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|| BlazBlue: Continuum Shift - Valkenhayn R. Hellsing Character Guide ||
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|| Copyright Alex Labins ||
|| Gamertag: "Ctrlaltwtf" ||
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CONTENTS:
[A-00]...Guide Description
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| [A-10]...Legal
| [A-20]...Glossary
| [A-30]...Suggestions/Advice
| [A-40]...Input Notation
| [A-50]...Update History
| [A-60]...Challenge Mode
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[0-00]...Character Dossier
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| [0-10]...Special Characteristics
| [0-20]...For The Whiners
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[1-00]...Valkenhayn's Game
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| [1-10]...Advantages
| [1-20]...Disadvantages
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[2-00]...Basic Moves
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| [2-10]...Descriptions
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[3-00]...Special Moves
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| [3-10]...Advanced Uses
| [3-20]...21478 Mondlicht
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[4-00]...Werewolf
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[5-00]...Distortion Drives
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| [5-10]...Sturm Wolf
| [5-20]...Konig Flug
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[6-00]...Combos - Linking Instructions
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| [6-10]...Valkenhayn Combo Notation
| [6-20]...Long Range Combos
| [6-30]...Short Range Combos
| [6-40]...Grip Combos
| [6-50]...Wall Combos
| [6-60]...Expert Valkenhayn
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| | [6-61]...Expert Ground and Air Combos
| | [6-62]...Expert Grip Combos
| | [6-63]...Expert Wall Combos
| | [6-64]...50+ Heat Gain Combos
| | [6-65]...Repairing Valkenhayn's Combos
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| [6-70]...Rapid Cancel
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| [6-71]...Long Range Combos
| [6-72]...Short Range Combos
| [6-73]...Grip Combos
| [6-74]...Wall Range Combos
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[7--00]...Astral Heat: Blut Vollmond
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[7-10]...Input
[7-20]...Masking
[7-30]...Ideal Situations
[7-40]...Astral Combos
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[A-00] Guide Description -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Hello and welcome, I am Alex and this is my third GameFAQs guide. This guide
is for people who want to learn to play "Valkenhayn R. Hellsing" in AKSYS
Games newest addition (at time of writing), BlazBlue: Continuum Shift. You'll
find your way around this guide using the Find function like other guides. When
you search in Find, you should type the opening bracket [ as well, I use the
numerals as a referral device sometimes so if you just search for "9_20" you
might find my referral, instead of the actual section. So search with "[9_20",
not just "9_20".
The instructions in this guide assume that all players involved have already
gone through the basic moves on their characters and are comfortable inputting
them.
If I tell you watch out for a certain character's move, it's because I'm
talking from experience fighting experts, and I expect all enemies to be able
to pull them off easily.
There is no commandant that says "Thou Shalt Always Obey This Guide." Guides
are intended to give *GOOD* advice on how to play a character. The choice is
ultimately up to you, the player. Don't be afraid to try different combinations
of tactics other than the ones in this guide.
This guide is very comprehensive, if I say I'm going to show you how to get off
a certain move, I'm going to show you a LOT of ways to do it.
The goal in all my character guides is not to turn you into a competent player
of that character, it's to turn you into that freak that goes 40-0 in a player
match that makes people swear in awe when you perfect them and they say things
like "I didn't know that worked" when you combo them.
!!!!!!! LANGUAGE NOTICE LANGUAGE NOTICE LANGUAGE NOTICE LANGUAGE NOTICE !!!!!!!
This guide may use occasional profanity, including the almighty F bomb. It also
uses the word "rape" as a term regarding certain gameplay mechanics. If this
offends you please do not read this guide (much less bitch to me about it).
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[A-10] Legal -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
This guide is in no-way intended to be used for profit or commercial use. This
guide may in no way be copied onto sites other than GameFAQs, Neoseeker, and
GameSpot.
This guide is open for suggestion, but all edits and decisions are ultimately
decided by me, the writer.
BlazBlue: Continuum Shift, Valkenhayn, and all other characters, images,
backgrounds, and gameplay elements are copyrighted Aksys Games and ARC SYSTEM
WORKS Co. Ltd.
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[A-20] Glossary -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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There are a lot of things to talk about in this game, and I'm going to use a
lot of terms I made up myself, so I've included this Glossary to let you know
what I mean. If you ever find a word I use and think "Huh?" simply refer here
to see what I meant. This Glossary also includes common BlazBlue terms.
NOTE: This Glossary is universal to all my character guides for BlazBlue, and
I highly recommend you review it before moving on as I will not waste
time explaining them in context. It is sorted into categories and then
alphabetically.
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| WORD MEANING \
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MOVES, HITS, AND COUNTERS
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Astral Heat The ultimate move for each character, Astral Heats
will instantly win the game for you if they connect.
The catch is that they can only be used when your
opponent is below 35% life, you have 100 Heat, you have
a Burst Icon available, and you will win the match if
you win the current round. Abbreviated as AH.
Cancel Frame A certain specific interval in a move where it is able
to be interrupted, no matter if you hit or miss. Very
few moves have this. Jin and Haku-Men both uniquely
have this on every one of their C moves, Jin's sheath
will sparkle while Haku-Men has no obvious indication.
Hazama's "Venom Sword" has this attribute and it allows
him to utilize his most difficult combo.
Counter Hitting an enemy while they were trying to hit
you/perform another action, this will make them freeze
longer, allowing combos not previously possible.
Distortion Drive A superior move that generally deals massive damage but
also requires Heat. Abbreviated DD or Dist.
Fatal Counter A new addition to Continuum Shift, Fatal Counters occur
only when you score a counter hit with specific moves
with each character. Fatal Counters, or "Fatals",
increase the amount of time an opponent is stunned for
every hit that comes after it, allowing some truly
spectacular combos.
Heavy Hit A hit performed by a stronger attack, these freeze the
enemy even when they're not counters. Most 5B and 5C
moves count as a heavy hit. Notice the difference in
graphic and sound between Light and Heavy.
Masking This involves using the input of a move as part of the
input of an entirely separate move. It is very useful
for linking difficult inputs onto rapid moves and is
helpful for getting Hazama's difficult AH input off.
Light Hit A hit performed by a relatively wimpy attack, these
hardly freeze the enemy at all. The easiest example is
to simply hit someone with 5A. Observe the graphic.
TECHING AND MOVEMENT
----------------------------------------
Air Locked Using some moves in midair causes your character to be
unable to move, attack, jump, or even sometimes block
until they hit the ground again. Unlike Falling though,
you are still in "control". If you need an example, use
Haku-Men's Drive in midair.
Bind Some moves knock an opponent to the ground but do not
let them tech for a short period of time. This is a
common result of many 3C moves and getting knocked
downward out of the air.
Falling Being in midair yet not able to control your character
as a result of being hit. Requires a tech in order to
recover. Can be considered the midair equivalent of
Stun.
Super Jump Performed by pushing 2 before a jump. i.e. 27, 28, and
29. The super jump jumps far higher than a normal jump
and manipulates many combos.
Stagger Some moves stagger an opponent on counters, which makes
them go into a vulnerable state that does not
automatically dissipate like stun. The victim of a
stagger is required to tech in order to recover or
they will crumple to the ground.
Stun The result of being hit. This is how long you are
unable to act after receiving damage.
Tech Pushing A, B, or C while staggered, bound, or falling
will make your character recover and return to a
battle-ready state. You can tech forwards, neutral,
backwards, and a special tech input on the ground lets
you simply stand up quickly. This special tech is
input as 2tech while on the ground.
Tech Trap This involves purposely allowing your opponent to tech
only to immediately get hit by one of your attacks,
usually a anti-air move or a command throw. By allowing
a tech to occur all damage scaling gets reset and you
can continue to do maximum damage.
Tager is the undisputed king of tech traps.
ATTACK PROPERTIES
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Anti-Air AA for short, these moves cannot be blocked in midair
unless you use a Barrier Block. Some moves cannot be
blocked in midair at all.
Bevel Breaker When an this attack is blocked a guard bevel is lost.
Losing all Bevels results in a Guard Crush.
Damage Scaling As a combo progresses and adds more and more hits,
the damage of each hit will be more and more decreased
proportionately to how many hits are in the combo and
what kind of hits. As a general rule of thumb, the more
damage a hit already does, the less scaling it will
inflict on following attacks. 5A for example does
barely any damage and it reduces the damage of the rest
of the moves in the combo by a significant amount.
For the best Damage Scaling, use super quick light hits
for combo starting only and stick to powerful hits
afterwards.
Delay Pretty self-explanatory, but I'll still spell it out.
Delay is any pausing during a combo, rather than
performing all your moves as soon as possible. Delay is
critical to Valkenhayn's wolf form.
Evasion This means that a move has evasive properties against
the indicated direction, it does NOT however, provide
immunity. I abbreviate it with "Eva" usually, such as
"LowEva" or "HighEva"
Follow-Up I use this to mean that there are multiple options
after a certain move. So if I say 6A, follow-up. That
means there's far too many options to list that you
could do after 6A.
Full Hold I use this term to indicate that you should hold the
button down for as long as the game lets you.
Hold The attack button can be held down, usually at various
lengths to affect the move.
Immunity This means that a move has complete invulnerability to
the indicated direction, the enemy's attack will be
completely ignored.
True Damage Something that applies almost exclusively to Distortion
Drives, True Damage is the amount of damage a move does
when it cannot possibly be scaled any lower. Most moves
have terrible True Damage but Valkenhayn has INCREDIBLY
good True Damage on his Distortions. We're talking 80
on Ragna's "Devoured By Darkness" vs. 1852 on
Valkenhayn's "Sturm Wolf"
Unblockable Pretty straightforward, the attack can't be blocked.
You block it, it still hits you, kapeesh?
Unstoppable This means that an attack cannot be interrupted until
it goes off. This does NOT mean unblockable. Most
Astral Heats have this property.
Warm Up This means the time it takes between when a move is
started, and when it actually hits. Measured in frames
by the truly hardcore.
BLOCKING
------------------------------
Block By holding backwards your character will automatically
guard against oncoming hits from your opponent. By
holding down-backwards you will block while crouching
instead of standing.
Barrier Block The same as a block except you hold down A+B. This puts
up a barrier that makes your opponent get knocked
further away from you when they hit you which can mess
up their pressure strings. While barrier blocking you
CAN NOT be Guard Crushed, though you will still lose
bevels until you only have one left. Barrier block also
negates chip damage. Barrier block can also block
anti-air moves that normal block can't.
Barrier Burst (GREEN) The more common of the two Barrier Bursts, green Bursts
are performed by pushing A+B+C+D whenever you are being
hit by an attack that is not a Distortion Drive or Grip
hit. You are completely invulnerable during the first
frames of this move and your opponent is blasted very
far away from you, giving you room to recover. Any hits
that combo off of a Green Burst will have horrific
Damage Scaling and you are never allowed to actually
kill your opponent in a combo off of one.
Barrier Burst (OJ) Performed by pushing A+B+C+D. An orange Burst is only
possible to perform when you are not currently under
pressure from the enemy. It is a very unexpected move
and you are completely invulnerable during the opening
frames. Hitting an opponent with an Orange Burst sends
them flying upward and forward slightly, allowing easy
combos. You are able to kill your opponent after an
orange Burst, unlike a Green Burst.
Bevel The unit of measurement in the Guard Primer. Running
out of bevels results in a Guard Crush. Each character
has their own number of bevels.
Chip Damage Any special move in this game will inflict a tiny
amount of damage even if you block it. This is to make
rapid use of special moves against a turtling opponent
an option when you just need that one last speck of
life bar gone. Barrier and Instant blocks prevent this.
Guard Primer This is the meter near the center-bottom of the upper
HUD that displays many little icons called bevels.
Blocking certain exceptionally powerful moves will make
you lose bevels and losing all your bevels results in a
Guard Crush. The Guard Primer slowly regenerates bevels
over time.
Guard Crush Occurs when you run out of bevels. Guard Crush leaves
you vulnerable for an entire, agonizing three seconds.
Instant Block The supreme form of block, instant block occurs when
you push backwards a split-second before the attack
connects, rather than holding it down. You will be
rewarded with a small heat bonus that quickly adds up
on rapid hits and more importantly you are able to
counter attack much much quicker after an instant block
compared to a normal one. This prevents chip damage.
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[A-30] Suggestions/Advice -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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This is my second guide, so I am still very open to suggestions and
improvements. I thoroughly test every strategy and combo I suggest but there's
no guarantee I may have missed something.
Those wishing to make suggestions on improving the guide, such as new
strategies or typo/formatting errors should send their e-mails to:
[email protected]
..with the subject line "[guide] Improvement", in this case that would mean
"BlazBlue: Continuum Shift - Valkenhayn Character Guide Improvement"
I CARE ABOUT TYPOS!! Feel free to email me about typos/awkward sentences no
matter how trivial you might think they are!
I like being thanked! Feel free to simply say "THANK YOU" as it makes me feel
appreciated, not to mention it increases my epeen score as well.
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[A-40] Input Notation -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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The way I input things is something that I learned first from Soulcalibur IV.
I prefer this method because it outlines the exact directions that need to be
inputted.
The numbers I will use to represent directions are in relation the numbers on
your numpad on your keyboard. (Unless you're on a tiny laptop of course, in
which case I suggest you google a picture of a numpad if you feel left out.)
A numpad is laid out like so:
7 8 9
4 5 6
1 2 3
So, for all direction inputs I give:
8 is up
2 is down
6 is right
4 is left
5 is neutral
9 is up-right
7 is up-left
1 is down-left
3 is down-right
So for a basic example, doing a quarter-circle backwards then pushing the C
button would be "214C"
I use this method because there are some inputs that aren't included in the
more standard abbreviated method "qcb" "qcf" etc.
For instance, 21478 moves (3-20) are how I use Mondlicht instantly from the
ground.
As always in fighting game notation, the input assumes the character is on the
left side of the screen.
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[A-50] Update History -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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2.0 February 10th, 2011 - *Made the guide snazzier as well as misc. format
improvements.
*Now you search with #-## instead of #_##, just a lil
bit easier.
1.4 February 8th, 2011 - *Added a combo for non-wall 6B fatal 6-61
*Reworked the 6C fatal non-wall continuation 6-61
*Added an expert version of Wolf 5B continuation 6-61
*Revised 50+ Heat Gain section to reflect the updated
combos
*Numerous combo tweaks and improvements, highly
recommend re-reading your favorite combos
*Changed section dividers to = instead of *
1.3 January 28th, 2011 - *Fixed all the wrong update dates...
*SIGNIFICANT improvement to most Expert combos.
1.2 January 25th, 2011 - *Fixed his incorrect life total.
1.1 January 11th, 2011 - *Standard hotfixes
*Expanded Character Dossier
*Added a "For The Whiners" section for the nooblets
1.0 January 7th, 2011 - *Guide Up
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[A-60] Challenge Mode -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Challenge Mode is a new addition in Continuum Shift that demonstrates various
combos for each character. They range from the really easy to the extremely
difficult ones. However, like any good fighting game, it does not include the
very best combos available to each character. Almost every combo I perform on
Valkenhayn is a better version of a basic combo in Challenge mode. I strongly
recommend you play through Valkenhayn's challenges, it will help you get a
basic feel for his standard play.
Note that Challenge Mode and the Tutorial mode for Valkenhayn is for the most
part good. It will help you get into practice switching in and out of wolf form
but, thankfully, only people truly dedicated to learning Valkenhayn will learn
his best combos.
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[0-00] Character Dossier -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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#Non-Spoiler#:
Name: Valkenhayn R. Hellsing
Occupation: Butler
Birthplace: N/A
Birthday: September 15th, N/A
Age: N/A
Race: Werewolf
Blood Type: A
Hit Points: 10,500
Likes: Serving Rachel, Tea, Manners, anything Rachel likes
Dislikes: Scruffiness, Terumi, anything Rachel dislikes or insults her
Weapon: Hands-Legs/Fangs-Claws
Valkenhayn is Rachel Alucard's werewolf butler. He adopts a well-mannered and
calm demeanor when addressing anyone EXCEPT Terumi (Hazama).
Valkenhayn has the ability to transform in and out of his wolf at will so long
as his wolf gauge has charge left in it.
While in Wolf form Valkenhayn has the best standard mobility in the game, being
able to run not only forwards but BACKWARDS as well without the need of a
double tap. His attacks are limited in wolf form to neutral A and B only. C is
used to zoom in the indicated direction, rapidly consuming Wolf Gauge while D
is used to cancel back into human form. Wolf form has a set of "rush" special
moves that you use for comboing.
Valkenhayn is a skill character, like Hazama. While not quite as directly skill
oriented like Hazama a nooby Valkenhayn is still pretty pathetic compared to an
experienced once. You will need to learn to compensate for his weaknesses a lot
in order to play him effectively.
Valkenhayn's theme song is an excellent track called "Howling Moon" with a nice
gothic theme to it.
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[0-10] Special Characteristics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Here I'm going to just list a few more gameplay-oriented things about
Valkenhayn that are interesting to note about him. This will be updated as I
think of them.
1. His back dash in wolf form is significantly better than human form.
2. You are capable of attacking while still in the middle of switching forms.
Technically you attack after you switch but the change is so rapid there's
no need to pause.
3. Transforming into a Wolf requires a tiny delay before you can act. Turning
into a human, however, has no delay at all between D and the follow-up
input. Make sure you get a feel for this.
4. Valkenhayn's A moves have a much larger stun on them then other characters.
They are much slower as well because of this but you are able to follow up
an A attack with a 2C without needing to use B first!
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[0-20] For The Whiners -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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If someone tries to tell you Valkenhayn is overpowered, they're full of shit
and are just mad 'cause they don't know how to get past his Nacht Jager (see
wikipedia for "newb"). I've played over 10,000 games of BlazBlue combining
Calamity Trigger and Continuum Shift and given that experience I would say
Valkenhayn is a upper-B tier character. Definitely a good character but he is
no where NEAR S-tier let alone overpowered. Litchi is by far way more
"overpowered" in Continuum Shift than Valkenhayn.
There's simply something strange about Valkenhayn that makes people hate him.
I can win once on him and cause tons of rage but then I utterly destroy people
with Haku-Men's ludicrous damage output and no one will say anything.
Haku-Men is technically SSS-tier because he has a counter-parry that cannot be
avoided when used properly. Imagine a fight with Haku-Men where every single
time you try to land a hit, he uses Zanshin perfectly and counters you. That
means he could win every single game with a perfect because you would not ever
be able to hit him. Does this mean he is overpowered? Hardly.
And for you people who are whining about Valkenhayn, let me tell me you clear
as day how to get past his Nacht Jager pressure.
Instant Block. Voila, done, guaranteed punish. You don't even need to get an
instant block, it's simply the best option and not a difficult one.
If you can't instant block you can just mash out an invulnerability frame after
Jager and his 2A will not connect. This is not rocket science people. It is
just sad when I score a perfect match on Valkenhayn using nothing but
236A>2A>5B>5C>repeat. No I'm not going to do anything else, not when I'm
kicking your ass with it 'cause you're terrible.
The bottom line is this: Valkenhayn is a noob-filter. If you're a noob (95% of
BlazBlue's population apparently), you will not stand a chance against him. You
will have no idea how to get around his pressure and you will get perfected.
You will then proceed to bitch about how overpowered he is. If you're not a
noob, and actually good at this game, you will notice his painfully obvious
weaknesses and abuse them to hell and gone again, like any good player.
tl;dr:
People who say Valkenhayn is overpowered are the same people who eat Tager's
Atomic Collider tech trap over and over again (lol).
Now that I'm done addressing the noobs, we can get on with actually playing
the game.
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[1-00] Valkenhayn's Game -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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The name of the game for Valkenhayn is Heat Gain. Very few combos he performs
will net you less than 35 heat, and he has a good deal of them that give him
MORE than 50 heat. You will be using your distortion drives to finish your
combos a lot more often on Valkenhayn than any other character.
His Fatal Counter gains 50 heat in the combo alone so it is impossible to land
the combo without being able to perform a distortion drive at the end of it.
Always be aware of whether or not you will be able to gain enough heat from a
combo to hit 50+ when you start it.
In conjuction with Valkenhayn's Heat Gain capability, his Distortion Drives
conveniently also have INCREDIBLY good True Damage. Refer to the Glossary for
more information about True Damage.
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[1-10] Advantages -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Valkenhayn has a very powerful combination of attack range and also distance
gain. I like to think this plays into the "wolf" aspect of his design, how the
Prey cannot escape from the Wolf that hunts it.
His attacks have excellent range and Wolf Form and Nacht Jager provide an
excellent way of zoning your opponent however you want.
Valkenhayn's combos improve the closer he gets to his opponent, playing upon
his rush-down style. Minimum distance is ideal, allowing his most powerful
combos. Getting close to an opponent without getting countered can be difficult
however.
Wolf Form gives Valkenhayn some ridiculous zoning capability. The main source
of this power comes from it's ability to run BACKWARDS, something completely
unheard of in BlazBlue before. With this you can easily dodge stuff like
projectiles or special attacks and then also close distance rapidly to punish
people.
Wolf Form also lets Valkenhayn do some incredibly good mix-ups and fakeouts. By
rapidly switching between Wolf and Human forms you can confuse your opponent
and provoke counterattacks that won't connect.
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[1-20] Disadvantages -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Without Wolf Form Valkenhayn's ground mobility is laughable. It seems that he
heard I had given the "Worst Ground Mobility" award to Haku-Men and was
determined to wrest it from him, which he succeeded in doing.
His forward dash is easily the worst in the game. It's a very awkward jump
forward similar to Haku-Men and Carl but unlike either of them, it does NOT
count as being in "midair" for a splitsecond. You cannot use Mondlicht from
his forward dash. Carl and Haku-Men can both use their special midair moves but
Valkenhayn cannot. It is also noticeably a bit slower than both of the others'
dashes. This can buy you a kick in the face more times than one.
Valkenhayn's range can't seem to decide whether it wants to be good or bad. You
can sometimes accidentally trick yourself into thinking you're in range when
you're actually not. For example his 5B looks long range but in truth it's only
slightly longer range than his 2C.
This is what's actually important though:
Valkenhayn's absolute weakness is his recovery game. Or rather, the fact that
he simply DOESN'T HAVE ONE. Seriously a lot of people are bitching about how
good he is, even going so far as to say he's broken. What they don't realize is
Valkenhayn cannot do a single thing against a character that sits on top of him
mashing 2A. No invulnerability mash-out, 6A is way too slow, his A hits are
probably the slowest in the game.
I have lost plenty of matches on Valkenhayn after I had already taken my enemy
down to the 1-hit-left zone. They score a combo on me and gain frame advantage
and Valkenhayn simply cannot get back in the game sometimes. He has NOTHING,
nada, zilch. The best he can do is mash out a 632146D and that's not even
instant-frame. Not to mention it's punishable when it misses/gets blocked.
Valkenhayn's attacks themselves also have no recovery, they have terribly long
return-to-idle delays compared to how fast the move is. Backstepping against
Valkenhayn and causing him to miss a hit is devastating.
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[2-00] Basic Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Key
____________________________________________________________________________
|.| Term |.| Meaning |
----------------------------------------------------------------------------
| Mid Mid-hit, blockable by either stance. |
| Low Low-hit, blockable only when crouching. |
| High High-hit, blockable only when standing. |
| |
| All Usually vertical attacks, blocked in either stance. Cannot be |
| avoided by evasion. These moves also hit downed characters |
| even though they are not lows! |
| |
| MidL Mid-low hit, blockable in either stance but can be avoided by |
| low-evasive moves. |
| |
| MidH Mid-high hit, blockable in either stance but can be avoided |
| by crouching. |
| |
| Fwd This move evades hits in front of your character. This mainly |
| means that it makes your character step backward somehow. |
| |
| LEva Has low evasion. |
| |
| HEva Has high evasion. |
| |
| LHEva, etc. Has both high and low, etc. evasion. |
| |
| Absorb-X You get hit, but it "blocks" the hit even though you aren't |
| blocking. The "X" signifies which directions are absorbable. |
| |
| |
| -X This is the force of the hit, which affects how long an enemy |
| is stunned and indicated by the graphics. |
| |
| L is Light, H is heavy, F is Fatal, S staggers or binds the |
| enemy on counters, W slams against the wall, Ln launches the |
| enemy. |
| |
| . Indicates a continual. This means that it's multiple hits in |
| the same move, it may or may not require additional input. |
----------------------------------------------------------------------------
*NOTE: Speeds are always relative to the specific character's moveset.
_____________________________________________________________________________
|.| POSITION |.| INPUT |.| HIT-X |.| DMG |.| IMMUNE? |.| SPEED |
|-----------------------------------------------------------------------------
|.| GROUND |.| 5A |.| MidH-L |.| 200 |.| NONE |.| Fast |
|.| GROUND |.| 2A |.| MidL-L |.| 150 |.| HEva |.| Fast |
|.| GROUND |.| 6A |.| Mid-HLn |.| 620 |.| Absorb-MH |.| Fast* |
|.| MIDAIR |.| A |.| High-L |.| 180 |.| NONE |.| Fast |
|.| GROUND |.| 5B |.| Mid-H**|.| 640 |.| NONE |.| Fast |
|.| GROUND |.| 6B |.| Mid-FH |.| 600 |.| NONE |.| Slow |
|.| GROUND |.| .6B |.| Mid-FH |.| 600 |.| NONE |.| Slow |
|.| GROUND |.| 6B_All |.| Mid-FH |.| 1096 |.| NONE |.| Slow |
|.| GROUND |.| 2B |.| Low-L |.| 480 |.| HEva |.| Fast |
|.| MIDAIR |.| B |.| High-L |.| 560 |.| NONE |.| Fast |
|.| GROUND |.| 5C |.| Mid-H |.| 710 |.| NONE |.| Medium |
|.| GROUND |.| 2C |.| All-H |.| 780 |.| High |.| Fast |
|.| GROUND |.| 6C |.| High-FW |.| 1000 |.| Low |.| Slow |
|.| GROUND |.| 3C |.| Low-HS |.| 720 |.| HEva |.| Medium |
|.| MIDAIR |.| C |.| High-H |.| 760 |.| None |.| Medium |
|.| GROUND-WOLF|.| A |.| Low-L |.| 300 |.| High*** |.| Fast |
|.| GROUND-WOLF|.| B |.| All-H |.| 640 |.| NONE**** |.| Medium |
|.| MIDAIR-WOLF|.| A |.| High-L |.| 180 |.| NONE |.| Fast |
|.| MIDAIR-WOLF|.| .A |.| High-L |.| 110 |.| NONE |.| Fast |
|.| MIDAIR-WOLF|.| ..A |.| High-L |.| 110 |.| NONE |.| Fast |
|.| MIDAIR-WOLF|.| A_All |.| High-L |.| 400 |.| NONE |.| Fast |
|.| MIDAIR-WOLF|.| B |.| All-HLn |.| 640 |.| NONE |.| Fast |
-----------------------------------------------------------------------------
*6A's absorb property is fast but the actual attack is a bit slower
**5B hits All at close range.
***Wolf form is permanently immune to most high attacks while on the ground
****You are hittable by High attacks when you swing your head up
==============================================================================.
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/
[2-10] Basic Moves - Descriptions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
-------------------------------------------------------------------------------
INPUT DESCRIPTION
Rating
(1-5)
-------------------------------------------------------------------------------
5A - Valkenhayn's 5A is cast from the same mold as most, except for one
**** major saving grace: Valkenhayn's 5A and 2A are considerably slower
than other characters but they have a much larger stun to go with
it.
You are capable of using 5A or 2A and immediately comboing with 2C
even off-counter!
6A - This move absorbs incoming high and medium attacks before its own
**** attack goes off. The real magic behind this move is its absurd
capability to cause Clashes which a skilled Valkenhayn player can
abuse.
2A - Basically 5A only lower, it cannot be evaded by crouching but low
**** evasive or immune moves will ignore it completely.
Also has a bit of high evasion. Can combo 2C on it without counter
just like 5A.
Midair A - Standard super-quick midair poke. Not useful for much unless you're
*** really hurting on frame advantage. The move you will always use on
accident 'cause you failed to transform into a wolf...
5B - A pretty straight forward knee attack. It has average range, speed,
**** and stun. What's neat about this attack is that it's not actually a
straight kick and instead it arcs downward and forward. This means
it actually hits "All" at close range, not Mid.
6B - Valkenhayn's most powerful Fatal Counter attack. Scoring a counter
***** with this is not nearly as hard as you might think. When you Fatal
with it it leads to some serious ouch. Also used for combos. Always
be aware that the second hit drags your opponent towards you.
This attack can be canceled anytime after the second hit with a
directional D to make Valkenhayn transform into a wolf and launch in
that direction.
2B - A quick, medium-range low kick. Nothing particularly special.
***
Midair B - This is Valkenhayn's "straight forward" midair attack. It has a much
**** more agreeable hitbox than his midair C but you still must place it
properly. Does pretty nice damage compared to others.
5C - A really quite excellent long range attack that's not too slow but
***** still has a delay you'll need to get used to. Range is slightly
shorter than Haku-Men's infamous 4C. Does great damage on any combo
as well.
2C - Land as many of these per combo as you can. This is an incredibly
***** good short range attack that is high immune. Combo it from 2A or 5A
for a really easy combo starter. You can link 6B off its stun at
close range. You can also link 6B off of this move's launch. You
also use this move after a successful 6B on a midair opponent,
including the 6B you just comboed off of 2C itself.
6C - This move is comparable to a ridiculously good version of Haku-Men's
***** 6B. It has a huge range, total low immunity and Fatals on Counters.
This attack will move Valkenhayn forward a considerable amount after
use.
This attack can be canceled anytime with a directional D to make
Valkenhayn transform into a wolf and launch in that direction.
3C - Standard low attack that binds on counter. You can follow this up
***** on counter with a forward dash 2C leading to great damage.
Midair C - A swift kick at a 45 degree angle downwards. The hitbox is terrible
**** horizontally but has an excellent vertical hitbox. Standard midair
combo finisher.
Wolf A - A super quick jab outwards that hits Low. Can easily combo onto
**** Wolf B for comboing. Use it with Himmel Wolf for annoying command
throw shenanigans.
Wolf B - A very fast launching move that you will use to initiate an air
**** combo when in wolf form.
MA Wolf A- This move has some very special properties to it. First off it is
***** actually a 3-hit sequence that can be canceled on any hit. The 3
separate hits hit like this: Horizontal, Higher, slightly lower.
The second and third attacks after the first in a series will NOT</pre><pre id="faqspan-2">
AFFECT DAMAGE SCALING IN ANY WAY!! That means it is ALWAYS worth it
to try and arrange your combo so you land all 3 hits instead of just
one or two.
The first and third hits re-launch midair enemies as usual but the
second hit causes them to start falling.
MA Wolf B- This move has almost one sole purpose and that is setting your
**** target up for an Eisen Wolf. You can use this twice on the way down
and relaunch with a well timed landing-wolf B. Don't try that late
in a combo though 'cause it won't work.
==============================================================================.
------------------------------------------------------------------------------'
/
[3-00] Special Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Valkenhayn's special moves are incredibly distance-oriented. Most of them cause
him to zoom in a direction rapidly. Use this to keep your opponent away when
you need to, and bare down on them when you're ready to go in for the kill.
-------------------------------------------------------------------------------
NAME INPUT Damage DESCRIPTION
Rating
-------------------------------------------------------------------------------
Werewolf D None Transforms Valkenhayn rapidly between his
***** two forms. He would be pretty bad without
this. Not to mention boring.
Nacht Jager 236A 680 A rush forward that hits All. Has a great
***** combo on counter and HOLY CRAP it has a
ludicrous amount of frame advantage.
You can perfect newbies all day long just
repeating a simple pressure string with
this move 'cause of the frame advantage.
Nacht Rozen 236C 750 Similar to Nacht Rozen except it sends
**** your opponent flying upwards and backward
away. Has a small warm-up.
Schwarz Jagd 236B 650 A long range low sweeping kick that can
***** 1466(both) be followed up by Weiss Jagd. Use a Rapid
Cancel on the first hit on counter for
some serious damage.
This move vastly reduces and improves
Damage Scaling for the rest of the combo.
Valkenhayn's most powerful combos are a
result of using Rapid Cancel in tandem
with Schwarz Jagd.
Weiss Jagd 236B 850 The continuation from Schwarz Jagd, use
**** After 1466(both) it when you don't have enough Heat to
Schwarz Rapid Cancel on Schwarz.
Jagd
Does NOT require Schwarz to hit!
Mondlicht MA 214B 700 A special move in midair that kicks your
***** opponent up and backwards. It has a HUGE
stun/airlock on hit. Combined with
Geschwind Wolf for lots of midair combos.
Rasen Wolf Any C 0 Causes you to fly in the designated
***** while in direction. Note that backwards and
wolf form up-backwards will cause you to flip
backwards that direction briefly before
zooming the opposite way forward.
RAPIDLY drains the wolf gauge while in
flight!
Geschwind Wolf Any D 0 The exact same thing as Rasen Wolf except
***** while in you can use it to interrupt your Special
human form and Attacks in human form. Note that it takes
performing a a sizable chunk out of your wolf gauge to
special attack perform it apart from the standard fee
for flying.
Even though it says "Special attacks" it
includes 6B after the second hit and any
time during 6C.
Konig Wolf 236A/B 900 This is how the wolf form creates its
***** Midair midair combos. You combine Eisen and
Also Konig Wolf to juggle your opponent a bit
before continuing the combo. All forms of
Eisen and Konig Wolf do the exact same
damage.
Using A in Konig Wolf causes you to zoom
horizontally. B causes you to zoom upward
at a 45 degree angle.
Eisen Wolf 214A/B 450 Same as Konig Wolf only downwards.
***** Midair
Also Using A causes you to fly down at a 45
degree angle while B is 60.
Himmel Wolf 236D 2300 This is a command throw from Wolf Form
********* in Wolf that does an absolutely devastating 2300
Form damage. It's not breakable off-combo and
it has a HUGE hitbox in midair. Seriously
it's like he has a vacuum for a jaw.
Combine with Rasen Wolf for some serious
aerial superiority.
This move also nets you an amazing 19
heat.
Successful use of this completely refills
the Wolf Gauge and switches you back to
human form.
Holy shit.
==============================================================================.
------------------------------------------------------------------------------'
/
[3-10] Special Moves - Advanced Uses -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Here are some special tactics you can use Valkenhayn's special moves for.
TO BE UPDATED.
-------------------------------------------------------------------------------
Tactic Name INPUT(S) DESCRIPTION
Rating (1-5)
-------------------------------------------------------------------------------
"It's Rainin' Butlers!" D during This is simply switching back to human
***** Rasen form while zooming through the air at
Wolf or an any time as a wolf. You will use this
air dash in constantly in conjuction with Geschwind
Wolf Form Wolf to create some awesome combos.
==============================================================================.
------------------------------------------------------------------------------'
/
[3-20] Special Moves - 21478 Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
21478 is used when you want to perform Mondlicht instantly. You are actually
inputting the 214 part of the move before the jump.
In case you didn't realize, 21478 is a vertical semi-circle on the left side
of the D-pad.
It is extremely effective for dealing with Tager's backsteps and grips. You
will crack a huge grin on your face when you see him try to 720C you and you
instead score a counter with Mondlicht.
You can follow this up easily with Geschwind Wolf or simply wait for them to
fall back down to earth if you are near the wall.
==============================================================================.
------------------------------------------------------------------------------'
/
[4-00] Werewolf -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Valkenhayn's Drive is simply a switch that transforms him between human and
wolf forms. To combo effectively you will constantly be switching between both
forms as you need moves from each movelist.
------------------------------------------------------------------------------
Key Things to Remember: |
------------------------------------------------------------------------------
1. You don't need to double-tap to run when in wolf form.
2. You can switch between forms at almost any time.
3. You CAN RUN BACKWARDS!! in wolf form! Use this to bait people into doing
stupid things.
4. You can't block in wolf form!
5. Switching to Wolf Form has a tiny amount of delay.
6. Switching to Human form has no real delay at all.
7. You can combine D with 7 8 or 9 to jump and immediately transform.
8. Wolf form still has a backstep!
9. Wolf form has an excellent air dash in the form of a leap.
10. Getting hit in wolf Form sends you back into human form.
11. Wolf form does not get hit by highs and some mid-highs.
12. Your horizontal hitbox increases almost threefold in wolf form, be careful.
13. Inputs carry over transformations, use this to mask inputs in one form and
rapidly input it after the switch. You can use this to fakeout your enemy
with a sudden human move as a wolf. Bear in mind that any input with 236 in
it will cause you use Himmel Wolf instead.
14. Wolf air-dash ALWAYS goes over the opponent's head. Unlike a normal air
dash it is not possible to get "stuck" on your opponent's hit box.
==============================================================================.
------------------------------------------------------------------------------'
/
[5-00] Distortion Drives -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Valkenhayn has some incredible distortions. They are fairly easy to combo on
anything and more importantly, they have ridiculous True Damage.
Combined with Valkenhayn's ability to generate 50+ heat on his combos you will
sometimes be able to use a distortion drive within the first 7 seconds of the
round.
==============================================================================.
------------------------------------------------------------------------------'
/
[5-10] Sturm Wolf -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Input: 632146D Semi-circle backwards, forward, D
Hits: 19
Damage: 3008 (1842 True Damage)
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Valkenhayn lunges forward and bites his opponent. After the initial hit,
regardless of whether it hit or not, Valkenhayn will follow it up with a deadly
barrage of kicks.
You are invulnerable during the lunge, but not at any time after.
Landing the first hit does not guarantee the rest of the move will hit. If you
performed it on a wimpy hit late in a combo he may drop it halfway through the
follow-up. What's vitally important is that the SECOND hit lands, that hit
forces your opponent back onto the ground and into the correct position.
What's amazing about this Distortion is it's True Damage. A whopping 1842!
Compare that to Devoured By Darkness' 80 or Kokuujin: Shippu's 800!
For those of you who don't read Glossaries (DAMN YOU), that basically means
it is ALWAYS worth it to add this onto the end of your combo. It is not
possible for this attack to do less than 1842 damage.
==============================================================================.
------------------------------------------------------------------------------'
/
[5-20] Sturm Wolf -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Input: (Midair) 236236C Quarter-circle forward, Quarter-circle forward C
Hits: 3
Damage: 2942 (1120 True Damage)
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
The hit box on this move is very similar to Noel's "Bullet Rain" only a bit
slower. You will use this to end your midair combos.
Much like Sturm Wolf, Konig Flug boasts an amazing True Damage of 1120. If you
have the Heat, always add this onto the end of your combo.
It is possible to miss the second hit after hitting the first hit, thus failing
the rest of the attack. Always let your opponent fall a small distance below
you before performing it. Let them fall too far, however, and you won't be able
to "catch up" to them on the way down.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-00] Combos - Linking Instructions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
The thing you really came to this guide for, Combos.
------------------------------------------------------------------------------
LINKING - What Special Moves can successfully link off of what |
------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Werewolf
SPECIAL NOTE: Werewolf is just a transformation between your two forms. You
CANNOT link it on anything except movement-resetting techniques
and certain moves, I will list those here.
- Miscellaneous: 6B (after second hit), 6C (Geschwind Wolf)
Special Moves (Geschwind Wolf)
Rasen Wolf
Jump Cancels
-------------------------------------------------------------------------------
Nacht Jager - Basic Moves:
-Independant: Anything except any A move, 6C, or midair B
-Counter Only: Anything (includes midair hits before landing)
- Grips: Either grip when throwing into wall (useless)
- Special Moves:
-Independant: Mondlicht when hitting into wall(useless)
-Counter Only: Nacht Rozen when hitting into wall(useless)
NOTES:
Use it to start combos and give yourself huge frame advantage.
Delay your timing on the input to mess up your enemy's attempt to
instant block it.
Never use this after a combo has been started except on a 6B
Fatal.
-------------------------------------------------------------------------------
Nacht Rozen - Basic Moves:
-Independant: 6B, 2C
-Counter Only: 5B, 5C, 6C, Midair 5C
- Grips: Midair Grip
- Special Moves:
-Independant: Mondlicht when hitting into wall
-Counter Only: Nacht Rozen when hitting into wall(useless)
NOTES:
Combos off of basic attacks ONLY when the enemy is stuck in a
crouching position. This excludes 5B and 5C if they are the very
first counter-hit in the combo. 6B will force an enemy into a
crouching position for the rest of the combo (on the ground).
-------------------------------------------------------------------------------
Schwarz Jagd - Basic Moves:
-Independant: 2C, 3C
-Counter Only: 5B, 6B, 5C, Midair 5C
- Grips: Any when throwing into wall.
- Special Moves:
-Independant: Mondlicht and Nacht Rozen when hitting into wall
(useless)
-Counter Only: None
NOTES:
Specialty move for situational use. Not for comboing.
-------------------------------------------------------------------------------
Weiss Jagd - Basic Moves:
-Independant: None
-Counter Only: None
- Grips: None
- Special Moves:
-Independant: Schwarz Jagd
-Counter Only: None
NOTES:
Obviously only links off of Schwarz Jagd
-------------------------------------------------------------------------------
Rasen Wolf - Basic Moves:
-Independant: Anything in Wolf Form
-Counter Only: None
- Grips: None
- Special Moves:
-Independant: Anything in Wolf Form (including itself)
-Counter Only: None
NOTES:
Never forget you can use this over and over whenever you want.
Drains Wolf Gauge rapidly, cancel it quickly to retain combo.
-------------------------------------------------------------------------------
Geschwind - Basic Moves:
Wolf -Independant: 6B(after second hit), 6C
-Counter Only:
- Grips: None
- Special Moves:
-Independant: Any Human Form Special Move
(excludes Distortions)
-Counter Only: None
-------------------------------------------------------------------------------
Konig Wolf - Basic Moves:
(A) -Independant: Midair A*
-Counter Only: 5B
- Grips: None
- Special Moves:
-Independant: Rasen Wolf/Geschwind Wolf, Konig Wolf/Eisen Wolf
-Counter Only: None
NOTES:
*Opponent must be midair also
-------------------------------------------------------------------------------
Konig WOlf - Basic Moves:
(B) -Independant: 5B, Midair A (all three hits)
-Counter Only: None
- Grips: None
- Special Moves:
-Independant: Rasen Wolf/Geschwind Wolf, Konig Wolf/Eisen Wolf
-Counter Only: None
NOTES:
Shoots upwards at a 45 degree angle.
-------------------------------------------------------------------------------
Eisen Wolf - Basic Moves:
(Both)** -Independant: Midair A, Midair B*
-Counter Only: 5B (useless)
- Grips: None
- Special Moves:
-Independant: Rasen Wolf, Konig Wolf/Eisen Wolf
-Counter Only: None
NOTES:
*Requires enough height
**You will use the A version most often. B is used only for
specific positioning and combo starting.
-------------------------------------------------------------------------------
Himmel Wolf - Basic Moves:
-Independant: 5A, 5B*, Midair A
-Counter Only: None
- Grips: None
- Special Moves:
-Independant: Rasen Wolf/Geschwind Wolf
-Counter Only: None
NOTES:
*Jump cancel first (duh)
Command throw, unbreakable if not part of a combo. Used in combo
with a delay after 5A for scariness.
Restores Wolf Gauge to full on successful use.
-------------------------------------------------------------------------------
Sturm Wolf - Basic Moves:
-Independant: Everything, including Midair hits, except 6C
-Counter Only: 6C
- Grips: Either when thrown into wall, Midair Grip
- Special Moves:
-Independant: Mondlicht*
-Counter Only: None
NOTES:
*Requires Geschwind Wolf->Cancel back into human form.
-------------------------------------------------------------------------------
Konig Flug - Basic Moves:
-Independant: Any ground hit except 6B and 6C* (useless)
Any midair hit except Wolf B*
-Counter Only: 6C
- Grips: Either when thrown into wall, Midair Grip
- Special Moves:
-Independant: Mondlicht**, Nacht Rozen**
-Counter Only: None
NOTES:
*Performed instantly on a jump cancel.
**Geschwind Wolf required
-------------------------------------------------------------------------------
==============================================================================.
------------------------------------------------------------------------------'
/
[6-10] Valkenhayn Combo Notation *VERY IMPORTANT!! READ THIS FIRST!* -=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
!!!READ THIS I HAVE TO NOTATE SOME THINGS SPECIALLY FOR VALKENHAYN!!!
A "." indicates a continual, I use this when something is required before
something else in the same hit.
Example: 9.5B (jump midair B)
A "t" indicates a transformation between wolf and human forms. You will most
likely have to input something immediately after pushing the D button. I don't
like notating it "D" because that can become confusing with Delay and actual
D moves like Himmel Wolf or Sturm Wolf.
Example: 2C, 9.tAAA
A "d" indicates delay, something extremely important on Valkenhayn, the number
of "d"s indicates the length of the delay.
Example: 2C, d6B
Midair Grip, dd632146D
Heat Gain is incredibly important to Valkenhayn so I will list the amount
gained on each combo as well.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-20] Long Range Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Valkenhayn has some very strange combos. You will usually combo from the ground
into the air or in the air onto the ground. He has no real set "air combos" and
"ground combos" like some characters. The only things that change are what
order you perform the hits in.
What he DOES differntiate from is how far away he is from his opponent when he
lands a hit. Your options will change whether you land that 5B at full range or
right next to your opponent.
It is better to hit the enemy at close range on Valkenhayn rather than long
range. This does not mean however that we shouldn't be prepared to continue a
combo at a distance.
Unless I put "(counter)" in the input, assume all these combos work regardless
of counters.
Difficulty is always a comparison to the rest of the specific character's move
set.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
NOTE: In most situations "5C" is interchangeable with 5B to start the combo.
5C being preferable.
Input
----------------------------------------------------------------------
"This is practically why Schwarz Jagd Exists"
1. 5B, 3C, 236B.236B
Neutral B, 3C, Schwarz Jagd > Weiss Jagd
2. "Ground Konig Wolf Continuation"
Transformed 236A, 236B, dd236A, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C
Transformed Konig Wolf (A), Konig Wolf (B), Konig Wolf (A), Rasen Wolf>
Transform>Midair B, Mondlicht>Geschwind Wolf>Transform, Midair B, jump
cancel, Midair B, Midair C
3. "Long-Range 5B Counter
5B (counter), 236C.9D, 5A.A.A, 236A, 236B, 5C.t, 5B, 214B.9D.t, 5B, 9.5B,
5C
Neutral B (counter), Nacht Rozen, Geschwind Wolf, Midair A (3 hits),
Konig Wolf (A), Konig Wolf (B), Rasen Wolf>Transform, Midair B, Mondlicht,
Geschwind Wolf>Transform, Midair B, jump cancel>Midair B, Midair C
4. "I can't believe this is a "challenge" combo
5B, 5C, 632146D
Neutral B, Neutral C, Sturm Wolf
"Midrange 5B Counter"
5. 5B (counter), 6B, 5B, 5C, 236C.9D, 5A.A.A, 236A, 236B, 5C.t.5B, 214B.9D.t,
5B, 9.5B, 5C
Neutral B (counter), Forward B (both hits), Neutral B, Neutral C, Nacht
Rozen, Geschwind Wolf, Midair A (3 hits), Konig Wolf (A), Konig Wolf (B),
Rasen Wolf>Transform>Midair B, Mondlicht, Geschwind Wolf>Transform,
Midair B, jump cancel>Midair B, Midair C
6. "It's Combo 3 But Better"
5B (counter), 6B, 5B, 5C, 632146D
Neutral B (counter), Forward B, Neutral B, Neutral C, Sturm Wolf
7. "It's Combo 4 But Better"
5B (counter), 6B, 5B, 5C, 236C.9D, 5A.A.A, 236A, 236B, 5C.t, 5B, 214B.9D.t,
5B, 9.5B, 5C
Neutral B (counter), Forward B (both hits), Neutral B, Neutral C, Nacht
Rozen, Geschwind Wolf, Midair A (3 hits), Konig Wolf (A), Konig Wolf (B),
Rasen Wolf>Transform>Midair B, Mondlicht, Geschwind Wolf>Transform,
Midair B, jump cancel>Midair B, Midair C, Konig Flug
Are you confused about my inputs? YOU DIDN'T READ WHAT I TYPED UNDER THE COMBO
HEADER RAAAWR (6-10)
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 2060 4 ** ** 18
2. 3169 8 *** *** 32
3. 3485 12 **** **** 36
4. 3623 21 * *** -45(+50)
5. 4358 16 **** ***** 47
6. 4514 24 ** **** -37(+50)
7. 5478 19 **** ***** -3(+50)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-30] Short Range Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
This is where much more damage is dealt as Valkenhayn, it's always preferrable
to hit someone at close range with a hit on Valkenhayn instead of at a distance
and it really shows on these combos.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Wolf B Continuation"
Wolf B, 236B, dd236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C
Transformed B, Konig Wolf (B), Konig Wolf (A), Konig Wolf (B), Rasen Wolf>
Transform>Midair B, Mondlicht>Geschwind Wolf>Transform, Midair B, jump
cancel>Midair B, Midair C
2. "Nacht Jager Continuation"
236A(counter), 5A/2A*, 2C, 236C.9D, Midair A.A.A, 236A, 236B, 5C.t.5B,
214B.9D.t, 5B, 9.5B, 5C
Nacht Jager (counter), Neutral or Crouching A (depends on enemy stance),
Crouching C, Nacht Rozen>Geschwind Wolf, Midair A (3 hits), Konig Wolf (A),
Konig Wolf (B), Rasen Wolf>Transform>Midair B, Mondlicht>Geschwind Wolf>
Transform, Midair B, jump cancel>Midair B, Midair C
3. "6C Fatal Follow-Up"
6C(fatal).5D.dt, 2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B, 5C.t.5B, 214B.9D.t
5B, 9.5B, 5C
Forward C (fatal)>Geschwind Wolf>Transform, Crouching C, Forward B,
Crouching C, Neutral C, Super Jump Forward>Transform>Midair A (3 hits),
Konig Wolf (A), Konig Wolf (B), Rasen Wolf>Transform>Midair B, Mondlicht>
Geschwind Wolf>Transform, Midair B, jump cancel>Midair B, Midair C
4. "Shit just got real"
2C, 6B, 5B, 5C, 236C.9D, Midair A.A.A, 236A, 236B, 5C.t.5B, 214B.9D.t, 5B,
9.5B, 5C
Crouching C, Forward B, Neutral B, Neutral C, Nacht Rozen>Geschind Wolf,
Midair A (3 hits), Konig Wolf (A), Konig Wolf (B), Rasen Wolf>Transform>
Midair B, Mondlicht>Geschwind Wolf>Transform, Midair B, jump cancel>Midair
B, Midair C
5. "Welcome to your first 50 heat combo"
Midair 5C, l2C, 6B, 5B, 5C, 236C.9D, Midair A.A.A, 236A, 236B, 5C.t.5B,
214B.9D.t, 5B, 9.5B, 5C, 236236C
Midair Neutral C, land, Crouching C, Forward B, Neutral B, Neutral C,
Nacht Rozen>Geschwind Wolf, Midair A (3 hits), Konig Wolf (A),
Konig Wolf (B), Rasen Wolf>Transform>Midair B, Mondlicht>Geschwind Wolf>
Transform, Midair B, jump cancel>Midair B, Midair C, Konig Flug
6. "It's so boring it hurts (a lot)"
6B(fatal), 5B, 2C, 5C, 236A, 2A, 2C, 5C, 236A, 2A, 2C, 5C, 236A, 2A, 2C,
5C, 632146D
Forward B (fatal counter), Neutral B, Crouching C, Neutral C, Nacht Jager,
Crouching A, Crouching C, Neutral C, Nacht Jager, Crouching A, Crouching C,
Neutral C, Nacht Jager, Crouching A, Crouching C, Neutral C, Sturm Wolf
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 3441 9 ** *** 37
2. 3949 14 **** **** 43
3. 4866 16 **** *** 47
4. 5304 16 **** **** 47
5. 5829 20 **** **** 0(+50)
6. 6897 32 ** ***** 0(+50)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-40] Grip Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Valkenhayn has a incredibly bad grip anywhere besides next to a wall. When it
is used next to a wall however, it becomes ridiculously good.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Ow."
B+C or 4B+C into wall, 66.2C, 6B, 2C, 6C, l2C, 29.tA.A.A, 236A, 236B,
5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
Grip (into wall), forward step, Crouching C, Forward B, Crouching C,
Forward C, land, Crouching C, Super Jump>Transform>Midair A (3 hits),
Konig Wolf (A), Konig Wolf (B), Rasen Wolf>Transform>Midair B, Mondlicht>
Geschwind Wolf>Transform, Midair B, jump cancel>Midair B, Midair C, Konig
Flug
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 5516 26 **** ***** 4(+50)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-50] Wall Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Valkenhayn has ludicrously good wall combos. They are practically his main
damage and are vital to your style of play.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "It's like applying "BE the ball" to racquetball"
6C, l2C, d5C, 29.tA.A.A, 236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C
Forward C, land, Crouching C, Neutral C, Super Jump>Transform>Midair A (3
hits), Konig Wolf (A), Konig Wolf (B), Rasen Wolf>Transform>Midair B,
Mondlicht>Geschwind Wolf>Transform, Midair B, jump cancel>Midair B,
Midair C
2. "It's like the bad Fatal, only good!"*
6C(fatal), ld2C, 6B, 2C, 6C, l2C, 29.tA.A.A, 236A, 236B, 5C.t.5B, 214B.9D.t,
5B, 9.5B, 5C, 236236C
Forward C (fatal), land, Crouching C, Forward B, Crouching C, Forward C,
land, Crouching C, Super Jump>Transform>Midair A (3 hits), Konig Wolf (A),
Konig Wolf (B), Rasen Wolf>Transform>Midair B, Mondlicht>Geschwind Wolf>
Transform, Midair B, jump cancel>Midair B, Midair C, Konig Flug
*This is a perfect example of how it's sometimes worthwhile to do less combo
damage to ensure you gain 50+ heat so you can finish with a Distortion
Drive. The normal Fatal Counter off of the wall does more damage but gains
only 47 heat while this one gains 52.
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 4104 13 **** **** 39
2. 5630 20 **** ***** 2(+50)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-60] Expert Valkenhayn -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
These combos are mainly variations of the previously mentioned combos but they
have twists on them that make them harder to perform but they do more damage in
the end.
They all include massive risk, messing up just one hit can ruin the entire
combo and you will lose a lot of damage.
I always include this section for people who want to TRULY master their
character. I'd like to emphasize that you can ignore this section and still be
a plenty capable player of the character in question. This section is for the
people who aspire to make the character their Main/Sub-Main character instead
of just a Sub/For-fun.
NOTE: I am not as insane with Valkenhayn yet as I was with Hazama, so this
section will be updated frequently as I find new things.
I stop putting "English" notations in Expert sections cuz it's a massive
waste of space. You should already be comfortable reading the shorthand
if you even want to attempt this section.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-61] Expert Valkenhayn - Expert Ground and Air Combos -=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Expert Nacht Rozen Continuation"*
236C(counter).9D, ddA, B, A, lt2C, 6B, 2C, 6C, l2C, 29.5B, 214B.9D.t, 5B,
9.5B, 5C
*The delay is much harder when Rozen is not the first hit in the combo or
is not a counter, it is NOT impossible though.
2. "Expert Long-Range 5B Counter Continuation"
5B(counter), 236C.9D, dA, B, A, lt.2C, 6B, 2C, 6C, l2C, 29.5B, 214B.9D.t,
5B, 9.5B, 5C
3. "Expert Nacht Jager Continuation"
236A(counter), 5A/2A*, 3C, 6.2C, 5C, 29.tA.A.A, 236A, 236B, 5C.t.5B,
214B.9D.t, d5B, 9.tA.A.A, 5B, 214A
*Use 5A if you hit the opponent standing. Use 2A if you hit them crouching.
The combo WILL drop if you try to use the other one!
"Expert Konig Wolf Continuation"
4. Transformed 236A(counter), 5C.t, l2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B,
5. "Expert Wolf B Continuation"
Wolf B(counter), 5C.t, l6B, 2C, 5C, 9.tB, 3C.A, lt2C, 5C, 29.tA, 236A,
236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
6. "Expert 6C Fatal Continuation"
6C(fatal).5D, t.l2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B, d5C.B, B.3C, A,
lt.2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
7. "Expert 6B Fatal Continuation, Non-wall"*
6B(fatal), 2C, 5C, 236C.9D, A.A.A, 236A, 236B, d5C.B, ddA, lt2C, 6C, l2C,
9.tB, A, lt.2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
*This starts from anywhere, but the Nacht Rozen and rushes should be enough
to take you to the wall for the rest of the combo.
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 3513 15 **** **** 42
2. 3759 16 ***** **** 45
3. 4117 18 ***** ***** 49
4. 4331 16 **** ***** 49
5. 5230 20 ***** ***** 0(+50)
6. 6248 24 ***** ***** 8(+50)
7. 7167 27 ***** ***** 16(+50)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-62] Expert Valkenhayn - Expert Grip Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
The main addition to this section is the continuation for a midair grip on
Valkenhayn. Stay tuned for more.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Normal Height - Midair Grip Continuation"
Midair B+C, t.236A, 236B, d5C.B, A, l.t2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B,
5C
2. "Close to ground - Midair Grip Continuation"*
Midair B+C, l66.2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B, 5C.t.5C, 214B.9D.t,
5B, 9.5B, 5C
*Close to ground as in "Not as high as a standard jump"
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 3179 13 ***** **** 39
2. 3884 17 ***** ***** 46
==============================================================================.
------------------------------------------------------------------------------'
/
[6-63] Expert Valkenhayn - Expert Wall Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
These are some of the crazier wall combos you can do as Valkenhayn. Being able
to gain more than 50 heat from a wall combo is what makes Valkenhayn realllly
scary. IMPORTANT: Refer to Rapid Cancel combos too! They are exceptionally
powerful against the wall as well!
Against most character's two wall combos from Valkenhayn and the round is over.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Cornered Prey"
236D, 2B, 2C, 6C, 2C, 29.tA, 236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C,
236236C
2. "Wall Wolf B"
Transformed B(counter).Ct, l6B, 2C, 6C, 2C, 9.tB, A, lB, 236B, 236A, 236B,
5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
"Nacht Rozen Wall Combo"
3. 236C(counter into wall), hold 6dd.2C, 6B, 2C, 6C, l2C, 9.tB, A, lB, 236B,
236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
4. "6C Wall Fatal"
6C(fatal), ld2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B, 5C.B, ddA, lt.2C, d5C,
29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
5. "Who needs Fatal Counters?"
2C, 3C, 2C, 6B, 2C, 6C, 2C, 29.tA.A.A, 236A, 236B, 5C.B, ddA, lt.2C, d5C,
29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
6. "Ow..."
6B(fatal), 2C, 3C, 2C, 6C, l2C, 29.tA.A.A, 236A, 236B, 5C.B, ddA, lt.2C, 5C,
9.tB.3C.A, lt2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
7. "Screw Heat, I want damage."
6B(fatal), 2C, 3C, 2C, 5C, 29.tA.A.A, 236A, 236B, 5C.B, ddA, lt.2C, 6C, l2C,
9.tB, A, lt.2C, 632146D
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 5603 17 **** ****** 9(+50)
2. 5714 20 **** ***** 6(+50)
3. 6089 20 ***** ***** 6(+50)
4. 6250 25 ***** ***** 6(+50)
5. 7388 25 ***** ****** 12(+50)
6. 7450 28 ***** ****** 18(+50)
7. 7692 38 ***** ***** -1(+50)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-64] Expert Valkenhayn - 50+ Heat Gain Combos -=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
This is simply a list of the combos that gain 50 heat or more. Use this to
your advantage.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Expert Wolf B Continuation"
Wolf B(counter), 5C.t, l6B, 2C, 5C, 9.tB, 3C.A, lt2C, 5C, 29.tA, 236A,
236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
2. "Ow." - Grip, Wall
B+C or 4B+C into wall, 66.2C, 6B, 2C, 6C, l2C, 29.tA.A.A, 236A, 236B,
5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
3. "Cornered Prey" - Wall, Command Throw
236D, 2B, 2C, 6C, 2C, 29.tA, 236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C,
236236C
4. "Welcome to your first 50 heat combo" - Standard
Midair 5C, l2C, 6B, 5B, 5C, 236C.9D, Midair A.A.A, 236A, 236B, 5C.t.5B,
214B.9D.t, 5B, 9.5B, 5C, 236236C
"Nacht Rozen Wall Combo" - Wall
5. 236C(counter into wall), hold 6dd.2C, 6B, 2C, 6C, l2C, 9.tB, A, lB, 236B,
236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
6. "Expert 6C Fatal Continuation"
6C(fatal).5D, D.l2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B, d5C.5B, 5A.5C, 5B,
5A, lt.2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
7. "6C Wall Fatal" - Wall, Fatal
6C(fatal), ld2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B, 5C.B, ddA, lt.2C, d5C,
29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
8. "It's so boring it hurts (a lot)" - Fatal
6B(fatal), 5B, 2C, 5C, 236A, 2A, 2C, 5C, 236A, 2A, 2C, 5C, 236A, 2A, 2C,
5C, 632146D
9. "Expert 6B Fatal Continuation, Non-wall" - Standard*
6B(fatal), 2C, 5C, 236C.9D, A.A.A, 236A, 236B, d5C.B, ddA, lt2C, 6C, l2C,
9.tB, A, lt.2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
*This starts from anywhere, but the Nacht Rozen and rushes should be enough
to take you to the wall for the rest of the combo.
10."Ow..."
6B(fatal), 2C, 3C, 2C, 6C, l2C, 29.tA.A.A, 236A, 236B, 5C.B, ddA, lt.2C, 5C,
9.tB.3C.A, lt2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
Damage Hits Difficulty Rating Heat Gain
----------------------------------------------------------------------
1. 5230 20 **** ***** 0(+50)
2. 5516 26 **** ***** 4(+50)
3. 5603 17 **** ****** 9(+50)
4. 5829 20 **** **** 0(+50)
5. 6169 21 **** ***** 11(+50)
</pre><pre id="faqspan-3">
6. 6170 25 ***** ***** 9(+50)
7. 6250 25 ***** ***** 6(+50)
8. 6897 32 ** ***** 0(+50)
9. 7167 27 ***** ***** 16(+50)
10. 7450 28 ***** ****** 18(+50)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-65] Expert Valkenhayn - Repairing Valkenhayn's Combos -=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
These are my tips for players attempting Valkenhayn's combos only to get stuck
on a certain input over and over and over again. If you simply cannot get a
combo to work, refer to this section.
------------------------------------------------------------------------------
Key Things to Remember: |
------------------------------------------------------------------------------
1. If you're going for a 2C>6B continuation you need to be wait until the
opponent falls right in front of you.
2. Eisen/Konig Wolf gives a HUGE stun on hit, make sure to delay your next
Eisen/Konig enough to let them fall into range.
3. Wolf form's Midair A has a massive horizontal hit box. On most if not all
of my combos you can simply super jump upwards instead of worrying about
jumping forwards when you switch into wolf form.
4. Whenever you do a Rasen Wolf>Transform you want to, in most cases,
immediately push D the moment you start you rush, allow no time to pass.
5. You can delay your Geschwind Wolf by a considerable amount. This applies
especially to 6C.
6. Whenever you use a "A" Konig Wolf into the wall you are always considered
to be on the same side of the screen you were before you rushed. However,
if you do not completely touch the wall you will be on the other side of
the screen.
7. Wolf form's Midair A has a huge stun on the first hit, don't be afraid to
take the time to input your follow up accurately, rather than fast.
8. Combine your inputs! This makes transforming out of/into wolf/human form
before performing attacks much easier!
For example: In wolf form 2DC will make you transform out and quickly do a
2C.
9. Always input the jump as early as possible, this makes transforming and
rapidly inputting a midair move in wolf form MUCH easier.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-70] Rapid Cancel -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
This is first time you'll actually find useful information in this section.
Unlike my previous two character guides (Haku-Men and Hazama), Valkenhayn is
actually an extraordinarily GOOD Rapid Canceller due to his ludicrous heat
gain.
Oh and did you ever wonder when you were going to actually use Schwarz Jagd?
Look no further.
As Valkenhayn has ridiculous Heat Gain capabilities, I will list the Heat
required to use the Rapid Cancel when you land the first hit as opposed to
how much the combo gives you.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-71] Rapid Cancel - Long Range Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Too far away to do it without a Rapid."*
3C(long range), Rapid Cancel, 66.2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B,
5C.t.5B, 214B.9D.t, 5B, 9.tA.A, B, 214A
*At close range you don't need to rapid cancel to do this!
2. "Nacht Jager Rapid Cancel"
236A, Rapid Cancel, 2C, 6B, 5B, 5C, 236C.9D, A.A.A, 236A, 236B, 5C.t.5B,
214B.9D.t, 5B, 9.tA.A, B, 214A
Use this even on counter! It's better than the standard combo!
Damage Hits Difficulty Rating Heat Gained(Required)
----------------------------------------------------------------------
1. 4792 16 *** **** -10(48)
2. 5368 19 **** ***** -2(45)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-72] Rapid Cancel - Short Range Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "This combo is ridiculous!!!"*
Transformed 236D, Rapid Cancel, 5C.ddt.l2C, 6B, 2C, 5C, 29.tA, 236A, 236B,
5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C.
*What makes this combo RIDICULOUS is that you GAIN heat on a Rapid Cancel!!
Not to mention it's absurdly low buy-in of 31 heat, you should NEVER not
perform this combo on Himmel Wolf! Signature Valkenhayn right here.
"Ohhh that's what Schwarz Jagd is for..."
2. 236B(counter), Rapid Cancel, 2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B,
5C.t.5B, 214B.9D.t, 5B, 9.tA.A, B, 214A
Damage Hits Difficulty Rating Heat Gained(Required)
----------------------------------------------------------------------
1. 4770 15 ***** ****** +4(31)
2. 6207 18 **** ***** -7(45)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-73] Rapid Cancel - Grip Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "My grip is so bad when it's not near walls..."
Either B+C, Rapid Cancel.t6, B, 236B, 236A, 236B, 5C.t.5B, 214B.9D.t, 5B,
9.tA.A, B, 214A
2. "Yay wall!"
Either B+C into wall, 66.236B, Rapid Cancel, 2C, 6B, 2C, 6C, l2C, 9.tB, A,
lB, 236B, 236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
Damage Hits Difficulty Rating Heat Gained(Required)
----------------------------------------------------------------------
1. 3409 13 *** *** -12(47)
2. 6215 23 *** ***** -44(44)
==============================================================================.
------------------------------------------------------------------------------'
/
[6-74] Rapid Cancel - Wall Range Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Himmel Wolf - NEAR* Wall"
Transformed 236D, Rapid Cancel, 5C.ddt.l2C, 6B, 2C, 6C, l2C, 29.tA, 236A,
236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
*If you're AT the wall don't bother with Geschwind wolf! Just use the combo
"Cornered Prey" in Wall Combos! (6-63)
*Only requires 31 Heat for the Himmel Wolf Cancel, 40 for Konig Flug
2. "Lol this combo costs 150 Heat"
632146D, Rapid Cancel, dddd*2C, 6B, 3C, 2C, 6C, l2C, 9.tB, A, lB, 236B,
236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
*Adding a delay before the 2C allows your Heat Gain scaling to regenerate
after the Rapid Cancel.
3. "Everybody loves Schwarz Jagd."
6C(fatal), d236B, Rapid Cancel, 2C, 6B, 2C, 5C, 29.tA.A.A, 236A, 236B,
d5C.B, B.3C.A, l2C, d5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
4. "Scary Feet"
236A(counter), Rapid Cancel, 3C, 236B, Rapid Cancel, 2C, 6B, 2C, 6C, l2C,
9.tB, A, lB, 236B, 236A, 236B, 5C.t.5B, 214B.9D.t, 5B, 9.5B, 5C, 236236C
5. "Pain"
6B(fatal), 2C, 236B, Rapid Cancel, 2C, 6C, l2C, 29.tA.A.A, 236A, 236B,
5C.B, dA, lt2C, 5C, 9t.B.3C.A, lt2C, 5C, 29.5B, 214B.9D.t, 5B, 9.5B, 5C,
236236C
6. "Ctrlaltwtf's 10th Valkenhayn Challenge"
236B, Rapid Cancel, 2C, 6B, 2C, 6C, l2C, 29.tA.A.A, 236A, d236B, 5C.B, dA,
lt.2C, d5C, 29.5B, 214B.9D, A.A.A, d9.t5B, 5C, 236236C
7. "It's funny that this does MORE damage than my fatal counters. Funny, and
a little sad..."
2C, 236B, Rapid Cancel, 2C, 6B, 2C, 6C, l2C, 29.tA.A, 236A, d236B, 5C.B,
dA, lt.2C, d5C, 29.5B, 214B.9D.t, 5B, 9.B, 5C, 236236C
Damage Hits Difficulty Rating Heat Required(Distorion)
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1. 6184 19 **** ***** 31(41)
2. 6722 22 **** **** 100(100)
3. 6973 25 ***** ***** 41(45)
4. 7040 22 **** ***** 44(45)
5. 8267 28 ***** ***** 39(46)
6. 8212 26 ****** ***** 45(47)
7. 8286 24 ****** ***** 42(44)
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/
[7--00]...Astral Heat: Blut Vollmond -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Description |
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Valkenhayn's game winning Astral Heat. This attack is completely unstoppable
and hits downed enemies. It has a deceptive animation; the horizontal hit box
is much larger than it looks and the vertical hitbox is much smaller than it
looks.
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/
[7-10]...Astral Heat: Blut Vollmond - Input -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Input: Winning Round, Enemy is Below 35% HP, 100 Heat, Burst Icon Available
214214C quarter-circle-backwards quarter-circle-backwards C
Really not much to say about this input, it's standard Distortion-level input
difficulty.
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/
[7-20]...Astral Heat: Blut Vollmond - Masking -=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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I was amazed at how easy Hazama's Astral was to combo, then I tried comboing
Valkenhayn's Astral. Much the same way Valkenhayn was jealous of Haku-Men's
"Worst Ground Mobility" trophy he was also jealous of Hazama's achievements.
Valkenhayn deftly steals the "Easiest Astral Heat" trophy from all comers.
Really, don't consider his Astral Heat anything but a Distortion Drive that
costs 100 Heat and you'll be just fine. It links on practically EVERYTHING.
You can even combo it easily on 5A counter.
You only really need to mask this move on A hits and Midair hits.
In case you're not sure what masking is it's something like this:
214 5A 214C
or
214 2A 14C
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/
[7-30]...Astral Heat: Blut Vollmond - Ideal Situations -=-=-=-=-=-=-=-=-=-<
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These are the ideal times to use your Astral Heat, sorted from best to worst:
1. During any combo, hell, during almost any ground hit.
2. Your enemy just performed an attack in front of you or slightly above you
and will not be able to recover from in time.
3. Your enemy is about to rush towards with an attack. Examples include Hell's
Fang and Carnage Scissors.
4. The opponent is trying to camp you as you recover/tech. Prime example is
Tager's 720C.
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[7-40]...Astral Heat: Blut Vollmond - Astral Combos -=-=-=-=-=-=-=-=-=-=-=<
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And here Hazama thought he was special. I'm hesitant to even call these
"Combos"
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Arranged Top to Bottom: Derp to HERP DERP (no order...) |
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Input
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"Backhand slap of DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!!!"
1. 5A(counter), 214214C
2. "Nutslap of DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!!!!"
2A(counter), 214214C
"Anklebite of DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!!!!"
3. 2B, 214214C
4. "etc. etc. of DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!!!!"
anything that's not 5A, 2A, or Midair 5A, 214214C
5. "WTF is he doing? Oh he's using his Astr- DOOOOOOOOOOOOOOOOOOOOOOOOOM!!!!!"
Transformed B, d9.A.A.A, d9.A, 5C.B, A, ld5C, 214214C
Damage Hits Difficulty Rating
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1. pants legs ****************************
2. whocares whocares over 9000 *****
3. whocares whocares ***** *****
4. whocares whocares ***** *****
5. etc. etc. etc. etc.