Valk's 6C can usually be beaten out by 5A but I used Kishuu to avoid it before. I'll have to test 6A sometime this week as that might beat it clean.
I try to refrain from being in the air too much in this matchup against Wolf Form as he has [w]5B, j.A, and j.B. Like Kotokot said, 2A is pretty good. However, I utilize Hakumen's back-hop a good bit. If they aren't baiting something out with a feint and try to go in, Hotaru will beat them out. If they do feint and then fly in with j.A/j.B, you'll have enough time to land and use Kishuu/Enma in response.
6A is a pretty good move but don't use it too much or he'll pull your pants down and bite your ass. The other move that I've already talked a bit about is Hotaru. If you're in the corner, he literally has to play Rock-Paper-Scissors with you because Hotaru beats out so many of his options there. Make the Valk player fear it and you won't have to worry as much about his command throw if you decided to just block instead; the risk is not worth the reward for him.
At neutral for most distances, he's got you beat. His options from there aren't hard to block, but he is still able to keep the pressure on.
Just play it safe as there's no reason not to. Get to know your A button, it's your best friend here. Even if it's just a combo with sub-par but safe starter, it'll still do a decent amount of damage and carry him to the corner (which is most important as his defensive options come with 50 Heat). Keep moving but use a smart combination of air dashes and Kishuu to get out of a sticky corner situation and turn the tables on him.