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Posted (edited)

Matchup: 5-5

CS2 Valkenhayn vs Lambda

Valkenhayn is a strange character. At some points he has the mobility of a Hakumen, at other points he has that of Hazama. It's obvious which form is more threatening, but that doesn't mean his human form isn't dangerous either.

Wolf Form

Valkenhayn's biggest specialty. Without even the notice of startup, Valkenhayn can transform into a Wolf that is about half his height and three times his width. In this mode, Valkenhayn's mobility is up tenfold. He is also limited to 4 attacks: A which is a low, B which is a launcher, j.A which is a high, and j.B which is a knockdown. Seems simplistic but also really damn versatile.

The only disadvantage for using Wolf form is that Valkenhayn can't block in it. He has to stay on his toes to dodge stuff, but he has that mobility to where blocking doesn't really matter anyway. But it's always something to note.

Now, Valkenhayn can't stay in this form forever- I mean, who wouldn't want to stay in that form to fight? He has a Wolf meter that slowly depletes when he's in that form. It depletes faster for command attacks and massively faster for initiating a Wolf dash. If a Valkenhayn should ever have it depleted, he is unable to change into Wolf form for a long time (think dead Ada recovery time). He's always managing that meter. The key is to watch for that meter drop, because those will be the cue for when he has to transform back and slow down to regenerate.

Luckily, his command moves aren't really good outside of a combo, so you probably won't be seeing them outside of that.

Wolf B

Valkenhayn's wolf form B attack is an AA uppercut that needs to be aerial barrier blocked. It's got the range and speed of a god. Think CS2 Rachel 6A/Ragna 6A/Nu 2C, now make it better. It's really good. Don't get caught by this because this is how all of his combos start. His A moves hitconfirm into this.

Wolf Mixup

Wolf form is a bit obnoxious. His A on the ground is a low, but if he's Wolf dashing, his j.A is an overhead. The speed in which he can switch between these is phenomenal. Obviously, if he's flying at you, try to 6A him. If he's grounded, throw out a ranged attack that's not 3C. 3C can be baited into airborne state. If he's attacking, I think 4B loses or trades, not sure.

Wolf Dash

Wolf dash is Valkenhayn's trump card. Using Wolf dash, Valkenhayn can aerial dash in 8 directions. The backward directions he travels are feints with some invincible frames that send him in the opposite direction he starts (kind of like a slingshot). Also, did I mention it renders him airborne? That means those A attacks turn from fast lows into fast overheads.

The sheer speed of these dashes and the versatility of the directions he can travel in makes it hard for Lambda to calculate where Valkenhayn may be moving to and how to accurately punish in time with a D. Valkenhayn is really, really fast in this mode so don't underestimate it. Like really. Fast.

One thing is apparent though, Valkenhayn wants to eventually end up next to Lambda to attack her since he is a close-up character only. Since his Wolf dash is airborne and he can only attack physically, this makes it obvious that the best option to counter him is with a close-range AA like 6A or a little less dependable 6B/4B/2C. Also, if you feel like you can get a Spike Chaser set up, do so. Those 214D will crumple his wolf form into bits.

Wolf Cancels

Every special and command normal (6A/6B/6C) can cancel into an aerial dashing Wolf form on hit/block or even whiff. Valkenhayn is not invincible while he's doing this, so it is necessary to react to it with a 5A or more popularly a 6A. The only time it would be bad to punish that would be when he does a retreating dash instead (1/4/7D) which gives him some invincible frames (but he's still vulnerable during startup).

Watch out for random whiffing j.214B while he's in the air since that's a go to move to do quick Wolf dashes.

Just a general rule of thumb, after a command attack, try to block high, Wolf Cancels are always Wolf Dashes, which are airborne.

Wolf Grabs

If you're sitting in one place blocking, Valkenhayn can command grab you and deal great damage. He can do this on the ground and in the air. Luckily, the timing and positioning for it is just as hard as Bang's command grab is to score so you won't be seeing it too often. And like Bang's command grab, it requires meter to combo off it. But it's always a threat for turtles.

Human Form

4 Primers. I doubt anyone will be able to break any of them, but if there's a chance, try to break them. Remember, he can only be in Wolf form for so long before he has to revert back to recharge. Valkenhayn's normals aren't really that special. His 6A is an AA that has a guardpoint, but that's about it. 6C is a long range low invincible overhead. The other noticeable one is j.C.

j.C

Anti-airs fail to this aerial, which is ironic. It's also considered an overhead (because some characters just don't have overhead aerials...). If you're blocking a blockstring, watch out for his jump cancels because this will probably be his go to move.

Frame Trap 236A

A popular combo Valkenhayn likes to do when he's low on meter is anything>236A. The 236A should reset both players right next to each other, but unfortunately, Valkenhayn has a few options after this that require different responses. He can either goes for 2A to hitconfirm into another combo, green grab, or Wolf dash cancel. You can block to prepare for the throw tech or attempt to punish his normals/wolf dash with our own 5A/2A; back dashing gets trumped by wolf dashing.

Only you can prevent Wildhayns. Help build this thread up for the shorties.

I'll update with feedback

Edited by kenja0
Posted

Valk's 236A is actually -2. And because of how easy it is to IB, he should normally be at -5 after it. You can throw him if he tries to do any normal move after it. However, most good Valks will wolf cancel and I've found 5A works pretty well to stop the subsequent wolf rush down.

Posted

Frame Trap 236A

A popular combo Valkenhayn likes to do when he's low on meter is anything>236A. The 236A should reset both players right next to each other, but unfortunately, Valkenhayn can attack before the other player does. He either goes for 2A to hitconfirm into another combo OR green grab. The best thing to do is block and prepare to throw tech. I'm pretty sure there are other options if someone is willing to give feedback.

This was only true in CS1; 236A leaves him at -2 now, which means that if he does 236A and then mashes 5A while you mash 5A, you stab him in the face before he punches you. :P There's no frame trap about it anymore. If he's foolish enough to blindly 236A you, you have, at the least, time to backdash out if you want space or whatever. This move is not the threat is was in CS1.

Posted

The thing that annoys me about Valkenhayns is really good ones who can plow right through Lambda. I fought a solid Valkenhayn before and you really, *really* have to watch out for his dashes and Wolf form feints.

Posted

General things

Don't AA him with a normal when he's in human form. His j.c will absolutely murder anything.

Jumping in without any protection (236d/214d) is a big no-no. Wolf 5b is broken.

He can't block while in wolf form so swords are awesome while he's jumping around. I find that if he does wolf form I throw out a 214d to get him to go around it and try to 2d/6d him out of the air.

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