Skullgirls/Valentine

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SkullgirlsSGEncoreLogo.png
Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG Valentine portrait.jpg
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

SG Valentine icon.png
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]

In a nutshell
Valentine shows up to her fights fully equipped with a suite of medical implements, ninja weapons, complicated normal moves, multiple IADs, poisons, and all of the accouterments needed for a traumatizing rush down strategy. Injecting opponents with poison can deal damage over time or frustrate defending players by leaving a sluggish or laggy character under their control. Valentine preforms best on a team, either by coming out strong with an anti-air Ensemble as backup or by playing anchor and burning meter with her many Blockbusters. If her teammates go out first, Valentine will be happy to use their Dramatic Tension (and maybe even their corpses) as the last hope for the team.

Basics

Movement
Walk: Average
Jump: Double jump
Dash or Run: Valentine has a very fast forward run and backward dash. The back dash is slow, but covers a long distance and takes Valentine off the ground. She is not in a normal jump state during the back dash animation and cannot block or preform normal moves. She can preform a double jump, an air dash, air specials, or air Blockbusters during her back dash.
Air Dash: Valentine has average speed, 2 way (forward and backward) air dashes. Her forward air dash moves upward at a 20 degree angle. Her back air dash resembles her bask dash on the ground and can cancel to a double jump, air specials, or air Blockbusters.
Chains
Standing: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png
Crouching: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png
Air: 6 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png ---.png Hk.png

Signature Techniques

  • Valentine's forward air dash moves up-forward at an angle, giving her slightly different tactics than other air dash characters. When used to cancel air normals, the upward momentum from the air dash can help keep Valentine in the air longer for the next chain combo. Valentine has an 8f IAD and holding the dash will cross over a standing opponent even when starting the dash from the lowest possible height. Valentine's backward ground dash takes her off the ground and does not have any IAD lockout, making a backward ground dash followed by a forward air dash (←←, PP) a slightly faster, lower height, alternate IAD.
  • Vial Hazard loads a syringe with one of 3 poisons, replacing Valentine's standard Dead Cross and Acquisitive Prescription with the superior Flew Shot and Countervenom. Once applied, the poison's duration counts down as long as the defending character stays on screen, pausing the timer if they leave the screen and depleting at half speed if the character appears as an Ensemble. Additional Vail Hazards will store a superior level 2 or level 3 version of a poison in Valentine's single loaded syringe, always using the last loaded poison type to enhance Valentine's next attack. On hit, poisonous attacks infect the opponent for a set duration or until Valentine gets hit, thrown, or must tech a throw. Level 3 poisons stay on the defending character unless Valentine gets hit by a Blockbuster. Only one poison can infect a character at a time. The timer does not reset or extend if Valentine hits with the same poison before the original timer expires.
    • Type A (↓↙←+LP): The purple poison deals damage over time for the poison's 480f duration in even 1f increments. The percentage based damage can cause more rapid life loss for a solo character against Valentine's team. The poison deals no damage if the defending character has 10% life or less remaining.
      • Level 1: Deals damage equal to 5% total health; will not do any damage with less than 10% health remaining.
      • Level 2: Deals damage equal to 10% total health; will not do any damage with less than 10% health remaining.
      • Level 3: Deals damage equal to 15% total health; will not do any damage with less than 1% health remaining.
    • Type B (↓↙←+MP): The green poison increases hit and block stuns for the defending character and removes Drama, enabling some impressive combos.
      • Level 1: Adds 20f to all hit stuns; ~360f duration.
      • Level 2: Adds 30f to all hit stuns; ~420f duration; subtracts 50 Drama.
      • Level 3: Adds 40f to all hit stuns; ~480f duration; subtracts 100 Drama.
    • Type C (↓↙←+HP): The orange poison causes an input lag effect for the defending character. When infecting an Ensemble character, the poison's input lag adds additional vulnerable start up to the Ensemble.
      • Level 1: 4f input lag effect; ~180f duration.
      • Level 2: 6f input lag effect; ~270f duration.
      • Level 3: 9f input lag effect; ~360f duration.
  • Valentine has many Blockbusters, but doesn't generate Dramatic Tension very quickly due to scaling after her multi-hit normals. Both Checkmate Incision and EKG Flatliner combo relatively easily, encouraging her to use meter after nearly any clean hit. Free use of Acquisitive Prescription and Countervenom counter attacks can force an opponent to play cautious but risks wasting 2 levels of Dramatic Tension. Her devastating level 3 Dead on Arrival (↓↙← + PP) or even her potentially game ruining level 5 are best used when Valentine is last in line for her team, giving her teammates time to build tension.

Ensemble Choices

  • Dead Cross (↓↘→+P): All versions of this attack, including the Default Ensemble Choice MP version, do not travel full screen. Other Proj.png Ensembles outclass the shuriken. Valentine can get one use of the more powerful Flew Shot as an Ensemble if she tags out with poison loaded.
  • Vial Hazard (↓↙←+P): When using this Ensemble, Valentine loads up a poison and leaves the screen. She will save the syringe for when she's on point and will refill if she's called as an Ensemble again. She can't load and throw the syringe in the same Ensemble, either with the Default Ensemble Choice MP version or as a custom Ensemble.
  • Savage Bypass (↓↘→+K): Valentine rushes forward to Knockdown.png the opponent on hit with this attack. The HK version reaches nearly a full screen, allowing a point character to attack from a distance and use the assist to hit confirm to a Blockbuster or other long range combos.
  • Anesthesia (LP+LK): Valentine's normal Throw.png stands out as a the most useful normal throw assist in the game. The Crumple.png starts a combo for a point character just as easily as it would for Valentine.
  • Mortuary Drop (↓↙←+LP+LK): As a custom Ensemble this command Throw.png reaches far, deals its damage in a single unscaled hit, then bounces the opponent back to the point character for a combo.

Move List

Normals

Command Name / Quote Properties (glossary)
Lp.png Check-up Chains Thrice
Valentine's jabs with a randomly chosen scalpel, tongue depressor, or lollipop. All items have the same properties.
Damage Meter Gain Start Up Active Recovery
200 2.5% 6 3 13
Hit Stop Hit Stun Block Stun On Hit On Block
7 16 19 1 4
---.png Lp.png
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
---.png ---.png Lp.png
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
Mp.png 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
---.png Mp.png
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
Hp.png Thoracotomy
Rip saw!
Damage Meter Gain Start Up Active Recovery
950 10% 21 2 26
Hit Stop Hit Stun Block Stun On Hit On Block
14 29 24 2 -3
Lk.png 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
Mk.png 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
Hk.png 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 no reason to chain into HK without a hit confirm.
Damage Meter Gain Start Up Active Recovery
400 10% 16 4 33
Hit Stop Hit Stun Block Stun On Hit On Block
10 (9 on block) 25 20 -11 -16
---.png Hk.png
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
---.png ---.png Hk.png
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 Slide.png -21
D.png + Lp.png Knee-jerk Hammer
Damage Meter Gain Start Up Active Recovery
200 2.5% 6 2 15
Hit Stop Hit Stun Block Stun On Hit On Block
8 20 23 4 7
D.png + Mp.png 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
D.png + Hp.png Skyward Strike Launch.png
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% 14 4 34
Hit Stop Hit Stun Block Stun On Hit On Block
14 31 18 -6 -19
D.png + Lk.png Gedan Juuji Chains Twice Low.png
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
---.png Lk.png
Damage Meter Gain Start Up Active Recovery
85 x3 2% 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
D.png + Mk.png Kakushi Caliper Low.png
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
D.png + Hk.png Kiri Barai Low.png
Damage Meter Gain Start Up Active Recovery
975 10% 17 4 32
Hit Stop Hit Stun Block Stun On Hit On Block
10 14 17 Sweep.png -18
(air) Lp.png Stethoscope High.png
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) Mp.png Forequarter Amputation High.png
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) Hp.png Craniotomy High.png
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% 18 2 19
Hit Stop Hit Stun Block Stun On Hit On Block
12 25 22 5 2
(air) Lk.png Tobi Juuji High.png
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%, 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) Mk.png Patellar Reflex High.png Strk.png (1st 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% 12 3, (3), 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
7, 10 20, 27 17, 20 4 -3
(air) Hk.png Cadaver Clone High.png
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% 17 3, (3), 3 36
Hit Stop Hit Stun Block Stun On Hit On Block
12 x2 13, 25 16, 20 -13 -18

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Anesthesia Throw.png 50% Damage Scaling
Time to apply pressure!
The lengthy crumple stun from this throw easily starts a combo for Valentine and makes it extremely clear that normal throws start combos with forced damage scaling.
Damage Meter Gain Start Up Active Recovery
800 0.08 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Crumple.png N/A
(air) Lp.png + Lk.png Larengectomy Airthrow.png 50% Damage Scaling
I'll cut you down...
Damage Meter Gain Start Up Active Recovery
0, 75 x4, 800 5%, 1% x4, 0 7 2 15
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Airthrow.png N/A Knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + P.png Dead Cross Default Ensemble Choice (MP) Airok.png Proj.png
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 offscreen.
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 13 6 -9
(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 13 13 -2
Qcb.png + P.png 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.
Level 1:
Damage Meter Gain Start Up Active Recovery
150 x3 (2.5%) 2.5% x3 17 3, (16), 2, (7), 2 20
Hit Stop Hit Stun Block Stun On Hit On Block
7 x3 18 x3 21 x3 -3 0
Level 2:
Damage Meter Gain Start Up Active Recovery
150 x3 (2.5%) 2.5% x3 22 3, (16), 2, (7), 2 20
Hit Stop Hit Stun Block Stun On Hit On Block
7 x3 18 x3 21 x3 -3 0
Level 3:
Damage Meter Gain Start Up Active Recovery
150 x3 (2.5%) 2.5% x3 27 3, (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:
Qcf.png + P.png (hold)
Flew Shot Airok.png Proj.png
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. Ground versions are all identical, 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. 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
Qcf.png + K.png Savage Bypass Airok.png
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.
Lk.png
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 Knockdown.png -4
Mk.png
Damage Meter Gain Start Up Active Recovery
1110 (2.5%) 10.1% 21 4 39
Hit Stop Hit Stun Block Stun On Hit On Block
15 (10 on block) 18 21 Knockdown.png -7
  • -2f recovery on block.
Hk.png
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 Knockdown.png -10
  • -4f recovery on block.
(air) Lk.png
Damage Meter Gain Start Up Active Recovery
900 (2.5%) 10.1% 15 2 (until ground)
Hit Stop Hit Stun Block Stun On Hit On Block
15 (10 on block) 18 21 Knockdown.png N/A
(air) Mk.png
Damage Meter Gain Start Up Active Recovery
1000 (2.5%) 10.1% 18 4 (until ground)
Hit Stop Hit Stun Block Stun On Hit On Block
15 (10 on block) 18 21 Knockdown.png N/A
(air) Hk.png
Damage Meter Gain Start Up Active Recovery
1100 (2.5%) 10.1% 23 8 (until ground)
Hit Stop Hit Stun Block Stun On Hit On Block
15 (10 on block) 18 21 Knockdown.png N/A
Qcb.png + Lp.png + Lk.png Mortuary Drop Throw.png 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, 1200 (2.5%) 7%, 3%, 8% 25 2 64
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Knockdown.png N/A
  • Invulnerable to throws for all active frames.

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + Hk.png Cloak and Sever Tag In
Is the patient prepped?
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 s.HP's animation, the tag in attack has different damage, hit properties, and will not cancel into any other move.
Damage Meter Gain Start Up Active Recovery
500 10.1% N/A 3 34
Hit Stop Hit Stun Block Stun On Hit On Block
12 10 13 Wallbounce.png -23
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png AED Shockwave Outtake Startupinv.png
Triage!
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
Qcf.png + P.png + P.png Checkmate Incision Level 1 Blockbuster Airok.png Startupinv.png Airdashcancel.png
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
(3), 30 (10 on block) x8 16 19 Knockdown.png -27 (at best)
  • Invulnerability starting after 2f of start up and ending after 2f of recovery.
(air)
Damage Meter Gain Start Up Active Recovery
450 x8 -100% 5 + 2, 2 - 46
Hit Stop Hit Stun Block Stun On Hit On Block
(4), 30 (10 on block) x8 16 19 Knockdown.png -7 (at best)
  • Invulnerability starting after 2f of start up and ending after 2f of recovery.
Qcf.png + K.png + K.png EKG Flatliner Level 1 Blockbuster Airok.png Startupinv.png
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, 1850 -100% 4 + 4 13 59 OR (until ground)
Hit Stop Hit Stun Block Stun On Hit On Block
(5), 30 x12, 0 (10 x13 on block) 30 x13 21 x13 Knockdown.png -28 (at best)
  • Invulnerability through all start up, ending after 7f of active frames.
  • -5f recovery on block.
  • The full attack will only trigger after a successful 1st hit; damage shows complete attack, frame data shows attack on whiff or block.
Rdp.png + K.png + K.png Acquisitive Prescription Level 2 Blockbuster Counter.png
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. If successful, the counter will remove any invulnerable frames the opponent has in the incoming attack. 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% 0 20 30
Hit Stop Hit Stun Block Stun On Hit On Block
(0), 114 N/A N/A N/A N/A
After Vial Hazard:
Rdp.png + K.png + K.png
Countervenom Level 2 Blockbuster Counter.png
Don't make me laugh.
After loading up a Vial Hazard, Valentine's counter stabs the opponent with a syringe. This deals direct damage, always applies the level 3 poison effect, and hits the defending character with enough hit stop to allow Valentine to combo out of it mid screen. If successful, this version of the counter removes all invulnerable frames as well as armor from the opponent. Missing this version of the counter does not waste the poison but still consumes Dramatic Tension.
Damage Meter Gain Start Up Active Recovery
2250 -200% 0 20 30
Hit Stop Hit Stun Block Stun On Hit On Block
(0), 53 30 N/A Knockdown.png N/A
Qcb.png + P.png + P.png Dead On Arrival Level 3 Blockbuster Startupinv.png Throwonhit.png
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 + 17 2 64
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 8 Throwonhit.png 23 Knockdown.png -42
  • Invulnerability through all start up and 2f active.
Qcb.png + Mp.png + Mk.png OR Hp.png + Hk.png Forbidden Procedure: Rebirth Ex Machina Level 5 Blockbuster Startupinv.png
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
4500 -500% 10 + 4 6 49
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 10 (18 to opponent) 27 30 Knockdown.png -20
  • Invulnerability starting after 4f of start up, ending after active frames.

Colors and Costumes

SG palette Val01b.jpg Palette 1:
Lp.png

Default color palette. Modified to avoid "red cross" imagery.
SG palette Val02.jpg Palette 2:
Mp.png

Original alternate color palette.
SG palette Val03.jpg Palette 3:
Hp.png

Based on Mai Shiranui from King of Fighters.
SG palette Val04.jpg Palette 4:
Lk.png

Original color palette based on Hallow of the Last Hope.
SG palette Val05.jpg Palette 5:
Mk.png

Original color palette based on Patty of the Last Hope.
SG palette Val06.jpg Palette 6:
Hk.png

Original color palette based on Easter of the Last Hope.
SG palette Val07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Original color palette based on Valentine's story mode ending.
SG palette Val08b.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Original color palette based on Christmas of the Last Hope. Modified to avoid "red cross" imagery.
SG palette Val09.jpg Palette 9:
Lp.png + Lk.png

Based on the nurse monsters from Silent Hill.
SG palette Val10.jpg Palette 10:
Mp.png + Lk.png

Based on Trish from Persona 2.
SG palette Val11.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Original alternate color palette.
SG palette Val12.jpg Palette 12:
Lp.png + Hp.png

Based on Sheena Fujibayashi from Tales of Symphonia.
SG palette Val13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Based on Anesthesia from Rumble Roses.
SG palette Val14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Based on Baiken from Guilty Gear.
SG palette Val15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Based on Sam, an NPC from Gaia Online.
SG palette Val16.jpg Palette 16:
Lp.png + Mp.png

Based on Yowane Haku from Vocaloid.
SG palette Val17.jpg Palette 17:
Lp.png + Mk.png

Based on Haruko Haruhara from Fooly Cooly.
SG palette Val18.jpg Palette 18:
Mp.png + Mk.png

Based on Kasumi from Dead or Alive.
SG palette Val19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Based on Kyoko Needleworker from Disgaea.
SG palette Val20.jpg Palette 20:
Hp.png + Mk.png

Based on Shinobu from No More Heroes.
SG palette Val21.jpg Palette 21:
Lp.png + Hp.png + Mk.png

Based on Nu-13 from BlazBlue.
SG palette Val22.jpg Palette 22:
Mp.png + Hp.png + Mk.png

Based on Taki from Soul Calibur.

Patch History

Are Your Ready For? Edition to Skin and Bones

  • Valentine can now choose between throwing a Dead Cross or a Flew Shot when she has a poison loaded. The ↓↘→+P command with a button tap will throw the shuriken, and holding the P button down for more than 7f throws the syringe. The start up times do not change and she will still prefer to throw syringes during an Ensemble.
  • Tag In attack will no longer cross up an opponent in some situations near the corner.
  • Fixed extraneous hit boxes and sound effects in Valentine's Infinity Breaker.
  • Countervenom now breaks armor.

Unfinished Business Edition to Are Your Ready For? Edition

  • Input lag poison now affects Big Band's Noise Cancel properly.

Encore to Unfinished Business Edition

  • Fixed error in palette #22.
  • Added 24f cooldown on Dead Cross once it hits the floor, hits the opponent, or goes offscreen.
  • Mortuary Drop received the following changes:
    • Startup shortened by 6f.
    • Damage decreased to 1200, down from 2050.
    • Blockbuster cancel lockout added to all active and recovery frames on whiff.
  • Checkmate Incision (air version) induced hit stop reduced, making it possible to block or reversal on reaction at point blank range.
  • Improvements to Forbidden Procedure:
    • Damage increased to 4500 from 4000.
    • Fixed to always force hit stop after super flash.
    • Added start up invulnerability and additional invulnerable frames after the flash.
    • Changed to a single, damage dealing hit so that it will work properly as a counter hit.
    • Hit stun/knockdown changed to offer easier juggles.

More Different Edition to Encore

  • Vial Hazard: Type B (green poison) subtracts Drama when applied to the opponent (0/50/100 for levels 1/2/3).

Slightly Different Edition to More Different Edition

  • Throw damage increased to 800, compensating for no longer having the fastest throw.
  • The smoke effect when tagging out now appears at full resolution.
  • Fixed throwable frames on jump start and jump land.
  • Dead Cross block stun reduced by 2f.
  • Vial Hazard received the following changes:
    • Poison loads can now be stacked up to 3x with effects scaling as follows:
      • Type A (purple) level 1: Deals damage equal to 5% total health; will not do any damage with less than 10% health remaining.
      • Type A (purple) level 2: Deals damage equal to 10% total health; will not do any damage with less than 10% health remaining.
      • Type A (purple) level 3: Deals damage equal to 15% total health; will not do any damage with less than 1% health remaining.
      • Type B (green) level 1: Adds 20f to all hit stuns; duration greatly decreased.
      • Type B (green) level 2: Adds 30f to all hit stuns; duration slightly decreased.
      • Type B (green) level 3: Adds 40f to all hit stuns; duration slightly increased.
      • Type C (orange) level 1: Adds 4f of input lag; 50% of original duration.
      • Type C (orange) level 2: Adds 6f of input lag; 75% of original duration.
      • Type C (orange) level 3: Adds 9f of input lag; same as original duration. 9f of lag means it is impossible to block any LP on reaction and throw tech inputs must be within 3f of the throw's startup.
    • Stacking different poisons add to the level and do not combine effects (ie: purple, purple, green leads a level 3 green).
    • Start up for loading a level 1 poison is 10f faster; level 2 is 5f faster.
    • VO lines are now specific to the level of poison load.
    • All level 3 poisons can only be removed by hitting Valentine with a super; they do not go away if she is normally hit or normally thrown.
    • Super cancel time increased for all versions.
    • Hit stun fixed; the opponent will no longer mistakenly count as airborne.
  • Checkmate Incision Blockbuster Sequel window increased by 5f (ground version only).
  • Acquisitive Percription and Countervenom received the following changes:
    • Startup reduced to 0f; Valentine exiting her pose now indicated the end of active frames.
    • Countervenom hit box increased in size; this will no longer miss the highest Double j.HP.
    • A successful Countervenom is now invulnerable all the way through the end of the animation.
    • Countervenom on-hit hit stop increased; now allows follow up combos from mid stage.
    • Countervenom always applies level 3 poison; damage reduced to 2250 from 2750 to compensate.
  • Dead on Arrival received the following changes:
    • Physical extent issues fixed to allows combos in many more Blockbuster Sequel situations.
    • Will no longer hit after the round is over. Use EKG Flatliner instead if you must troll (^.^).

Initial Release Version to Slightly Different Edition

  • The Dead on Arrival "cinematic" can now be skipped if the Valentine player holds any punch during the initial fade-out.
  • Checkmate Incision received the following adjustments:
    • It is now possible to move after using an aerial Checkmate Incision
    • Lengthened Blockbuster Sequel window by 4 frames on the ground
    • Lengthened Blockbuster Sequel window by 7 frames in the air
  • EKG Flatliner received the following adjustments:
    • Will now only hit point characters
    • No longer hits Ensembles / severed heads / Lonesome Lenny / etc.
    • Will no longer K.O. an opponent before the final hit
  • Acquistive Prescription received the following adjustments:
    • Ms. Fortune is no longer able to move her head when frozen.
    • Peacock's items now disappear properly when she is frozen.
    • Both counter stance (Acquisitive Prescription and Countervenom) hitboxes are now much taller.
    • Hitting Valentine during the counter stance with another Valentine's Dead on Arrival or Mortuary Drop no longer consumes the wrong amount of meter.
    • The counter stance now always properly faces opponent.
  • The Vial Hazard: Type B poison (hit stun) now only lasts two thirds as long when connecting with an already-hit-stunned opponent.
  • Reduced recovery time on both air and ground variants of the Savage Bypass special attack.
  • Valentine’s j.HP received the following adjustments:
    • Reduced hit stun by 2 frames.
    • Now knocks the opponent up 1 pixel higher against airborne opponents.
  • Reduced Valentine’s c.HP’s blockstun by 6 frames
  • Mortuary Drop now restores air options when canceled into a Blockbuster attack.
  • Increased throw damage to 800 to compensate for scaling followup combos to 50%.
  • Fixed bone bouncing sounds during time out animation.