Skullgirls/Valentine

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SG val.jpg

Valentine

Voiced by: Laura Post (EN), Asami Imai (JP)
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
SG Valentine icon.png

Skullgirls main page


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

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.

  • Val has several movement tools to take advantage of. Her forward air dash does diagonally upward to cover space, but her 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 zip across the screen at lightning speed. 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.
  • 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.
  • Val's poisons allow her to rack up damage in various ways that can add up very quickly. Since there are many assists that can allow Val to freely load a vial and continue a combo, it's typically preferred to play her on point when she has these assists behind her to get the fullest extent of the character.
  • Val has a couple of reversal tools, but they are generally fairly iffy. Ground scalpels has a long recovery, and air scalpels is reactable. Both air and ground versions of EKG can work sometimes, but don't hit assists and can potentially mess up due to this. Her counter, level 3, and level 5 all work fairly decently, but cost a lot of meter to perform so be wary when attempting these on defense.


Important moves:

  • j.HP - Strong crossup tool with lots of hitstun, making it a staple of Val's offense.
  • s.HK - Allows Val to end any ground string into a sliding knockdown, giving her plenty of time to mount more offense and/or load more vials.
  • j.MP - Multi-hitting, disjointed button that's perfect for putting pressure on the opponent from above. Basically her divekick button.
  • j.HK - Large air button that's hard to challenge, and is a staple of Val's air-to-air moves
  • s.HP - Strong ground poke that can avoid many attacks from the opponent and swipe in with a large disjointed attack to counter
  • Dead Cross (236P) - Not the strongest fireball by itself, but combined with this strongly offensive character gives her safe neutral pokes to harass the opponents from a distance, baiting them to come closer where Val can entrap them.


Movement
Walk: Medium
Jump: Double jump
Dash or Run: 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.
Air Dash: Valentine has medium 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 back dash on the ground. Pressing forward (→) during her backdash is a shortcut for airdash.
Weight: Light
Chains
Standing: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Assists

Default Assists
  • 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 (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.
  • H Savage Bypass (236HK): Valentine rushes forward to nearly fullscreen distance. Pushes the opponent very far back on block, and on hit knocks them backwards for a conversion.

Move List

Normals

Standing Normals

SG val slp.png

Check-up

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 13 16 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% -4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 16 19 7
x3 Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% -1 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 16 16 19 7


  • Far disjointed range with 3 chainable hits, making it one of the best sLPs in the game
  • Valentine's jabs with a randomly chosen scalpel, tongue depressor, or lollipop. All items have the same properties.



SG val smp.png

Transfemoral Amputation

View hitbox
(?)

s.MP Standing SG mp.png
x1 Guard Properties Damage Meter On Hit On Block
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
13 1, 1, 1, 1 23 22 x4, 22 21 x4, 21 1 x3, 10
x2 Guard Properties Damage Meter On Hit On Block
Mid - 300, 100 x4 2.25% x5 +4 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 3, (7), 3, (3), 3, (3), 3, (3), 3 16 22 x5 17, 21 x4 9, 1 x4


  • 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.
  • First part of attack is disjointed at a high angle, making it somewhat useful as an anti-air.
  • Avoid using the second part of sMP 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

Thoracotomy

View hitbox
(?)

s.HP Standing SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 950 10% +2 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 2 26 29 24 14


  • 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

Shin Splint

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 275 2.5% +5 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2 16 22 20 7


  • Valentine lifts her leg during the startup of this move, sometimes letting her dodge opponents' crouching moves if done with the right timing.



SG val smk.png

Chishibuki Juuji

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 400, 75 x4 7.5%, 1.8% x4 -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 2, (4), 3, 3, 3, 5 22 22, 20 x4 25, 23 x4 9, 2 x4


  • 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.
  • The long range of this move combined with it's several active frames make it occasionally useful as a long range poke, especially when combined with assists to help confirm.



SG val shk.png

IV Naginata

View hitbox
(?)

s.HK Standing SG hk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 400 10% -11 -16
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 4 33 25 20 10
x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 450 4.5% -12 -17
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 4 34 25 20 10
x3 Guard Properties Damage Meter On Hit On Block
Mid - 600 4.5% Sliding KD -21
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 4 37 27 19 13


  • 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 Vial Hazard lets Valentine load a poison while the opponent slides away. She can also use the time to dash in on the opponent to continue mounting an offense.
  • The first hit's large disjointed vertical reach makes this a decent anti-air.
  • Be careful to not use this move 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 sHP instead.



Crouching Normals

SG val clp.png

Knee-jerk Hammer

View hitbox
(?)

c.LP Crouching SG lp.png
Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% +4 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 15 20 22 8


  • Noteworthy for being Valentine's most advantageous normal on block.



SG val cmp.png

Venesection

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 160 x2, 300 2.25% x3 +2 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 1, 1, 2 21 16 x2, 24 17 x2, 21 2 x2, 10 (1 x2, 10 on block)


  • Valentine leans back and throws a disjointed hitbox in front and above her, making this move decent as an anti-air.



SG val chp.png

Skyward Strike

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 950 10% -6 -19
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 4 34 31 18 14


  • 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

Gedan Juuji

View hitbox
(?)

c.LK Crouching SG lk.png
x1 Guard Properties Damage Meter On Hit On Block
Low Chains Into Self 225 2.5% +4 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 3 14 20 17 8
x2 Guard Properties Damage Meter On Hit On Block
Mid - 85 x3 2% x3 +3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 2, (2), 2, (2), 2 16 20 x3 17 x3 1 x3


  • Only the first attack hits low, causing more hit stun than the additional spinning cross hits from the second attack.
  • Due to being a multihit move, this move can end up doing more damage than sLK 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

Kakushi Caliper

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 350 x2 3.75% x2 +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 3, (3), 2 20 23 x2 19 x2 6, 10


  • 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

Kiri Barai

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 975 10% Soft KD (Invuln.) -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 4 32 14 17 10


  • It's a sweep.



Jumping Normals

SG val jlp.png

Stethoscope

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 200 2.5% +6 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 4 12 21 17 7


  • Due to fast startup and decently sized disjointed hitbox, this move is very good when coming down after an air Dead Cross
  • Fast enough to hit standing opponents if done immediately after a jump, making this move useful for fuzzy-guard setups.



SG val jmp.png

Forequarter Amputation

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 250, 175 x4 1.8% x5 +7 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3, 3, 3, 3, 3 13 22 x5 16 x5 6 x5


  • This disjointed 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 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 when close in due to this.



SG val jhp.png

Craniotomy

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High - 875 10% +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 2 19 25 22 12


  • 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

Tobi Juuji

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
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
9 3, (1), 10 10 21 x4 OR 21 x3 17 x4 OR 17 x3 7, 2x3 OR 2 x3


  • 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.
  • Works as an effective cross up against an opponent beneath Valentine.



SG val jmk.png

Patellar Reflex

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 300, 550 2.5%, 6% +4 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3, (3), 3 21 24, 27 17, 20 7, 10


  • 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 or jHK, allowing for some tricky fast fall resets



SG val jhk.png

Cadaver Clone

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 500, 600 2.5%, 6% -13 -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 3, (3), 3 36 13, 25 16, 20 12 x2


  • 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 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. However, can still be used from Backdash -> forward air dash to perform this move near instantly.



Throws

SG val throw.png

Anesthesia

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 800 5%, 8% Crumple N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • 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.



SG val airthrow.png

Larengectomy

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
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
7 3 15 N/A N/A N/A


  • Can be converted from without meter by using Air Dead Cross in the Corner or Air Flew Shot midscreen. Otherwise, you can use Air Scalpels to convert from most everywhere.
  • Video demonstration of Air Flew Shot confirms without Green Poison. L/M Bypass or j.MK specificity needed based on height and character (video)



Team Moves

SG val tag.png

Cloak and Sever

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 10% Wall Bounce -23
Startup Active Recovery Hit Stun Block Stun Hit Stop
38 to 58 3 34 10 13 12


  • 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.



SG val snap.png

AED Shockwave

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -21
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 36 14 17 (9), 13


  • It's a snap



Specials

SG val qcfp.png



View hitbox
(?)

Dead Cross Qcf.png + SG p.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
Mid Projectile 300 (100) (2.5%) 6% +6 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 29 31 28 13 8
Air Guard Properties Damage Meter On Hit On Block
Mid Projectile 300 (100) (2.5%) 6% +13 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 (Until ground) 24 28 13 8


  • 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



View hitbox
(?)

Savage Bypass Qcf.png + SG k.png (Air OK)
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 975 (100) (2.5%) 10% KD -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 2 34 18 21 15 (10 on block)
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 1100 (150) (2.5%) 10% KD -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 4 39 (37 on block) 18 21 15 (10 on block)
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid - 1275 (200) (2.5%) 10% KD -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
27 8 44 (40 on block) 18 21 15 (10 on block)
Air SG lk.png Guard Properties Damage Meter On Hit On Block
Mid 75% Damage Scaling 750 (100) (2.5%) 7.5% KD -23
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 2 (until ground) 18 21 15 (10 on block)
Air SG mk.png Guard Properties Damage Meter On Hit On Block
Mid 75% Damage Scaling 825 (150) (2.5%) 7.5% KD -23
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 4 (until ground) 18 21 15 (10 on block)
Air SG hk.png Guard Properties Damage Meter On Hit On Block
Mid 75% Damage Scaling 900 (200) (2.5%) 7.5% KD -22
Startup Active Recovery Hit Stun Block Stun Hit Stop
23 8 (until ground) 18 21 15 (10 on block)


  • 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 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 on the way down, 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?"



Vial Hazard Qcb.png + SG p.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 67 (Lv.1) / 72 (Lv.2) / 77 (Lv.3) / 88 (Assist) 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, 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.
  • 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 (varies on poison level).
    • 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 some impressive 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



View hitbox
(?)

Flew Shot After Vial Hazard:
Qcf.png + [ SG p.png ] (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
Mid Projectile 400 (100) (5%) 6% +10 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 -- 31 28 15 12
Air Guard Properties Damage Meter On Hit On Block
Mid Projectile 400 (100) (5%) 6% +17 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 (Until ground) 24 28 15 12


  • 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.
  • 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.
  • Ground version can also be used for ground links into sLP.
  • 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



View hitbox
(?)

Mortuary Drop Qcb.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
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
25 2 64 N/A N/A N/A


  • 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.



Supers

SG val qcfpp.png

"Making the incision!"

View hitbox
(?)

Checkmate Incision
Level 1
Qcf.png + SG p.png + SG p.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (Frame 3) 450 x8 (125 x8) -100% KD -33
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 0, 2 -- 64 16 x8 19 x8 (3), 30 x8 (8 x8 on block)
Air Guard Properties Damage Meter On Hit On Block
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
5 + 2, 2 (Until ground) 44 16 x8 19 x8 (4), 30 x8 (8 x8 on block)


  • 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.
  • 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

"Major surgery!"

View hitbox
(?)

EKG Flatliner
Level 1
Qcf.png + SG k.png + SG k.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 275 x12, 1850 (75) -100% KD -28
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 4 13 58 30 x13 21 (5), 30 x12, 30, (10 on block)
Air Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 240 x12, 1750 (75) -100% KD -30 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 4 13 (Until ground) 30 x13 21 (5), 38 x12, 30 (10 on block)


  • 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.



SG val rdpkk.png

"Did you miss me?"



Acquisitive Prescription
Level 2
Rdp.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A -200% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
0 25 25 N/A N/A (0), 130


  • 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 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.
  • 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

"Don't make me laugh."

View hitbox
(?)

Countervenom
Level 2
After Vial Hazard:
Rdp.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A - 2250 (300) -200% KD +45
Startup Active Recovery Hit Stun Block Stun Hit Stop
0 25 25 30 N/A (0), 7, 51


  • 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.
  • Due to the very large hitbox and how safe the move is on block, this move is very strong to punish assist calls and still be very safe against most punishes from the opponent.


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



SG val qcbpp.png

"Tell me where it hurts..."

View hitbox
(?)

Dead On Arrival
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
55% Min. Scaling,
Hit Grab
0 x2, 1000, 4000 (250) -300% KD -42
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 10 2 64 N/A 23 (8), N/A (8 on block)


  • 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

"Clear!"

View hitbox
(?)

Forbidden Procedure: Rebirth Ex Machina
Level 5
Qcb.png + SG mp.png + SG mk.png / Qcb.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
55% Min. Scaling
4500 (300) -500% KD -20
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 + 4 6 49 19 22 (9), 25 (18 on block)


  • 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 , B.png , SG mp.png , SG hk.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 101 N/A N/A N/A


  • Restores 5 red HP.



Combos

Beginner Combos

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!

1.
c.LK > c.MK > s.HK
A basic ground chain combo ending in a sliding knockdown. Unsafe on block.
2.
c.LK > c.MK > s.HK xx H Bypass
A basic ground chain combo ending in a special cancel. Unsafe on block.
3.
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.


Midscreen - 7518 dmg (video)
c.LK > c.MK(1) > c.HP,
j.HP > j.HK > H Air Savage Bypass,
M Air Savage Bypass,
(air dash), j.MP(3) > j.HK,
(rejump), j.LP > j.MP(4) > j.HK adc, j.MK,
(dash), s.LP(3) > s.MP(2) > c.MK > s.HK(3) xx (OTG) H Savage Bypass xx EKG


Corner - 7852 dmg (video)
c.LK > c.MK(1) > c.HP,
j.HP xx H Air Savage Bypass,
(air dash), j.HP xx M Air Savage Bypass,
(OTG) c.MK > c.HP,
j.LK(1) > j.MP > j.HK xx H Savage Bypass,
s.LP(3) > c.LK(2) > s.MP(2) > c.MK > s.HP xx H Savage Bypass xx EKG


Double Snap combo
c.LK > c.HP,
[j.HP adc j.HP,
s.LP > c.HP]
repeat

Conversions

Setups

【SG】 The Art of the Cross-Up Vol. 1 (Valentine Resets)

Strategy

Goals
Offense
Neutral
Defense
Other techniques

Counterplay

How to beat this character
Counters to common techniques

Resources

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.


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