|
| Valentine: Bloody Romantic
|
| Voiced by:
| Laura Post
|
| Age:
| 27
|
| Birthday:
| December 25
|
| Bloodtype:
| A
|
| Height:
| 6'
|
| Weight:
| 160lbs
|
| Measurements:
| 36E-25-40
|
| Likes:
| Alcohol, The Scientific Method, Studying things from afar, Snakes, Wolves, Classical music, Punctuality, Careful planning, Taking things apart, News and non-fiction reading, Mind games, Chess, Accoustic guitar, Meat, Eastern culture, Dark chocolate
|
| Dislikes:
| Needless formality, Sentimentality, Weak people, Cooking, Bedside manner, Brain Drain, Back pain, Candy
|
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.[1]
| Command
| Name / Quote
| Properties (glossary)
|
|
| Check-up
| Chains Thrice
|
|
|
| Valentine's jabs with a randomly chosen scalpel, tongue depressor, or lollipop. All items have the same properties. The first hit is remarkably fast, even when compared to other LP attacks.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 200
| 2.5%
| 4
| 3
| 13
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 16
| 19
| 1
| 4
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 200
| 2.5%
| 7
| 3
| 18
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 16
| 19
| -4
| -1
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 200
| 2.5%
| 8
| 2
| 16
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 16
| 19
| -1
| 2
|
|
|
| Transfemoral Amputation
| Chains Twice
|
|
|
| The first attack's 4 hit, single bonesaw swipe ends with more hit stun than the second's faster cuts. Valentine can't chain to some of her slower HP and HK attacks off of the second attack.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 140 x3, 325
| 2.3% x4
| 13
| 1, 1, 1, 1
| 23
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 2 x3, 10
| 16 x3, 22
| 17 x3, 21
| -1
| -2
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300, 100 x4
| 2.3% x5
| 14
| 3, (7), 3, (3), 3, (3), 3, (3), 3
| 16
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9, 1 x4
| 22 x5
| 17, 21 x4
| 4
| 3
|
|
|
| Thoracotomy
|
|
| Rip saw!
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 950
| 10.0%
| 21
| 2
| 26
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 14
| 29
| 24
| 2
| -3
|
|
|
| Shin Splint
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 275
| 2.5%
| 11
| 2
| 16
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 22
| 20
| 5
| 3
|
|
|
| Chishibuki Juuji
|
|
| Cross cut!
|
| Valentine preforms 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, making chain combos easier and less range dependent when cancelling after the first hit.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 400, 75 x4
| 7.6%, 1.8% x4
| 14
| 2, (4), 4, 4, 4, 2
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9, 1 x4
| 22, 20 x4
| 25, 23 x4
| -3
| 0
|
|
|
| IV Naginata
| Chains Thrice
|
|
|
| Valentine swings an IV pole like an axe, ending a ground chain with 3 damaging hits. Canceling the third hit into Vial Hazard lets Valentine load a poison wile the opponent slides away. All of the attacks are unsafe on block, but with so many other multi-hit moves Valentine has little reason to chain into HK without a hit confirm.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 400
| 10.0%
| 16
| 4
| 33
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10 (9 on block)
| 25
| 20
| -11
| -16
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 450
| 4.5%
| 16
| 4
| 34
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10 (9 on block)
| 25
| 20
| -12
| -17
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 600
| 4.5%
| 13
| 4
| 37
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 13 (9 on block)
| 27
| 19
|
| -21
|
|
|
+
| Knee-jerk Hammer
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 200
| 2.5%
| 5
| 2
| 15
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8
| 20
| 23
| 4
| 7
|
|
|
+
| Venesection
|
|
| Wide incision!
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 160 x2, 300
| 2.3% x3
| 14
| 1, 1, 2
| 21
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 2 x2, 10
| 16 x2, 24
| 17 x2, 21
| 2
| -1
|
|
|
+
| Skyward Strike
|
|
|
|
| Valentine's only launcher has deceptive horizontal reach, allowing it to chain combo after many of her other ground normals at maximum range.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 950
| 10.0%
| 14
| 4
| 34
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 14
| 31
| 18
| -6
| -19
|
|
|
+
| Gedan Juuji
| Chains Twice
|
|
|
| Only the first attack hits low, causing more hit stun than the additional spinning cross hits from the second attack.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 225
| 2.5%
| 9
| 3
| 19
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8
| 20
| 17
| -1
| -4
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 85 x3
| 2.0% x3
| 10
| 2, (2), 2, (2), 2
| 16
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 1 x3
| 20 x3
| 17 x3
| 3
| 0
|
|
|
+
| Kakushi Caliper
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 350 x2
| 3.6% x2
| 14
| 3, (3), 2
| 20
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 6, 10
| 23 x2
| 19 x2
| 2
| -2
|
|
|
+
| Kiri Barai
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 975
| 10.0%
| 17
| 4
| 32
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10
| 14
| 17
|
| -18
|
|
|
(air)
| Stethoscope
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 200
| 2.5%
| 7
| 4
| 12
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 21
| 17
| 6
| 2
|
|
|
(air)
| Forequarter Amputation
|
|
|
|
| This bonesaw attack stays active at a downward angle for a relatively long time, allowing Valentine to to pressure opponents as she IADs on top of them. Damage scaling after multiple hits means this may not be the best move to start a combo.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 250, 175 x4
| 1.8% x5
| 10
| 3, 3, 3, 3, 3
| 13
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 6 x5
| 20 x5
| 16 x5
| 5
| 1
|
|
|
(air)
| Craniotomy
|
|
|
|
| A large, sweeping single hit bonesaw swipe that hits in a large radius in front of, below, and behind Valentine. The arc makes for an extremely easy cross up when combined with Valentine's air dash.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 875
| 10.0%
| 18
| 2
| 19
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 12
| 25
| 22
| 5
| 2
|
|
|
(air)
| Tobi Juuji
|
|
|
|
| This knee drop's multiple hits and low hit stun make it more useful in resets and throw set ups than for an air chain. It works as an effective cross up against a standing opponent.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 325, 100 x3
| 2.0%, 1.8% x3
| 9
| 3, (1), 10
| 12
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 2 x4
| 21 x4
| 17 x4
| 2
| -2
|
|
|
(air)
| Patellar Reflex
| (2nd hit)
|
|
|
| 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.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300, 550
| 2.5%, 6.0%
| 12
| 3, (3), 3
| 21
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7, 10
| 20, 27
| 17, 20
| 4
| -3
|
|
|
(air)
| Cadaver Clone
|
|
| Body bash!
|
| A 2 hit zombie attack out of Valentine's body bag. The slow second hit does not work well with IADs. Valentine must hold the air dash to give her the vertical height and time she needs to successfully preform both hits.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 500, 600
| 2.5%, 6.0%
| 17
| 3, (3), 3
| 36
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 12 x2
| 13, 25
| 16, 20
| -13
| -18
|
|
|
| Command
| Name / Quote
| Properties (glossary)
|
|
+
| Dead Cross
| Default Ensemble Choice (MP)
|
|
|
| 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.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300
| (2.5%) 6.1%
| 17
| -
| 31
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8
| 28
| 15
| 6
| -7
|
|
| (air)
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300
| (2.5%) 6.1%
| 17
| -
| 24
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8
| 28
| 15
| 13
| 0
|
|
|
+
| Vial Hazard
|
|
| Lets up the dose.
|
| As a stand-alone special move, Valentine hits once as she discards the vial and twice as she taps the needle. Valentine must complete the full animation to load the poison. She will not keep the syringe if she cancels into Blockbuster too early or gets interrupted by the opponent.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 150 x2
| (2.5%) 2.5% x3
| 27
| 1, (16), 2, (7), 2
| 20
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7 x3
| 18 x3
| 21 x3
| -3
| 0
|
|
|
After Vial Hazard: +
| Flew Shot
|
|
|
|
| The superior 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. Ground versions are all identical, but the different strengths of the air version have similar angles to Dead Cross. Missing Flew Shot wastes the poison.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 400
| (2.5%) 6.1%
| 17
| -
| 31
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 12
| 28
| 15
| 10
| -3
|
|
| (air)
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 400
| (2.5%) 6.1%
| 17
| -
| 24
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 12
| 28
| 15
| 17
| 4
|
|
|
+
| Savage Bypass
|
|
|
|
| Valentine dashes forward, attacking with a single bonesaw cut as she appears behind the opponent. With the defending player's back to the corner, Valentine will not switch sides on a successful hit and leave herself in better position to start a combo. On block, Valentine never crosses through the opponent. The hit stop effect from this attack affects only the opponent, effectively adding to hit and block stun. 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. On 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 always leaves Valentine in recovery until she reaches the ground.
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 975
| (2.5%) 10.1%
| 17
| 2
| 34
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 15 (10 on block)
| 18
| 21
|
| -4
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 110
| (2.5%) 10.1%
| 21
| 4
| 39
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 15 (10 on block)
| 18
| 21
|
| -7
|
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1275
| (2.5%) 10.1%
| 27
| 8
| 44
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 15 (10 on block)
| 18
| 21
|
| -10
|
|
|
|
(air)
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 975
| (2.5%) 10.1%
| 15
| 2
| (until ground)
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 15 (10 on block)
| 18
| 21
|
| N/A
|
|
(air)
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 110
| (2.5%) 10.1%
| 18
| 4
| (until ground)
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 15 (10 on block)
| 18
| 21
|
| N/A
|
|
(air)
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1275
| (2.5%) 10.1%
| 23
| 8
| (until ground)
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 15 (10 on block)
| 18
| 21
|
| N/A
|
|
|
+ +
| Mortuary Drop
| 50% Damage Scaling
|
| Going down...
|
| Valentine lunges forward with a body bag for a slow starting command throw. A s.HP canceled into Mortuary Drop will position the opponent with the perfect range and enough stun to effectively set up this throw. Valentine can cancel the recovery animation to a Blockbuster while she's in the air.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0x2, 2050
| (2.5%) 7.0%, 3.0%, 8.0%
| 21
| 2
| 64
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
|
| Command
| Name / Quote
| Properties (glossary)
|
|
+ +
| Checkmate Incision
| Uses 1 level of Dramatic Tension
|
| Bandage this!
|
| Valentine throws a volley of 8 scalpels. Her pose after the ground version forces her to use an OTG to continue a combo. The air version recovers much faster and can cancel to an air dash, offering a better opportunity to combo after the lengthy hit stun effect. Closing distance with an air Savage Bypass, canceling to an air Checkmate Incision on block, air dash canceling, then landing on the opponent with an air normal gives Valentine a powerful countermeasure against a keep away strategy.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 450 x8
| -100%
| 5 + 0, 2
| -
| 66
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 30 (10 on block) x8
| 16
| 19
|
| -27 or worse
|
|
- Invulnerability starting after 2f of start up, ending after 3f of recovery.
|
| (air)
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 450 x8
| -100%
| 5 + 2, 2
| -
| 34
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 30 (10 on block) x8
| 16
| 19
|
| 5 or worse
|
|
- Invulnerability starting after 2f of start up, ending after 2f of recovery.
|
|
+ +
| EKG Flatliner
| Uses 1 level of Dramatic Tension
|
| Major surgery!
|
| Valentine dashes forward across the screen for the first hit of the Blockbuster, transitioning into the rest of the move only if she hits the enemy point character. After the first hit EKG Flatliner ignores Enbsembles, Egrets, severed heads, Lennys, and anything else that may get in the way. The extended hit stop effect on the last hit gives Valentine a way to Blockbuster Sequel into some of the slower starting Blockbusters of her teammates. Like Savage Bypass, the hit stop from this attack only affects the opponent.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 275 x12, 1930
| -100%
| 4 + 1
| 13
| 58
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
30 x12, 0 (10 on block)
| 30 x13
| 21
|
| -26
|
|
- Invulnerability through all start up, ending after 7f of active frames.
- -5f recovery on block.
|
|
+ +
| Acquisitive Prescription
| Uses 2 levels of Dramatic Tension
|
| Did you miss me?
|
| A counter attack that freezes the opponent, allowing Valentine to start a combo. Acquisitive Prescription deals no damage on its own and doesn't count as a hit for damage scaling. Valentine's counters start in 0f and only causes a super flash if successful. The attack will always consume Dramatic Tension, either at the super flash or at the end of the active frames for the counter. Both Acquisitive Prescription and the poison enhanced Countervenom cannot be used as a Blockbuster Sequel.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| N/A
| -200%
| 4
| 26
| 35
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 114
| N/A
| N/A
| N/A
| N/A
|
|
|
After Vial Hazard: + +
| Countervenom
| Uses 2 levels of Dramatic Tension
|
| Don't make me laugh.
|
| After loading up a Vial Hazard, Valentine's counter stabs the opponent with a syringe. This deals direct damage, applies the poison effect, and sends the opponent flying backwards into the corner for a combo. Missing this version of the counter does not waste the poison but still consumes Dramatic Tension.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 2000
| -200%
| 4
| 26
| 35
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8
| 30
| N/A
|
| N/A
|
|
|
+ +
| Dead On Arrival
| Uses 3 levels of Dramatic Tension
|
| Tell me where it hurts...
|
| An attack that resembles a throw on hit Mortuary Drop, which transitions to cinematic sequence as Valentine and the defending character appear from the top of the screen. Blockbuster Sequels 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.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0 x2, 1000, 4000
| -300%
| 4 + 15
| 2
| 64
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8
| N/A
| 23
|
| -42
|
|
- Invulnerability through all start up, ending after 2f of active frames.
|
|
+ + OR +
| Forbidden Procedure: Rebirth Ex Machina
| Uses 5 levels of Dramatic Tension
|
| Clear!
|
| Valentine presses her AED paddles to the floor, reviving the corpse of a fallen teammate and hitting opponents with the surrounding electricity. It must make contact with the fallen teammate's body to revive successfully. It can hit an opponent for massive damage and a friendly corpse, save the teammate while letting the opponent punish Valentine, or miss both and completely waste a full 5 levels of Dramatic Tension. With a successful revival the teammate recovers 33% health and quickly leaves the screen.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 4000
| -500%
| 8 + 22
| 2, 2
| 49
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 0, 10
| 27
| 30
|
| -20
|
|
- Invulnerability starting after 4f of start up, ending after active frames.
- 8f of opponent only hit stop added to stuns.
|
|
 Palette 1: LP Default color palette.
|  Palette 2: MP Original alternate color palette.
|  Palette 3: HP Based on Mai Shuranui from King of Fighters.
|  Palette 4: LK Original color palette based on Hallow of the Last Hope.
|  Palette 5: MK Original color palette based on Patty of the Last Hope.
|  Palette 6: HK Original color palette based on Easter of the Last Hope.
|
 Palette 7: LP + MP + HP Original colors?
|  Palette 8: LK + MK + HK Original color palette based on Christmas of the Last Hope.
|  Palette 9: LP + LK Based on the nurse monsters from Silent Hill.
|  Palette 10: MP + LK Based on Nurse Joy and Officer Jenny from Pokemon.
|  Palette 11: LP + MP + LK Original colors?
|  Palette 12: LP + HP Based on Sheena Fujibayashi from Tales of Sympohnia.
|
 Palette 13: LP + HP + LK Original colors?
|  Palette 14: MP + HP + LK Based on Baiken from Guilty Gear.
|  Palette 15: LP + MP + HP + LK Original colors?
|  Palette 16: LP + MP Original colors?
|  Palette 17: LP + MK Based on Haruko Haruhara from Fooly Cooly.
|  Palette 18: MP + MK Original colors?
|