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Valentine/Move List

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Normals


LP
Check-up
ValentineLP1
ValentineLP2
Valentine jabs her opponent, produces an item (scalpel, toungue depressor, or lollipop), then twirls it in her hand. Can be chained three times.
c.LP
Knee-Jerk Hammer
ValentinecLP
Valentine hits her opponent with her knee-jerk hammer.
j.LP
Stethoscope
ValentinejLP
Valentine attacks with her stethoscope.
MP
Transfemural Amputation
ValentineMP1
ValentineMP2
Valentine performs a quick slash with her bonesaw, then attacks with a sawing motion. Can be chained twice (4 + 5 = 9 hits maximum).
c.MP
Venesection
ValentinecMP
Valentine swings her bonesaw in a wide upward arc. Hits 3 times.
j.MP
Forequarter Amputation
ValentinejMP
Valentine swings her bonesaw in a wide upward arc. Hits four times.
HP
Thoracotomy
ValentineHP
Valentine swings her bonesaw in a wide horizontal arc.
c.HP
Skyward Strike
ValentinecHP
Valentine uppercuts her opponent. This is Valentine's only Launcher move.
j.HP
Craniotomy
ValentinejHP
Valentine swings her bonesaw in a wide downward arc.
LK
Shin Splint
ValentineLK
Valentine stomps on her opponent's foot.
c.LK
Gedan Juuji
ValentinecLK
Valentine kicks her opponent, then spins a Dead Cross on her leg. Hits 4 times and can be chained twice.
j.LK
Tobi Juuji
ValentinejLK
Valentine spins the Dead Crosses on her legs. Hits 3 times.
MK
Chishibuki Juuji
ValentineMK
Valentine back kicks her opponent, then spins a Dead Cross on her leg. Hits 5 times.
c.MK
Kakushi Caliper
ValentinecMK
Valentine attacks with a pair of calipers attached to her Dead Cross. Hits twice.
j.MK
Patellar Reflex
ValentinejMK1
ValentinejMK2
Valentine hits her knee with her knee-jerk hammer, sending her leg forward. Hits twice.
HK
IV Naginata
ValentineHK1
ValentineHK2
ValentineHK3
Valentine attacks with her IV naginata. Can be chained 3 times.
c.HK
Kiri Barai
ValentinecHK
Valentine takes out her knife and trips her opponent with it.
j.HK
Cadaver Clone
ValentinejHK
Valentine opens a body bag using a dead body for attacking. Hits twice.

Normal Throws


LPLK
Anesthesia
ValentineGrab
Valentine knocks out her opponent with a puff of chloroform. Opponent will perform knockout animation, leaving them vulnerable to attacks.
(In air) LPLK
Larengectomy
ValentineAirGrab

Specials


QCF + P (air OK)
Dead Cross
DeadCross
Valentine throws a cross-shaped shuriken. Curves downward, magnitude of curve depends on punch button. Usable in the air, slows momentum.
QCB + P
Vial Hazard
VialHazard
Valentine takes out a syringe and loads it with a poison. An anthrax symbol briefly flashes behind her; the color of the symbol denotes poison loaded, while symbol size determines the amount of poison loaded. Vial Hazard can be repeated multiple times, but will only have an effect when used three consecutive times. The poison that is inflicted is determined by the latest type that was loaded, and its duration is determined by how many consecutive times Vial Hazard was used.

Note: Vial Hazard is a prerequisite for Flew Shot and Countervenom. Poison counter resets after each use.

QCF + P (air OK)
Flew Shot
FlewShot
Valentine throws a colored syringe. Will always travel straight with no curve. Punch button has no affect except with air use, where punch button determines the angle that the needle is thrown at.

Note: Vial Hazard is a prerequisite for this move.

  • LP: Damage over time (Purple)
  • MP: Increased hitstun (Green)
  • HP: Input lag (Orange)
QCF + K (air OK)
Savage Bypass
SavageBypass
Valentine dashes foward, slashing with her bonesaw. Distance traveled, damage dealt, and recovery time depends on the magnitude of the kick button used.
QCB + LPLK
Mortuary Drop
MortuaryDrop
Valentine seals her opponent in a body bag, then slams them into the ground for heavy damage. Valentine is hit-invincible once grab is successful, but is vulnerable otherwise. This attack has considerable delay if missed. Hits 3 times
LP, MK, 4, MP, HK
Chocoglycemia
ValentineTaunt
Valentine's taunt. Valentine takes a bite out of a bar of dark chocolate before throwing the rest away behind her.

Team Moves


MPMK OR HPHK
Cloak and Sever
ValentineTagin
Tag In
QCF + MPMK OR QCF + HPHK
AED Shockwave
ValentineOuttake
Outtake

Blockbusters


QCF + PP (air OK)
Checkmate Incision (Lv. 1)
CheckmateIncision
Valentine throws a flurry of 8 scalpels. The scalpels travel straight with no drop. When used in the air, Valentine throws the scalpels diagonally downward. Hits 8 times maximum.
QCF + KK (air OK)
EKG Flatliner (Lv. 1)
EKGFlatliner
Valentine deals forth twelve Savage Bypass slashes before ending it with a thirteenth, final flatliner. Can be used in the air with the same effect. Good combo finisher, virtually all attacks can be canceled into this Blockbuster. Hits 13 times.
RDP + KK
Acquisitive Prescription (Lv. 2)
AcquisitivePrescription
Valentine fakes her own death, then temporarily seals her opponent with a freezing ward. Can only be activated by melee strikes, and both Valentine and her opponent must be grounded. Two meters of Tension will be consumed regardless if the counter-attack worked.
RDP + KK
Countervenom (Lv. 2)
Countervenom
Same as Acquisitive Prescription, only instead of using a freezing ward, Valentine delivers an almighty stab with a loaded syringe. Opponent will be knocked back under the influence of the poison.
QCB + PP
Dead on Arrival (Lv. 3)
DeadOnArrival
Same as Mortuary Drop, only Valentine will land them behind a hospital partition and perform bloody surgery on them. Unlike a grab, Dead on Arrival can be blocked but can also grab hitstunned/partly airborne enemies.

Note: Holding down a punch button will shorten the duration of the Blockbuster, though this serves no purpose.

QCB + MPMK OR QCB + HPHK
Forbidden Procedure: Rebirth Ex Machina (Lv. 5)
RebirthExMachina
Valentine slams a pair of defibrillators on the ground, dealing massive damage to any opponents in range and reviving any fallen teammates in range back to 33% of their health.

General Strategies

Fighting as Valentine

  • Good air mobility and air attacks
  • Excellent air combos
  • Above average range
  • Also effective at close range
  • Normal grab can be combo starter
  • Posesses the only attack counter (to date)
  • Very good at using assists
  • Can bring KO'ed allies back to life
  • Versatile Blockbusters

It would be wise to have Valentine on a team, not so much for the wayward hope of actually using Rebirth: Ex Machina but for the sake of incorporating assists in battle. An assist that causes stagger would be very useful in turning the tide of the battle by incapacitating a violent opponent trying to break through Valentine's block. When choosing assists, it is best to opt for attacks that do not send the opponent flying, as it could possibly launch the opponent out of Valentine's striking range, allowing them to possibly do a Ground Recovery and eliminate any former advantages.

Fighting against Valentine

  • Poor at providing assists
  • Somewhat long recovery times
  • Weak/low damage projectiles
  • Can't fight well against projectiles
  • Grabs are hard to land
  • Somewhat low damage
  • No attacks can stagger

Valentine's projectiles leave something to be desired; uncharged, they deal little damage and succumb to gravity, yet to charge the projectiles, an open window of time must be available lest she be left vulnerable to attack. Conversely, any character who excels at projectiles (i.e. Peacock and, to an extent, Parasoul) will be able to keep Valentine at a non-threatening range with ease. Be aware though: her Checkmate Incision could give her time to cover the distance necessary to deal payback.

When confronted with a team with Valentine (which is very often), she will often call upon assists from that team. Take any possible opportunities to damage both of them at the same time, as it will force Valentine to spend more time allowing them to heal than calling them to keep the pressure up.

Combos

  • s.LP x3, s.LK, s.MP x2, s.MK, (s.HP or s.HK x3)
    • s.LK to s.MP must be done as quickly as possible, otherwise the opponent will have a chance to block
  • s.LP x3, s.LK, s.MP x2, s.MK, c.HP, j.MP, j.MK, j.HK x2
  • c.LP, c.MP, c.HP, j.MP (5 hits), j.HK (2 hits), airdash, j.MP(5 hits), j.HK (2 hits)
    • The section after the airdash must be performed as soon as possible, otherwise the game will register it as an infinite combo.
  • s.LP x2, s.MP x2, s.MK x2, s.HK, s.HP -> EKG Flatliner
    • This full-standing combo requires a full Tension Bar. Timing is key when chaining the s.HP to EKG Flatliner for a whopping 25-hit combo that can rip out a large chunk of HP. This is not an infinite combo.
Move Lists FiliaCerebellaPeacockParasoulMs. FortunePainwheelValentineDouble
SquiglyBig BandFukuaElizaBeowulfRobo-Fortune
Universal CommandsTaunts

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