Valentine/Move List

Normals=

Normal Throws=

Specials=

Team Moves=

Blockbusters=

General Strategies=

Fighting as Valentine
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.
 * 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

Fighting against Valentine
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.
 * 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

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

 * x3,, x2, , ( or  x3)
 * to must be done as quickly as possible, otherwise the opponent will have a chance to block
 * x3,, x2, , c. , , ,  x2


 * c., c. , c. , (5 hits),  (2 hits), airdash, (5 hits),  (2 hits)
 * The section after the airdash must be performed as soon as possible, otherwise the game will register it as an infinite combo.
 * x2, x2,  x2,,  -> EKG Flatliner
 * This full-standing combo requires a full Tension Bar. Timing is key when chaining the to EKG Flatliner for a whopping 25-hit combo that can rip out a large chunk of HP. This is not an infinite combo.