Skullgirls/Valentine: Difference between revisions

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* '''Vials''': Val's vials allow her to either rack up poison damage, use new combo routes, or inflict input delay on the opponent. The delay weakens the opponents blocking ability, making prolonged defence near impossible, encouraging the opponent to try and reversal which leads to big damage when baited. If the opponent does escape, then their ability to play neutral is weakened as well! Val's countervenom super becomes a strong anti-assist tool when she has a vial loaded as well as this leads to massive damage on the assist and is not punishable by the point character.
* '''Vials''': Val's vials allow her to either rack up poison damage, use new combo routes, or inflict input delay on the opponent. The delay weakens the opponents blocking ability, making prolonged defence near impossible, encouraging the opponent to try and reversal which leads to big damage when baited. If the opponent does escape, then their ability to play neutral is weakened as well! Val's countervenom super becomes a strong anti-assist tool when she has a vial loaded as well as this leads to massive damage on the assist and is not punishable by the point character.
{{ProConTable
|pros=
*Awooga.
|cons=
*Can't wear red crosses for legal reasons.
}}


===Important Moves===
===Important Moves===

Revision as of 12:06, 27 October 2020

SG val icon.png

Story

Valentine is the only survivor of the Last Hope, a group of special Anti-Skullgirl Lab operatives. Before meeting their end at the hands of the Skullgirl, the Last Hope worked for the mysterious Lab Zero and performed duties ranging from reconnaissance and sabotage to advanced research.

Now Valentine dutifully serves the Skullgirl, carrying out her will from the shadows. She keeps to herself, so much of her true nature and personality are unknown.

Basics

For more guides and resources jump to the External Links section.

Between her fast run and air dashes, large disjointed buttons, and her plethora of movement options, Val has some strong offensive tools to stay in her opponents face. But make no mistake, she can use all these tools to also play surprisingly defensive when she needs to when added with her safe air fireballs. With the right assist, she can load poison vials and apply their status effects in the same combo, giving her combo game a plethora of possibilities.

  • Movement: Val has several movement tools to take advantage of. Her forward air dash goes diagonally upward to cover space, but her jump-cancellable air backdash reels her back quickly as an escape tool. She also has a double jump, which when combined with a super jump and her air fireballs will let her snipe the opponents from the sky freely. Control your momentum with air fireball to slam the breaks, or use her bypasses to catch a fullscreen opponent by surprise. Not only does she have a relatively decent IAD speed, but she also can cancel her ground backdash into a forward airdash by holding forward (→) which allows her to perform her air moves faster than her IAD would allow her to do normally.
  • Neutral: Between her air fireballs and good disjointed normals to fall down on the opponent with, a Val that plays defensive can be surprisingly difficult to deal with. No need to go offensive all the time! Remember that her ground backdash exclusively makes her airborn as she dodges backwards, letting her avoid several lows and throws, which you can double jump or air dash out of for more safety or punishes.
  • Vials: Val's vials allow her to either rack up poison damage, use new combo routes, or inflict input delay on the opponent. The delay weakens the opponents blocking ability, making prolonged defence near impossible, encouraging the opponent to try and reversal which leads to big damage when baited. If the opponent does escape, then their ability to play neutral is weakened as well! Val's countervenom super becomes a strong anti-assist tool when she has a vial loaded as well as this leads to massive damage on the assist and is not punishable by the point character.



Strengths Weaknesses
  • Awooga.
  • Can't wear red crosses for legal reasons.

Important Moves

  • 5HP - Strong ground poke that can avoid many attacks from the opponent and swipe in with a large disjointed attack to counter. Good damage at the start of combo strings with assists.
  • 5HK - Allows Val to end any ground string with a sliding knockdown, giving her plenty of time to set up more offense and/or load more vials.
  • j.MP - Multi-hitting, disjointed button that's perfect for putting pressure on the opponent from above and breaking armour. This is the primary tool used by Valentine while approaching.
  • j.MK - This move's momentum can be used to go from one side of the screen to the other in the blink of an eye. The disjointed hitbox on its first hit also makes it a good air-to-air and the momentum change when used while jumping back makes it a faster alternative to j.HK.
  • j.HP - Strong crossup tool with lots of hitstun.
  • j.HK - Large air button that's hard to challenge, is easy to convert from and is a staple of Val's defensive neutral tools.
  • Air Dead Cross (j236P) - The various angles that this tool can be thrown at allow Val to control the pace of the match and frustrate her opponents along with fullscreen confirms using air H Bypass.
  • Reversals
    • EKG (214KK, Air OK)
    • Counter (421KK) massive damage on hit though it will lose to throws and can be whiff punished.
    • Level 3 (214PP) has incredible range and is very fast but cannot be DHC'd out of after the cutscene forcing an early DHC if you want to convert or DHC for further damage.

Stats

Chains

Standing 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Crouching 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Air 6 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.pngSg hk.png

Movement

Weight Dash Double Jump Airdash IAD Lockout
Light Run Yes Yes 8

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
37 37 6 35 32



Move List

Standing Normals

SG val slp.png
SG val slp hb.png
Check-up
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 200 2.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 13 16 19 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 200 2.5% -4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 18 16 19 7 N/A
x3 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 200 2.5% -1 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 16 16 19 7 N/A
  • Far disjointed range with 3 chainable hits.
  • Valentine's jabs with a randomly chosen scalpel, tongue depressor, or lollipop. All items have the same properties.
SG val smp.png
SG val smp hb.png
Transfemoral Amputation
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 140 x3, 325 2.25% x47.5%, 1.8% x4 -1 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 1, 1, 1, 1 23 22 x4, 22 21 x4, 21 1 x3, 10 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300, 100 x4 2.25% x5 +4 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3, (7), 3, (3), 3, (3), 3, (3), 3 16 22 x5 17, 21 x4 9, 1 x4 N/A
  • The first attack's 4 hit, single bonesaw swipe ends with more hit stun than the second's faster cuts. Valentine can't chain into 5HP off parts of the second attack.
  • Avoid using the second part of 5MP in hit confirms; the multihits don't add much at the start of a combo, while also ruining your damage scaling for the rest of the combo.
SG val shp.png
SG val shp hb.png
Thoracotomy
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 950 10% +2 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21 2 26 29 24 14 N/A
  • Valentine leans backward during the startup of this move, allowing her to dodge attacks if done with the right spacing. She can also move backwards by kara-canceling into a special. This combined with it's large disjointed hitbox makes it a very strong midrange poke, especially when combined with an assist call.
SG val slk.png
SG val slk hb.png
Shin Splint
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 275 2.5% +5 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2 16 22 20 7 N/A
  • Combo filler.
SG val smk.png
SG val smk hb.png
Chishibuki Juuji
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400, 75 x4 7.5%, 1.8% x4 -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 2, (4), 3, 3, 3, 5 22 22, 20 x4 25, 23 x4 9, 2 x4 N/A
  • Valentine performs a single hit kick followed by a 4 hit spinning cross attack that only requires a single button press. The kick causes the most hit stun, allowing you to chain into 5HP.
  • The long range of this move combined with it's several active frames make it useful as a long range poke, especially when combined with assists to hitconfirm.
SG val shk.png
SG val shk hb.png
IV Naginata
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 400 10% -11 -16
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 4 33 25 20 10 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 450 4.5% -12 -17
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 4 34 25 20 10 N/A
x3 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 600 4.5% Sliding KD -21
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 4 37 27 19 13 N/A
  • Valentine swings an IV pole like an axe, ending a ground chain with 3 damaging hits. All of the attacks are unsafe on block, but with so many other multi-hit moves Valentine has no reason to chain into HK without a hit confirm.
  • Due to the sliding knockdown of this move, canceling the third hit into a Vial Load lets Valentine load a poison while the opponent slides away. She can also use the time to dash in on the opponent for okizeme.
  • The first hit's large disjointed vertical reach makes this a decent long range anti-air but keep in mind the move's slow startup.
  • Be careful to not use this move as an ender in combos when otg has already been used, as typically the opponent will be forced to the ground and can immediately ground tech. If otg has been used and you want a full combo string, use 5HP instead.

Crouching Normals

SG val clp.png
SG val clp hb.png
Knee-jerk Hammer
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 200 2.5% +4 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 2 15 20 22 8 N/A
  • This move is fast and is very plus on block making it great for tick throws.
  • This disjointed vertical hitbox of this move makes it an alright anti-IAD tool.
SG val cmp.png
SG val cmp hb.png
Venesection
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 160 x2, 300 2.25% x3 +2 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 1, 1, 2 21 16 x2, 24 17 x2, 21 2 x2, 10 (1 x2, 10 on block) N/A
  • Valentine leans back and throws a disjointed hitbox in front and above her, making this move her best anti-air.
SG val chp.png
SG val chp hb.png
Skyward Strike
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 950 10% -6 -19
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 4 34 31 18 14 N/A
  • Valentine's only launcher has deceptive horizontal reach, allowing it to chain combo after many of her other ground normals at maximum range.
SG val clk.png
SG val clk hb.png
Gedan Juuji
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Low Chains Into Self 225 2.5% +4 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 3 14 20 17 8 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 85 x3 2% x3 +3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 2, (2), 2, (2), 2 16 20 x3 17 x3 1 x3 N/A
  • Only the first attack hits low, causing more hitstun than the additional spinning cross hits from the second attack.
  • As 2LKx2 is ±0 on block, it can be used as an alternative hitconfirm to 2LK 2MK to allow for continued pressure. Just beware that the second part of the attack will come out on whiff, unlike 2LK 2MK leaving you vulnerable.
  • Due to being a multihit move, this move can end up doing more damage than 5LK during later combo strings. However, using the second portion of this move on otg can act strangely on some characters, so use at your own discretion.
SG val cmk.png
SG val cmk hb.png
Kakushi Caliper
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 350 x2 3.75% x2 +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3, (3), 2 20 23 x2 19 x2 6, 10 N/A
  • Having 2 hits and being only -2 on block, this attack offers Valentine plenty of time to hit-confirm before continuing to a less safe move.
SG val chk.png
SG val chk hb.png
Kiri Barai
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 975 10% Soft KD (Invuln.) -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 4 32 14 17 10 N/A
  • It's a sweep.

Jumping Normals

SG val jlp.png
SG val jlp hb.png
Stethoscope
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 200 2.5% +6 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 4 12 21 17 7 N/A
  • Due to fast startup and decently sized disjointed hitbox, this move is very good when coming down after an air Dead Cross when the opponent is below you. This also makes it a decent rising air-to-air.
  • Fast enough to hit standing opponents if done immediately after a jump, making this move useful for fuzzy-guard setups.
SG val jmp.png
SG val jmp hb.png
Forequarter Amputation
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250, 175 x4 1.8% x5 +7 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 3, 3, 3, 3, 3 13 22 x5 16 x5 6 x5 N/A
  • This disjointed bonesaw attack stays active at a downward angle for a relatively long time, allowing Valentine to pressure opponents as she ADs on top of them. Damage scaling after multiple hits means this may not be the best move to start a combo if it can be avoided.
  • Think of this move like a divekick; it's very active for almost all the way down on the opponent and is moderately difficult to contest due to the disjointed hitboxes and downward angle. It should be one of your main ways of establishing pressure.
SG val jhp.png
SG val jhp hb.png
Craniotomy
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 875 10% +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 2 19 25 22 12 N/A
  • A sweeping single-hit disjointed bonesaw swipe that, while not being as large as it looks, still hits in front of, below, and behind Valentine. The arc makes for an easy cross up when combined with Valentine's air dash.
SG val jlk.png
SG val jlk hb.png
Tobi Juuji
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 325, 100 x3 or 200, 100 x2 2%, 1.8% x3 or 1.8% x3 +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 3, (1), 10 10 21 x4 or 21 x3 17 x4 or 17 x3 7, 2x3 or 2 x3 N/A
  • This knee drop's multiple hits, low hit stun, and ability to pull enemies forward on hit make it more useful in resets and throw set ups than for an air chain.
  • This move's downward angle hitting both in front of and slightly behind Valentine makes it a good falling button when the opponent is below you after a missed Dead Cross.
  • Due to the differences in blockstun between jLK and jMP, the two can be mixed up in BDAD pressure to mess with the opponent's timing.
SG val jmk.png
SG val jmk hb.png
Patellar Reflex
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 300, 550 2.5%, 6% +4 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3, (3), 3 21 24, 27 17, 20 7, 10 N/A
  • The first hit from the hammer knocks the defending character slightly upward even if they are on the ground. The second hit bounces Valentine up-forward, and will pop grounded opponents into the air.
  • One of valentine's better air-to-airs, due to the first hit's disjointed hitbox and her increased hovering movement during the move.
  • The added hover this move gives Val in the air can be used sometimes for an extra pinch of air mobility when needed.
  • When used in a combo, you can fast fall the first hit with jHP, allowing for some tricky fast fall resets.
SG val jhk.png
SG val jhk hb.png
Cadaver Clone
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 500, 600 2.5%, 6% -13 -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 3, (3), 3 36 13, 25 16, 20 12 x2 N/A
  • A disjointed 2-hit zombie attack out of Valentine's body bag. Easily one of the best air-to-air moves in the game.
  • The slow startup of this move means you want to make sure you are a reasonable distance away from your opponent or you risk being hit out of the startup of jHK.
  • A misplaced jHK can be cancelled into into Dead Cross or back airdash, double jump to make it safe.

Universal Mechanics

SG val throw.png
SG val throw hb.png
Anesthesia
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 800 5%, 8% Crumple N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • The lengthy crumple stun gives plenty of time for an easy conversion straight into 2HP (or 5HP in the corner).
SG val airthrow.png
SG val airthrow hb.png
Larengectomy
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling 0, 75 x4, 800 5%, 1% x4, 0 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 15 N/A N/A N/A N/A
  • Can be converted from without meter by using jL Dead Cross in the Corner or jL Vial Toss midscreen. When very low to the ground jL Bypass can be used to convert. Otherwise, you can use Air Scalpels to convert from most everywhere.
  • Video demonstration of jL Vial Toss confirms without Green Vial. (video)
SG val tag.png
SG val tag hb.png
Cloak and Sever
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Tag 500 10% Wall Bounce -23
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
38 to 58 3 34 10 13 12 N/A
  • Valentine enters the screen behind a curtain as she tags in, attacking as she appears near the opponent. She can get hit from behind the curtain on the way in. Although identical to her standard 5HP's animation, the tag in attack has different damage, hit properties, and will not cancel into any other move.
SG val snap.png
SG val snap hb.png
AED Shockwave
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 -100% N/A -21
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 3 36 14 17 13 9
  • It's a snap

Specials

SG val qcfp.png
SG val qcfp hb.png
Toggle Hitboxes
Toggle Hitboxes
Dead Cross Sg 236.png + Sg p.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 300 (100) (2.5%) 6% +6 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 29 31 28 13 8 N/A
Air Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 300 (100) (2.5%) 6% +13 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 (Until ground) 24 28 13 8 N/A
  • Valentine throws a fixed range, single hit shuriken. LP, MP, and HP versions all travel between half and full screen before hitting the ground. The air versions travel at a wider angles with increasing button strength.
  • 24f cooldown once it hits the floor, hits the opponent, or goes off-screen.
  • For the air dead crosses, when combined with superjumps and her doublejump, these projectiles can cover a wide area of the screen, allowing val to play safe and defensive when she wants to. This helps establish some of her strong space control. If opponents try to get in closer, then Val coming down with a jLP is good to either pressure the opponent attempting to anti-air or to convert off of a light air shuriken if it hit.
  • Air dead crosses slow down Val's air momentum, very handy when trying to pick just the right air angle to approach from.
SG val qcfk.png
SG val qcfk hb.png
Toggle Hitboxes
Toggle Hitboxes
Savage Bypass Sg 236.png + Sg k.png (Air OK)
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 975 (100) (2.5%) 10% KD -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 2 34 18 21 15 (10 on block) N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1100 (150) (2.5%) 10% KD -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21 4 39 (37 on block) 18 21 15 (10 on block) N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1275 (200) (2.5%) 10% KD -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
27 8 44 (40 on block) 18 21 15 (10 on block) N/A
Air Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 75% Damage Scaling 750 (100) (2.5%) 7.5% KD -23
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2 (until ground) 18 21 15 (10 on block) N/A
Air Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 75% Damage Scaling 825 (150) (2.5%) 7.5% KD -23
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 4 (until ground) 18 21 15 (10 on block) N/A
Air Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 75% Damage Scaling 900 (200) (2.5%) 7.5% KD -22
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
23 8 (until ground) 18 21 15 (10 on block) N/A
  • Valentine dashes forward, attacking with a single bonesaw cut as she appears behind the opponent.
  • Although she appears to disappear or teleport during the attack, Valentine has no invulnerably; she can get hit out any frame of this move. Active frames end as soon as Valentine touches the opponent.
  • Valentine will not cross through the opponent on block, or if the opponent is in the corner.
  • The hit stop effect from this attack affects only the opponent, effectively adding to hit and block stun.
  • On ground hit, Valentine's recovery varies slightly based on when she crosses sides with the opponent. It is always as long or longer than the recovery on whiff. Oh whiff, Valentine will end the move as soon as she switches sides with the opponent.
  • The air version of Savage Bypass leaves Valentine in recovery until she reaches the ground if it whiffs, but on hit (even if it hits an assist and misses the point character) Valentine will recover in the air letting her perform follow-ups.
  • As a neutral tool, the HK version covers most of the screen, allowing for a good fullscreen attack especially on other characters trying to stay away from Val. However, if blocked or on whiff, the bypass will leave you helpless in a counterhit state until you land, so cancel into air scalpels if you want a safe-ish approach.
  • If the air version hits, there is a 10f buffer to input a double jump or air dash.
SG val qcbp.png
"Ready for your shots?" (Lv 1)
"Let's up the dose." (Lv 2)
"This might pinch!" (Lv 3)
Vial Hazard Sg 214.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 67 (Lv.1) / 72 (Lv.2) / 77 (Lv.3) / 88 (Assist) N/A N/A N/A N/A
  • As a stand-alone special move, Valentine loads a syringe with poison. This gives her access to the move Flew Shot (commonly referred to as Vial Toss), which is a modified version of Dead Cross and applies the poison loaded on hit.
  • Executing this move an additional time while a poison is already loaded will increase the level of the poison, up to level 3, making the effect of the respective poison more effective. Doing so will increase the recovery of Vial Hazard.
  • Valentine must complete the full animation to load the poison. She will not keep the syringe if she cancels into a super too early or gets interrupted by the opponent.
  • For level 3 poisons, and all orange poisons, the opponent must hit Valentine with a super or snapback to remove the effect early. Level 1 and 2 purple and green poisons can be removed by simply hitting Valentine.
  • Sg lp.png Type A: Damage Over Time
    • The purple poison deals damage over time for the poison's 480f duration in even 1f increments. The damage done scales along with Valentine's ratio, and deals no damage if the defending character has low health (10% for level 1 and 2, 1% for level 3).
    • Level 1: 1343 total damage
    • Level 2: 2008 total damage
    • Level 3: 2782 total damage
  • Sg mp.png Type B: Increased Hitstun
    • The green poison increases hit and block stuns for the defending character and removes undizzy, enabling new combos. Enables Val to convert off of her Air throw midscreen without using meter, among other conversions.
      • Level 1: Adds 20f to all hit stuns, block stuns and OTG hitstops; ~360f duration.
      • Level 2: Adds 30f to all hit stuns, block stuns and OTG hitstops; ~420f duration; subtracts 50 undizzy.
      • Level 3: Adds 40f to all hit stuns, block stuns and OTG hitstops; ~480f duration; subtracts 100 undizzy.
  • Sg hp.png Type C: Input Lag
    • The orange poison causes an input lag effect for the defending character. When infecting an assist character, the poison's input lag adds start up to the assist before it hits the ground.
      • Level 1: 4f input lag effect; ~180f duration.
      • Level 2: 6f input lag effect; ~270f duration.
      • Level 3: 9f input lag effect; ~360f duration.
  • Assist version behavior
    • If there is poison loaded, she will throw a syringe.
    • Loading poison counts for using an assist during a combo.
    • The animation is a fixed length, 11f longer than a point level 3 load.


SG val qcfp vial.png
SG val qcfp vial hb.png
Toggle Hitboxes
Toggle Hitboxes
Flew Shot After Vial Hazard:
Sg 236.png + [ Sg p.png ] (Air OK)
Ground Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 400 (100) (5%) 6% +10 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 -- 31 28 15 12 N/A
Air Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 400 (100) (5%) 6% +17 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 (Until ground) 24 28 15 12 N/A
  • The syringe projectile deals more damage than a shuriken, travels the full length of the screen in a straight line, and causes a poison effect on hit. Missing Flew Shot wastes the poison.
  • The speed of the ground versions varies with the button strength (L is slowest, H is fastest), but the different strengths of the air version have similar angles to Dead Cross.
  • If the button input is tapped (held less than 7f), Valentine will throw a Dead Cross and save the poison.
  • Ground version can also be used for ground links into 5LP.
  • Air version slows down Val's air momentum, very handy when trying to pick just the right air angle to approach from.
SG val qcbthrow.png
SG val qcbthrow hb.png
Going down?
Toggle Hitboxes
Toggle Hitboxes
Mortuary Drop Sg 214.png + Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab 50% Damage Scaling,
Invuln. (Throw)
0x2, 1200 (2.5%) 7%, 3%, 8% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
25 2 64 N/A N/A N/A N/A
  • Valentine lunges forward with a body bag for a slow starting command throw.
  • Valentine can cancel the recovery animation to a super while she's in the air to convert. EKG will work anywhere while Scalpels works midscreen but is a bit harder than in the corner.
  • Use this move sparingly. The slow startup and very long recovery make this move reactable and incredibly risky. You are better off going for more standard offense 99.99% of the time.

Supers

SG val qcfpp.png
SG val qcfpp hb.png
"Making the incision!"
Toggle Hitboxes
Toggle Hitboxes
Checkmate Incision
Level 1
Sg 236.png + Sg p.png + Sg p.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Frame 3) 450 x8 (125 x8) -100% KD -33
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 + 0, 2 -- 64 16 x8 19 x8 30 x8 (8 x8 on block) 3
Air Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Frame 3),
Airdash Cancel
450 x8 (125 x8) -100% KD -2 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 + 2, 2 (Until ground) 44 16 x8 19 x8 30 x8 (8 x8 on block) 4
  • Valentine throws a volley of 8 scalpels. The ground version can be converted into EKG midscreen and in the corner with 5LK. The air version recovers much faster, offering a better opportunity to combo after the lengthy hit stun effect.
  • Closing distance with an air Savage Bypass and canceling to an air Checkmate Incision on block gives Valentine a powerful countermeasure against a keep away strategy.
  • While this move does have some invincible startup, the invinciblity does not cover the active frames of the air version. Combining this with the low post-flash hitstop makes this move reactable and counterable by many characters. So be wary when using this move on defense.
  • Does decent chip damage, and can rack up damage on opponent's assists especially
  • Also known as "Scalpels".
SG val qcfkk.png
SG val qcfkk hb.png
"Major surgery!"
Toggle Hitboxes
Toggle Hitboxes
EKG Flatliner
Level 1
Sg 236.png + Sg k.png + Sg k.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 275 x12, 1850 (75) -100% KD -28
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 4 13 58 30 x13 21 30 x12, 30, (10 on block) 5
Air Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 240 x12, 1750 (75) -100% KD -30 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 4 13 (Until ground) 30 x13 21 38 x12, 30 (10 on block) 5
  • Valentine performs a beefed up version of Savage Bypass, transitioning into the rest of the move only if she hits the enemy point character. Damage shows complete attack, frame data shows attack on whiff or block.
  • After the first hit EKG Flatliner ignores assists, Egrets, Ms. Fortune's head, Lennys (can still be hit by Lenny), and anything else that may get in the way.
  • The extended hit stop effect on the last hit gives Valentine a way to DHC into some of the slower starting supers of her teammates. Like Savage Bypass, the hitstop from this attack only affects the opponent.
  • This should be your primary reversal due to its fast, fully invincible startup and good horizontal range.
SG val rdpkk.png
"Did you miss me?"
Acquisitive Prescription
Level 2
Sg 421.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A -200% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
0 25 25 N/A N/A 130 0
  • A counter attack that freezes the opponent, allowing Valentine to start a combo. If Acquisitive Prescription connects, you have time to load a vial and still get a heavy counterhit punish with 2HP.
  • Acquisitive Prescription deals no damage on its own and doesn't count as a hit for damage scaling.
  • Valentine's counters both start in 0f and only cause a super flash if successful.
  • When successful, the counter will remove any invulnerable frames and armor (except for Sekhmet) the opponent has in the incoming attack making it the only move in the game that can beat Double's Car super.
  • The attack will always consume meter, either at the super flash or at the end of the active frames for the counter.
  • Countering a burst will apply 50% damage scaling to the next attack.
  • Neither Acquisitive Prescription nor the poison enhanced Countervenom can be used as a DHC.


The first frame data graph shows the move on whiff. The second shows it countering on the first possible frame.


SG val rdpkk vial.png
SG val rdpkk vial hb.png
"Don't make me laugh."
Toggle Hitboxes
Toggle Hitboxes
Countervenom
Level 2
After Vial Hazard:
Sg 421.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 2250 (300) -200% KD +45
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
0 25 25 30 N/A 7, 51 0
  • After loading up a Vial Hazard, Valentine's counter stabs the opponent with a syringe. This deals direct damage, always applies the level 3 vial effect, and hits the defending character with enough hit stop to allow Valentine to combo out of it mid screen.
  • Missing this version of the counter does not waste the poison but still consumes meter.
  • As Valentine is invincible throughout the entire recovery Countervenom, this move is very effective anti-assist tool as Valentine will still be safe against any attempted punishes from the opponent, even if the point character is not forced to block.


The first frame data graph shows the move on whiff. The second shows it countering on the first possible frame.
SG val qcbpp.png
SG val qcbpp hb.png
"Tell me where it hurts..."
Toggle Hitboxes
Toggle Hitboxes
Dead On Arrival
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
55% Minimum Scaling,
Hit Grab
0 x2, 1000, 4000 (250) -300% KD -42
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 10 2 64 N/A 23 N/A (8 on block) 8
  • A hit grab with the same animation as Mortuary Drop, which transitions to cinematic sequence as Valentine and the defending character appear from the top of the screen. DHCs are not possible during the cinematic portion of this attack.
  • Valentine can take mercy on the opponent and shorten the animation by holding any punch button as the screen fades out.
  • Holding a punch button will load one level of Vial Hazard poison for that button. If no button is held, Type A poison is loaded.
  • Curiously, this move has 55% minimum damage scaling, rather than the normal 45% for Lv3s.
  • This move travels very far, is very fast, and has lots of post flash hitstop, making it very useful in neutral to punish the opponent whiffing anything.
  • 2E+ patch notes: "Lv3 startup is no longer super-able after the flash if you were within half a screen of her and committed to an attack/dash/etc. It is still blockable at any distance, if you were not doing anything."
SG val qcbtag.png
SG val qcbtag hb.png
"Clear!"
Toggle Hitboxes
Toggle Hitboxes
Forbidden Procedure: Rebirth Ex Machina
Level 5
Sg 214.png + Sg mp.png + Sg mk.png / Sg 214.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
55% Minimum Scaling
4500 (300) -500% KD -20
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 + 4 6 49 19 22 25 (18 on block) 9
  • Valentine presses her AED paddles to the floor, simultaneously reviving the corpse of a fallen teammate and hitting opponents with the surrounding electricity.
  • The move must make contact with the fallen teammate's body to revive successfully. The teammate recovers 33% health and quickly leaves the screen.
  • If this move hits two corpses, the strength of the buttons used to input the super will determine which teammate is revived (similar to a tag input).

Taunt

SG val taunt.png
"Cheat day!"
Chocoglycemia Sg lp.png , Sg mk.png , 4.gif , Sg mp.png , Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 101 N/A N/A N/A N/A
  • Restores 5 red HP.
SG val assist.png
"Can't catch me."
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 44 N/A N/A N/A N/A

Colors

SG val color1.png SG val color2.png SG val color3.png SG val color4.png SG val color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Based on Mai Shiranui from King of Fighters.
Color 4
SGColor4.png
Original color palette based on Hallow of the Last Hope.
Color 5
SGColor5.png
Original color palette based on Patty of the Last Hope.

SG val color6.png SG val color7.png SG val color8.png SG val color9.png SG val color10.png
Color 6
SGColor6.png
Original color palette based on Easter of the Last Hope.
Color 7
SGColor7.png
Original color palette based on Valentine's story mode ending.
Color 8
SGColor8.png
Original color palette based on Christmas of the Last Hope.
Color 9
SGColor9.png
Based on the nurse monsters from Silent Hill.
Color 10
SGColor10.png
Based on Trish from Persona 2.

SG val color11.png SG val color12.png SG val color13.png SG val color14.png SG val color15.png
Color 11
SGColor11.png
Original alternate color palette.
Color 12
SGColor12.png
Based on Sheena Fujibayashi from Tales of Symphonia.
Color 13
SGColor13.png
Based on Anesthesia from Rumble Roses.
Color 14
SGColor14.png
Based on Baiken from Guilty Gear.
Color 15
SGColor15.png
Based on Sam, an NPC from Gaia Online.

SG val color16.png SG val color17.png SG val color18.png SG val color19.png SG val color20.png
Color 16
SGColor16.png
Based on the Vocaloid Yowane Haku.
Color 17
SGColor17.png
Based on Haruko Haruhara from Fooly Cooly.
Color 18
SGColor18.png
Based on Kasumi from Dead or Alive.
Color 19
SGColor19.png
Based on Kyoko Needleworker from Disgaea.
Color 20
SGColor20.png
Based on Shinobu from No More Heroes. Crowdfunding request.

SG val color21.png SG val color22.png SG val color23.png SG val color24.png SG val color25.png
Color 21
SGColor21.png
Based on Nu-13 from BlazBlue. Crowdfunding request.
Color 22
SGColor22.png
Based on Taki from Soul Calibur. Crowdfunding request.
Color 23
SGColor23.png
Original alternate color palette. Crowdfunding request.
Color 24
SGColor24.png
Original alternate color palette. Crowdfunding request.
Color 25
SGColor25.png
Based on Strider from Marvel vs. Capcom 2. Crowdfunding request.

Val 27.png Val 26.png SG val color28.png SG val color29.png
Color 26
SGColor26.png
?
Color 27
SGColor27.png
Based on Mercy from Overwatch.
Color 28
SGColor28.png
Based on Nurse Joy from the Pokemon series.
Color 29
SGColor29.png
Based on Sheik from the Legend of Zelda series.



Intro Poses

Valentine has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.

Valentine intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Valentine does a ninja flip.
Hiyah!
Valentine intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Valentine glides with a body bag.
This may sting...a bit.
Time for your physical.
Valentine intro 3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
Valentine hides behind a curtain and then cuts it in half.
I'll cut you down to size.
Side effects may include nausea, headaches... and death!

External Links

When browsing Skullheart, keep in mind it was most active when the game was on an older patch.


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other