BBCPE/Valkenhayn R. Hellsing: Difference between revisions

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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 slowly decrease as long as he is in this form. If the gauge runs out you won't be able to use wolf form for approximately 10 seconds.
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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.
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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.
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Revision as of 00:30, 24 April 2015

Valkenhayn R. Hellsing
BBCP Valkenhayn Portrait.png

Health: 10,500

Combo Rate: 70% (Human) / 80% (Wolf)

Jump Startup: 4

Backdash Time: 13

Backdash Invincibility: 1-5 (Human) / 1-10 (Wolf)

Movement Options
1 Double Jump/Airdash, Dash-type: Hop in Human Form, Two-Way Dash in Wolf Form
Play-style
Offensive, Heavy Rush-down, Mixup
Full Frame Data
Valkenhayn_Frame_Data_(BBCPE)

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.

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 Endlos Volf, Valkenhayn gains access to an unlimited supply of wolf meter for the duration, and it will rapidly fully depleted wolf meter. In addition to this, w[j.214A/B] causes a ground bounce, and j.C and 6C becomes drive/wolf cancellable. Furthermore, rasenwolf and wolf cannons will have faster startup.


Pros/Strengths:

  • Wolf form provides flexible movement, fantastic pressure & mixup.
  • Wolf form can help to close gaps.
  • Great normals.
  • Wolf form provides a strong neutral game.
  • Deals consistent damage from almost any confirm.
  • Very good corner carry.
  • Good backdash, both in human and wolf form.


Cons/es

  • Below average health
  • Overall damage output is on the lower side. Most combos seldom break 3.5K.
  • 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 without meter (6A is unreliable).
  • Wolf form can be difficult to use, leading to a higher level of execution compared to most characters.
  • Relies on wolf meter for movement. Players need to assess their options depending on how much wolf gauge is left.


External References:


Move List

Normal Moves

5A
5A
BBCS Valkenhayn 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 3 9 0 B -

A quick jab with very small range that cancels into itself and whiffs on all crouching hitboxes. You won't really be using this normal for blockstrings or combos unless you want to use 5A whiff gimmicks such as 5A (whiff) > throw/2B but that's rare. 5A also has another use it that is used to time 2B on grounded opponents. For example, after ending a corner combo with human j.C, when you land use 5A. 5A is supposed to whiff, and then you followup in 2B which can catch players who roll or not to tech. It'll even catch quick getup. 5A can also be used as an anti air where the opponent is directly above you. There are stronger anti airs but 5A is a fast normal making it useful in such situations.

5B
5B
BBCS Valkenhayn 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 OJR HL 10 3 15 -1 B -

Valkenhayn does a standing side kick. It is a pretty safe and reliable poke which is jump cancellable making it 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. It can also be followed up into 6B on a crouching opponent. 5B has a ton of gatling options making it a great normal to begin your high/low mixup.

5C
5C
BBCS Valkenhayn 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 O(J)R HL 14 6 22 -9 B -

Valkenhayn does a roundhouse with a transformed leg. 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, you can use 236C instead. 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.

2A
2A
BBCS Valkenhayn 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 7 2 9 +1 F -

A crouching jab that self gatlings. It's a good normal to set up tick throws or TRMs. This is a good normal to setup wolf pressure i.e 2A > 5D > w5A/5C. It's also pretty bad to use in combos because it badly prorates but in some cases such as doing Corner 3C > 236A, you will have no choice. It can self gatling to a maximum of 3 times but it's not recommended to use it 3 times in a blockstring because you will push yourself out and you'll make it more difficult to go into any real mixup.

2B
2B
BBCS Valkenhayn 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 OR L 9 4 13 -3 F -

Valkenhayn slides his foot out across the ground for a low kick. Can be used to low profile situational attacks. It's not too bad on block but the use for this normal is really limited. 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. Other than that it could be used as blockstring blockstring where you want to threaten the opponent with a low. Finally if the opponent decides to take a nap on the ground, or attempts the quick getup, this is the normal you be using to reset them and pick them off from the ground. On CH you can followup into 6B but the hitconfirm is difficult unless you know it'll hit and even then there are much more better punishes than 2B CH > 6B.

2C
2C
BBCS Valkenhayn 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
780 OJR HL 12 3 26 -10 B -

An upwards kick with a wolf leg. Jump cancellable, and also wolf cancellable on hit, block and whiff. This is a another good spot to set up IOH j.C or even wolf pressure. It's also a normal you will highly reliant on when using combos because you can followup into 6B. It can be used as an anti air too when you're not in wolf form but it is inferior to w5B due to lack of invincibility and horizontal range. If you do land this attack, especially on CH, you can usually followup with a very big combo. On counter, 2C will followup into 6C or 236C on a grounded opponent.

6A
6A
BBCS Valkenhayn 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 R HL 10 3 31 -17 B 5-12 GP
  • 5-12 GP
  • Guard Point does not work against throws, lows and unblockable attacks.
  • Floats opponent on hit


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 to pressure. 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 5B or 5C.

6B
6B
BBCS Valkenhayn 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600x2 OR HL 19 6(4)2 9 +8 B -
  • 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. This is the go to normal if you're punishing a player for blocked DP for example. It leads into good damage especially if used in the corner. Something to consider if that 6B is usually better when done before 236A, resulting in slightly more damage. For example, on airborne opponents in the corner, 2C > 6B > 2C > 236A is better than doing 2C > 236A > 2C > 6B. 6B provides a massive advantage on block, especially if you were to hit with the last few active frames of the 2nd hit. On CH you can followup 6B(1) with trigger for even more damage. It can be used in a blockstring to discourage your opponent from mashing, and it is also wolf cancellable but this is generally unsafe to do. 6B also comes in handy in a variety of other situations such as on the opponent's wakeup (time the 2nd hit for frame advantage), to make DPs whiff, or to use in neutral against Makoto for instance because Valkenhayn reduces his horizontal hitbox by moving backwards.

6C
6C
BBCS Valkenhayn 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HA 25 4 3+9 landing +5 H -
  • Fatal counters
  • 7-31F Invul
  • 7F~ in the air
  • Blows opponent back on hit
  • Wall bounces in corner on hit; adds 50F of untechable time
  • 23~24F can cancel into Geschwind Wolf

Valkenhayn does a drop kick with both legs transformed into wolf mode. Has slow startup so at first glance it may seem like it's not too difficult to block but the fact that the opponent has to look out for several things whilst fighting Valk makes it more likely to land. If used in a blockstring this usually ends your pressure despite the frame advantage because of the pushback. If used midscreen it'll cause a blowback which you cannot followup from, therefore it's use is very limited midscreen. It's ok for getting a little space away from the opponent and for some corner carry. In the corner it'll cause a wallbounce allowing for 2C followups. It can also FC making it a great choice for throw baits. A common method is to use 2A > Forward Dash > 6C. The foot invulnerability of 6C also allows you to dodge some attacks and punish them in the process. For example, Noel's Fenrir can be dodged with the correct timing on her wakeup, and you'll get a FC. The same applies to Relius' gear super on his wakeup, but it can be pretty difficult. Remember you're ariborne during this attack so it'll halt wolf meter recovery until you land.

3C
3C
BBCS Valkenhayn 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 OR L 12 3 18 -2 F -
  • Downs opponent on hit
  • Cannot emergency tech on ground CH


A sweep with a Werewolf leg. Hits low, has decent range and is wolf cancellable on hit, block and whiff. Ends all pressure but if it does hit 236A does provide a nice followup confirm. The pushback is also a little strong so you may have to revert to playing the neutral game again. On CH it grounds for a little longer so you can followup with (dash) 2C instead resulting in more damage. On CH you can followup with 2C, or if you're too far use forward dash > 2C.

j.A
j.A
BBCS Valkenhayn jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 OJR HA 7 3 8 - H -

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.

j.B
j.B
BBCS Valkenhayn jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOJR HA 9 3 14 - H -

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.

j.C
j.C
BBCS Valkenhayn jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 OR HA 11 3 24 - H -
  • 23F hitstun
  • Grounds opponent on air hit
  • 3F landing recovery


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 (see the combo thread for more details.) 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 and if you want to followup. 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. This is also your staple normal for your air combos which downs on hit.


Werewolf Normals

5A
5A
BBCS Valkenhayn 5Aw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSJR all 6 3 7 0 B -

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.

5B
5B
BBCS Valkenhayn 5Bw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 JR all 7 6 20 -9 B -

A slash upwards with his fangs which launches on CH. This is air unblockable and has head invincibility. This is your most reliable anti air which has good 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.

5C
5C
BBCP Valkenhayn 5Cw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
840 R B 10 3 21 -7 F -
  • Downs on hit


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.

j.A
j.A
BBCS Valkenhayn jAw.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.A 180 JR HA 6 4 10 - H -
j.AA 180 - B - - - - H -
j.AAA 180 - B - - - - H -
  • Can cancel into [w] j.A (2) until 16F
  • Can cancel into [w] j.A (3) until 11F


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 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 utilise 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.

j.B
j.B
BBCS Valkenhayn jBw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 JR HA 9 3 12 - H -

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 or perform overhead mix-ups such as wj.C > wolf brake > wj.B.

j.C
j.C
BBCP Valkenhayn JCw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 JR B 15 3 16 - H -

An overhead. Hits with back of feet. This is a really good combo starter being effective in situations such as on the opponent's wakeup! If you want to do it from the ground, input 8wj.C or 9wj.C. Overtime your opponent may find it easier to block this due to the startup so at times it may be better to for a wj.A instead. wj.C also helps to setup a few mixup options if blocked, such as into a command grab or wolf brake > wj.B. If used in combos the normal followup is usually wj.236A/B or dj.D > j.C if used near the end. It can also be used to stop opponents from jumping out of the corner, keeping them in place giving you another chance for mixup.


Drive Moves

Notes
  • Valkenhayn will be in a CH state when in wolf form.
5D
5D
BBCS Valkenhayn 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Human - - - - - - - - 1-6HT
  • 1-6HT Invul
  • Transforms to wolf form on 7F
Wolf - - - - - 9T - - -
  • 7F~ in human form and able to cancel into human attacks


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 slowly decrease as long as he is in this form. If the gauge runs out you won't be able to use wolf form for approximately 10 seconds.

Geschwind Wolf
Geschwind Wolf
Cancel Human Attack with direction +D
BBCS Valkenhayn jD.png
ValkenhaynwND.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • For more frame data on the different directions see the full frame data page.


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.

Rasen Wolf
Rasen Wolf
ND during Werewolf
BBCS Valkenhayn jCw.png
BBCS Valkenhayn ND.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • For more frame data on the different directions see the full frame data page.


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.


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Valkenhayn FThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 SOR T(90) 7 3 19 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw
Back Throw
4B+C
BBCS Valkenhayn BThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 SOR T(90) 7 3 19 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
j.B+C
BBCS Valkenhayn AThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 SOR T(120) 7 3 15+3L - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B
BBCS Valkenhayn 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R all 14 6 28 -15 B 1-20 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
5A+B
BBCP Valkenhayn CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 32 +4 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

  • Valkenhayn's human specials are normally quite unsafe if blocked but the wolf cancel can provide a safe retreat.
Nacht Jager (Night Hunter)
Nacht Jager (Night Hunter)
236A
BBCS Valkenhayn NachtJager.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 R HL 14 15 19 0 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Schwarz Jagd (Dark Hunting)
Schwarz Jagd (Dark Hunting)
236B
BBCS Valkenhayn SchwarzJagd.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 R LA 19 4 21 -8 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Weis Jagd (Deceptive Hunting)
Weis Jagd (Deceptive Hunting)
236B after Schwarz Jagd
BBCS Valkenhayn WeisJagd.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R HL 15 5 25 -13 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Nacht Rosen (Night Rose)
Nacht Rosen (Night Rose)
236C
BBCS Valkenhayn NachtRosen.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 R HL 21 4 25 -10 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Mondlicht (Moonlight)
Mondlicht (Moonlight)
j.214B
BBCS Valkenhayn Mondlicht.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R all 14 3 till L+8 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Konig Wolf
Konig Wolf
236A/B during Werewolf
BBCS Valkenhayn KonigWolf.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 900 R all 20 8 6+12L -8 H -
A (air) 900 R all 22 8 till L+12 - H -
B 900 R all 20 8 till L+12 -37 H -
B (air) 900 R all 22 8 till L+12 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Eisen Wolf
Eisen Wolf
j.214A/B during Werewolf
BBCS Valkenhayn EisenWolf.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R all 22 till L 18 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Himmel Wolf
Himmel Wolf
236C during Werewolf, air OK
BBCS Valkenhayn HimmelWolf.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 0,1500 R c.T(100) 14 4 26 - T -
Air 0,1500 R c.T(100) 7 3 11+12L - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Sturm Wolf
Sturm Wolf
632146D
BBCS Valkenhayn SturmWolf.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1000, 150*17, 2500 R all 1+9 see frame data 50 -32 B 1-12 All
Overdrive 1000, 150*20, 300, 2800 R all 1+9 see frame data 50 -11 B 1-12 All
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Konig Flug
Konig Flug
j.236236C
BBCS Valkenhayn KonigFlug.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 800*2, 2000 R all 4+2 till L,1 38 -22 H -
Overdrive 800*2, 2000, 380*4 R all 4+2 till L,1 30~T -22 H -
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Astral Heat

Blut Vollmond
214214C
BBCS Valkenhayn BlutVollmond.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - HL 7+7 1*3 17+46F landing -55 B -
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Strategy

Offense

When in your opponents face, you have many ways of applying pressure.

In Human Mode, you have a high low mixup from most normals and gatlings. For example, you can use 2C > 3C or even the 2C > j.C instant overhead which is not easy to react to. Remember that the j.C > RC > j.C instant overhead can be used from any jump cancel or even immediately on someone's wakeup, and it's these kind of tools which can make an opponent guess block with your pressure. 236A can be to close the gap between you and your opponent, but this is not particularly safe as your next attack can be poked out of. This is why you have the wolf form to close gaps because it's much more scary and provides a lot of flexibility. It is more effective when rapid cancelled as it provides a more safe way to apply more pressure. 236A > RC > 2C can catch counter hits if your opponent is used to pressing buttons after 236A, and this can prove to be a great reward. Throws are useful for good damage for very good corner carry but usually you'll be out of range for this to be really effective unless you're using it on an opponent's wakeup. This is because Valkenhayn's human normals generally have a big pushback, especially when barrier blocked, and Valkenhayn can run like other characters. This is where integrating wolf mixups come in. By combing your offense with wolf movements you can close the gap between you and your opponent and place them into a more difficult position. How to integrate the mixups? I'll give you a general idea by using a basic example. By using human 5B, you can jump cancel it, transform into wolf, and then use 3C to get in closer to your opponent and still be able to provide a high/low mixup. In addition to this you also have a command grab. Look at that, in just a second you've already transformed into wolf and earned better pressure and mixup. Try not to be reliant on this however because mashing will beat any of your attempts, but remember that you can do this setup from any jump cancellable normal (2A/5A, 5B and 2C). Another way of incorporating wolf mixups is by using 2A > 5D > 236C. It is really effective because it's difficult to see and react to if done correctly and fast enough, and because of this, I would highly recommend players to practice this. Rushing this may put you back in human form again, losing your advantage, and not doing it fast enough would give your opponent more time to react to it. You don't even have to go into command grab, and you can go into > w5A/5C and begin your pressure from there. Remember the command grab refills your wolf gauge and leads into 3k max in the corner.


If you use the command grab midscreen and you want to followup from it, you have to RC and then input 66D as soon as Valkenhayn has biten the opponent. If done too fast you'll probably spin in the same position and probably revert to human form. If done too slow, you won't be able to followup with 2C. You can even followup with RC > w236A if you find that easier.


Earlier I mentioned how it might be difficult to catch your opponent with a human grab. This is easily remedied by wolf movement & example of this is: w[5A/5B > 6D > j.D] > Throw. See? In your opponent's face in a matter of seconds, and it has a very high chance of working because by dashing you trick your opponent into thinking you will be opting for a high when you're not (unless your opponent is really mashy). In addition to this, you could use the same setup but for a 2B instead of a grab..


Wolf brake is another another form of form which is very useful in Valk's offense. You can use it to maximize the damage dealt with wolf loops (-5C > [1D/2D/3D > 4C] xN) or you can use it as an instant overhead (6D > 4CA or 1DCA) which is extremely difficult to react to. More details can be seen in the wolf brake tutorial:

BBCP Valkenhayn Wolf Brake Tutorial




Defense

Valkenhayn lacks any strong reversal to fall back on when it comes to escaping pressure. He has 6A but that only has head and body invincibility, not to mention it is not active from the first frame meaning you can be hit out of it. Also, as there is no foot and throw invincibility, 6A will lose to lows and throws (including command grabs), which makes this very risky to use on your wakeup as you'll have to guess with what your opponent is going to do. Proper use of this move include IB'ing and using it as a counter against overheads for example. Valkenhayn also has low health, which means you do not want to be blocking a lot. He also has sturm wolf, but that comes at the cost of using heat and it's not all the time you may be sitting on heat. Sturm wolf (632146D) is horrible to use as a wake up reversal because the super flash gives the opponent time to try and react to it, for example, Ragna could beat it out with Divider. Even if they try and pressure you with 5A/2A, they may still be able to block the attack in time. The opponent could even jump over it. This is why it's better to use the move while you're blocking (preferably IB'ing), so you can punish a followup special/gatling which has slow(er) startup. For example, any normal that Ragna gatlings into a drive or special (5D/2D/6D/Dead Spike/Gauntlet Hades/Hell's Fang) will lose to Sturm wolf.


In situations where you are on the defensive, use your barrier to push the opponent out and get away by either backdashing, jumping out, or even using wolf mode to get out. high jump > j.D > 7C provides an invaluable escape route when you're backed in the corner. In addition, IB'ing provides you with more heat and gives you more opportunities to poke players out of certain blockstrings. Even if the combo damage you do is abysmal, at least you've gotten the opponent off your back. IB'ing also makes it easier for you to backdash out of blockstrings if necessary. You could counter assault with Valkenhayn too, but consider the downfalls. His counter assualt is his 5C which lacks foot attribute, so characters can evade it by using attacks which low profile it, i.e Taokaka's 2A or Tsubaki's 3C. It is also quite slow in startup which makes it quite easy to bait.


His 2C is a decent anti air but it has no invincibility meaning there are times where you can be hit out of it, or it will trade. Remember that w5B is a very good anti air which guarantees corner carry.

List of Defensive Options

  • Backdash (when there's a gap in someone's pressure)
  • Counter Assault (while blocking 6A+B) - To get someone of you quickly
  • Hj.D > 7D (> w236A) - Mainly used to get out of corner pressure
  • j.D > 6D > j.D > air backdash
  • w66D > j.D > w7D or w236A > 7D - To avoid/bait anti airs



Neutral

There is no reason why you should be far from your opponent unless you are buying time to your wolf gauge or playing against Tager. Valkenhayn gains little to no benefits from being long range so you want to constantly be in your opponent's face. Normally Valkenhayn does not have many manouvers to get in his opponent's face while in human form. Despite this, he has really good footsies with good priority such as 5B and 5C, which has massive range. The only problem with 5C is that it's slow in startup and and many characters can evade it by using an attack which allows them to under it, such as Makoto's or Tsubaki's 3C. 5C can usually guarantee you counter hits and it links into 236C nicely which guarantees not only good damage but corner carry as well. Valkenhayn cannot run, and instead hops which is near to useless for offense. 236A covers alot of ground and is pretty fast so it's useful for startling your opponent when they're trying to get onto you, especially if they try to air dash since it'll send them flying to the other side of the screen. Remember it's only 0 on block, and the recovery is not too bad which makes punishing it hard unless your opponent reads it but try not to abuse this. It's something you'd really fall upon when you have no wolf meter or when you're playing against another Valkenhayn player. The key of using human mode is to play footsies with your opponent and catch counter hits in order to guarantee your corner assault.


However, in wolf mode, Valkenhayn is granted with a ton of ways to get in. A typical way of getting in is by jumping and using w66D which has a massive jump arc and covers alot of distance. This can be followed up with a j.B or j.C to begin the pressure you inflict onto your opponent. This is a very easy technique to anti air though, and in those instances you could use w7D followed up with an attack to punish your opponent's recovery and evade the hit. Alternatively you could barrier block but then you'll be put onto the defensive which is not what you want. There are two ways to stop your movement by wolf braking and you can use 7D/4D > 4C or 1DC. 1DC is easier and allows you to brake in the same position and it's easier, but the 7D method will make you move back a little before breaking. 1DC allows for more fluid movements, and it's better to for this rather than what I mentioned in the wolf movement tutorial below in some cases. In addition, the wolf's variety in movement allow for mixed ways of getting in and some examples are as follows:


  • Running around in wolf form
   You can play footsies with w5A and w5C
   Slowly drains wolf gauge and can quickly close gaps.
   Can encourage players to use attacks they wouldn't normally use and you can evade them with 4D/7D


  • wj.66D
   Overused approach. Barely uses any wolf meter and covers a great distance.
   Main approach is wj.66D > j.B/j.C
   Can use wj.44D for a defensive/evasive manouvere.
   Can use this approach to air grab opponents in the air
   Can use followup 7D, or wj.214A to bait anti air attempts
   Can barrier to block the anti airs, but you'll be on the defensive.
   Even more useful against Nu-13 and Mu-12 for example.


  • wj.236A
   Can be used for movement or to get hits.
   Unsafe if blocked so use 4D > 4C, 7D > 7C/4C or 1DC wolf brake followups.
   Can use 7D > 4CD wolf brake to revert to human form and have access to an air dash (w236A > 7D > 4CD wolf brake > Forward/Back air dash)
   If opponent blocks wj.236A you can followup with 3D > j.A to stay on the offensive.
   Can be combined with wj.66D movement. So w236A > 7D > 7CD (or 1DC) wolf brake > wj.66D.


  • w236B
   Same as above.
   Can use w236B > 3D > j.A for offense, or w236B > 3D > j.D > j.B
   Against Tager, can use high jump D > wj.236B > 1DC (or 7D > 4C) wolf brake > wj.66D to get around him.


  • 2C/5C/3C in neutral > 6D
   5C especially can trick the opponent into thinking you're in recovery whilst you go on the offense with wolf.
   The 6D followup is a wolf command dash and consumes more meter
   Can be used defensively. For example, 3C > 7D > 4C wolf brake


  • 6D/high jump > 6D
   Very quick way of closing gaps but uses a lot of wolf meter.
   More useful against characters with weaker normals.
   Combining with 7D/4D will use even more wolf meter.
   Jump > 6D > j.D > j.B/j.C can be used to save wolf meter.


These are just examples so feel free to get creative, but you want to use as little of the wolf gauge as possible since if you manage to get in with little to no wolf meter, your offensive options will be limited. Here is a tutorial explaining various approach options.

Valkenhayn Wolf Movement Tutorial

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Beginner Combos

Midscreen:


Corner:


These beginner combos can be viewed here:

BBCP Valkenhayn Beginner Combos



Recommended Combos

Midscreen:

Human Starter:


Wolf Starter:



Midscreen to Corner:

Human Starter:


Wolf Starter:


Back To Corner:

Wolf Starter:



Corner:

Human Starter:


Wolf Starter:


You can view other useful combos in this basic combo tutorial:

BBCP Valkenhayn Basic Combo Tutorial

BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc