PropertyValue
rdfs:label
  • Valkenhayn R. Hellsing/Move List
rdfs:comment
  • Valkenhayn's Overdrive is Endless Wolf, which dramatically increases the Wolf Gauge's recharge rate. Note that this Overdrive cannot be activated in his wolf form. |-| CS/CSII/CSEX= Valkenhayn is an offensive, but frail character who focuses on pressuring the opponent relentlessly while switching between both of his forms to confuse the enemy and break their guard. He has a very solid neutral game with both forms: his human form grants him very solid poking normals that are safe on block, while his wolf form grants amazing mobility and the potential to bring consistent damage off of any hit confirm through complex management.
dcterms:subject
Literal Translation
  • Werewolf
  • Storm Wolf
  • Moonlight
  • Iron Wolf
  • King Wolf
  • Raging Wolf
  • Black Hunting
  • Blood Fullmoon
  • Heaven Wolf
  • King Flight
  • Night Hunter
  • Night Rose
  • Swift Wolf
  • White Hunting
dbkwik:blazblue/property/wikiPageUsesTemplate
English Name
  • König Wolf
  • Mondlicht
  • Blut Vollmond
  • Eisen Wolf
  • Geschwind Wolf
  • Himmel Wolf
  • König Flug
  • Nacht Jäger
  • Nacht Rozen
  • Rasen Wolf
  • Schwarz Jägd
  • Sturm Wolf
  • Wehrwolf
  • Weiß/Weiss Jägd
Description
  • Hits low.
  • Launches on hit.
  • Breaks one primer on block.
  • Has some startup.
  • Hits overhead.
  • Jab.
  • Jumping kick straight ahead.
  • Fatal counters.
  • Can be followed up with Weiss Jagd or can be wolf-cancelled even before the hitbox comes out, allowing for some sly frame traps.
  • Low poking kick with leading leg. Almost akin to either a typical crouching light kick or a medium kick of the same nature.
  • Turns legs into a wolf claws and cross-swings both of them for a scissor-styled sweep .
  • Has 120% bonus proration, meaning if one can rapid cancel this move, combos afterward can be very damaging.
  • Can only be rapid-fired three times before the input chain resets.
  • Grabs the opponent with a transformed arm and throws them by the face in the respective direction.
  • Very solid combo starter, but spamming this may have your opponent get easily accustomed to blocking it. However, it controls space very well and works as a quasi-anti-air to keep up the pressure with.
  • Good priority, but comes out slower than j.A so it's not that optimal for an air-to-air at times. However, it's one of Valkenhayn's main tools for air combos.
  • This move is also unsafe on block, but it doesn't have to be used offensively since it works as another mobility tool.
  • Pressing 4C will cause Valkenhayn to flip back and dash forward.
  • Possible to follow up by canceling with Geschwind Wolf.
  • Goes into guaranteed third hit if second hit connects. Possible to connect with first hit and still whiff second hit.
  • Obscenely long range that moves Valkenhayn slightly forward, but can only be cancelled into a jump and/or with a Rapid Cancel .
  • Guard point frames at frames 5-to-12, but it does not autoguard against lows, throws or unblockable attacks.
  • Consumes an extra chunk of Wolf Gauge when canceling.
  • Hits overhead. No longer does so in BlazBlue: Continuum Shift II.
  • Has a standard cross-up hitbox on Valkenhayn's following knee.
  • Despite its looks, it also has a very solid hitbox that reaches the ground, so it works as a very technical-but-rewarding tech roll punisher and OTG pickup tool.
  • Pressing 7C will cause Valkenhayn to flip back and dive diagonally downwards.
  • Cancels the recovery of a special move into Rasen Wolf.
  • Switches sides with the opponent if it successfully connects.
  • Long-ranged low kick with a transformed leg via a back-turning leaning sweep. Hits low. and knocks down via sweep effect.
  • In the air during the attack, one can followup with another version of König Wolf depending on the position of both Valkenhayn and his opponent for multiple repetitions, but heavy execution is often needed here .
  • Overdrive Cancel added to the small cancel options list in CP.
  • New wolf-based normal added in BlazBlue: Chronophantasma. Kicks backward with his hind legs up into the air.
  • While "charging" for the third hit, recovers Wolf Gauge as if standing.
  • Possible to link multiple j.Bs while falling if done after a 5C against an opponent high enough in the air.
  • B version has a steeper dive than A version.
  • CP: Does a bit more damage.
  • CP: No longer forces crouch on the second hit.
  • CP: Now wallbounces on hit.
  • Can be canceled into other wolf specials.
  • Combos into air super on hit.
  • Considerable startup.
  • Crosses through opponent on hit or block.
  • Transforms Valkenhayn into a wolf, or back into a human depending on his present state.
  • Does not combo or cancel into anything, but only into a 5B or 5C on counter hit. Either way, it's not a reliable reversal, especially in the case of wakeup since many meaty setups can beat it out.
  • Fatal counters on either hit.
  • Front upward snap kick via the leading leg.
  • Ground slides, and wallbounces near the corner.
  • Hops over lows.
  • Jump cancelable on hit or block.
  • Jumping downward knife hand.
  • Knocks opponent down on hit.
  • Launches and sends opponent into fallback.
  • Launches opponent.
  • Links easily into 2B.
  • Links into several normals on hit.
  • Links out of 5C on crouching.
  • Low jab.
  • Lower-body invul.
  • Movement is the same as in Rasen Wolf.
  • As a human, the Wolf Gauge refills while Valkenhayn is in a normal standing state .
  • Often used as mainly a combo tool.
  • Transforms his foot into a claw and slashes with it with a forward inward-turning roundhouse kick.
  • Reversal invulnerability.
  • Safe on block.
  • Side kick that aims straight forward.
  • Can be followed up with Geschwind Wolf, or with almost any ground normal in the corner.
  • Slow startup. Hits overhead.
  • Sweeps the opponent. Hits low.
  • Swipe with claw. Hits low.
  • Transform both legs and kicks them both downward.
  • Upper-body invul.
  • Very good vertical hitbox, short horizontal range.
  • Wallbounces on hit.
  • A solid move for instant overheads due to its vertical range, but characters with very small crouching hurtboxes can easily duck under such a move. It's also very unsafe when done on a grounded opponent on block, so a cancel such as a rapid cancel might be needed to help continue pressure with this move safely.
  • The same animation for his 5C. Quite bad for a Counter Assault as it is has a slow startup. Furthermore, it lacks foot attribute, and therefore most moves will be able to go through it which in turn would leave you vulnerable to an attack. Valkenhayn only has four primers to spare, and so this should not be abused.
  • You can followup with Nacht Rozen and your combo will be the same as a forward throw. If you're using a back throw into the corner, you can followup with 5B instead.
  • Extremely long range , and is very safe on block. This is a rather very effective poke.
  • Enters an upright pose and then performs a forward snapping slam-kick with his wolf-transformed leading leg . Can be used in combos as an extender and to help with damage.
  • Jumps up and drop kicks with both transformed feet.
  • CP 2.0/Extend: Now has a new command: BC, which makes it similar to the normal throw command .
  • Bites forward in rapid succession. Can be mashed up to three times for additional hits on hit or block.
  • Air unblockable, and halts Valkenhayn's aerial momentum. Thus it can be Tiger Knee'd as a combo starter.
  • Dashes forward via a spiraling-drill dive. Considered to be airborne.
  • Like with the standing version, can only be rapid-fired inputted 3 times before the input chain resets. In this case, rapid-firing this 3 times may push the opponent too far out for specific setups for a mixup.
  • Same as ground version, only with backward-tossing animation.
  • Combos easily out of 6B and almost anything in corner.
  • Has a long untech time . In Extend, it can be special canceled.
  • Knocks opponent away via ground slide at midscreen or wallbounces in the corner.
  • Hits low. Safe on block which allows Valkenhayn to use this during pressure as a low-attack-option.
  • Airborne during all wolf dashes. Can do Wolf 5C/6C > j.A/j.B for a very fast instant overhead.
  • CP: A new Overdrive version is added in where during the charge upward, Valkenhayn instead charges past his opponent multiple times in high-speed succession and ends it with ending up above his opponent, doing a turning downward falling reap-claw slash in his werewolf form .
  • CP 2.0/Extend: Now has a new C version added where Valkenhayn dashes straight down.
  • Can be used to pick up an opponent after 3C, but other than that it has very limited uses due to lacking the range of his 5B, but it works very well as a solid low to threaten block-pressure with.
  • Standard jumping jab, and can be rapid-fired as many times as possible. A solid pressure tool due to its air-to-ground range.
  • Knocks down opponent via a plummet effect on air hit.
  • Rising backwards-heel kick with transformed leading leg.
  • Air unblockable, but it must be spaced properly without it whiffing.
  • Turns his arm into a claw while doing a forward elbow and pulls opponent in with a backward rip.
  • Spins around and whip-spikes with his tail. Large hitbox.
  • Ground slams on hit, and is also very punishable on block even more than König Wolf.
  • New wolf-based normal added in BlazBlue: Chronophantasma. Sweeps with his tail in a stationary turn.
  • Grabs opponent, bites them, and knocks them away. Untransforms Valkenhayn once he touches the ground . Completely replenishes his Wolf Gauge.
  • A bit of a limited combo tool due to the small amount of followup options afterward, but it works very well as a mixup and pressure tool. Its deceptive range makes it optimal for playing footsies with, and for baiting most invincible reversals .
  • Safe on block via being 0 frames upon recovery, but it still may be easily punishable. Because of this, it's mainly used as a combo filler as well as for setting up wolf form-based pressure.
  • First attack pulls opponent in to ensure that followups will connect, but may still whiff in certain situations.
  • Followup input to Schwarz Jägd. Straight hand-standing kick with a transformed following leg.
  • Chains into 6B, and jump cancellable. Also wolf form cancellable on hit, block or whiff.
  • Continues dashing until canceled with another move. Drains Wolf Gauge rapidly while dashing.
  • As a wolf, Valkenhayn's Wolf Gauge decreases depending on what he is doing. Standing still decreases the meter at a very slow, almost unnoticeable rate.
  • Dashes forward and attacks with a transformed wolf head , should it connect, he then goes into a long flurry of attacks with various body parts of him transformed partially, then ends it with a rapid series of lightning kicks ending with a back-pushing kick that causes ground slide. Will perform all attacks regardless of whether attack hits, is blocked, or whiffs.
  • Dives down with his transformed leading leg via a dive kick, which bounces the opponent into the air via a slow-motion flow, and turns into a wolf and crashes into them after a brief aura charge. Hits three times: once on the way down, once upon touching the ground, and once after transforming.
  • With the exception of 7C and 4C, dashes in the direction pressed.
  • Has a good vertical hitbox but short horizontal range.
  • Note that this move is very punishable on block, so it must be used sparingly in most combos, especially from crouching hit confirms. Due to its slow startup and recovery, trying to apply pressure with this move is very risky.
  • Valkenhayn's primary air combo tool via its plummeting nature.
  • Can combo/chain into most special moves to continue damage and/or pressure, but it pushes back rather far which may force another neutral game situation.
  • Dashes forward with his legs transformed and shoulder tackles the opponent. Moves forward significantly.
  • CP: No longer performs all the attacks if the first hit does not connect, making it more akin to a ranbu-styled super. The Overdrive version adds more hits via having Valkenhayn throw in a backwards facing front-flip kick before the final attack.
  • Each hit has a slightly different hitbox/animation.
  • A solid overhead punisher, but it requires some spacing due to its laggy nature, and that some characters can easily crouch under it. However, it has very rewarding potential on hit and is an optimal tool in Valkenhayn's pressure. It can't be combo'ed from midscreen, but it opens many options when landed in/near the corner.
  • CP 2.0/Extend: Now has a new C version added where Valkenhayn dashes straight up.
  • Mostly the same as the ground versions, only the air throw provides you with a more notable variety of followup options, including 5C, Nacht Rozen, Mondlicht > 3D > 5B and so forth.
  • A midair diving version of König Wolf. Knocks opponent down.
  • Dashes forward and uppercuts the opponent with his following elbow from a transformed arm. Breaks one guard primer.
  • Aerial back-spin kick aimed upward with his transformed leading leg. Sends opponent into fallback on hit.
  • Standard jab. Can be low-profiled or crouched. Due to the shape Valkenhayn's arm takes, characters who rear back upon getting hit may cause this move to miss when trying to rapid-fire it. In that case, it can be easy to link this move into itself.
  • Large vacuum effect on the second hit and forces crouch .
  • Valkenhayn adjusts one of his gloves then does backwards facing front-flip kick, launching the opponent into the air with Valkenhayn transforming into his full werewolf form. The opponent flies higher into the view of the full moon, with Valkenhayn performing barrage of attacks from several directions, ending it with a downward falling reap-claw slash which bloodies the screen with several more slashes. Reversal invulnerability.
  • Standard crouching jab. Lands a lot more reliably than his standing A, but it often prorates combos pretty badly in cases where you must use this as a hit confirm without any other choice.
  • Launching fang/bite swipe. Air unblockable without barrier.
Input
  • CS:
  • CP:
  • + any direction
  • CP: + any direction
  • CP: EX:
  • CP: EX: //
  • CS/CP: /
  • CS: + any direction
Damage
  • 0
  • 180
  • 300
  • 450
  • 480
  • 560
  • 600
  • 620
  • 640
  • 650
  • 680
  • 700
  • 710
  • 720
  • 750
  • 760
  • 780
  • 800
  • 840
  • 850
  • 900
  • 1000
  • 1400
  • 1000150
  • 100001500
  • Death
  • --
Japanese name
  • ブルート・フォルモント Burūto Forumonto
  • アイゼン・ヴォルフ Aizen Vorufu
  • ケーニッヒ・フルーク Kēnihhi Furūku
  • ケーニッヒ・ヴォルフ Kēnihhi Vorufu
  • シュツルム・ヴォルフ Shutsurumu Vorufu
  • シュバルツ・ヤクト Shubarutsu Yakuto
  • ナハト・イェーガー Nahato Yēgā
  • ナハト・ローゼン Nahato Rōzen
  • ヒンメル・ヴォルフ Hinmeru Vorufu
  • モーント・リヒト Mōntorihito
  • ラーゼン・ヴォルフ Rāzen Vorufu
  • ヴァイス・ヤクト Vaisu Yakuto
  • ヴェーアヴォルフ Vēavorufu
  • ゲシュヴィント・ヴォルフ Geshuvinto Vorufu
Heat Gain
  • 0
  • 74
  • 124
  • 186
  • 198
  • 214
  • 231
  • 248
  • 256
  • 264
  • 293
  • 298
  • 314
  • 322
  • 414
  • 465
  • 558
  • 563
  • 579
  • 583
  • 703
  • 82801241
  • --
abstract
  • Valkenhayn's Overdrive is Endless Wolf, which dramatically increases the Wolf Gauge's recharge rate. Note that this Overdrive cannot be activated in his wolf form. |-| CS/CSII/CSEX= Valkenhayn is an offensive, but frail character who focuses on pressuring the opponent relentlessly while switching between both of his forms to confuse the enemy and break their guard. He has a very solid neutral game with both forms: his human form grants him very solid poking normals that are safe on block, while his wolf form grants amazing mobility and the potential to bring consistent damage off of any hit confirm through complex management. When he was first released as DLC, general consensus was clear: Valkenhayn was too powerful. With damage surpassing that of Bang's, mixups and pressure surpassing those of Litchi, and ease of use surpassing that of Ragna's, Valkenhayn cemented his position at the top of the BlazBlue: Continuum Shift tier list. All that changed when BlazBlue: Continuum Shift II was released. With the gameplay shifting to a more corner-carrying metagame, Valkenhayn saw several nerfs. His wolf transformation was made slower and more risky, and he could no longer cancel into it from many of his moves. His potential damage was also heavily nerfed, now amounting only up to 6500 damage off of a 100% meter combo. The biggest nail in the coffin, however, was Nacht Rozen being changed. No longer an overhead, and already requiring strict timing to combo into it, his mixup and potential wolf combos were severely weakened. Players must now learn to use both modes in tandem with each other, not just using the wolf form as a means to an end. Extend has given him several buffs in terms of damage output as well as his ease of use. He has new combo potential off of throws as he can now cancel it into Nacht Rozen instead of having to use it after a Rapid Cancel combo or when the opponent is crouching. While nowhere near as powerful as his BlazBlue: Continuum Shift incarnation, Valkenhayn has once again claimed the S-tier throne, albeit while being a more fair and balanced character than before. In terms of overall weaknesses, Valkenhayn suffers from having fairly low vitality as a glass cannon, and his damage isn't too strong most of the time due to the proration a good number of his moves. He also is technical in terms of needing to manage his Drive, Werewolf. This allows him to transform into a wolf with a new moveset but with limited capabilities compared to his human form, and getting hit will transform him back. He also lacks decent mobility due to his dash being a short-ranged hop, while his wolf form is much more mobile (thus players need to access their options depending on the wolf gauge amount). Last but not least, Valkenhayn also suffers from a lack of solid mixups while grounded. While his j.C is great for instant overheads due to its solid downward reach, he suffers from having to compromise his neutral game in order to apply pressure (though he has a fair amount of options to do so). His 6C is also rather slow for an overhead as well, and some characters may even be able to duck under it.