Overview
To be added.
5A - Table correct, fix pic. 5B - Table incorrect, fix pic.
Health: 10,000
Guard Primers: 5
Play-style: Offensive, Footsies
Movement Options: 1 Double Jump/Airdash, Run-type Sidestep
Drive: Werewolf
Valkenhayn's drive will transform into a fierce werewolf. His werewolf form boasts greater mobility and has different attacks from his human form.
Move List
Normal Moves
5A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A quick jab that cancels into itself. The hitbox is high and whiffs most crouching hitboxes. It could be used as a quick anti air like Ragna's 5A, but relying on this in any manner for that function is forbidden.
5B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn does a standing side kick. This move has excellent reach and decent start up. This is a good spacing move and is almost neutral on block. Towards the end of his leg, the attack tends to whiff on characters with low crouch animations.
5C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn does a roundhouse with a transformed leg. This move has great reach and is used for spacing and tying combos together. Be careful for spacing, as this is much slower than 5B.
3C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A sweep with a Werewolf leg. Decent reach and start up and causes down on hit, but pushes your opponent slightly backward. You can pick the hit up with Schwarz Jagd or Nacht Jäger for a combo.
2A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A crouching jab that cancels into itself. Has an "OK" start up and is plus on block, good for starting pressure strings as it cancels into almost anything.
2B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn slides his foot out across the ground for a low kick. Decent reach, but slow start up for a B move. The recovery is also pretty bad.
2C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A upwards kick with a beast-ified wolf leg. The start and vertical reach of this move is great; this is your choice anti air normal as human Valkenhayn. However, the move is a bit narrow horizontally and lacks the head invicibility it had in CS1, so be a bit careful about using this move on people jumping in a bit too shallow.
6A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A fast upwards kick. The start up is good and this move has a guard point to help assist with anti air attempts. On counter hit, you can follow this up with a 5C > JB > J214B combo. Valkenhayn has no decent reversals without meter, making this move quite possibly the only thing he has to mash out when his back is against the wall.
6B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws. The start up for the move is slow, but the second hit reels your opponent back in and forces crouch on hit. This is useful for combos and pressure strings. This move can cause a Fatal Counter. Fatal Combos starting with this have ridiculous damage potential, go for it as much as possible.
6C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn does a drop kick with both legs transformed into wolf mode. As you would expect this has lower body invincibility, this also removes a primer on block and can cause a Fatal Counter. Slow, but gives you plus frames on block and is an overhead. This move can shut down a lot of other characters and is a core part of Valkenhayn's combos and pressure. It can also be canceled into wolf transformation on start-up only.
j.A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A knife hand diagonally downwards that cancels into itself. Decent start up and short reach, works decent as a quick air to air more.
j.B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Spin kick in air with great reach. This is your main air to air spacing move, it can even cross up.
j.C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A downward stomp with werewolf legs, the vertical reach on this move is on ridiculous levels. This is mostly used as a jump in but you could using it while rising from a jump for an instant overhead.
Werewolf Moves
5A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkehayn scratches right in front of him. This hits low and cancels into itself and is pretty fast. A useful move indeed.
5B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A slash upwards with his fangs. This is air unblockable and has head invincibility. It floats the opponent up and is easy to go go into an air combo after with. Valkenhayn’s go-to anti-air move in Werewolf form.
j.AAA
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A mashable j.A move with different animations, similar to Hazama's JC. Mostly a wolf hit confirm filler. Hits overhead.
j.B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end quick werewolf combos or perform overhead mix-ups.
Drive Moves
Werewolf
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
The D button will transform Valkenhayn into a werewolf. During this time Valkenhayn has a different set of moves from his human counterpart and greatly increased mobility. However on the other hand, he cannot guard at all. While using Werewolf, the gauge above the Heat Gauge will constantly drain. Standing still decreases the gauge at a very slow, almost unnoticeable rate. Conversely, Werewolf special moves will drain the meter faster. The Wolf Gauge will recovery when you are in your human form and standing still. If Valkenhayn receive damage while transformed or runs out of meter on the Wolf Gauge, he will revert back into his human form.
Geschwind Wolf(ND)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
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 high speeds. Pressing the C button during the rush motion will cause you to pause in air, then attack in the direction of your choice (Rasen Wolf). After you start moving, you will continue moving in the direction of your choice until you attack or run out of meter on the Wolf Gauge. 5 and 6 will make you move straight forward; 1, 2, 3, 8 and 9 will make you rush straight in that direction. 7 will make Valkenhayn jump back, then charge in the 3 direction. 4 will have him jump back and charge in the 6 direction. Both 7D and 4D have invincibility during the jump back. You can cancel many of Valkenhayn's human special moves into this in order to greatly reduce the recovery and connect hits for damaging combos.
Throws
Forward Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Back Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Air Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Special Moves
Nacht Jäger (236A)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn transforms his legs, then charges into the opponent for a full force shoulder tackle. Cancels into transformation. Slightly minus on block. Valkenhayn will move forward about half of the screen forward. This is used a lot for combos into Geschwind Wolf.
Nacht Rosen(236C )
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn steps in and does a powerful uppercut with his elbow. This attack can be Werewolf canceled. You can combo into this from 5C on crouching opponents or after a counter hit. Breaks a guard primer on block.
Schwarz Jagd (236B)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A spinning sweep with a werewolf leg. Hits low, causes a knockdown and can be Werewolf canceled.
Weiß Jagd (236B after Schwarz Jagd)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
By repeating the input, Valkenhayn plants a hand on the ground, then blows his opponent away with a kick. Causes slide down midscreen or wall bounces near the corner, making it easy to follow up for a combo.
Mondlicht(j.214B)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn does a sobat kick diagonally upwards. This will break a primer on block and is air unblockable. This will knock your opponent straight diagonally up and has a significant period of untechable time. This move is Werewolf cancelable making it easy to combo after. Note that this will not hit overhead.
Rasen Wolf (NC during Werewolf)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
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.
König Wolf (236AB during Werewolf)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
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.
Eisen Wolf (j.214AB during Werewolf)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
This attack is similar to König 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.
Himmel Wolf (236D/j.236D during Werewolf)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
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. In the corner, you can perform 2C into a short combo.
Distortion Drives
Sturm Wolf (632146D)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn rushes forward for a rondo, much like Chipp's Zanseirouga. The start up has invincibility and the last hit will blow the opponent away. The could be used as a reversal since it is completely invincible until the first hit, but this is mostly just a combo ender. Does all hits even on guard.
König Flug (j.236236C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Valkenhayn charges diagonally downwards towards his opponents then follow ups with two more attacks on hit, works much like Slayer's Chokkagata Dandy. If the second hit does not connect (the one while landing), then the last hit will not come out. This forces Valkenhayn into Werewolf after the attack is through, recharging some Wolf gauge during the final attack.
---
Astral Heat
Blut Vollmond (214214C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
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 slaughter show begins. The start up is fast and has invincibility, so you could use this as a reversal or anti air, but you'll have no meter if you mess up so be careful. 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.
Strategy
Valkenhayn is a highly offensive character. His damage output is more average now as opposed to his CS1 counterpart, but he retains frame advantage on block on around half his normals. This frame advantage is balanced by his notable lack of reliable defensive options. As a result, Valkenhayn relies on rush-down offense with his high mobility, abusing an amazing high-low game and guard primer break options to get in on his opponent and dish out punishment. He relies on a number of links and needs decent timing for some of his advanced BnBs. Valkenhayn is not the most beginner friendly character, but once you've learned him well, you'll find people bursting a bit more than usual.
Offense
Defense
Combos
[h] = Human Form [w] = Werewolf Form MG = Meter Gain CH = Counter Hit FC = Fatal Counter
For example, [h] CH 5B is Human Counter Hit 5B, [w] j.A is Werewolf j.A , etc.
[h] and [w] will only be noted once in each combo. Assume the form of Valkenhayn changes when you see "D" in a combo.
Midscreen
Standing
[h] 5B > 3C > 236B ~ 236B ( 1887 Damage) [h] 5B > 5C > 236A > Rapid > 2C > 6B > 5C > 236C > 9D > j.A > j.236B > j.236A > 5C > j.B ×2 > 5B > j.DB > dj.B > j.C (3930 Damage)
[h] CH 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.B > dj.B > j.C (3.2k Damage, 44% MG, Guaranteed Corner Carry)
[h] 2C > 6B > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.DB> 3C > j.A > Land 5D > 5B > 632146D (6.1k Damage, 50% MG, Guaranteed Corner Carry)
Crouching
[h] 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.B > dj.B > j.C ( 3.2k Damage, 44% MG, Guaranteed Corner Carry)
Anti-Air
[w] 5B > j.A(AA) > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > 6C > Land 5D > 236A > 236B > 7C > j.A > j.DC ( 2.9K Damage, 38% MG)
[h] CH 6A > 5C > j.214B > 5D > 236A > 236B > 5C > j.B x2 > 5B (9) > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > j.C > j.236236C ( 4114 Damage , 45% MG)
[h] CH 6A > 5C > j.214B > 5D > 236A > 236B > 5C > j.B x2 > 5B (9) > j.B > 3C > j.A > Land 5D > 5B > 632146D ( 4216 Damage , 36% MG)
Corner
[h] Close 2A/5A > 2C > 236C > 9D > j.B > j.A > 2C > 6C > Delay 2C > 6B > 5B > 2C > j.DB > j.A > Land 5D > 5B > 632146D ( 4.3k Damage, 50 Meter Required)
[h] Crouching or CH 5C > 236C > D > j.236B > Delay C > j.B > j.A > Land 5D > 2C > 6B > 2C > 6C > Delay 2C > j.214B > 2D > sj.B > 3C > j.A > 5B > 2C > j.B > dj.B > j.C ( 4.1k Damage, 57% MG)
[h] 6C > 2C > 6B > 2C > j.21AB > 2D > 236A > 236B > j.236A > j.236B > C > j.B x2 > 5B > j.B > 3C > j.A > 5B > 2C > sj.B > j.C ( 5k Damage, 63% MG)
[h] 3C > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > j.236A > j.B x2 > 5B > j.B > 3C > j.A > Land 5D > 5B > 632146D ( 6.5k Damage, 50+% MG)
[w] Anti Air 5B > j.AAA > j.236B > Delay j.236A > C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > 632146D ( 4.6k Damage, can be done midscreen if near corner. 50 Meter Required)
2C > 236B > Rapid Cancel > 2C > 6C > 2C (Delayed) > 6B > 2C > 5C > j.214B > 2D > 236B > j.236A > j.236B > j.B x2 > 5B (9) > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C > 632146D( 8271 DMG , 50 Meter Required, 54% MG)
Fatal Counter Combos
[h] FC 6B > 2C > 6C > 2C > j.214B > Land D/2D > 236B > j.236A > j.236B > C > j.B > j.B > 5B > j.DB > dj.B > j.C > j.236236C ( 6.6k)
[h] FC 6B > 2C > 236B > Rapid >2C > 6C > j.214B > 2D > 236A > 236B > j.236A > j.236B > C > j.B x2 > Land 5D > 5B > 2C > j.B > dj.B > j.C > j.236236C ( 7.7k Damage)
Astral Heat Combos
[h] 5B > 5C > 214214C
[w]j.B > 5B > j.B> 3C > j.A > Land 5D > 5B > 214214C
Revolver Action Table
A | B | C | D | Cancels | |
---|---|---|---|---|---|
5A | 5A, 2A | 5B, 6B | 5C, 2C, 6C, 3C | Yes | Throw, Jump, Special |
5B | - | 2B, 6B | 5C, 2C, 6C, 3C | - | Jump, Special |
5C | - | - | 6C | - | Jump, Special |
2A | 5A, 2A | 5B, 2B, 6B | 5C, 2C, 3C | Yes | Throw, Jump, Special |
2B | - | 5B, 6B | 5C, 2C, 3C | - | Special |
2C | - | 6B | 5C, 6C, 3C | - | Jump, Special |
6A | - | - | - | - | - |
6B | - | - | 5C, 3C | On 2nd Hit | Special |
6C | - | - | - | Startup Only | - |
3C | - | - | - | - | - |
A | B | C | D | Cancels | |
---|---|---|---|---|---|
j.A | j.A | j.B | j.C | Yes | Throw, Jump, Special |
j.B | j.A | - | j.C | - | Jump, Special |
j.C | - | - | - | - | Special |
A | B | C | Cancels | |
---|---|---|---|---|
5A | 5A three times | 5B | Yes | Jump, Special |
5B | - | - | Yes | Jump, Special |
j.A | j.A three times | j.B | Yes | Jump, Special |
j.B | - | - | Yes | Jump, Special |
- Red = On Hit only
- Green = Available on whiff
- Blue = Only once per spring
- Special = Specials and Supers
- Super = Supers only