Gauge or use frame traps to try and open his opponent up. Staggers mixed in with {{clr|C|6C}} are generally good to frame trap or create pressure resets. Certain normals like {{clr|A|2A}} and {{clr|B|6B}} are great for transforming into wolf to start pressure. If he manages to open the opponent up, he can carry them to the corner to start his mixups. Valkenhayn's low damage in general means he must focus on regenerating his Drive over cashing out on big damage.




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==Blockstrings==
==Blockstrings==
Please keep in mind that these blockstrings serve as examples and ideas you can integrate into your own game. Valkenhayn's pressure, ''especially'' in wolf form, is very freeform and dependent on available resources. You'll also need to vary your blockstrings against different people, different characters, and so on. Valkenhayn's blockstrings are immensely different in human and wolf form. In human form, his blockstrings are rather limited. This does not necessarily mean that he lacks interesting tools. 6B, 6C, and IOH j.C are all solid options in Valkenhayn's kit. With meter, Valkenhayn can force pressure extensions and stall out time to regenerate the Wolf Gauge.
Please keep in mind that these blockstrings serve as examples and ideas you can integrate into your own game. Valkenhayn's pressure, ''especially'' in wolf form, is very freeform and dependent on available resources. You'll also need to vary your blockstrings against different people, different characters, and so on. Valkenhayn's blockstrings are immensely different in human and wolf form. In human form, his blockstrings are rather limited. This does not necessarily mean that he lacks interesting tools. {{clr|B|6B}}, {{clr|C|6C}}, and IOH {{clr|C|j.C}} are all solid options in Valkenhayn's kit. With meter, Valkenhayn can force pressure extensions and stall out time to regenerate the Wolf Gauge.


===Human Form===
===Human Form===


;2A > delay 2A > 2B > 5B > 3C
;{{clr|A|2A}} > delay {{clr|A|2A}} > {{clr|B|2B}} > {{clr|B|5B}} > {{clr|C|3C}}


A day one blockstring. On hit, any of these convert into a basic BnB. On block, this will push opponents away and keep you safe.
A day one blockstring. On hit, any of these convert into a basic BnB. On block, this will push opponents away and keep you safe.
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;2A > 2A > 5B > 236A/6C
;{{clr|A|2A}} > {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|236A}}/{{clr|C|6C}}


A useful blockstring to mess with your opponent's barrier usage. 236A will keep you close to them and ignore Barrier's push on block, leaving you plus and up close to restart pressure. On the other hand, 6C is a solid frame trap that leaves Valkenhayn plus and resets pressure. 6C loses to barrier, but 236A beats barrier. Both lose to some combination of instant blocking, Overdrive, and fast reversals, however. 6C will get pushed out by IBB, and IBB will leave 236A minus on block. Even on regular instant block, 6C creates a gap that can be reversal'd. ODR will beat out both.
A useful blockstring to mess with your opponent's barrier usage. {{clr|A|236A}} will keep you close to them and ignore Barrier's push on block, leaving you plus and up close to restart pressure. On the other hand, {{clr|C|6C}} is a solid frame trap that leaves Valkenhayn plus and resets pressure. {{clr|C|6C}} loses to barrier, but {{clr|A|236A}} beats barrier. Both lose to some combination of instant blocking, Overdrive, and fast reversals, however. {{clr|C|6C}} will get pushed out by IBB, and IBB will leave {{clr|A|236A}} minus on block. Even on regular instant block, {{clr|C|6C}} creates a gap that can be reversal'd. ODR will beat out both.


<br>
<br>


;2A > 5B > jc > IOH j.C > RC > j.C
;{{clr|A|2A}} > {{clr|B|5B}} > jc > IOH {{clr|C|j.C}} > RC > {{clr|C|j.C}}


Instant overhead! Requires meter and is a little unsafe if blocked, but leads to great reward. Character specific; some crouching hitboxes will not be hit by the IOH j.C.
Instant overhead! Requires meter and is a little unsafe if blocked, but leads to great reward. Character specific; some crouching hitboxes will not be hit by the IOH {{clr|C|j.C}}.


<br>
<br>


;2A > 6B > (5D)
;{{clr|A|2A}} > {{clr|B|6B}} > ({{clr|D|5D}})


A basic string into an overhead. You can cancel into transformation.
A basic string into an overhead. You can cancel into transformation.
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;2A > 4D/5D
;{{clr|A|2A}} > {{clr|D|4D}}/{{clr|D|5D}}


4D is a fast way to go into wolf form and back off. It has some invincibility attached as well, and is difficult to call out. 5D is a quick way to start wolf pressure and catch someone off guard. However, this leaves Valkenhayn in CH state during transformation, and it can be mashed. Most 2A staggers will discourage mashing there, however.
{{clr|D|4D}} is a fast way to go into wolf form and back off. It has some invincibility attached as well, and is difficult to call out. {{clr|D|5D}} is a quick way to start wolf pressure and catch someone off guard. However, this leaves Valkenhayn in CH state during transformation, and it can be mashed. Most {{clr|A|2A}} staggers will discourage mashing there, however.


<br>
<br>


;2A > 5B > jc > j.D > 3D > j.B
;{{clr|A|2A}} > {{clr|B|5B}} > jc > {{clr|D|j.D}} > {{clr|D|3D}} > {{clr|B|j.B}}


A quick way to transition to wolf pressure with an overhead. Loses to 5A mash and fast antiairs. Alternatively, you can back off after transforming.
A quick way to transition to wolf pressure with an overhead. Loses to {{clr|A|5A}} mash and fast antiairs. Alternatively, you can back off after transforming.


===Wolf Form===
===Wolf Form===
In wolf form, Valkenhayn gains incredibly strong mixups and improved movement to make his pressure safe. w[5A] has a surprisingly long range for a jab, and contests more spaces than most realize. 5C is a great tool for pokes and counter pokes. Wolf brake j.A (wbrj.A), of course, is an incredibly strong mixup tool available for instant overheads. Even if they block it, you can opt for j.C for a double overhead, 5A to continue pressure, or 5C for a fast low. Valkenhayn's options are quite strong, but limited by the amount of Wolf Gauge he has available.
In wolf form, Valkenhayn gains incredibly strong mixups and improved movement to make his pressure safe. w[{{clr|A|5A}}] has a surprisingly long range for a jab, and contests more spaces than most realize. {{clr|C|5C}} is a great tool for pokes and counter pokes. Wolf brake {{clr|A|j.A}} (wbrj.A), of course, is an incredibly strong mixup tool available for instant overheads. Even if they block it, you can opt for {{clr|C|j.C}} for a double overhead, {{clr|A|5A}} to continue pressure, or {{clr|C|5C}} for a fast low. Valkenhayn's options are quite strong, but limited by the amount of Wolf Gauge he has available.




;w[5A > w5A > 5C]
;w[{{clr|A|5A}} > w{{clr|A|5A}} > {{clr|C|5C}}]


A basic blockstring. You can remain safe and simply walk back at little cost.
A basic blockstring. You can remain safe and simply walk back at little cost.
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;w[5A > 5A > 5C > RC > 5C]
;w[{{clr|A|5A}} > {{clr|A|5A}} > {{clr|C|5C}} > RC > {{clr|C|5C}}]


A useful blockstring to catch people trying to jump after 5C.
A useful blockstring to catch people trying to jump after {{clr|C|5C}}.


<br>
<br>


;w[5A > wolf brake j.A > 5A]
;w[{{clr|A|5A}} > wolf brake {{clr|A|j.A}} > {{clr|A|5A}}]


An example of wolf brake in pressure for an instant overhead.
An example of wolf brake in pressure for an instant overhead.
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;w[5A > w5B > w5C > 6D > (wj.A) > wolf brake > wj.A > w5C]
;w[{{clr|A|5A}} > w5B > w5C > {{clr|D|6D}} > (wj.A) > wolf brake > wj.A > w5C]


An example of using wolf brake to layer in extra mixups at the cost of Wolf Gauge.
An example of using wolf brake to layer in extra mixups at the cost of Wolf Gauge.
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;w[5A> 5A > 5C > 6D > j.A > j.C]
;w[{{clr|A|5A}}> {{clr|A|5A}} > {{clr|C|5C}} > {{clr|D|6D}} > {{clr|A|j.A}} > {{clr|C|j.C}}]


You can go for double overheads off of 6D > j.A. You can also do 6D > Brake > B+C to mix in throws and build back Wolf Gauge.
You can go for double overheads off of {{clr|D|6D}} > {{clr|A|j.A}}. You can also do {{clr|D|6D}} > Brake > B+{{clr|C|C}} to mix in throws and build back Wolf Gauge.


<br>
<br>


;w[5A > 5B > 5C > 6D >] jD > 2B/6B
;w[{{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|6D}} >] jD > {{clr|B|2B}}/{{clr|B|6B}}


A quick way to transition back into human form with a mixup. 6B is much less safe, but a strong option after someone shows they can block 2B and 6D > w[j.]A.
A quick way to transition back into human form with a mixup. {{clr|B|6B}} is much less safe, but a strong option after someone shows they can block {{clr|B|2B}} and {{clr|D|6D}} > w[j.]A.


<br>
<br>


==Okizeme==
==Okizeme==
Valkenhayn's oki at midscreen is relatively below average. In human form, j.C is the most common enders for oki. In the corner with wolf form, Valkenhayn can run very strong 50/50s from wolf brake j.A. Past that, Valkenhayn can introduce even more layers to open up his opponent.
Valkenhayn's oki at midscreen is relatively below average. In human form, {{clr|C|j.C}} is the most common enders for oki. In the corner with wolf form, Valkenhayn can run very strong 50/50s from wolf brake {{clr|A|j.A}}. Past that, Valkenhayn can introduce even more layers to open up his opponent.


====j.C Knockdown====
===={{clr|C|j.C}} Knockdown====


Valkenhayn's most common ender. Causes a soft knockdown. These are some things you can do afterwards:
Valkenhayn's most common ender. Causes a soft knockdown. These are some things you can do afterwards:
*Dash 2B catches rolls and quick rise
*Dash {{clr|B|2B}} catches rolls and quick rise
*You can also transform and use w5A to check rolls
*You can also transform and use w{{clr|A|5A}} to check rolls
*3C > 236B can catch no techs
*{{clr|C|3C}} > {{clr|B|236B}} can catch no techs




====3C > 236B Knockdown====
===={{clr|C|3C}} > {{clr|B|236B}} Knockdown====
Leaves the opponent closer to Valkenhayn. Sets up hard knockdown at the cost of damage and corner carry. These are some things you can do afterwards:
Leaves the opponent closer to Valkenhayn. Sets up hard knockdown at the cost of damage and corner carry. These are some things you can do afterwards:
*Dash 2B becomes a frame kill to meaty emergency tech
*Dash {{clr|B|2B}} becomes a frame kill to meaty emergency tech
*Cancelling into 2D > 5C will catch all delay techs
*Cancelling into {{clr|D|2D}} > {{clr|C|5C}} will catch all delay techs




====3C > 236A Oki====
===={{clr|C|3C}} > {{clr|A|236A}} Oki====
From 3C > 236A, you can use 9D > j.D > j.C to safe jump, catch rolls and quick rise. If that's too intensive on the wolf gauge, you can IAD > j.C instead for a safejump. This will not catch any rolls, however.
From {{clr|C|3C}} > {{clr|A|236A}}, you can use {{clr|D|9D}} > {{clr|D|j.D}} > {{clr|C|j.C}} to safe jump, catch rolls and quick rise. If that's too intensive on the wolf gauge, you can IAD > {{clr|C|j.C}} instead for a safejump. This will not catch any rolls, however.


Video Example:
Video Example:
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==Tips and Tricks==
==Tips and Tricks==
*Watch the Wolf Gauge. It's essential to Valkenhayn's gameplay. So, don't spam Rasen Wolf or wolf cannons in neutral.
*Watch the Wolf Gauge. It's essential to Valkenhayn's gameplay. So, don't spam Rasen Wolf or wolf cannons in neutral.
*In neutral, walking in wolf form is a great strategy. It minimizes drain on the wolf gauge, and you can counter poke with 5C or 5A. Walking forward is especially useful because it doesn't cost anything to Valkenhayn!
*In neutral, walking in wolf form is a great strategy. It minimizes drain on the wolf gauge, and you can counter poke with {{clr|C|5C}} or {{clr|A|5A}}. Walking forward is especially useful because it doesn't cost anything to Valkenhayn!
*A fun movement trick is air dashing in wolf form and immediately transforming. This will propel Valkenhayn to the other side of the screen. Use it to jump in with a j.C, or to stall someone out and minimize Wolf Gauge usage.
*A fun movement trick is air dashing in wolf form and immediately transforming. This will propel Valkenhayn to the other side of the screen. Use it to jump in with a {{clr|C|j.C}}, or to stall someone out and minimize Wolf Gauge usage.
*It's often best not to spend meter on Distortion enders unless they'll kill or stall out the Wolf Gauge. Valkenhayn needs it for defensive options, confirming hits in human form, and certain mixups.
*It's often best not to spend meter on Distortion enders unless they'll kill or stall out the Wolf Gauge. Valkenhayn needs it for defensive options, confirming hits in human form, and certain mixups.
*Valkenhayn is considered to be airborne during his human form stepdashes, so try not to overuse dashing in neutral. Instead, try and space out with your large human normals, or close the gap with 236A. You can also opt for minimal wolf movement instead.
*Valkenhayn is considered to be airborne during his human form stepdashes, so try not to overuse dashing in neutral. Instead, try and space out with your large human normals, or close the gap with {{clr|A|236A}}. You can also opt for minimal wolf movement instead.
*Practice wolf brake w[j.A]! It's one of Valkenhayn's famous mixups and creates a potent 50/50. Check the [https://www.youtube.com/watch?v=VZR8i5xIz2c Wolf Brake Tutorial] for more information.
*Practice wolf brake w[{{clr|A|j.A}}]! It's one of Valkenhayn's famous mixups and creates a potent 50/50. Check the [https://www.youtube.com/watch?v=VZR8i5xIz2c Wolf Brake Tutorial] for more information.
*4DC OS is useful if you think an opponent will DP from the corner. However, don't overuse it as it will make mixups more linear. By inputting 6D > w[j.A] > 4DC, you'll hitstop OS 4D. On block and on hit, w[j.A] will confirm into w[j.C]. On whiff, Valkenhayn will 4D and avoid most reversal. This OS is somewhat character specific, so be sure to lab it on different reversals. [https://youtu.be/Iu4wSY4QuIk Video Example Here].
*4DC OS is useful if you think an opponent will DP from the corner. However, don't overuse it as it will make mixups more linear. By inputting {{clr|D|6D}} > w[{{clr|A|j.A}}] > 4DC, you'll hitstop OS {{clr|D|4D}}. On block and on hit, w[{{clr|A|j.A}}] will confirm into w[{{clr|C|j.C}}]. On whiff, Valkenhayn will {{clr|D|4D}} and avoid most reversal. This OS is somewhat character specific, so be sure to lab it on different reversals. [https://youtu.be/Iu4wSY4QuIk Video Example Here].


==Fighting Valkenhayn==
==Fighting Valkenhayn==
*Remember that Valkenhayn cannot block at all in wolf form.
*Remember that Valkenhayn cannot block at all in wolf form.
*Wolf Form is essential to Valkenhayn's offense and neutral. By dragging out neutral exchanges, you'll force him to use less damaging combos. It also means he can't confirm quite as easily in neutral.
*Wolf Form is essential to Valkenhayn's offense and neutral. By dragging out neutral exchanges, you'll force him to use less damaging combos. It also means he can't confirm quite as easily in neutral.
*Show your reversals! Valkenhayn's 50/50 is incredibly strong, showing a reversal will force him to use 4D or take some level of risk.
*Show your reversals! Valkenhayn's 50/50 is incredibly strong, showing a reversal will force him to use {{clr|D|4D}} or take some level of risk.
*Press the attack when the wolf gauge is disabled. Valkenhayn relies on his movement to make up for his lack of defensive options.
*Press the attack when the wolf gauge is disabled. Valkenhayn relies on his movement to make up for his lack of defensive options.
*Check this [https://docs.google.com/document/d/1ATNQOy_vund0Be-E2UYlNCwfxDYtZkDpI61hsyLjmn0/edit?usp=sharing Guide by DFAxCalamity] for some tips on how to make blocking Valkenhayn more rewarding.
*Check this [https://docs.google.com/document/d/1ATNQOy_vund0Be-E2UYlNCwfxDYtZkDpI61hsyLjmn0/edit?usp=sharing Guide by DFAxCalamity] for some tips on how to make blocking Valkenhayn more rewarding.
==External References==
*[https://www.youtube.com/playlist?list=PLWONjCjWxOjQASJLhNYReUA1f_nl_Hhps A youtube playlist of Valkenhayn tech.] There are videos that date back to CP, but many still apply to CF2 Valk.
*[https://docs.google.com/document/d/1ATNQOy_vund0Be-E2UYlNCwfxDYtZkDpI61hsyLjmn0/edit?usp=sharing Temporary Copy of Valk Pressure/Escapes document]


==Navigation==
==Navigation==
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Latest revision as of 04:54, 13 December 2023

Valkenhayn R. Hellsing



General Tactics

TL;DR (For Beginners)

Important Moves
  • 2A: Jab
  • 5B: Poke with low reach
  • 6A: Anti-air
  • 6B: Overhead, cancels into 5D/4D to go into wolf pressure
  • j.C: Air ender, and air to ground normal.
  • w[5A]: Jab with surprising range. Catches people out very well
  • w[5B]: Antiair
  • w[5C]: Poke tool
  • w[j.A]: Air to air, and instant overhead with wolf brake
  • 4D: Escape tool, F1 invuln while in wolf form.


In neutral, human form is limited. 5B and 5C are his main pokes but both can be low profiled, and 5C's startup makes it high risk for low reward. Human air normals are not particularly strong because of their range. The Wolf Gauge doesn't regenerate while Valk is in the air, so there's even less reason to stay in the air. If you don't need to regenerate the wolf gauge, you can stay in wolf form for neutral. It's walk speed and normals are great for whiff punishes and pokes. w[5A] and w[5C] have great range for their speed. w[j.A] is also a strong option for air to airing the opponent, and leads into j.C knockdown. Rasen Wolf is a very strong movement option but it's expensive.

On defense, Valkenhayn is severely limited. He can 4D to back off and reset to neutral during big gaps in pressure. Otherwise, Valkenhayn is stuck to system mechanics. His CA is a solid tool for getting the opponent off of him. IBB will give him meter for more CAs, and he can push opponents off of him to challenge or back off.

On offense, staying up close and personal in wolf form is one of Valkenhayn's strongest positions. In it, he has fantastic mixups, corner carry and pressure extensions. Most of Valk's mixups are high/lows. Wolf Brake j.A is a very powerful mixup to start off with. Even then, he can back off with his grounded normals to counterpoke and use meter to create strong mixups. Sequences like 5C > RC > 5C are great to call out jumps and other movement options. In human form, Valk can stall to regen the Wolf Gauge or use frame traps to try and open his opponent up. Staggers mixed in with 6C are generally good to frame trap or create pressure resets. Certain normals like 2A and 6B are great for transforming into wolf to start pressure. If he manages to open the opponent up, he can carry them to the corner to start his mixups. Valkenhayn's low damage in general means he must focus on regenerating his Drive over cashing out on big damage.


Werewolf and Endless Wolf, In Detail (For Intermediates)

Werewolf and Endless Wolf have some interesting mechanics on regeneration. The Wolf Gauge has 1000 points. Points are added and subtracted every frame, but for clarity's sake this section uses points per second. While transformed, actions that cost wolf gauge will drain it at about 120 points per second (1.2%). Wolf cannons drain the meter at the same rate. These effects do not stack, so jumping backwards won't cost 240 points per second, and so on.

When Valkenhayn is in human form, the Wolf Gauge regenerates at about 60 points per second for ~2.3 seconds. If Valkenhayn changes state (e.g is considered airborne or transforms), this timer resets when he returns to a grounded human state. Afterwards, it starts regenerating at 180 points per second. Completely draining the wolf gauge entirely will cause it to regenerate at 120 points per second.


In Overdrive, regeneration changes significantly. As long as Valkenhayn is not in the air in wolf form, the Gauge constantly increases. In wolf form, the gauge increases at 240 points/sec. Walking backwards will increase the gauge at 180 points/sec. In human form, the regeneration rate varies based on whether he is grounded or in the air. On the ground, he regenerates at 540 points/sec. In the air, he regenerates at about 180 points per second. If he fully drains the wolf gauge, it regenerates at about 360 points per second.

Blockstrings

Please keep in mind that these blockstrings serve as examples and ideas you can integrate into your own game. Valkenhayn's pressure, especially in wolf form, is very freeform and dependent on available resources. You'll also need to vary your blockstrings against different people, different characters, and so on. Valkenhayn's blockstrings are immensely different in human and wolf form. In human form, his blockstrings are rather limited. This does not necessarily mean that he lacks interesting tools. 6B, 6C, and IOH j.C are all solid options in Valkenhayn's kit. With meter, Valkenhayn can force pressure extensions and stall out time to regenerate the Wolf Gauge.

Human Form

2A > delay 2A > 2B > 5B > 3C

A day one blockstring. On hit, any of these convert into a basic BnB. On block, this will push opponents away and keep you safe.


2A > 2A > 5B > 236A/6C

A useful blockstring to mess with your opponent's barrier usage. 236A will keep you close to them and ignore Barrier's push on block, leaving you plus and up close to restart pressure. On the other hand, 6C is a solid frame trap that leaves Valkenhayn plus and resets pressure. 6C loses to barrier, but 236A beats barrier. Both lose to some combination of instant blocking, Overdrive, and fast reversals, however. 6C will get pushed out by IBB, and IBB will leave 236A minus on block. Even on regular instant block, 6C creates a gap that can be reversal'd. ODR will beat out both.


2A > 5B > jc > IOH j.C > RC > j.C

Instant overhead! Requires meter and is a little unsafe if blocked, but leads to great reward. Character specific; some crouching hitboxes will not be hit by the IOH j.C.


2A > 6B > (5D)

A basic string into an overhead. You can cancel into transformation.


2A > 4D/5D

4D is a fast way to go into wolf form and back off. It has some invincibility attached as well, and is difficult to call out. 5D is a quick way to start wolf pressure and catch someone off guard. However, this leaves Valkenhayn in CH state during transformation, and it can be mashed. Most 2A staggers will discourage mashing there, however.


2A > 5B > jc > j.D > 3D > j.B

A quick way to transition to wolf pressure with an overhead. Loses to 5A mash and fast antiairs. Alternatively, you can back off after transforming.

Wolf Form

In wolf form, Valkenhayn gains incredibly strong mixups and improved movement to make his pressure safe. w[5A] has a surprisingly long range for a jab, and contests more spaces than most realize. 5C is a great tool for pokes and counter pokes. Wolf brake j.A (wbrj.A), of course, is an incredibly strong mixup tool available for instant overheads. Even if they block it, you can opt for j.C for a double overhead, 5A to continue pressure, or 5C for a fast low. Valkenhayn's options are quite strong, but limited by the amount of Wolf Gauge he has available.


w[5A > w5A > 5C]

A basic blockstring. You can remain safe and simply walk back at little cost.


w[5A > 5A > 5C > RC > 5C]

A useful blockstring to catch people trying to jump after 5C.


w[5A > wolf brake j.A > 5A]

An example of wolf brake in pressure for an instant overhead.


w[5A > w5B > w5C > 6D > (wj.A) > wolf brake > wj.A > w5C]

An example of using wolf brake to layer in extra mixups at the cost of Wolf Gauge.


w[5A> 5A > 5C > 6D > j.A > j.C]

You can go for double overheads off of 6D > j.A. You can also do 6D > Brake > B+C to mix in throws and build back Wolf Gauge.


w[5A > 5B > 5C > 6D >] jD > 2B/6B

A quick way to transition back into human form with a mixup. 6B is much less safe, but a strong option after someone shows they can block 2B and 6D > w[j.]A.


Okizeme

Valkenhayn's oki at midscreen is relatively below average. In human form, j.C is the most common enders for oki. In the corner with wolf form, Valkenhayn can run very strong 50/50s from wolf brake j.A. Past that, Valkenhayn can introduce even more layers to open up his opponent.

j.C Knockdown

Valkenhayn's most common ender. Causes a soft knockdown. These are some things you can do afterwards:

  • Dash 2B catches rolls and quick rise
  • You can also transform and use w5A to check rolls
  • 3C > 236B can catch no techs


3C > 236B Knockdown

Leaves the opponent closer to Valkenhayn. Sets up hard knockdown at the cost of damage and corner carry. These are some things you can do afterwards:

  • Dash 2B becomes a frame kill to meaty emergency tech
  • Cancelling into 2D > 5C will catch all delay techs


3C > 236A Oki

From 3C > 236A, you can use 9D > j.D > j.C to safe jump, catch rolls and quick rise. If that's too intensive on the wolf gauge, you can IAD > j.C instead for a safejump. This will not catch any rolls, however.

Video Example:

Tips and Tricks

  • Watch the Wolf Gauge. It's essential to Valkenhayn's gameplay. So, don't spam Rasen Wolf or wolf cannons in neutral.
  • In neutral, walking in wolf form is a great strategy. It minimizes drain on the wolf gauge, and you can counter poke with 5C or 5A. Walking forward is especially useful because it doesn't cost anything to Valkenhayn!
  • A fun movement trick is air dashing in wolf form and immediately transforming. This will propel Valkenhayn to the other side of the screen. Use it to jump in with a j.C, or to stall someone out and minimize Wolf Gauge usage.
  • It's often best not to spend meter on Distortion enders unless they'll kill or stall out the Wolf Gauge. Valkenhayn needs it for defensive options, confirming hits in human form, and certain mixups.
  • Valkenhayn is considered to be airborne during his human form stepdashes, so try not to overuse dashing in neutral. Instead, try and space out with your large human normals, or close the gap with 236A. You can also opt for minimal wolf movement instead.
  • Practice wolf brake w[j.A]! It's one of Valkenhayn's famous mixups and creates a potent 50/50. Check the Wolf Brake Tutorial for more information.
  • 4DC OS is useful if you think an opponent will DP from the corner. However, don't overuse it as it will make mixups more linear. By inputting 6D > w[j.A] > 4DC, you'll hitstop OS 4D. On block and on hit, w[j.A] will confirm into w[j.C]. On whiff, Valkenhayn will 4D and avoid most reversal. This OS is somewhat character specific, so be sure to lab it on different reversals. Video Example Here.

Fighting Valkenhayn

  • Remember that Valkenhayn cannot block at all in wolf form.
  • Wolf Form is essential to Valkenhayn's offense and neutral. By dragging out neutral exchanges, you'll force him to use less damaging combos. It also means he can't confirm quite as easily in neutral.
  • Show your reversals! Valkenhayn's 50/50 is incredibly strong, showing a reversal will force him to use 4D or take some level of risk.
  • Press the attack when the wolf gauge is disabled. Valkenhayn relies on his movement to make up for his lack of defensive options.
  • Check this Guide by DFAxCalamity for some tips on how to make blocking Valkenhayn more rewarding.

External References

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