BBCPE/Valkenhayn R. Hellsing

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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
  

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 restore if fully depleted. 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.
  • Great normals.
  • Wolf form provides a strong neutral game which can induce opponents to make bad decisions.
  • Very good corner carry


Cons

  • Below average health
  • 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.
  • Wolf form can be difficult to use, leading to a higher level of execution compared to most characters.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

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, 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.

5B

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 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.

5C

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. 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.

2A

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

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.

2B

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 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.

2C

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 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.

6A

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. 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.

6B

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. Great normal which is safe on block, has good range, wolf cancellable and fatal counters. 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. It can be used in a blockstring to discourage your opponent from mashing. 6B provides the opportunity for wolf cancel mixup but this is generally unsafe to do. 6B also shrinks Valkenhayn's horizontal hitbox so it can be useful against certain characters in neutral, such as Makoto and Azrael.

6C

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. Overhead, safe on block, has good horizontal range and wallbounces in the corner. 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 the pushback is pretty big. At best you may be able to followup with 5B. If used midscreen it'll cause a blowback which you cannot followup from. Therefore it has very limited use midscreen. Something to note is that Valkenhayn will be airbourne for some frames so during this attack so it'll halt wolf meter recovery until you land. Also, because he is in the air, it can be useful for going over situational lows, or even used as a throw bait. A throw bait is to use 2A > Forward Dash > 6C. Also, Noel's Fenrir can be dodged with the correct timing on her wakeup. The same applies to Relius' gear super on his wakeup, but it can be pretty difficult.

3C

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. 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.

j.A

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

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

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, such as Celica. 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.


Werewolf Normals

5A

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

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

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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 JR B 15 3 16 - H -

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 command grab or wolf brake > wj.A. This is also combo filler where you would normally followup with wj.236B or dj.D > j.C.


Drive Moves

Notes
  • Valkenhayn will be in a CH state when in wolf form.

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Human - - - - - - - - 1-6HT
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

Cancel Human Attack with direction +D

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

ND during Werewolf

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

B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 SOR T(90) 7 3 19 - T -

  • 100% minimum damage (1400)


Can be followed up with 236C midscreen, but causes a wallbounce in the corner allowing for 5B CT 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

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 SOR T(90) 7 3 19 - T -

  • 100% minimum damage (1000)


Same as the forward throw.

Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 SOR T(120) 7 3 15+3L - T -

  • 100% minimum damage (1500)


Another rude throw! The air throw provides you with a variety of followup options, including 5C, 236C, 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.

Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R all 14 6 28 -15 B 1-20 All

  • Uses 50 heat.
  • 180F Heat Gauge Cooldown
  • 1-20 All Invul


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.

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 32 +4 B -

  • Uses 25 heat.
  • Possible to charge.
  • 180F Heat Gauge Cooldown


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 6B(1) FC combos. Other than that, you should save the meter for something more important.


Specials

  • Valkenhayn's human specials are normally quite unsafe if blocked but the wolf cancel can provide a safe retreat.

Nacht Jager (Night Hunter)

236A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 R HL 14 15 19 0 B -

  • 21F hitstun
  • 19F blockstun
  • Skips remaining active frames on hit or block
  • Can cancel into Geschwind Wolf either 27F~ or after hitstop

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.

Schwarz Jagd (Dark Hunting)

236B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 R LA 19 4 21 -8 F -

  • Downs opponent on hit
  • Can cancel into Geschwind Wolf 22F~
  • Can cancel into Weiß Jagd on hit or block 24F~

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.

Weis Jagd (Deceptive Hunting)

236B after Schwarz Jagd

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R HL 15 5 25 -13 B -

  • 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 (Night Rose)

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 R HL 21 4 25 -10 B -

  • 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 (Moonlight)

j.214B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R all 14 3 till L+8 - H -

  • Floats opponent on hit
  • Can cancel into Geschwind Wolf 15F~

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.B.

Konig Wolf

236A/B during Werewolf

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 -

  • 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

A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward and the B version has you attack in a 45?angle. 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:

  • 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
  • Run a little w[5B > j.C > j.236B > 1D > j.D > 2C] - If you're midscreen and you're going for damage.

Alternatively you could use the w[5B > IAD j.B > j.C] wolf combo for more corner carry.

Wolf cannons also don't have to be used offensively, but they also provide another means of wolf movement. It doesn't cost any 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 during Werewolf

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R all 22 till L 18 - H -

  • 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

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 and the B version is at a 60?angle downwards. 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.

Himmel Wolf

236C during Werewolf, air OK

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 -

  • Wall bounces opponent in corner
  • Cannot emergency tech
  • Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version
  • 100% minimum damage (1500)
  • Air version has 5F landing recovery
  • Refills Wolf gauge to full and switches to Human Form upon successful throw

This is a high-damage werewolf exclusive command grab. Valkenhayn pins the opponent down and bites their throat out. This move wall bounces them afterward. After hitting your opponent with this, the Wolf Gauge will completely recharge and Valkenhayn will be forced into his human form. To follow this up midscreen, you need to Rapid Cancel. You can use w236C > RC > wj.236A > wj.236B, or if you want to aim for a midscreen to corner combo which is slightly more damaging, you need to use 236C > RC > wj.66D > 2C. In the corner, you can perform 2B into a short combo.


Distortion Drives

Sturm Wolf

632146D

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

Valkenhayn rushes forward for a barrage of attacks even if the first attack is blocked. 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

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 -

  • 20% minimum damage (Normal: 720 Overdrive: 1024)
  • 180F Heat Gauge Cooldown
  • Counter carries
  • Cannot Rapid Cancel on hit for the frames from the end of hitstop to the end of animation


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. The minimum damage on this distortion is inferior to Sturm making this the less prefered option unless you have to end your air combos. 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.

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.


Astral Heat

Blut Vollmond

214214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - HL 7+7 1*3 17+46F landing -55 B -

  • 180F Heat Gauge Cooldown
  • 7F~ after superflash in the air
  • 1-13 All Invul


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.


External References


Navigation

BlazBlue: Chrono Phantasma Extende
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