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Posted
Valkenhayn's "Over the Rainbow kick", the one where he jumps and kicks with both legs, is that and overhead or a low? Can you even block it?

I'm guessing you mean 6C, which is an overhead and takes off a primer. It's actually quite safe on block and its startup and ending can be wolf-cancelled, so be wary about jabbing him out of it. Generally, though, it's slow and fairly easy to see coming.

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Posted
Valkenhayn's "Over the Rainbow kick", the one where he jumps and kicks with both legs, is that and overhead or a low? Can you even block it?

That is 6C, which is an overhead, cuts a gaurd primer on block and causes a Fatal Counter on counter hit. Gereral tip against overheads = block high.

EDIT: I be ninja'd :(

Posted
Does anybody know the Kanji for 'Valkenhayn'?

It's written in katakana since it's a foreign word.

ヴァルケンハイン

Posted (edited)

I've been having a difficult time learning the movement of his wolf form after certain combos, like for example after j. 236B I just cant seem to make him transform back into his regular form without flying half way across the screen after pressing C-D any suggestions?

Edited by Jais
Posted (edited)
I've been having a difficult time learning the movement of his wolf form after certain combos, like for example after j. 236B I just cant seem to make him transform back into his regular form without flying half way across the screen after pressing C-D any suggestions?

i believe you have to do a jump after the drive to make him stop flying, otherwise he keeps going. someone correct me if i'm wrong, though

Edited by Jais
Posted (edited)
I've been having a difficult time learning the movement of his wolf form after certain combos, like for example after j. 236B I just cant seem to make him transform back into his regular form without flying half way across the screen after pressing C-D any suggestions?

You use the opponent to stop yourself with the c>d stuff generally. You may not be pressing D fast enough or maybe too fast. (I think there is a bit of startup on the charge that you have to wait out. Kind of like doing wolf cancel into W j.b after H 236a.)

Edited by Jais
  • 1 month later...
  • 5 weeks later...
Posted (edited)

i've been trying to do [w] 5A > 5B > 236B > j.236B > j.214A but i can only do it when my opponent is against the wall, if he is not most the time the j.236B seems to go downward rather than upward because the first one goes past him i think. Help?

Edited by Jais
Posted (edited)
i've been trying to do [w] 5A > 5B > 236B > j.236B > j.214A but i can only do it when my opponent is against the wall, if he is not most the time the j.236B seems to go downward rather than upward because the first one goes past him i think. Help?

it is possible that you're inputting 236 Twice.

since midscreen 236B crosses up, you have to input 214B instead (since you are now facing the opposite direction)

Edited by Jais
Posted

what's valk's neutral game? like how do you approach your opponent in general, and manage your wolf meter?

As for now, I 30% of the time run out of wolf meter in middle of combos and get caught in an ugly situation :vbang:

Posted (edited)
what's valk's neutral game? like how do you approach your opponent in general, and manage your wolf meter?

As for now, I 30% of the time run out of wolf meter in middle of combos and get caught in an ugly situation :vbang:

The way I play neutral game is pretty much fish for hits with 5C. Footsies work in his favor considerably as few characters outrange him(Litchi and Hakumen being the only ones.) If find a good chance to get in, I tend to take it as Valk gets 100000x more scary up close. I have a few ways of getting in but he can do pretty much whatever. Wolf Form jump>Air Dash>D>[H]j.C is a pretty standard way to get in. Its fast, goes 2/3s of the screen and his j.C has really good priority. If they catch on, mix it up with Wolf Form Air Dash and j.214A if you think they'll try to AA you. this will beat most AA if you delay it right so it make them think twice about it. On the ground in Wolf Form, you can get in with 236A as its +2 on block meaning its a relatively safe approach if you pick the right follow up. Spaced right, they can't punish it on IB and if they try to mash, do it again for a CH.

As for managing Wolf Meter, the only thing that burns any real amount are the C Dashes. My rule of thumb for Wolf combos is 3 Dashes if you're lucky, but you can always get at least 2 from Full Meter. I tend to go for 1 or 2 Dashes per combo and go for resets into ground pressure as while you're on the ground, you're getting back your Wolf Meter. Example being something like crouching [H]5B>5C>236C>9D>[W]j.AA>j.B>3C>j.A>Land>D>[H]5B>JC>j.B>j.C

This particular combo actually uses very little Meter, only about 1/3 and gives you a basic reset. I tend to just run these till I get them to the corner so I can start more ruthless pressure and know I'll have full meter if I decide to go for max damage and heat gain. But its pretty much a give and take for the Meter, the more you use, more meter or damage you can gain anywhere. But one thing that should be known is the amount of meter each combo in Wolf Form uses so you can adjust your combos on the fly should you get a quick hit on a reset.

Edited by Jais
Posted

ppl mash out when I wolf cancel moves and everything seems to stuff wolf cancels .. any advice?

wolf cancel mixup only works on pros but scrubs mash jabs and get out for free :arg:

Posted
ppl mash out when I wolf cancel moves and everything seems to stuff wolf cancels .. any advice?

wolf cancel mixup only works on pros but scrubs mash jabs and get out for free :arg:

Try 4C to bait out stuffs, if they mash then your strings are too predictrable, do like 5B, wait 5B and CH combo them

Posted
ppl mash out when I wolf cancel moves and everything seems to stuff wolf cancels .. any advice?

wolf cancel mixup only works on pros but scrubs mash jabs and get out for free :arg:

You could also try Kara Cancels off of 236B and 6C. Instead of making an obvious blockstring like 5B>5C>236A, you can go 5B>5C>236B(5D Kara)>etc. Throws off timing of things like IBs and mash outs. Also Wolf Cancels are safest off of a blocked 6C. If they IB, they have a small window to mash out but if they don't IB, they can't mash out if you just 5D cancel into [W]j.A. They may be able to DP in between the 2 hits but its hard.

Also another trick you can use to approach in Wolf Form is a whiffed [H]j.214B. You can cancel it as soon at its active frames are over so you can make approaches a bit more funky. Double jump whiff j.214B>3D Cancel>[W]j.B>Land>5A>C>j.B etc Just keep it random and they won't try so hard to mash :3

Posted
hi,

i have little problem with one combo of valkenhayn.

http://www.youtube.com/watch?v=Gs-dGchLq-s look at 0:32

after air B > air B (wolf)> B (human) > fury

my problem is when i launch B in human from i don't touch the character, he recovery. it's timing problem or somethings else ?

Please read this entire thread. That question has already been answered in exquisite detail.

Good luck

Posted
ppl mash out when I wolf cancel moves and everything seems to stuff wolf cancels .. any advice?

wolf cancel mixup only works on pros but scrubs mash jabs and get out for free :arg:

Just about any of his wolf cancellable moves on block (except 6C, and I'm actually not sure if I should even post this) can be mashed out of by 95% of the cast. 4/7C are good for baits if your move is blocked. On hit however, (like with 236A), you get a free wolf mixup with [w]j.A. A properly spaced [w]j.B out of a 5C dash can beat A mashers, but the spacing is TIGHT.

Can we please stop using 236A in pressure now? Pretty please?

  • 2 weeks later...
Posted

Just started playing this game about a week ago, and have decided to use Valkenhayn as my main. So far, I've been only doing challenge mode and have gotten up to #8. I'm still working on my consistency and execution, but until then should I just stick with challenge mode until they become second nature to me?

Posted
Just started playing this game about a week ago, and have decided to use Valkenhayn as my main. So far, I've been only doing challenge mode and have gotten up to #8. I'm still working on my consistency and execution, but until then should I just stick with challenge mode until they become second nature to me?

For the most part, yes. Challenge combos are great starting points and they can be modified in numerous ways as you get better. Get the basic challenges down pat then come back on here and either ask for variants or look up some other combos and try them out for yourself. But also don't be afraid to experiment in training mode. Valk is quite versatile once you get used to him.

Side note: I believe challenge 9 was that god awful Command Grab Rapid Cancel combo. I wouldn't personally learn it since its extremely spacing dependent and quite annoying to pull off anywhere that isn't exactly midscreen.

Posted (edited)

I'm relatively new to BlazBlue gameplay wise. Are you telling that all these are his BnB's? I'm fine with the length, but that many different BnB's?

And just thought I'd say this, but I like Wolf's mobility more than Tao's. Oh, and Platinum+Valkenhayn = Little Red Loli + Big Bad Werewolf

Edited by KumaOso
Posted

There are many many different variation of combos needed to effeciently use this char to one's playstyle.

Tension management

Knockdown management

Wolf gauge management

screen positioning (corner vs midscreen)

hitbox management (standing vs crouching)

Counter hit - hit confirms

FC - hit confirms.

There is no single combo that knocks down and given the most damage and the most overall tension+wolf gain. Depending on ones playstyle - you need to decide which resources you wanna spend and which ones you wanna conserve.

Good luck!

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