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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.
Upwards air dash and double jump. IAD with backdash
Valentine has a 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 supers during her back dash.
Anesthesia (LP+LK): Valentine's normal throw stands out as a the most useful normal throw assist in the game. The crumple starts a combo for a point character just as easily as it would for Valentine.
Noteworthy Custom Assists
Vial Hazard (↓↙←+P): When using this assist, 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 assist again. She can't load and throw the syringe in the same assist.
Savage Bypass (↓↘→+K): Valentine rushes forward to knockdown 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 super or other long range combos.
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.
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.
Canceling the third hit into Vial Hazard lets Valentine load a poison wile the opponent slides away.
The first hit's large vertical reach makes this a decent anti-air.
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.
A sweeping single-hit 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.
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.
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.
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 Valentine will recover in the air letting her perform follow-ups.
As a stand-alone special move, Valentine loads a syringe with poison. 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.
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 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: Increased Hitstun
The green poison increases hit and block stuns for the defending character and removes undizzy, enabling some impressive combos.
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.
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 additional vulnerable start up to the assist.
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 super while she's in the air.
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, 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.
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, 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 hit stop from this attack only affects the opponent.
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.
Missing this version of the counter does not waste the poison but still consumes meter.
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. 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 the punch button will also 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.
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
c.LK > c.MK > s.HK
A basic ground chain combo ending in a sliding knockdown. Unsafe on block.
c.LK > c.MK > s.HK xx H Bypass
A basic ground chain combo ending in a special cancel. Unsafe on block.
c.LK > c.MK > s.HK xx H Bypass xx EKG
A basic ground chain combo ending in a super cancel.
Bread and Butter Combos
While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.