-
Posts
4,794 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Kiba
-
[CF] Valkenhayn Strategy Guide (Beginners Please Read Here First)
Kiba replied to Kiba's topic in Valkenhayn R. Hellsing
Gameplay Valk is an extremely tricky character in terms of mix-up. His high/low mixup is one of (if not the) the best in the game, and you should take advantage of this. Your optimal pokes are dependent upon where your opponent is. You want to use 5A/2A, 5B, and wolf pokes for close range combat. Mid screen you want to space and counter poke with 5B, 6C (situational) and 5C. Proper use of these pokes will either score you a simple combo into knockdown + oki, or a reset opportunity. His mix-up is somewhat vulnerable to mashing, however he has tools to deal with the majority of situations where someone is trying to counter your rushdown. The following examples will illustrate these basic mix-up principles, along with options to consider when someone is mash prone. You will also come to realise that playing against Valkenhayn is quite an odd matchup for the majority of the cast because usually they will not know how to deal with him. Try to abuse his wolf movement in neutral more as flying around the screen and making the opponent impatient both opens up more options of approach and gets the opponent to do something you can take advantage of. The following provides some examples of moves characters will be more likely to use in neutral against Valkenhayn: Ragna - Hell's Fang / Gauntlet Hades Jin - 214D (Ice car) / Hizanzen / Hizangeki Tsubaki - 236C / 236D ('Shield Charge') Platinum - 236C (Heart Car) Valkenhayn - Wolf cannons Izanami - 214B (Slide Attack) With these examples set aside it will be in your best interests to play certain matchups with caution and try to work on baiting and punishing these if your opponent uses them. You will learn to deal with all this in all due time. You will also realise that you will face a lot of DPs due to Valkenhayn's strong mixup, but this does not mean you should give up on your oki. I understand being scared of DPs, but if you respect your opponent, you'll give them no reason to DP. You need to induce fear into the player and encourage them to DP at times. Sure you'll get hit at times, but if you're running away in wolf then they won't DP at all. If you want to get around DPs please take a look at the various oki and useful mixups explained below. Getting in There is no reason why you should be far from your opponent unless you are buying time to rebuild your wolf gauge. Valkenhayn gains no benefits from being long range so you want to constantly be in your opponent's face. Normally Valkenhayn does not have many manouvers to get in his opponent's face while in human form. 236A covers alot of ground and is pretty fast so it's useful for startling your opponent when they're trying to get onto you, especially if they try to air dash since it'll send them flying to the other side of the screen. Remember it's only 0 on block, and the recovery is not too bad which makes punishing it hard unless your opponent reads it but try not to abuse this as you'll be put on the defensive. It's something you'd really fall upon when you have no wolf meter or when you're playing against another Valkenhayn player. The key of using human mode is to play footsies with your opponent and catch counter hits in order to guarantee your corner assault. However, in wolf mode, Valkenhayn is granted with a ton of ways to get in. A typical way of getting in is by jumping and using w66D which has a massive jump arc and covers alot of distance. This can be followed up with a j.B or j.C to begin the pressure you inflict onto your opponent. This is a very easy technique to anti air though, and in those instances you could use w7D followed up with an attack to punish your opponent's recovery and evade the hit. Alternatively you could barrier block but then you'll be put onto the defensive which is not what you want. There are two ways to stop your movement by wolf braking and you can use 7D/4D > 4C or 1DC. 1DC is easier and allows you to brake in the same position and it's easier, but the 7D method will make you move back a little before breaking. 1DC allows for more fluid movements, and it's better to opt for this rather than what I mentioned in the wolf movement tutorial below in some cases. In addition, the wolf's variety in movement allow for mixed ways of getting in and some examples are as follows: Running around in wolf form You can play footsies with w5A and w5C Slowly drains wolf gauge and can quickly close gaps. Can encourage players to use attacks they wouldn't normally use and you can evade them with 4D/7D wj.66D Overused approach. Barely uses any wolf meter and covers a great distance. Main approach is wj.66D > j.B/j.C Can use wj.44D for a defensive/evasive manouvere. Can use this approach to air grab opponents in the air Can use followup 7D, or wj.214A to bait anti air attempts Can barrier to block the anti airs, but you'll be on the defensive. Even more useful against Nu-13 and Mu-12 for example. wj.236A Can be used for movement or to get hits. Unsafe if blocked so use 4D > 4C, 7D > 7C/4C or 1DC wolf brake followups. Can use 7D > 4CD wolf brake to revert to human form and have access to an air dash (w236A > 7D > 4CD wolf brake > Forward/Back air dash) If opponent blocks wj.236A you can followup with 3D > j.A to stay on the offensive. Can be combined with wj.66D movement. So w236A > 7D > 7CD (or 1DC) wolf brake > wj.66D. w236B Same as above. Can use w236B > 3D > j.A for offense, or w236B > 3D > j.D > j.B Against Tager, can use high jump D > wj.236B > 1DC (or 7D > 4C) wolf brake > wj.66D to get around him. 2C/5C/3C in neutral > 6D 5C especially can trick the opponent into thinking you're in recovery whilst you go on the offense with wolf. The 6D followup is a wolf command dash and consumes more meter so it shouldn't be abused. Can be used defensively. For example, 3C > 7D > 4C wolf brake 6D/high jump > 6D Very quick way of closing gaps but uses a lot of wolf meter. More useful against characters with weaker normals. Combining with 7D/4D will use even more wolf meter. Jump > 6D > j.D > j.B/j.C can be used to save wolf meter. These are just examples so feel free to get creative. Ideally you don't want to spend too much wolf meter manouvering around in neutral because when you do manage to get in, your offensive options will be limited. You don't always have to use wolf. Human mode is decent enough for moving around and he has decent footsie options such as 5B / 5C. Anyway here is a tutorial explaining various approach options. Offense When in your opponents face, you have many ways of applying pressure. In Human Mode, you have a high / low mixup from most normals and gatlings. For example, you can use 2C > 3C or even the 2C > j.C instant overhead which is not easy to react to. You even have the choice between 6C > 6B and 6C > 3C. Remember that the j.C > RC > j.C instant overhead can be used from any jump cancel or even immediately on someone's wakeup, and it's these kind of tools which can make an opponent guess block with your pressure. 236A can be to close the gap between you and your opponent, but this is not particularly safe as your next attack can be poked out of. This is why you have the wolf form to close gaps because it's much more scary and provides a lot of flexibility. It is more effective when rapid cancelled as it provides a more safe way to apply more pressure. 236A > RC > 2C can catch counter hits if your opponent is used to pressing buttons after 236A, and this can prove to be a great reward. Throws are useful for good damage for very good corner carry but usually you'll be out of range for this to be really effective unless you're using it on an opponent's wakeup. This is because Valkenhayn's human normals generally have a big pushback, especially when barrier blocked, and Valkenhayn can run like other characters. This is where integrating wolf mixups come in. By combing your offense with wolf movements you can close the gap between you and your opponent and place them into a more difficult position. How to integrate the mixups? I'll give you a general idea by using a basic example. By using human 5B, you can jump cancel it, transform into wolf, and then use 3C to get in closer to your opponent and still be able to provide a high/low mixup. In addition to this you also have a command grab. Look at that, in just a second you've already transformed into wolf and earned better pressure and mixup. Try not to be reliant on this however because mashing will beat any of your attempts, but remember that you can do this setup from any jump cancellable normal. Another way of incorporating wolf mixups is by using 2A > 5D > 236C. It is really effective because it's difficult to see and react to if done correctly and fast enough, and because of this, I would highly recommend players to practice this. Rushing this may put you back in human form again, losing your advantage, and not doing it fast enough would give your opponent more time to react to it. You don't even have to go into command grab. You can go into > w5A and begin your pressure from there, going into brJA or w5C for instance. Remember the command grab refills your wolf gauge and leads into 3k max in the corner. If you use the command grab midscreen and you want to followup from it, only 6D can be used. Earlier I mentioned how it might be difficult to catch your opponent with a human grab. This is easily remedied by wolf movement & example of this is: w[5A/5B > 6D > j.D] > Throw. See? In your opponent's face in a matter of seconds, and it has a very high chance of working because by dashing you trick your opponent into thinking you will be opting for a high when you're not (unless your opponent is really mashy). In addition to this, you could use the same setup but opt for a 2B instead of a grab. Blockstrings Valkenhayn has a lot of useful blockstrings but in human form, the main game will be to keep them quite short because a lot of his normals have strong pushback. In wolf form, you have to keep your opponent guessing & if you want stronger wolf mixups you are going to have to learn the IOH j.A which increases your chances of hitting the opponent. In order to do this will you need to learn how to 'wolf brake', & it is explained here. There is now a video tutorial shown here. Universal Blockstrings 2B > 5B > 3C 2A > 5D > w[236C/5A] 2A > 5A (whiff) > Throw 5B/2C > j.C > RC > j.C 2A > Forward Dash > 2A > Purple Throw (TRM Setup) 2A > Forward Dash > 6C (Throw Bait setup) 6C > 6B / 3C True Blockstrings with OD 6C/3C > OD > 5B > 3C 6C/3C > OD > 5B > IOH j.C > 3D > wj.A/j.B Blockstrings against Opponent's Barrier 2A > 2A > 2B > 3C 2A > 5B > 6C or 2A > 2C > 3C (2C may whiff if you're not close enough, so use 5B instead) 2A > 2A > 2B > Slight Delay > 6C 2A > 2A > 5D > w[5C > 6D > j.A] Blockstrings safe on IB 2B > 5B > 3C 5B > 2C > 3C w[5A > 5B > 5C] Wolf Interchange Mixup 2A > 5D > w[B+C] 2A > 5D > w[brjA] 2A > 5B > j.D > w[3D > j.A (blocked) > B+C] 2A > 5B > j.D > w[3D > j.A (blocked) > j.C] 2A > 5B > j.D > w[3D4C] (You need to brake with 4C to get a fast 5C) 6B > 5D > w5A > brjA / w5C w[5A > 5B > 5C > 6D > j.A > 5D] > (2A) > 2C > IOH j.C or 6C or 3C Special Cancel normal into 236B > 6D (drive cancel early so 236B whiffs) > wj.B > wj.C (If they block wj.C you can go for an additional overhead: brjB) Wolf Standard Blockstrings w[5A > 5B > 5C > 6D > j.A] - Tight blockstring until 6D > j.A w[5A > brJA] - Sub-route 1 (High): w[5A > 5B > 5C > 6D > j.A > j.C] - Sub-route 2 (Low): w[5A > 5B > 5C > 6D > j.A > 5C] - Sub-route 3 (Human Throw): w[5A > 5B > 5C > 6D > j.D] > Throw - Sub-route 4 (Human Low): w[5A > 5B > 5C > 6D > j.D] > 2B - Sub-route 5 (OS to block DPs): w[5A > 5B > 5C > 6D > j.D] > 1B - Sub route 6 (Wolf crossup - Midscreen Only): w[5A > 5B > IAD > 2D > j.A / 1DCB] - Sub route 7 (Fake crossup - Midscreen Only): w[5A > 5B > IAD > 1D > j.A / 1DCB] Shown here Wolf brake 'mash safe' blockstrings (IOH j.A) w[5B > 1DC wolf brake > wj.A] w[5C > Wolf brake > wj.A] w[5C > 1D/3D4C] w[j.C > Wolf brake > j.B] Wolf brake 'non mash safe' blockstrings w[5A > Wolf brake > j.A] (Still a really strong mixup) 5C / 6B / 3C > 1DC Wolf brake > wj.A 2C > Wolf brake > wj.A (Trades at best against a 5A with 5 frames startup. Still quite effective.) Any Special > Wolf brake > wj.A Nacht Jager Nacht Jager Meter-less: - Sub-route 1 (Escape): 236A > 7D > w[j.4C] > 44D - Sub-route 2 (Human Fakeout): 236A > 7D > 4C > 66D - Sub-route 3 (Human Airdash):236A > 7D > w[j.4CD] > Forward Airdash > j.A > j.C, or back airdash - Sub-route 3 (Wolf): 236A > 6D > w[j.A] (Again opponent needs to commit to blocking, they will most likely mash) - Sub-route 5 (Wolf Fakeout): 236A > 7D/4D > w[j.A/5A] Defense Valkenhayn lacks any strong reversal to fall back on when it comes to escaping pressure. He has 6A but that only has head and body invincibility, not to mention it is not active from the first frame meaning you can be hit out of it. Also, as there is no foot and throw invincibility, 6A will lose to lows and throws (including command grabs), which makes this very risky to use on your wakeup as you'll have to guess with what your opponent is going to do. Proper use of this move include IB'ing and using it as a counter against overheads for example. Valkenhayn also has low health, which means you do not want to be blocking a lot. He also has sturm wolf, but that comes at the cost of using heat and it's not all the time you may be sitting on heat. Sturm wolf (632146D) is horrible to use as a wake up reversal because the super flash gives the opponent time to try and react to it, for example, Ragna could beat it out with Inferno Divider. Even if they try and pressure you with 5A/2A, they may still be able to block the attack in time. The opponent could even jump over it. This is why it's better to use the move while you're blocking (preferably IB'ing), so you can punish a followup special/gatling which has slow(er) startup. For example, any normal that Ragna gatlings into a drive or special (5D/2D/6D/Dead Spike/Gauntlet Hades/Hell's Fang) will lose to Sturm wolf. In situations where you are on the defensive, use your barrier to push the opponent out and get away by either backdashing, jumping out, or even using wolf mode to get out. high jump > j.D > 7C provides an invaluable escape route when you're backed in the corner. In addition, IB'ing provides you with more heat and gives you more opportunities to poke players out of certain blockstrings. Even if the combo damage you do is abysmal, at least you've gotten the opponent off your back. IB'ing also makes it easier for you to backdash out of blockstrings if necessary. You could counter assault with Valkenhayn too, but consider the downfalls. His counter assualt is his 5C which lacks foot attribute, so characters can evade it by using attacks which low profile it, i.e Taokaka's 2A or Tsubaki's 3C. It is also quite slow in startup which makes it quite easy to bait. His 2C provides you with a decent anti air but it has no invincibility meaning there are times where you can be hit out of it, or it will trade. Remember that w5B is a good anti air which. List of Defensive Options Backdash (when there's a gap in someone's pressure) Counter Assault (while blocking 6A+B) - To get someone of you quickly Hj.D > 7D (> w236A) - Mainly used to get out of corner pressure j.D > 6D > j.D > air backdash w66D > j.D > w7D or w236A > 7D - To avoid/bait anti airs Baiting and Punishing Valk has multiple ways of baiting reversals, DPs and even anti airs. For example, by using w[5A > 5B > 5C > 6D > j.D], you can actually block a lot of DPs and reversals the opponent may be mashing i.e if you used w[5A > 5B > 5C > 6D > j.D] and the Tsubaki mashes 623C, you can block the DP in time and then punish accordingly (6B FC is best here). Valk transforms back into human form on frame 7 so this simple method will work against any characters DP/reversal that has more than 7f startup. That is most characters except Ragna's ID & Arakune's reversal because those have 7f startup. Against Tao's reversal, You can do w[5A > 5B > 5C > Wolf brake > j.A], and if performed correctly, you should see the startup of the j.A during the superflash, AND THEN you can use 4D to dodge the super and punish with 6C. You'd probably want to opt for 7D because if you use 4D you'll just charge right back into the attack. You may not even be able to punish it because you may be out of range when you go past her. Arakune's will just flat out beat you without IB, and even if you manage to 4D/7D away, you will need to cancel the dash with 4C otherwise you'll be diving back into the attack. Lastly, no this addition will still not work against Ragna's ID. Lol. There are ways for your opponent to get around this however, and even though it could be considered slightly minor it will greatly affect the momentum of the match. The first option will be for your opponent to IB w5C. If they IB, any DP/reversal with a startup of about 10f (need to re check this) or lower will catch you dashing in. You will not be able to block in time and you can't even use the wolf brake bait. The alternative method would be for your opponent to mash 5A or something like Jin's 623B that has some kind of range. If they mash 5A they will win, but if they don't IB and you attempt to go in for more pressure you'll either trade or get a CH. On normal block they need to try to react with 5A otherwise they'll lose (reacting is more unrealistic). Also don't try this just by doing w[5A > wolf brake > j.A] for instance. w[5A] has less blockstun so it's easier to mash out of your stuff. You have to use w[5C]. Elaborating on punishment, if in the usual case you bait a DP or reversal, always always punish with 6C regardless of whether it's midscreen or in the corner. It's the best confirm, it fatals, and you can rack up 3.6k + damage even without wolf. For example, something like: FC 6C > 2C > 5C > 236C > 3C > 236C > 3C > 236C > 5B > sj.BAB > dj.B > j.C. Even if you have little to no wolf meter in the corner, 6C is still your best punish. There may be instances where you will be incapable of using 6C to punish due to spacing issues. In that case, your most convenient punish will be (5C CH) > 236C. In wolf form, w[5C CH > 6DD] > 2C is the best punish, but remember that to inflict the maximum damage from these confirms, you'll need wolf command dashes. You won't be able to do much with no wolf meter from certain distances. Combo Theory The combo that you choose in any given situation is generally based on: 1. Your starter. 2. How much wolf meter you have. 3. How much wolf meter you are willing to spend. 4. Where you are on the screen. For a list of the combos please take a look at the first post here: http://www.dustloop.com/forums/index.php/topic/9657-cpex-valkenhayn-combo-thread-less-launching-more-biting/ You should use a maximum of 2 command wolf dashes in certain combos so you have meter to spare for mixup. If you can use 1 command dash then that's even better. Midscreen you'll probably be using 2 wolf command dashes, but in the corner there are many opportunities where you can use only one, or even none. Here are some examples: From corner crouching confirms: 5B > 5C > 236C > 236A > 5B > 2C > j.B > dj.B > j.C Corner Throw > 236A > 2C > 6C(1) > 236A > 5B > 236A > 5B > 2C > j.B > dj.B > j.C The w5C Loop: This is not easy to do and not necessary for combos, but if you want more swag and/or you're a player looking to deal the most damage (not by that much) then this is for you. This wolf loop is done by doing the following input: w5C > [3D > 4C] xN (repeating the 3D > 4C). The 3D > 4C is the wolf brake and is necessary in order for you to get multiple wolf loops. You cannot perform the combo without the wolf brake, even in OD, and you need to input it fairly quickly. If you're not aiming to perform the loop several times then you can input: w5C > [1D > 4C] or w5C > [2D > 4C] Using 1D/2D is easier than 3D, but isn't recommended for multiple loops (more than 2) otherwise you'll end up too far to followup. Using Distortion drives The Minimum damage of j.236236C has increased so it's more worthwhile to use now! Ending combos with using j.236236C can allow the opponent to roll out of the corner however, thus losing your corner pressure. THERE IS however a way to stop rolls after Konig Flug, but you will need 50 meter. After a Konig Flug in the corner, at the end of the recovery, input 412364D. This is an option select. If the opponent rolls behind you, Sturm wolf will activate and hit them. Sturm wolf is also good to use in the corner when you want to build up a little more wolf meter. -
[CF] Valkenhayn Strategy Guide (Beginners Please Read Here First)
Kiba replied to Kiba's topic in Valkenhayn R. Hellsing
Common and Bad habits Regularly using human mode instead of wolf mode for neutral game purposes This is something you may pick up when learning Valk. You must realise that in human form Valkenhayn can't dash like other characters can and his neutral game isn't that good. His air dash isn't also that good and you may find yourself relying on certain normals such as j.C, which can be read and can be anti aired. j.C is also more unsafe if you use it from a very high position if blocked, and you can lose to mash if you try to attempt to further pressure. You'll also find that your mixup is heavily limited, so there may be a huge reliance on 236A and 6C. Learn to try to run around in wolf form. You can get to your opponent quicker and it's easy to play footsie games with w[5A]. Despite this you'll have to be patient at times to build back wolf meter but you may have to move around a lot especially against characters with a fast play style if you don't want to get caught blocking. Mashing normals after blocked 236A 236A leaves a neutral advantage on block but that doesn't mean you're free to pressure. You will usually lose to an opponent's mash if you try to press buttons afterwards, especially if they instant block. which makes it more unsafe. This is why you can't afford to abuse this move, because you will usually have to block afterwards and you don't want that. Abusing Wolf Cannons They're pretty unsafe on block, and even trying to cover yourself with a followup 7D/4D can get you tagged by 5A or AAs. The wolf cannons are especially unsafe against Tager. You need to be able to learn when to use the cannons because they're fantastic for fetching counter hits. They're not so bad to use against air bourne opponents on block, but using like that has little significance. Try not to be obvious with them either because you can also be hit out of it. Mu's 5C, Litchi's 6B and Ragna's 5B are perfect examples of attacks which can hit you out of horizontal cannons. The wolf cannons also take up more meter in CF!! Wolf cancelling some attacks for Pressure This is the same as the above. If you try to go onto the offense after a blocked 236A for instance, it can lose to DPs and mashing. Even trying to retreat can cost you. For example, 236A > 7DC cancel can lose to a dash 5A with Jin. This isn't to say don't use specials, as Valkenhayn in human form has limited pressure/mixup options, but just know that they are not completely safe. 236A is semi safe but it’s not safe in the regard that you can go for further pressure. You will have to block, and like I said earlier, you don’t want that. 236B and 236C are mainly combo fillers although 236C is also really effective for a ranged punish. You can use 236B and cancel the first hit into 6D > j.A mixup, which isn't bad as it acts as a fake low into a quick high. The only exception to this is 6B > 5D > w5A which is gapless on normal block. Like I said however, you'll have to assess just how much your opponent knows Valkenhayn and choose whether to use this or not. Wolf Meter Management One of the key factors with Valkenhayn is learning when and how to conserve wolf meter. Using the majority of the meter will leave you with very little offensive options, and running out of wolf meter makes it easier for the opponent to tackle you down. You want to move around using as little meter as possible because you want to use it to maximise your pressure and mixup potential. Like I said before, if you’re low on meter you can use a command grab but it can be obvious that you’re aiming to opt for it. There are two movement options that most Valk players should learn how to abuse first and foremost: - Learning to approach your opponent by just by running on the ground, because wolf walk speed is ridiculous, and it's possible to play footsies with w5A. You are not using any extra wolf meter for this simple approach. - Learning when to use cannons in neutral as a movement option and as a way to score counter hits (they don't use that much wolf gauge compared to Rasen). Also, please take a note of some of these useful cancels and movement options which would help you to save meter. Remember that you don’t have to use these, they’re just a guide, and remember you're not there to look fancy. You're just trying to get in whilst consuming as little wolf meter as possible. For visual aid, please refer to this part of the Valkenhayn tutorial. I'll provide some cost effective useful wolf movements which should be considered for better play. [w]j.66D You are using little to no wolf meter for this full screen jump. This gives a different dash arc than wD + direction. This is a common approach as it very easily closes the gap between you and your opponent. It can be combined with a w.7C for instance in order to avoid AAs and for crossups, and this is why you should incorporate this into your gameplay. Be sure to remember that you always have this option where you have not used your 2nd jump. [w]7D > 4C > D > Air Dash Here you are cancelling the 7C with 4C, which would make the wolf spin in the air, then you can air dash forward for an offensive option or air dash backwards. You can also press j.D to transform into human mode. Remember you cannot use this if you have used your second jump. [w]IAD > jA > jB > 5B] (6 times max) (Outdated ender as it uses too much wolf meter) If the opponent is low enough you can do this ender for almost guaranteed corner carry while using very little wolf gauge. The damage it deals isn't too bad, but the damage and the amount of reps you can do depends on the starter that you use. For example, from a w5A, you can do: w5A > 5B > 5C > 6D > j.A > 5B > (IAD j.A > j.B > 5B) x 3 for 2155 damage, but from a w5B you can do the loop a total of 6 times which deals 2704 Damage and indefinitely guarantees corner carry. You can also opt to do: w5A > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > sjc > j.5D] > j.AA > long delay > falling j.B > 5B > IAD > j.A > j.B (> 5B > j.B) [2191(2348)Dmg, 15(16)HG] There is more information on wolf meter management in the combo theory section below. -
Table of Contents: Introduction Day 1 Valk: What do? Common and Bad Habits Wolf meter management Gameplay (Neutral Game, Getting in, Blockstrings + Integrating wolf mixups, Defense, Baiting and Punishing, Combo Theory) Useful mixups Character Specific Tips FAQS Credits to: Magaki (For Okizeme section) Dreize Nokita Tonberry Leo7 KaiserCX Introduction Welcome to the Valkenhayn strategy guide. The aim of this guide will be to help you guys get a better understanding of Valkenhayn by identifying the easy options in Valkenhayn's steep learning curve. If you are looking to use Valkenhayn, understand that Valkenhayn is a very aggressive character with a lot of great pressure and mixups with the use of the wolf form. Combining Valkenhayn’s long range human pokes with wolf mobility and limitless mixup and pressure options is vital in stabilising play with Valkenhayn. This is traditionally what makes Valkenhayn quite intimidating to newcomers. Transforming back and forth during combos, properly utilising wolf movement and conversing wolf movement will take some time getting used to, but it really does pay off. Please be sure to familiarise yourself with: CPEX Valkenhayn Combo Tutorial - By Boku Zen Especially useful to beginners. Valkenhayn Wolf Brake Tutorial - Useful for learning wolf brake for mixup. CP Valkenhayn Wolf Movement Tutorial - Useful for getting used to Wolf movement and other approaches. CP Valkenhayn Wolf Meter Management Tutorial - Very Useful even though it's CP!! For reference: [w] means wolf, so you'd conduct the input while you're in wolf mode. A little bit about myself: Hi, I’m Kiba (AKA Keebs). I picked up Valkenhayn in CS1 because I generally like wolves/beasts (a favoured archtype), and I love his movement (but I won't be surprised if you don't believe it!). Tao can move freely without worrying about meter, but I'm more of a dog lover. For a little more insight, my name (Kiba) also means 'Fang' and yes it goes well with the fact that I use Valkenhayn. I'm always looking for ways to improve my Valkenhayn, and I do try to help others, but I generally shy away from that because I feel that the knowledge I have on Valkenhayn is quite inadequate. However, with all your help we can help other make this guide better. There aren't a lot of us here and this forum started quite bumpy but I hope you guys feel differently this time around with it. I would appreciate any help you guys can provide as this is a community effort, and again thanks for everything from the CS1 days. Day 1 Valkenhayn: What do? I’ve just started using Valkenhayn but I’m not sure what my first steps are, what do I do? I would suggest for you to go into training mode and get a feel for his normals in both human and wolf form (this is where you'll use the wiki to aid you). I'll take this time to explain Valkenhayn's drive. Pressing 5D/j.D transforms Valkenhayn into a wolf and not only is he more agile, but he also gains a completely new moveset. While he is in the werewolf form, the purple bar above your heat gauge will slowly deplete. Whilst, you are in human form, the gauge will regenerate slowly, but note it only regenerates when you are on the ground and not in the air. If the gauge reaches 0, you will be disabled from transforming until the gauge refills to the max again. Direction + D allows Valkenhayn to travel at a very high speed, but this will deplete the gauge faster so it is important to conserve your wolf gauge for optimal pressure and look for resourceful methods of wolf gauge use. You also cannot block in wolf form, so it is mandatory you are constantly moving around to make it very difficult for the opponent to land a hit. If you are hit in wolf mode, you will revert back to human form. Because wolf movement is now done with direction + D you also need to be aware that if you want to revert back to human you need to make sure you set your stick (or pad) back to neutral otherwise you'll accidentally initiate another movement which will drastically reduce the wolf gauge. Unlike other characters, Valkenhayn cannot dash, inputting 66 will make him forward hop. However, the wolf can run back and forth. You’ll realise that when you’re trying to move in you’ll mostly rely on wolf movement. I would also recommend that you get used to moving in wolf form, whether it's dashing or using D + directional command (AKA Rasenwolf) to quickly move around. Valkenhayn can also use rasenwolf to move backwards. 7D and 4D will allow Valkenhayn to move back and then lunge forward just like the other input commands. This will slowly give you an idea on how you should be managing the wolf gauge (also explained below). If you are low on wolf meter, you can either replenish the gauge by using a command grab (236C), or you’ll have to stall in human form for quite some time, putting you on the defensive + limiting your offensive actions. This is not what you want, especially since Valkenhayn has lower health than most characters and his defensive options are quite weak. While on that topic, let me take the time to explain wolf cancelling. Let’s take 236A for instance. If you press D + direction input right after the attack, you’ll transform into wolf and move in your designated direction. If you cancelled it into 5D, 6D, 8D or 9D, remember that the wolf will not stop moving until you press another button. You can do this after any special attack you used in human form, and you can also do it after 6B and 6C. Now that you have a feel of Valkenhayn’s normals, you can then press on to get a feel for his specials and distortions, so you know what they’re capable of. Do not worry about frame data for now, because that is not a priority, but please remember that this information acts solely as a basis to help new players. So if you’re an advanced fighting gamer learning frames as you go may be your style. A good choice would be to use challenge mode to get a grasp of his combos. I would not recommend looking at the combo thread just yet. There are a lot of combos there and it may be daunting. Challenge mode has the advantage of showing you a demonstration of the combo. Don’t worry about trying to complete all of the combos, prioritize the first few combos before moving on. This time around, some of the challenge mode combos are even really useful! Your staple + beginner combos will be the following: 5B > 5C > 236A 5B > 5C > 236B > 236B w[5A > 5B > 5C > 6D > j.A > 5D] > 5B > 2C/5C > j.B > j.B > j.C - First do this by practicing the transformation into human mode after j.A and following up with 5B. Corner Only: w[5A > 5B > 5C > 236A > 5D] > 5B > 2C > j.B > dj.B > j.C Useful Tools: Basic Pokes: 5B, 5C, w[5A], w[5C] Jump Cancellable Normals: 5A, 5B, 2C, w[5A], w[5B] Anti - Airs: w[5B], 2C, 6A (Situational but can be effective) Air to Air Pokes: j.A, j.B, w[j.A] High Attacks: 6B, j.A, j.B, j.C, w[j.A], w[j.B], w[j.C] Low Attacks: 2B, 3C, 236B, w[5C] Wolf Cancellable Attacks: 2A, 2C, 6B, j.C (OD only), 5C, All Specials (236A, 236B (>236B), 236C, j.214B) After getting used to Valkenhayn's combo theory you'll start to have your own preference of what combos you want to do. Every Valk player has their own preference and it's not wrong for you to pick up your own style. Valkenhayn has a lot of variety.
-
Yea that was just, yea. I spoke to him about it afterwards anyway. Heh. The commentator is right that my brother and I are just too solid and we need to bring out something fresh in order to try to outplay one another. Perhaps I ought to be more gimmicky against him. Thanks for watching.
-
First match: You could've punished the recovery of Jin's 623B but you ran back instead, and at 1:17 you could've taken that round by following up with sturm wolf after jager. Loved the way you baited his DP when you had him in the corner. 3:09 you could've optimised your w[5B] CH combo by going into the IAD j.B > 3C j.A route, or if you want an even stronger combo you could do w[5B] CH > 5D > 2C > 6B > 2C > 6C > tk.214B > stuff Second match: You seemed to be getting hit by DPs more this time around and luckily Valkenhayn does have a way around it if you're interested. He has an option select against Jin's DP so you could use that to further strengthen your game. Shown here. Third match: Not much I could say. Forgot that combo route works with a 236A starter in the corner, and he DPs a lot on his wakeup so you can see how the OS would be very useful here. Fourth match: Again not much I could say here, except in the last round when you landed the w[5B > j.236B > j.236B > 7CD], I would've used sturm wolf after 2C because he had a burst left. You still won, but you'd wanna play it safer. In the last match I think you left your 1st burst too late and because of that he managed to bait your other burst. I would've used the 1st burst during the sekkajin combo he got you with midscreen. You're a solid player, you have your combos down, but I do think you ought to be careful special cancelling 5C on block because more seasoned players would just resort to a DP. I think you could also strengthen your oki and mixup by incorporating the Joker/Masashi enders which can be seen here (Enders 9 -11) and this video will also help. You can see the benefits of that particular ender from 1:40. And no problem man, I'm glad I helped, but really I took w[5A] > 6CD > grab stuff from Hima & Masashi.
-
Yea you basically answered your own question, heh.
-
Please take caution using the dan ranking as a basis. While I can make an unconfident exception for Tsubaki, it may not necessarily reflect that the player is notable. Spinoza usually fluctuates between 11th - 12th dan and sometimes falls out of top 10 but that doesn't necessarily mean he's not notable.
-
I'll like to mention 2 combos I stole from Ayato in the latest videos. [4]6C Air hit > 5C > 2CC > IAD j.CC > 5C > 2C >236B > 214B > 22B - it deals 1.9k. It's kinda specific in that you kinda need to be close to get the hitconfirm and it's not exactly a BnB, but it does show you what your options are from a fireball hit. With a grounded hit, you'll probably resort to the standard BnB (5BB > 2BB > etc). 5B > 22D > 6C > CT > Dash 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B deals 4k. That's really good from a 5B hit, and is also good if you're hitting with 5B from max range, but the hitconfirm is really demanding. 5BB > 5CC > 22D is the much easier hitconfirm, but deals 500 less damage. If you're hitconfirm is really good, opt for the former, otherwise you're better of sticking with the latter.
-
Interesting, thanks. 5/28 a-cho Ragna vs Ayato (TS) - To 9:52||Part 2 Jin vs Ayato (TS) Bang vs Ayato (TS) - To 31:12
-
I can get there pretty easily, takes me about 40 mins, but unfortunately I may not be able to make it to the future events unless I can customise my working days.
-
If anyone wants to see me play, Here. I play Tsubaki at 1:11:40 & 1:40:13. I know I made mistakes. Sorry.
-
You raise valid points PK. He has my respect for coming this far with Tsubaki in a game he just started playing, and for making it into Arc Revo, as TGR said. 5/29 Central Hachiouji Kuresu vs Rocha (HZ)||Part 2 Kuresu vs Shino (NO)||Part 2||Part 3||(Cont)||Part 4
-
Haha, I agree with all you've said, honestly. The only thing I'd say is quite good with him is his fireball use and his aggression, but other than that I am still pondering whether I wanna keep him there. Spinoza may not be as offensive as he is, but he's certainly more solid. Pikuri has some very notable habits which isn't easy to overlook. Now you're probably wondering, then why did I add him?! Ha, anymore takers on the matter?
-
Pikuri added to notable players. If you have anything you want to discuss about him including his grade and his general gameplay please do so.
-
Merged the tricks and gimmicks thread with the strategy guide.
-
Yea that's true, and despite it showing the kind of options Valk is capable of, I suppose we have other superior pressure alternatives which conserve wolf meter. Yea that's good man thanks.
-
Tsubaki Mugen/OD Combos Part 3 Tsubaki Combo Compilation 5/25 Central Hachiouji Chibaken (HK) vs Kuresu (TS) Sakana Tsubu (MU) vs Kuresu (TS) Kuresu (TS) vs Hazure Metal (AR)
-
Ryuu also used this w[j.B] fuzzy guard? which is pretty noteworthy, especially when it's a decent starter (even better with w[5C] loop). Ryuu generally needs to work a little on managing his wolf meter, but when he uses that loop you can see how he gets about half of his wolf meter back during the duration of the combo, so it's definately worth using especially since we can get 4k off it. Can probably hit about 5k off a FC with it. Zekuso was definately trolling there lol.
-
5/25 Central Hachiouji Ragna vs Nao (VK) HARA (RG) vs Nao (VK) Hitotose (HZ) vs Nao (VK)
-
5/11 Nisshi Nippori PRFARMY (HK) vs Spinoza (TS)
-
5/23 Yawata Ace Shiro (VK) vs Uma No Hone (VK) Yutta (RG) vs Uma No Hone (VK) Koji (RG) vs Suuya (VK)||Part 2 Shiro (VK) vs Ryuu (VK) Shiro (VK) vs Koji (RG) Miya (JI) vs Ryuu (VK) Suuya (VK) vs Ryuu (VK) Miya (JI) vs Suuya (VK)||Part 2 Really like how Ryuu is optimising his combos with the w[5C] repeats. 5/11 Nisshi Nippori Zekuso (VK) vs Mato (AZ) Zekuso (VK) vs Watarun (JI) Zekuso (VK) vs Jasu (VK) PRFARMY (HK) vs Zekuso (VK)
-
5/12 a-cho https://www.youtube.com/watch?v=HOy24IWH3FA https://www.youtube.com/watch?v=5OMFcN7HORw 5/16 a-cho https://www.youtube.com/watch?v=PGPzc9kYBD8
-
5/12 a-cho Tsubaki Mirror Tsubaki vs Hakumen 5/16 a-cho Terra Luna (TS) vs Ea (LI)
-
5/12 a-cho Masashi (VK) vs N-Otoko (RC) Masashi (VK) vs Yoshi (RG) Masashi (VK) vs Fenrich (JI) Masashi (VK) vs Kogatan (JI) Gagaga (JI) vs Suuya (VK) Carl vs Suuya (VK) Lambda vs Masashi (VK) Bang vs Masashi (VK) Reached the limit for the post containing the JPN matches so I'll sort that out. Edit: Sorted out the video thread. Removed the arcade/tournament names to save space. Sorry if that causes inconveniance.
-
5/15 Central Hachiouji HARA (RG) vs Kuresu (TS) Chibaken (HK) vs Kuresu (TS) Kuresu (TS) vs Shino (NO) UNDER (TG) vs Kuresu (TS) Matsu (MK) vs Kuresu (TS) Tsubaki OD/Mugen Combos||Part 2 Thanks to Kurushii for showing me.