kenja0 Posted September 21, 2010 Posted September 21, 2010 Actual matchup: Based on my experience using Valkenhayn and maining Lambda- this is how I think this matchup will go down. Valkenhayn: Mixup 6C is an overhead with outstanding range AND low invincibility. Best normal overhead next to Litchi's 1 frame low invincibility, invisible 6D that leads to 100 Heat, 9001 damage combos. Valk's 236B hits low while his 236C hits high and launches for air combos. Both are comboable into (low with corner/50 Heat). Fuck. Valkenhayn: Movement Bad. This is Human Valkenhayn's biggest weakness. It makes that mixup not look that bad. He has Wolf form that is fast and nimble, however, he abandons most mixup and block to do it. Any and all of Wolf Form's dashes send him in directions that he really can't position himself to catch a whiffing Lambda D sword which is good. Watch out for cross ups though since his dash is quite fast. Also be weary of a Wolf that transforms back into a Human- it will create a falling arc. Valkenhayn: Distortion Reversal 632146D is basically a Daifunka- invincible during travel. This can shred through Lambda's projectiles and hit her. Be weary of this and stay mobile when he gets about 50 Heat. Valkenhayn: Command Grab 2300 damage for a Wolf who can't block or do mixup. The only time you should expect it is during a Human Valkenhayn blockstring. He can turn into Wolf form after any command attack, so watch out. If he's using his C dash, be careful when using a jump escape since he can do an airgrab out of it. Lambda: Spike Chaser Valkenhayn has 4 primers. It's more than welcoming to use Spike Chaser anytime he's far away or waking up. Watch out for his 6A guard point as it will crush even Spike Chaser- but that needs to be well timed and leaves him open for Lambda's 5D/4D. Be weary of your spacing since Valkenhayn has range, dashing command attacks, and Wolf form to maneuver around it or hit her before it is summoned. Luckily, if he goes into Wolf form and mistimes it, he can't block- free combo. Lambda: Gravity Seed Always useful. Don't try to use it against Human Valkenhayn since his reach is outstanding. Wolf Valkenhayn can't block so use this to your advantage. Summary 60-40 Valkenhayn's favor. Valkenhayn has got some great pokes and apparently nearly broken mixup. Wolf form's mobility is reminiscient to Tao's- which is bad: he can be evasive and zoom through our stuff. Together, with the speed of the transformation- he can change styles very fast- adjust accordingly. It's still early to tell if this is a bad matchup or if it's just an undiscovered one.
SolarMisae Posted September 21, 2010 Posted September 21, 2010 Oh fuck. This doesn't sound good...this better get fixed in the patch. >[ Edit: lol very funny. OTL I'm far too gullible and didn't read the last part.
germanturkey Posted September 21, 2010 Posted September 21, 2010 i would speculate that his is actually a fairly okay matchup. he's quick moving, but it also seems like he has a ginormous hitbox and can be zoned "easily." it'll be interesting to see how his wolf form can take on swords.
kenja0 Posted September 30, 2010 Author Posted September 30, 2010 Updated. Let's get some feedback in here.
tuka Posted October 1, 2010 Posted October 1, 2010 He has access to Taokaka-esque mobility, good mixup and most of his specials (plus land super on reaction) breeze through sword spam. He also kills Lambda with two combos. 6-4 in Lambda's favor?
NewNugget0 Posted October 1, 2010 Posted October 1, 2010 Valk can get in close range very easily in wolf form, then proceed with pressure with his long reach. It was very difficult.
toanenadiz Posted October 1, 2010 Posted October 1, 2010 His wolf form has a command grab, which you didn't mention. He can change his dash direction 4 times i believe before he runs out of gauge and it seemed hard for me to stop his approach with swords. Might just be a lack of match-up experience though. His wolf form's 214A/B seemed to clash with 6A a lot also. His 632146D travels the same distance that Lambda's 5C hits. It blows through everything. If you are able to, you can DP it after the super flash easily or just IB it and punish with CH 5C(1) combo. You should also be careful cause he can RC it at any point and try to go for a mix-up(like his command grab). His 6C is pretty slow and telegraphed so you can DP it on reaction if you are in range. Or at least I could.
JinSaotome Posted October 1, 2010 Posted October 1, 2010 yeah, Valk's 6B/6C are both pretty slow, just don't poke him out of it because they have great attributes and murder you on FC Make sure to reversal or backdash. Said overheads are also positive on block, so if you don't react and just block it, don't poke out again because he'll just 2C or whatever into death. Valk can also do [w]C torwards you to do a low to the ground [w]j.B overhead, or go low with [w]5A
kenja0 Posted October 1, 2010 Author Posted October 1, 2010 He has access to Taokaka-esque mobility, good mixup and most of his specials (plus land super on reaction) breeze through sword spam. He also kills Lambda with two combos. 6-4 in Lambda's favor? Haven't actually fought one yet. His [w]C motions are limited to straight up, forward, downward, and Diagonally either up or down. He can also hop backwards in the direction opposite of where he'll go then go forward. Changing direction forces a direct pause. He is as fast as Tao's dashes, but doesn't have as many options like Tao's D~B/C. He has the D cancel which gives him Human form options. Lambda has to stay on her toes in the match too, but it shouldn't be as bad as Tao despite the damage up (because taunt loop twice = death). But I understand how she has a disadvantage now simply because he CAN get in and has dummy daifunka supers: 6-4 Valk's favor then?
zreb Posted October 1, 2010 Posted October 1, 2010 Of course, some people should look into the command grab during a [w]C dash. If this is true... fuck. If you're talking about on the ground, it won't work since Valk qualifies as being airborne during [w]C dash. If he tries to command grab while he is dashing, it counts as an air grab. He has to land first if he wants to do command grab while you're grounded, which is arguably more projected than doing it straight out of dash.
severin Posted October 1, 2010 Posted October 1, 2010 Curious to see how he deals with spike. Seems to me that if he wolfs over it, we'd have time to dash under him and spike again.
loerg Posted October 4, 2010 Posted October 4, 2010 i dont think she can hold her keep away game to long since wolf form dashes are pretty fast and his movement is really good so people better start practicing there up close lambdas for this match lol
L1F3 Posted October 4, 2010 Posted October 4, 2010 well i only have xbl, and you main TAGER, mike lol, and that means that neither of us played a valk yet. But his drive is stupid fast and actually has some pretty fast high/low mixup in wolf form (wtf!?) from what i've seem about his command grab, its pretty telegraphed in terms of start up, so i'm not too worried about that... so for now, i'm not gonna offer anything since its all theory fighting, and that's no good lol also, sup matt :3
No Limitz Posted October 14, 2010 Posted October 14, 2010 Man what the hell is the advantage on his 236A, even with IB I can't seem to get out of block strings that end with that. Without resorting to CA or GS, I have to wait for them to get bored of using the same blockstring till they do a 236B/C. It's like a safe Hell's Fang.
zaeris Posted October 14, 2010 Posted October 14, 2010 Man what the hell is the advantage on his 236A, even with IB I can't seem to get out of block strings that end with that. Without resorting to CA or GS, I have to wait for them to get bored of using the same blockstring till they do a 236B/C. It's like a safe Hell's Fang. his 236a looks very safe atm and on block I think bang can't 5a it without IB, I did test this a while ago but forgot if that was a the case. So far its a faster and better version of lambda 236b. IB 236a press 5a should work as I've landed counter hit if valk contiunes to do block strings after.
BladeOfJustice7 Posted October 15, 2010 Posted October 15, 2010 If you guys are talking about the butler charge iirc it's at least +2, not sure cus 6c also has plus frame advantage on block. But I think 6c has +6, correct me if I'm wrong someone.
kenja0 Posted October 18, 2010 Author Posted October 18, 2010 his 236a looks very safe atm and on block I think bang can't 5a it without IB, I did test this a while ago but forgot if that was a the case. So far its a faster and better version of lambda 236b. IB 236a press 5a should work as I've landed counter hit if valk contiunes to do block strings after. I think it's possible to do a backdash after an IB. Lambda has a good backdash that has a lot of startup invincibility and should be a safe escape UNLESS 5B/5C comes out instead.
ikeTATARI Posted October 22, 2010 Posted October 22, 2010 You can throw him if you IB 236A - it beats anything he can do at that range (including 6A, which beats any of your normals.) Valk's whatever into 236A 2A is a frametrap - you can reversal out of it without IB, but if he 6A's the guardpoint eats your reversal... Luckily 236A is pretty easy to IB so just throw him and get combos. I picked up a little bit of Valk and the sad truth of the matter is that wolf dash looks really good in theory but once you start expecting it it's fairly easy to beat. One of Valkenhayn's best options is to use the wolf dash as an "added air movement" - he can jump, dash, 5DC and get an extra "airdash". He's vulnerable while doing any of the wolf startups though, so you just have to see how he's jumping at you. If he tries to just wolf dash forwards on the ground from any decent distance, you can 5C/2C/whatever it for free. In the air he's a little harder to predict since the wolf dash is pretty quick, but I generally just 2D as soon as I hear him go wolf - I don't remember what the sound clip is, but he definitely announces it and 2D covers a pretty good distance over your head. Also, Valk kills you in 2 combos, but only with the right hit confirms. From mid-range (which is where you should be trying to keep him), he hits into like 2k damage. At close range off of bad starters? 2800~3200. It's when he has the meter for rapid cancels that he's scary, but even a max range 5B 5C 236A RC will whiff the follow ups, so just keep him from getting too close and he loses most of his damage dealing potential. I would also say, don't jump unless you're doing a j2D or planning to air throw him. His jump normals are all better than yours, and jB leads into some pretty damaging j214B combos - and they build 30~40 meter, which you really want to prevent him from doing.
No Limitz Posted November 21, 2010 Posted November 21, 2010 IBing his 236C then jumping back and air grabbing to catch the Wolf follow up is lulzy
DJRocha Posted January 17, 2011 Posted January 17, 2011 Fought a handful of Valks online and now I avoid them. 2D is alright but a gamble for me (wolf air dash is so fast). 2C is slow and the only thing thats slightly threatening for Valk is TK cresent as an AA. Does Valks wolf very fast dash attack thingy has priority over Lambda's sword summons? I saw mine gettin clashed or he go pass through them like nothin. . .
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