Under Night In-Birth/UNIEL/Waldstein: Difference between revisions

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Revision as of 14:10, 14 August 2014

File:Movelist-waldstein.jpg
Waldstein's Movelist

Introduction

MY BODY IS BIG. YOUR BODY IS SMALL.

He seethes. To save the will and life of his master with his stout arms. Accepted the eternal curse to be with his master, obtained the superhuman power. The old soldier lived through destruction and battles, desires for the master under the silent nights. Until the day he gives up his life at the battlefield.

Story

Waldstein once fought for Licht Kreis until he was impressed by Kuon's chivalry and betrayed Licht Kreis for the rival group led by Kuon, Yato. Then Kuon disappeared, so in the meantime he's looking after Kuon's sister Linne while they go around searching for a god-slaying sword. Currently freeloading with Linne at Hyde's house.

Unique Trait/Health

Health: 10,800
Dash Type: Step
Ability: Destroyers - Waldstein's claws can completely eliminate all manner of projectiles when using a slash-type attack such as 5C, 2C, or 236A/B/EX. A special sound effect is played when this is performed successfully.

Gameplay

Though cursed with possibly the worst ground movement to ever grace a 2D fighter, Waldstein still gets surprising mobility through the universal Assault mechanic, and is able to more than make up for his lack of speed with the absurd range of his normals. Waldstein is more than capable of switching between halfscreen pressure, grappler, and zoning through his normals as the situation dictates, though he still has issues with more dedicated long-range characters such as Merkava and Vatista.

Move List

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
210 8 3 19 -6 x HL -

Waldstein performs an elbow drop. Despite appearances, this hits mid, not overhead. Tied with 2A as Waldstein's fastest normal, 5A lacks the horizontal range of its counterpart but has a surprisingly high hitbox for catching jumpers.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
210 8 2 18 -8 x HL -

Waldstein performs a crouching, slightly upward-angled swipe. Has much better horizontal reach than 5A, but tends to miss most aerial opponents even with its upward curve. It's important to note that Waldstein has a 1A, so you will need to release the back input lest you accidentally get that instead.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
610 13 3 21 -6 x HL -

Waldstein does a standing horizontal swipe with his claws. This is the longest-reaching normal in Waldstein's moveset, and it is the only one capable of reaching opponents from round opening positions. However, it hits at a rather middling height, and will tend to miss against jumps and air Assaults.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
520 11 4 17 -5 x L -

Waldstein punches downward at the opponent's legs. Has almost as much reach as 5B, and is Waldstein's only low-hitting attack. Good for forcing players to sit still or get tagged trying to back off. Misses against pretty much anyone in any proper aerial state.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 15 2 22 -5 x HL -
  • Destroys projectiles

Waldstein slashes with his claw upward at full length. Fairly strong for generic zoning, 5C has solid range both horizontally and vertically, along with being one of the normals capable of slashing away projectiles. Slower than 2C but with better horizontal reach, 5C is good as an early denial to all manner of approach attempts but quickly loses effectiveness when already on the defense.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 12 2 30 -14 x HL -
  • Destroys projectiles

Waldstein performs a crouching, extremely vertical upward slash. 2C has uses for possessing greater vertical reach than 5C and hitting earlier as well, but is unable to catch opponents from as far away. Can cut projectiles.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
210 9 3 16 -- x H -

Waldstein slashes slightly downward with a claw. Marginally faster than j.B, but more horizontal as well. Done immediately from an Assault, will whiff most grounded opponents and allow for a clean 360 mixup, or an "empty" jump low.

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
410 10 2 17 -- x H -

Waldstein punches downward with the claw opposite his j.A. Fairly decent as a jump-in attack. Done early from an Assault, doesn't give combos from non-counterhit but is very difficult to anti-air on reaction.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
610 // 810 (charged) 15 // 26 (charged) 3 until landing -- x H -
  • Destroys projectiles
  • Chargeable

Waldstein turns sideways and performs a huge downward slash with his claw. More general-purpose as an air-to-ground and air-to-air attack than j.B, but also much slower, making him vulnerable to shield punishes and anti-airs. Can cut projectiles. On charge, j.C will groundslam the opponent on hit.


Command Normals

1A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
456 9 2 16 0 x HL -

Waldstein performs a crouching elbow drop. Once again, despite appearances, this does not hit low. Causes staggered down on hit. Due to being a command normal, it cannot cancel into normals, though it can link into 2A/5A and cancel into specials, if you're quick enough. Is 0 on block, making it somewhat usable to frame-trap with if not for all of Waldstein's attacks being so slow anyway.

4B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
400, 610 (1010) 22 (catch), 27 (shockwave) 5 (catch), 8 (shockwave) 8 +2 x HL -

Waldstein slams his claw downward. On hit, Waldstein picks up the opponent, then headbutts them and causes staggered down state. On whiff, the downward slam still produces a shockwave that causes the same effects but only has the first hit's worth of damage.

6C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0, 1400 (throw) // 1700 (punch) 11 (catch), 47 (punch) 5 (catch), 8 (punch) 13 +5 x HL (catch), H (punch) -

Waldstein swipes forward with his claw for a (blockable) grab. On whiff or block, he continues with the swipe to wind up for a secondary, huge punch that covers more distance than even his 5B and hits overhead. The grab causes him to throw the opponent upward and forward for a relatively high wallbounce that typically leads into 4B or 3C. The punch causes a more horizontal wallbounce that is difficult to follow up from. In pre-2.03, there is a glitch where if Waldstein is completely against the wall, the 6C throw will not cause a wallbounce, allowing for a no-damage infinite loop. Patch notes would indicate that this will be fixed in 2.03 release.

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
700, 800 (1500) 11 x 33 -- x Airthrow -

Waldstein reaches upward in front of him with both claws for an anti-air grab. If he is able to catch, he crushes them in his claws, then throws them against the ground for a groundslam hit. While this would be an amazing neutral anti-air in many circumstances, Waldstein already has access to air-unblockable 2C and 5C, both of which have a much less avoidable hitbox and provide more follow-up potential. As it is, this is typically just seen as either a combo filler or a combo ender.

j.6C HOAAA
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 10 4 11 -- x H -

Waldstein does a big forward punch. Wallslams on hit. Usually combo filler for the standard re-jump BnB, though it has some merit as a very fast, horizontal air attack.

j.2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 7 until landing 24L -- x H -

Waldstein turns completely horizontal in the air and then launches himself with the momentum slightly for your typical grappler body splash. Extremely unsafe on whiff or block without Chain Shift. There might be some uses with the extra momentum bounce to get around certain kinds of zoning, but without Chain Shift it's still not worth the risk (or the minimal reward on success).


Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
810 10 x 24 -14 x HL -

Waldstein slides forward slightly while swinging with a claw in a big horizontal slash. Deals good damage and can cancel into things such as 214B. Doesn't cover much distance, but at a range where Waldstein's normals are already a threat, 66B can push you even further in where things such as 2B and 5B would force you out of range. Fairly good to extend pressure with after blocked 214B.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
300, 810 9, 21 x 12 +5 x HL -

Waldstein leaps forward while thrusting a claw clenched into a fist forward that almost looks like an Assault j.6C. Like j.6C, it causes wallbounce on hit. Unlike j.6C, there's an initial hit before the punch and the attack cannot be air-shielded. This is almost guaranteed to whiff on any grounded opponents, but has some great anti-air coverage. If you somehow get it to connect on the ground, you have significant advantage on block. Otherwise, you can use it kind of like j.A as an "empty jump" mixup, but it's much easier to get mashed out attempting such.


Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
410, 810 13, 44 -- 22 -- x HLA -

Waldstein picks up and then throws a boulder. The boulder has a hitbox when Waldstein picks it up, and then another one when he throws it. Hold 4 or 6 to make him throw the boulder closer or farther, respectively. Counts as a special, for the purposes of canceling into. Has a bit of shock value and can steal rounds off of low health stalemates, but is otherwise just a random gimmick that doesn't have much use. As Force Functions universally cost GRD, it's also a terrible idea to use this as in any sort of projectile spamming tactic.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1650 4 1 23 -- x Ground Throw -

Has more range than most normal throws. Causes hard, uncomboable knockdown. Sends a relatively far distance midscreen, making it difficult to set up oki off of unless throwing into the corner.


Special Moves

Eisen Nagel
「アイゼンネーゲル」

236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1520 18 X 31 -20 x HL -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1520 27 X 27 -16 x H -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1750 (20)+26 X 23 -6 x HL -
  • Destroys projectiles

Waldstein does a downward circular slam with his claw. A and B versions groundslam, while C version wallbounces. Has some use in combos, though almost always forces meter usage to continue afterward. A version strikes quickly, while B version is slower and hits overhead. Both of these versions are quite unsafe on block. C version is about the same speed as B version (in addition to having a long super flash), and only hits mid, but is much safer on block, in exchange for the meter usage.

Wirbelwind
「ヴィルベルヴィント」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 410, 410, 410 9, ?, ? X X -6 x HL -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 410, 410, 410 8, ?, ? X X -10 x HL -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 573, 573, 573, 573 (20)+16, ?, ?, ? X X -8 x HL -
  • Destroys projectiles
  • EX version is invulnerable on startup

Waldstein advances while flailing wildly with his claws. A and B versions each have 3 hits, while C version has 4 hits. B version hits slightly sooner, but A starts with a higher hitbox. C version has some use as a reversal option due to its startup invulnerability.

Drehen Durchbohren
「ドレーエン ドルヒボーレン」

360X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 400, 1510 (1910) 3 X 29 -- x Ground Throw -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 400, 1510 (1910) 6 X 37 -- x Ground Throw -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 210, 210, 320, 430, 1162 (2332) (20)+8 X 30 -- x Ground throw -
  • B version is always gold throw when used in neutral
  • EX version is invulnerable on startup

Waldstein's standard grappler SPD-esque command throw. A version has fairly low reach comparable to his normal throw, but also has faster startup than a normal throw, by a single frame. B version has reach rivaling his B normals, but unless done in a combo, will always be a gold throw. C version has startup invulnerability along with the reach of B version. Notably, it is also the slowest of the versions, and can be jumped AFTER the super flash. All three of these will always whiff against aerial opponents, and will be gold throws if done to an opponent while they're still in blockstun or recovering from staggered down state.

Verderben
「フェアデルーベン」

214X
j.214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1220 16 X 16 +1 x HL -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1410 22 X 14 +3 x HL -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1100, 400, 650 (2150) (20)+6 X 22 -5 x HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
j.A/B 1410 7 X 11L -- x Airthrow -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
j.C 500, 1325 (1825) (20)+4 X 11L -- x Airthrow -
  • Aerial B version leaves Waldstein suspended in the air for an additional 18 frames before landing
  • Aerial C version leaves Waldstein suspended in the air for an additional 14 frames before landing

Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. Both A and B versions are too slow to get a completely tight blockstring out of from any normals, but both versions are also + on block, and launch on hit. C version is extremely fast, but is air-blockable. On hit for the C version, Waldstein grabs the opponent and slams them into the ground, then performs a belly-to-back suplex for a side-switch. In the air, the j.214 series become air-throws. The A version causes Waldstein to continue with his momentum, while the B and C versions cause him to pause briefly in the air as he grabs. A and B versions result in a somersaulting piledriver on catch, while the C version has Waldstein fall to the ground and go through the same motions as his grounded C version.

214A and 214B are great for applying pressure due to their advantage on block, though with the long startup being predictable about when you throw them in will lead to getting mashed out before the clap happens. The j.214 series don't do much damage on their own, and are typically seen as simple combo enders, but on a hard read j.214 starter can lead to very damaging Chain Shift combos.

Sturmangriff
「シュトルムアングリフ」

[4]6X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[4]6A/B 810, 1030 (1840) 30 Until wall 46 -- x Ground Throw -
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[4]6C 720, 720, 810 (2250) (20)+12 Until wall 45 -- x Ground throw -
  • Minimum charge time is 38 frames
  • Able to catch airborne and knocked down opponents during a combo

Waldstein charges forward, catching any opponent unfortunate enough to be on the ground in his path as he continues all the way to the wall. On whiff, Waldstein bounces off the wall and is left in a very punishable state. On hit, the A and B versions slam the opponent into the wall, then Waldstein turns around and carries them all the way to the other wall. The C version adds one more full screen carry, slamming them against the original wall for a third hit. Notably, this grab is still able to catch opponents in an aerial juggle state or off a groundslam.

Waldstein moves with a surprising amount of speed with this move, and can catch people off guard in neutral, but it is still typically a very risky option in neutral. As a combo ender, the guaranteed full corner carry is good, but always allows the opponent an air-tech, sometimes even allowing them to air-tech past you out of the corner. For that reason, Chain Shifting into a 3C or 4B helps maintain advantage afterward.


Infinite Words

Werfen Erschlagen
「ヴェルフェン エルシュラーゲン」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0, 567, 308, 2240 (3115) (61)+11 X 36 -- x Ground Throw -
  • Able to catch airborne and knocked down opponents during a combo

A huge command throw that costs all 200 meter. Easier to combo into than 360C since, like the [4]6 series, it is able to catch opponents in groundslam or aerial juggle state. Always ends with both characters in roughly round starting positions, regardless of where the move originally connected. Still typically inefficient for the meter cost, unless done at the end of a Veil Off combo.

Like 360C, this move has startup invulnerability. It's also 3 frames slower and has three times as many freezeframes to give the opponent time to think about it if you made a wrong call and they were just sitting and baiting for a reversal.


Infinite Words EXS

Katastrophe
「カタストローフェ」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0, 0, 0, 3788 (20)+14 X 52 -26 x HLA -

Costs 200 meter and can only be done if your life bar is orange (becomes orange once you've reached under 30% life). Identical in initial animation and attributes as all other IW EXS. Possibly the most important thing to realize about Waldstein's IW EXS is that you'd typically end up dealing more damage ending a combo with his IW unless you just straight up threw this out as a successful reversal.


Combos

Click here for a full list of combos

Smart Steer

5A~A~A~A~A
5A > 5B > 5C > 236B ( > [4]6C ) - 1782 (2613)

Basics

Note: In open-ended cases, damage will assume the first option as a starter.

Midscreen

(2A/5A/2B) > 5B > 214B > j.B > j.C > j.6C > (land)
                                               ---> j.C > j.6C > (land) > j.C > j.B > j.214B - 2797 (standard meterless route)
                                               ---> 4B > [4]6A/B                             - 2717 (meterless corner carry route)
                                               ---> 3C > [4]6C                               - 3101 (metered corner carry route)

Corner

2B > 214A > 5A > 214B > 3C > 2A > 5B > 6C
                                        ---> j.C > j.B > j.214B   - 3304 (standard meterless route)
                                        ---> 4B                   - 3170 (restand route)
                                        ---> 6AB > 2C > 3C > 214C - 3817 (standard metered route)

Colors

Iron Beast Crow Ash Steel Tiger Sapphire Bear Magnetite Crystal
Waldstein-1.png
Waldstein-2.png
Waldstein-3.png
Waldstein-4.png
Waldstein-5.png
Coal Monster Francium Maroon Tungsten Yellow Poison Bandit Hihiirokane
Waldstein-6.png
Waldstein-7.png
Waldstein-8.png
Waldstein-9.png
Waldstein-10.png
Fegefeuer Arctic Cold Dschungel Wind Hatred Flame Eis mann
Waldstein-11.png
Waldstein-12.png
Waldstein-13.png
Waldstein-14.png
Waldstein-15.png
Bestie Erde Kirschbaum Depression Mind Gray Fox Apostle of Chaos
Waldstein-16.png
Waldstein-17.png
Waldstein-18.png
Waldstein-19.png
Waldstein-20.png

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