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.
Overview
Valentine is an evasive character with good control over the air game. She has both a double jump and an airdash that moves upwards slightly. She also has air shurikens (j236P) which control the air to ground angle and stalls her air momentum. On the ground, she can backdash which puts her airborne, then cancel the backdash into an airdash by simply tapping forward. This is a strong tool both for evasion and offense, since you can shift your movement forward if they whiff. Doing the fastest possible backdash > airdash > jMP or jHP is a strong way to attack with an airdash up close since it's faster than her IAD. jMP is multi hit with many active frames, and jHP has a good crossup hitbox. It's also worth noting her air hurtbox is very small which passively aids in her evasion ability and makes her feel difficult to catch against a Valentine with good movement.
She has a special mechanic where she loads a vial of poison, then can apply one of three status effects to the opponent on hit: damage over time, increased hitstun, or extra input delay. With the aid of an assist she can load and apply poison in the same combo. Because of that and her limited assist options she's often played on point.
玩法风格
Valentine is a mobile all-rounder that specializes in whiff punishing bad approaches. |
优势 |
弱点 |
- Mobility: Valentine is arguably the most mobile character in the game. She has access to a wide array of useful movement options, especially when in the air.
- Mixups: Valentine has some very strong resets, and also has access to Orange Vial which inflicts input delay and makes mixups even harder to see.
- Air Normals: All of her air normals are great for a variety of purposes, from mobility, mix-ups, pokes in neutral, and defensive utility.
- Vial Damage: Valentine's damage without vial loaded is just average, but it becomes very high with vials, especially with Level 3 Poison Vial loaded.
- Unique Backdash: Her grounded backdash is airborne and airdash cancellable allowing for quick overheads, as well as sometimes high profiling lows. Her airborne backdash can be used to quickly retreat and make herself safe after whiffing air normals.
|
- Poor Assists: While H Bypass and H Dead Cross are decent assists in their own right, Valentine's assist selection is overall lacking in variety and options.
- Reversals: She does not have a meterless reversal, and some of her metered reversals require DHCs to combo from.
- DHC Synergy: While her DHCs do good damage, they lack a lot of utility compared to other characters.
|
概述视频
精准空降
Stats
取消链
站姿
|
5 Buttons: → → → → or
|
蹲姿
|
5 Buttons: → → → → or
|
空中
|
6 Buttons: → → → → →
|
行动能力
体重
|
冲刺
|
二段跳
|
空中冲刺
|
IAD锁
|
Light
|
Run
|
Yes
|
Yes
|
8
|
起身时间
向前受身
|
向后受身
|
滑行倒地
|
强制倒地
|
瘫倒
|
37
|
37
|
6
|
35
|
32
|
Assists
2MK (default assist)
Two hit low assist.
Throw (default assist)
Valentine's normal throw causes crumple state making it easy to combo from.
H Savage Bypass (236K)
Valentine rushes forward to nearly fullscreen distance. Pushes the opponent very far back on block, and on hit knocks them backwards for a conversion. This is generally Valentine's best assist.
Vial Hazard (214P)
A setup assist. If Val doesn't already have a vial loaded, she will load up a poison and leave the screen. If called a second time, or whenever she still has a vial loaded, she will perform Flew Shot to throw the loaded vial at the opponent. Between the 3 variations of poisons, this assist has a variety of utility between pure damage, combo setups, or stronger resets.
Mortuary Drop (214LP+LK)
A long range throw assist that gives the point character time to set up resources.
5MK
5 hit short ranged lockdown assist
Move List
Standing Normals
5LP
|
s.
|
x1
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
自成链
|
200
|
2.5%
|
+1
|
+4
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
6
|
3
|
13
|
16
|
19
|
7
|
N/A
|
|
|
x2
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
自成链
|
200
|
2.5%
|
-4
|
-1
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
7
|
3
|
18
|
16
|
19
|
7
|
N/A
|
|
|
x3
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
200
|
2.5%
|
-1
|
+2
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
8
|
2
|
16
|
16
|
19
|
7
|
N/A
|
|
|
- 远距离、部分纯红框的三连击
- 随机使用手术刀、压舌板、棒棒糖,所有东西效果一样
|
|
5MP
|
s.
|
x1
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
自成链
|
140 x3, 325
|
2.25% x47.5%, 1.8% x4
|
-1
|
-2
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
13
|
1, 1, 1, 1
|
23
|
22 x4, 22
|
21 x4, 21
|
1 x3, 10
|
N/A
|
|
|
x2
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
300, 100 x4
|
2.25% x5
|
+4
|
+3
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
14
|
3, (7), 3, (3), 3, (3), 3, (3), 3
|
16
|
22 x5
|
17, 21 x4
|
9, 1 x4
|
N/A
|
|
|
- 5MPx1最后一次受击硬直比5MPx2多,5MPx2后想接5HP需要5MPx2立刻取消到5HP
- 不要用5MPx2确认,造成的连击伤害修正缩放会减少连段伤害
|
|
5HP
|
s.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
950
|
10%
|
+2
|
-3
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
21
|
2
|
26
|
29
|
24
|
14
|
N/A
|
|
|
- 启动阶段向后靠,可以躲避攻击,也可以kara取消到超杀用来后退控制距离。加上大的纯红框使这招成为中距离很强的牵制招式,尤其是结合援护使用时
|
|
5LK
|
s.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
275
|
2.5%
|
+5
|
+3
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
11
|
2
|
16
|
22
|
20
|
7
|
N/A
|
|
|
|
|
5MK
|
s.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
400, 75 x4
|
7.5%, 1.8% x4
|
-3
|
±0
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
14
|
2, (4), 3, 3, 3, 5
|
22
|
22, 20 x4
|
25, 23 x4
|
9, 2 x4
|
N/A
|
|
|
- 瓦伦汀先踢一脚,之后自动追加四次十字镖旋转攻击。踢造成的受击硬直最长,可以取消到5HP接上
- 持续帧多且距离远,可以作为牵制招式,结合援护确认更佳·
|
|
5HK
|
s.
|
x1
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
自成链
|
400
|
10%
|
-11
|
-16
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
16
|
4
|
33
|
25
|
20
|
10
|
N/A
|
|
|
x2
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
自成链
|
450
|
4.5%
|
-12
|
-17
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
16
|
4
|
34
|
25
|
20
|
10
|
N/A
|
|
|
x3
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
600
|
4.5%
|
滑行倒地
|
-21
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
13
|
4
|
37
|
27
|
19
|
13
|
N/A
|
|
|
- 瓦伦汀手拿输液架挥砍,最多可以砍三次,每次被防都不安全。但是瓦伦汀有很多多段攻击的拳脚,能轻松确认击中再会取消到HK。
- 5HKx3造成滑行倒地,可以取消到Vial Load攒针,也可以过去压起身
- 5HKx1竖直方向有很大的纯红框,可以作为远距离对空招式但要记住这招很慢
- OTG使用后不要把这招作为连段结尾,不然对手倒地后可以立刻受身。OTG已经用了就用5HP
|
|
Crouching Normals
2LP
|
c.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
200
|
2.5%
|
+4
|
+6
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
6
|
2
|
15
|
20
|
22
|
8
|
N/A
|
|
|
- 快、加帧多,非常适合点投
- 纯红框部分有一定竖直范围,使这招对空也还行
|
|
2MP
|
c.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
160 x2, 300
|
2.25% x3
|
+2
|
-1
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
14
|
1, 1, 2
|
21
|
16 x2, 24
|
17 x2, 21
|
2 x2, 10 (1 x2, 10 on block)
|
N/A
|
|
|
- 瓦伦汀挥舞锯子后仰,丢出大块高过自身的纯红框剑气,是她的最强对空招式
|
|
2HP
|
c.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
浮空技
|
950
|
10%
|
-6
|
-19
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
14
|
4
|
34
|
31
|
18
|
14
|
N/A
|
|
|
- 瓦伦汀唯一浮空技,不错的水平范围,能在很多地面拳脚的最远距离接上
|
|
2LK
|
c.
|
x1
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
下段
|
自成链
|
225
|
2.5%
|
+4
|
+1
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
9
|
3
|
14
|
20
|
17
|
8
|
N/A
|
|
|
x2
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
85 x3
|
2% x3
|
+3
|
±0
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
10
|
2, (2), 2, (2), 2
|
16
|
20 x3
|
17 x3
|
1 x3
|
N/A
|
|
|
- 只有第一下踢是下段,造成比后面十字镖旋转更多的打击停顿
- 2LKx2被防平帧,作为2LK 2MK确认的替代有利于后续压制。与2LK 2MK不同,2LKx1空了2LKx2也能出
- 作为多段攻击的招式,放在连段靠后部分比5LK造成更多伤害,但2LKx2捡起地上的对手有时很怪,自个看着用
|
|
2MK
|
c.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
下段
|
-
|
350 x2
|
3.75% x2
|
+2
|
-2
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
14
|
3, (3), 2
|
20
|
23 x2
|
19 x2
|
6, 10
|
N/A
|
|
|
|
|
2HK
|
c.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
下段
|
扫堂腿
|
975
|
10%
|
软性倒地(无敌)
|
-18
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
17
|
4
|
32
|
14
|
17
|
10
|
N/A
|
|
|
|
|
Jumping Normals
jLP
|
j.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
上段
|
-
|
200
|
2.5%
|
+6
|
+2
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
7
|
4
|
12
|
21
|
17
|
7
|
N/A
|
|
|
- 出招快,部分纯红框。框非常适合空中丢完Dead Cross后打低处的对手,用于起跳空对空也不错。
- 最速jLP快到能打站姿对手,可以用作模糊攻击
|
|
jMP
|
j.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
上段
|
-
|
250, 175 x4
|
1.8% x5
|
+7
|
+3
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
10
|
3, 3, 3, 3, 3
|
13
|
22 x5
|
16 x5
|
6 x5
|
N/A
|
|
|
- 骨锯部分纯红框,斜向下持续相当长时间,是瓦伦汀空中冲刺到对手头顶后的压制手段。不过多段攻击起手造成的伤害缩放会影响后续伤害。
- 把这招视作divekick,下落过程中大部分时间都有持续帧,有朝下的纯红框又很难赢。应该作为主要压制手段之一
|
|
jHP
|
j.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
上段
|
-
|
875
|
10%
|
+4
|
+2
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
18
|
2
|
19
|
25
|
22
|
12
|
N/A
|
|
|
- 挥动纯红框的骨锯进行单段攻击,虽然没有看起来那么大但还是能打到前、下和后面的对手。弧形范围能让瓦伦汀空中冲刺后更容易打逆向
|
|
jLK
|
j.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
上段
|
-
|
325, 100 x3 or 200, 100 x2
|
2%, 1.8% x3 or 1.8% x3
|
+2
|
-2
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
9
|
3, (1), 10
|
10
|
21 x4 or 21 x3
|
17 x4 or 17 x3
|
7, 2x3 or 2 x3
|
N/A
|
|
|
- 膝盖上飞镖多段攻击,受击硬直短、击中推开对手的特点使这招更适合重置和throw setups
- 斜向下的角度能打到前面和略后的对手,空中飞镖空后下落时不错的选择
- 由于jLK和jMP的防御硬直不同,在BDAD(最速后冲刺+空中冲刺)压制中混合使用扰乱对手timing
|
|
jMK
|
j.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
上段
|
-
|
300, 550
|
2.5%, 6%
|
+4
|
-3
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
12
|
3, (3), 3
|
21
|
24, 27
|
17, 20
|
7, 10
|
N/A
|
|
|
- 先用锤子敲对手和自己的膝盖,能将对手稍微向上抬(即使在地上),然后腿抬起将地面的对手提到空中,同时瓦伦汀向前上方弹跳
- 瓦伦汀最强空对空招式之一:第一段攻击的纯红框不错、中途略微弹跳
- 第二击的小弹跳可以给瓦伦汀带来额外的空中机动性
- 在连段中可以jHP取消jMK第二段快速落地,来实现一些狡猾的快速落地重置
|
|
jHK
|
j.
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
上段
|
-
|
500, 600
|
2.5%, 6%
|
-13
|
-18
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
17
|
3, (3), 3
|
36
|
13, 25
|
16, 20
|
12 x2
|
N/A
|
|
|
- 尸袋中的僵尸进行两次攻击,僵尸部分纯红框,可能是游戏里最好的空对空招式
- 启动慢,控制好使用的距离否则容易被打断
- 如果jHK距离放的不好可以取消到Dead Cross或者空中后冲刺
- A misplaced jHK can be cancelled into into Dead Cross or back airdash, double jump to make it safe.
|
|
Universal Mechanics
Throw
|
+
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
投
|
50%伤害缩放
|
800
|
5%, 8%
|
瘫倒
|
N/A
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
7
|
1
|
28
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- 瘫倒给衔接提供了充足时间,很容易接2HP(或者版边5HP)
|
|
Air Throw
|
+ (in air)
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
空投
|
50%伤害缩放
|
0, 75 x4, 800
|
5%, 1% x4, 0
|
倒地
|
N/A
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
7
|
3
|
15
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
|
|
Specials
Dead Cross
|
+ (Air OK)
|
Ground
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
飞行道具
|
300 (100)
|
(2.5%) 6%
|
+6
|
-9
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
17
|
29
|
31
|
28
|
13
|
8
|
N/A
|
|
|
Air
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
飞行道具
|
300 (100)
|
(2.5%) 6%
|
+13
|
-2
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
17
|
(Until ground)
|
24
|
28
|
13
|
8
|
N/A
|
|
|
- 瓦伦汀扔出一枚单段攻击、固定范围的手里剑。LP,MP,HP版本距离不同,空中版本角度不同
- 手里剑击中对手、落地、飞出屏幕后进入24帧冷却
- 结合大跳、二段跳,空中手里剑的轨迹可以覆盖很大范围,瓦伦汀可以在想要的时候安全、防御性地对战。这有助于建立她强大的空间控制能力。如果对手想靠近,瓦伦汀下落jLP既可以压制对手又可以衔接轻版本的空中手里剑(如果命中)
- 空中手里剑可以减缓瓦伦汀空中动量,可以很方便地选择合适的角度靠近
|
|
"Ready for your shots?" (Lv 1) "Let's up the dose." (Lv 2) "This might pinch!" (Lv 3)
|
Flew Shot
|
After Vial Hazard: + [ ] (Air OK)
|
Ground
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
飞行道具
|
400 (100)
|
(5%) 6%
|
+10
|
-3
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
17
|
--
|
31
|
28
|
15
|
12
|
N/A
|
|
|
Air
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
飞行道具
|
400 (100)
|
(5%) 6%
|
+17
|
+4
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
17
|
(Until ground)
|
24
|
28
|
15
|
12
|
N/A
|
|
|
- 丢出的针比手里剑伤害更高,水平经过整个屏幕,命中造成中毒效果。打空也会用掉层数
- 地面版本中LP飞行速度最慢,HP最快,空中版本有着和236P相似的角度
- 如果按P少于7帧会变成236P
- 地面版本可以接5LP
- 空中版本可以减缓瓦伦汀空中动量,可以很方便地选择合适的角度靠近
|
|
Supers
Acquisitive Prescription Level 2
|
+ +
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
N/A
|
-
|
N/A
|
-200%
|
N/A
|
N/A
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
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.
- Cannot be used as a DHC, unlike the poison enhanced Countervenom version.
- The first frame data graph shows the move on whiff. The second shows it countering on the first possible frame.
|
|
Countervenom Level 2
|
After Vial Hazard: + +
|
Point
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
N/A
|
-
|
2250 (300)
|
-200%
|
倒地
|
+45
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
0
|
25
|
25
|
30
|
N/A
|
7, 51
|
0
|
|
|
DHC
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
All
|
-
|
1000 (300)
|
-200%
|
倒地
|
-14
|
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
0
|
4
|
44
|
30
|
33
|
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.
- Negates armor and invincibility on successful counter like Acquisitive Prescription.
- Whiffing the counter does not consume the vial, but it does consume the meter.
- On successful counter, Val will teleport right next to the opponent before performing the stab.
- She only moves horizontally, so it's possible in rare situations for the stab to whiff if the opponent is high enough and using a disjointed move.
- If the stab whiffs, she loses both the vial and the 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.
- If Vial Hazard is prepared, Valentine can use Countervenom as a DHC. This version has reduced damage, is unsafe on block, and always applies the level 1 version of a given Vial Hazard status effect.
- Strangely, if a successful Countervenom is immediately DHCed from right after the stab, it will still be Stage 2.
- For supers that don't hit such as installs, this can allow for very high damage followups.
- The first frame data graph shows the move on whiff. The second shows it countering on the first possible frame.
|
|
"Tell me where it hurts..."
|
Taunt
"Can't catch me."
Assist Taunt
|
Automatically done after an assist move
|
防守
|
特性
|
伤害
|
能量
|
击中
|
被防
|
被推挡
|
Mid
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
N/A
|
出招
|
持续
|
收招
|
受击硬直
|
防御硬直
|
打击停顿
|
暗转冻结
|
N/A
|
N/A
|
44
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- 援护招式结束后需要长时间才能进入无敌(完全)
- 收招长 → 更多时间反击援护
|
|
Colors
|
|
|
|
|
配色 1
Default color palette.
|
配色 2
Original alternate color palette.
|
配色 3
Based on Mai Shiranui from King of Fighters.
|
配色 4
Original color palette based on Hallow of the Last Hope.
|
配色 5
Original color palette based on Patty of the Last Hope.
|
|
|
|
|
|
|
|
|
|
|
|
配色 6
Original color palette based on Easter of the Last Hope.
|
配色 7
Original color palette based on Valentine's story mode ending.
|
配色 8
Original color palette based on Christmas of the Last Hope.
|
配色 9
Based on the nurse monsters from Silent Hill.
|
配色 10
Based on Trish from Persona 2.
|
|
|
|
|
|
|
|
|
|
|
|
配色 11
Original alternate color palette.
|
配色 12
Based on Sheena Fujibayashi from Tales of Symphonia.
|
配色 13
Based on Anesthesia from Rumble Roses.
|
配色 14
Based on Baiken from Guilty Gear.
|
配色 15
Based on Sam, an NPC from Gaia Online.
|
|
|
|
|
|
|
|
|
|
|
|
配色 16
Based on the Vocaloid Yowane Haku.
|
配色 17
Based on Haruko Haruhara from Fooly Cooly.
|
配色 18
Based on Kasumi from Dead or Alive.
|
配色 19
Based on Kyoko Needleworker from Disgaea.
|
配色 20
Based on Shinobu from No More Heroes. Crowdfunding request.
|
|
|
|
|
|
|
|
|
|
|
|
配色 21
Based on Nu-13 from BlazBlue. Crowdfunding request.
|
配色 22
Based on Taki from Soul Calibur. Crowdfunding request.
|
配色 23
Original alternate color palette. Crowdfunding request.
|
配色 24
Original alternate color palette. Crowdfunding request.
|
配色 25
Based on Strider from Marvel vs. Capcom 2. Crowdfunding request.
|
|
|
|
|
|
|
|
|
|
|
|
|
配色 26
?
|
配色 27
Based on Mercy from Overwatch.
|
配色 28
Based on Nurse Joy from the Pokemon series.
|
配色 29
Based on Sheik from the Legend of Zelda series.
|
配色 30
Based on Yoruichi from Bleach.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
Intro pose 1: Hold OR Valentine does a ninja flip. Hiyah!
|
|
Intro pose 2: Hold OR Valentine glides with a body bag. This may sting...a bit. Time for your physical.
|
|
Intro pose 3: Hold OR 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!
|
Players to Watch
免责声明:此列表中的信息来源于游戏社区,并非全面的或任何形式的排名。如果需要修改,你可以在这里找到此列表的语法。