Valentine opens a body bag using a dead body for attacking. Hits twice.
Valentine knocks out her opponent with a puff of chloroform. Opponent will perform knockout animation, leaving them vulnerable to attacks.
+ (air OK)
Valentine throws a cross-shaped shuriken. Curves downward, magnitude of curve depends on punch button. Usable in the air, slows momentum.
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.
+ (air OK)
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)
+ (air OK)
Valentine dashes foward, slashing with her bonesaw. Distance traveled, damage dealt, and recovery time depends on the magnitude of the kick button used.
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
, , , ,
Valentine's taunt. Valentine takes a bite out of a bar of dark chocolate before throwing the rest away behind her.
Cloak and Sever
+ OR +
+ (air OK)
Checkmate Incision (Lv. 1)
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.
+ (air OK)
EKG Flatliner (Lv. 1)
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.
Acquisitive Prescription (Lv. 2)
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.
Countervenom (Lv. 2)
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.
Dead on Arrival (Lv. 3)
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.
+ OR +
Forbidden Procedure: Rebirth Ex Machina (Lv. 5)
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.
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
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.
This full-standing combo requires a full Tension Bar. Timing is key when chaining the s. to EKG Flatliner for a whopping 25-hit combo that can rip out a large chunk of HP. This is not an infinite combo.