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Posted

I think this is a fun match but very momentum based. You have to know what your doing or you'll get eaten up badly.

Overview

Valkenhayn's best defense is his offense so generally he'll be moving around the screen especially in wolf form. Watch his wolf meter and if he has 50% heat because then they'll switch up how they play.

Fullscreen:

Set staff (5d/2d/4kote/6kote etc.) They usually try to come in on you from the air. Releasing staff and doing 5a/Hatsu can cover you

If they come at you with wolf dash with canceling it do 6b to hit them out of it.(Remember in wolf form he cannot block).

Other:

+ J.C/6b Is a good tool in this matchup but don't come too predictable in your movement. Valk(human) has good reach and better neutral than litchi but his overall damage got decrease (ex. 2c counterhit). Try to get in with pokes (2a, 5b)

-Try not to be in the corner with Valk because he has way to many options(wolf command grab, JC Rapid JC fuzzy gaurd, 2a>2b>6b/6c). Just wait and see what he's going to do to counteract it.

-Since he can cancel any of his specials into wolf he can create mixups.

-After Weiß Jagd(followup to Black hunt) do not roll because they will try to catch up which will setup for another combo.

+ If Valkenhayn jumps in on you 2c sometimes work but 2a/Itsuu A works best.

+ Oddly 5c(staff or staffless) makes Valk's CA whiff.

-Watch for fuzzy guard/Crossup setups (JC Rapid JC, Eisen Wolf)

Try to get him in the corner as much as possible. Watch out for 6a though so bait it out.

Posted

It is, I was in a middle of a paper and this popped in my head. There's definitely more to this, but if anyone wants to input your more than welcome.

Posted

2c is a very unreliable anti air imo, unless you're talking about 2c staffless

i didnt know about 5c making his CA whiff. . . im going to check that later. i was aware that it could be low profiled with 2B and avoided with 2c as well (ragna's CA can be avoided in the same way)

as far as special cancel > wolf stuff you have a couple of ways to go. . . technically it's not very safe for him to go into wolf that way. you can dp if you think they are just gonna go in and then you can get 4.5k or so (remember that you can combo off the rising hit of tsubame). he can juke back with 7C or 4C (most seem to prefer 7C) > 2C is effective vs this

6A loses to lows

for rising jC human shenanigans, he needs to be at a specific range (a little less than 1 char length) so just be aware of his meter and positioning and you should be fine (or at least not caught off guard)

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