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==Character Stats==
==Character Stats==
<div style="visibility:hidden; height:0px; width:0px">
{{StatsInfobox-UNI
<section begin=Health />10100<section end=Health/>
|character = Wagner
<section begin=Smart Steer />5A > 5B > 5C > 214B > 236C<section end=Smart Steer/>
|health = 10100
<!---------------------------------->
|smartSteer = 5A 5B 5C 214B 236C
<section begin=Forward Walk Speed />700<section end=Forward Walk Speed/>
|fWalkSpeed = 700
<section begin=Backward Walk Speed />-700<section end=Backward Walk Speed/>
|bWalkSpeed = -700
<section begin=Jump Startup />4<section end=Jump Startup/>
|jumpStartup = 4
<section begin=Jump Duration />42<section end=Jump Duration/>
|jumpDuration = 42
<!---------------------------------->
|dashStartup = 4
<section begin=Dash Startup />4<section end=Dash Startup/>
|iDashSpeed = 2250
<section begin=Initial Dash Speed />2250<section end=Initial Dash Speed/>
|dashAccel = 300
<section begin=Dash Acceleration />300<section end=Dash Acceleration/>
|maxDashSpeed = 3200
<section begin=Max Dash Speed />3200<section end=Max Dash Speed/>
|bDashStartup = 6
<!---------------------------------->
|bDashDuration = 28
<section begin=Backdash Startup />6<section end=Backdash Startup/>
|bDashDistance = -56400
<section begin=Backdash Duration />28<section end=Backdash Duration/>
|bDashFullInvulStart = 1
<section begin=Backdash Distance />-56400<section end=Backdash Distance/>
|bDashFullInvulEnd = 8
<section begin=Backdash Invul />1~8 {{Property-UNI|Full}}<br>9~10 {{Property-UNI|Throw}}<section end=Backdash Invul/>
|bDashThrowInvulStart = 9
<!---------------------------------->
|bDashThrowInvulEnd = 10
<section begin=Throw Width />200<section end=Throw Width/>
|throwWidth = 200
<section begin=Throw Range />100<section end=Throw Range/>
|throwRange = 100
</div>
|trait =
{{StatsInfobox-UNI}}
*Can install sword and shield buffs which enhance some of her specials.
|vorpalTrait =
===Unique Trait===
*22A/B recovery decreased.
<section begin=Unique Trait/>*Can install sword and shield buffs which enhance some of her specials.<section end=Unique Trait/>
*Enchanted sword chip damage increased.
}}
===Vorpal Trait===
<section begin=Vorpal Trait/>*22A/B recovery decreased.
<!-------------------------->*Enchanted sword chip damage increased.<section end=Vorpal Trait/>
{{AttackData-UNI/Infobox}}
{{AttackData-UNI/Infobox}}
“
She annihilates. Enveloped in the inherited scorching flame.
Admires the name of the clan, takes an oath of the eternal loyalty to Adelheid.
Without forgiving herself. Without loving herself. She only exerts her sword.
Even when goddess smiles upon, her soul is bound to the battlefield.
Treads on the ash of the dead, waits for the judgement at the endless battlefield.
”
Story
Wagner is not only the pride of Licht Kreis, but its fourth Executor as well. Despite her title as "Fourth", it is no doubt that she is the strongest of all. Her noble upbringing with ancient ties to Licht Kreis has hardened her to complete her missions at all costs. This attitude has lead her to extreme lengths on more than one occasion, and she is reprimanded by being sent into the outside world to gain an understanding on society and common sense. Now on the outside, she receives a mission from Licht Kreis to assist the current Executor there in exterminating Amnesia.
“
I am the cleansing flame of Licht Kreis.
I shall burn your evil thoughts to ashes.
”
Gameplay
Wagner excels at applying pressure at close/mid-range. Key to her gameplan is to spend meter plentifully to maintain advantage and vorpal at all costs. If the opponent wants to maintain distance, use gaps to equip installs and attempt to resume pressure.
Strengths
Weaknesses
Extremely strong corner carry
High damage from most non-A starters, with good oki – this goes hand-in-hand with her having very strong abare
Never-ending pressure strings when having meter or vorpal
Relatively good backdash
Extremely good normals, 5B/5C/6B dominate the spaces they cover against most of the cast
Specials can cancel into each other to prevent the opponent from having room to breathe or attempt a punish
With shield install (22B) equipped, her guardpoint moves are extremely powerful and can go through virtually everything except for throws
With shield install (22B) equipped, her guardpoint moves start guardpointing on frame 7, allowing her to reverse the situation against opponents with loose pressure strings
Her horizontal thrust (236A) is both fast (10f) and covers a huge amount of horizontal space, with a surprising amount of vertical coverage. This move by itself prevents many zoners from comfortably applying pressure at range
Has a very good, 5F reversal (623B) that leads into insane damage when combined with vorpal and meter. Notably, her EX reversal (623C) is more difficult to combo with vorpal and leads into worse damage for the meter cost
Has a very good anti-air special (623A) that converts into high damage with meter from any hit
Certain specials can be shielded to end Wagner’s cancel options and provide a punish opportunity
Most of Wagner’s special strings can be fuzzy mashed to beat all of her possible follow-up options
Her overheads are slow and telegraphed, though fortunately not that easy to interrupt (especially when shield install is equipped)
Guardpoint moves can lose to multi-hitting specials or reversals, and will lose to many meter’d reversals, though Wagner can attempt to cancel her guardpoint into her own specials or supers in response
Certain moves can be easily baited or out-spaced
While fast and damaging, she can have issues closing range against some characters without resorting to wild 236A usage
Character Stats
Health
Smart Steer Route
10100
5A 5B 5C 214B 236C
Forward Walk Speed
Backward Walk Speed
Jump Startup
Jump Duration
700
-700
4
42
Dash Startup
Initial Dash Speed
Dash Acceleration
Max Dash Speed
4
2250
300
3200
Backdash Startup
Backdash Duration
Backdash Distance
Backdash Invul
6
28
-56400
1~8 Full 9~10 Throw
Throw Width (pixels)
Throw Range (pixels)
200
100
Unique Trait
Can install sword and shield buffs which enhance some of her specials.
Vorpal Trait
22A/B recovery decreased.
Enchanted sword chip damage increased.
Frame Data Help
Header
Tooltip
Damage
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
Guard
The way this move must be blocked.High = Can block standingLow = Can block crouchingMid = Can block standing or crouchingAir = Can block in the airAir Shield = Can block in the air while shieldingUnblockable = Cannot be blocked
Cancel
Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff
Property
Special properties this move has. Click on the property to navigate to an explanation.
Cost
The resources this move costs to use.GRD = GRD BlocksEXS = EXS MeterVorpal = VorpalGRD Break = Causes GRD Break
Attribute
Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile
Startup
Frame when the first hitbox is present. + denotes the frames before and after super flash.
Active
The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery
Frames that this move has after the active frames if not canceled.
Overall
Frames that this move takes from start to finish before the character returns to neutral.
Advantage
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul
The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible
Normal Moves
Standing Normals
5A
Damage
Guard
Cancel
Property
Cost
Attribute
180
Mid
N, SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
5
2
12
18
-2
-
Wagner does a short range horizontal slash.
Mid hit with a clutch Anti Air hitbox as it starts.
Standard range but still works very well as a meaty.
Used in conjunction with 2A for rebeats.
5B
Damage
Guard
Cancel
Property
Cost
Attribute
480
Mid
N, SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
7
3
18
27
-5
-
Wagner kicks with her foot fully extended.
An excellent horizontal poke and punish tool due to being disjointed at the foot.
Its recovery is relatively short, making it difficult to punish by itself, on top of having a large stagger window.
One of Wagner's best, most commonly used normals.
5C
5CNormal
Damage
Guard
Cancel
Property
Cost
Attribute
680
Mid
N, SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
4
23
39
-10
-
5[C]Increase
Damage
Guard
Cancel
Property
Cost
Attribute
780
Mid
N, SP, EX, CS
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
20
4
26
50
-13
-
Wagner swings her sword and extends her range with her flame power.
A sword hit that serves as one of her longest range normals.
Normal hit can be a decent anti-air but is mainly used for juggles.
5C rebeat into whiffed A normal leaves Wagner at -1, useful for ending blockstrings as it is normal very unsafe.
Increase hit can be used for frame traps or confirms into high damage.
Rebeat advantage is the same as normal hit.
Crouching Normals
2A
Damage
Guard
Cancel
Property
Cost
Attribute
150
Low
N, SP, EX, CS
-
-
Strike, Foot
Startup
Active
Recovery
Overall
Advantage
Invul
5
2
12
18
-2
-
Crouching low kick with slightly less range than 5A.
Good poke for corner pressure and frequently used in rebeats for shorter recovery.
2B
Damage
Guard
Cancel
Property
Cost
Attribute
490
Low
N, SP, EX, CS
-
-
Strike, Foot
Startup
Active
Recovery
Overall
Advantage
Invul
9
2
19
29
-5
-
Wagner performs a crouching horizontal slash.
A sword hit that is a good low poke with deceiving range, despite being relatively slow for its strength and proration.
Juggles fairly high and is useful there, but it has a pretty short stagger window and may see less use in pressure.
2C
Damage
Guard
Cancel
Property
Cost
Attribute
620
Low
N, SP, EX, CS
Knockdown
-
Strike, Foot
Startup
Active
Recovery
Overall
Advantage
Invul
9
5
18
31
-5
-
Decent sweep which moves Wagner forward slightly.
Leads to solid juggles even after a whiffed A normal, as you can pick up after the knockdown.
Trades in your favor against anything that doesn't knock down or stagger.
Air Normals
j.A
Damage
Guard
Cancel
Property
Cost
Attribute
140
High , Air Shield
N, SP, EX, CS
-
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
8
3
17 [2 on landing]
-
Varies
-
Jumping kick that cover from her 3 angle to (pretty much) her 6 angle.
Good air-to-ground move but has somewhat poor range.
Borderline unreactable when done out of an assault, confirming into around 2.3K with CS or serving to get a GRD Break if they low shield.
j.B
j.BNormal
Damage
Guard
Cancel
Property
Cost
Attribute
420
High , Air Shield
N, SP, EX, CS
-
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
9
4
18 [3 on landing]
-
Varies
-
j.[B]Increase
Damage
Guard
Cancel
Property
Cost
Attribute
650
High , Air Shield
N, SP, EX, CS
Tumble on ground hit
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
17
4
20 [3 on landing]
-
Varies
12~20 Null Projectile
Wagner does an aerial shield swing.
Decent all purpose air normal with range around and below her.
j.B hits slightly closer to her, making it more useful than j.C for midscreen installed 236A~X pressure.
j.[B] hits below and behind her, allowing for cross-ups when time is available to charge it.
Sees some more use in certain confirms than j.C due to having better scaling.
j.[B] is a new addition in CLR, offering increased damage, projectile nullification, and tumbling ground opponents.
j.C
j.CNormal
Damage
Guard
Cancel
Property
Cost
Attribute
590
High , Air Shield
N, SP, EX, CS
-
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
12
3
[4 on landing]
-
Varies
-
j.[C]Increase
Damage
Guard
Cancel
Property
Cost
Attribute
750
High , Air Shield
N, SP, EX, CS
Knockdown on air hit
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
20
3
[4 on landing]
-
Varies
-
Wagner swings her sword in the air.
Curvy hitbox that covers Wagner from the front and below.
Normal hit has comparable range to 5C.
It is useful out of assaults or as an air-to-ground button.
Increase hit is slightly larger.
Mostly used in combos & her safejump set-ups.
You are generally plus when this is blocked, and it's still your turn if this gets shielded.
Command Normals
2A+D
2A+DNormal
Damage
Guard
Cancel
Property
Cost
Attribute
1199
Low
EX on block, CS
Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
3
17
29
-2
-
2[A+D]Increase
Damage
Guard
Cancel
Property
Cost
Attribute
1362
Low
EX on block, CS
Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
3
-
29
-2
-
2[A+D]Increase (Sword Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1498
Low
EX, CS
Launch
Sword Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
3
-
29
-2
-
Wagner steps on her opponent so hard they explode.
Safe low hitting move which counts as a special and hits further than it looks.
Mostly used for the half-charged Force Function -> Low mixup, to make some improperly spaced moves safe, or throw out an unexpected low if you've conditioned them to look for an overhead.
Can be useful at the end of combos to add a little meter-less damage when you find yourself ending a combo with both buffs already equipped.
Because this move exists, you need to input 3AD for 2A throw tech OS.
2[A+D] is a new addition to CLR.
It can consume a Sword Enhance to gain different properties.
6B
Damage
Guard
Cancel
Property
Cost
Attribute
480, 690
Mid
N, SP, EX, CS
Launch on 2nd hit
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
8, 18
2, 3
24
46
-9
-
Wagner does a two-hit slash with her sword.
Useful to confirm into large combos out of nearly any short set of normals beforehand.
Particularly strong when Rebeat to 5/2A.
Rebeating the first hit leaves Wagner -2, while rebeating the second hit only leaves her -1.
Can be chained with 5C, [5C], or 6C for juggles.
The good range and speed on this move makes it a great pressure tool.
3C
Damage
Guard
Cancel
Property
Cost
Attribute
660
Mid
N, SP, EX, CS
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
3
26
37
-11
7~11 Head
Wagner does a rising hit with her shield.
Wagner's standard anti-air.
Smaller hitbox than 5C but 3f faster and much easier to confirm on counter hit.
Leads to good juggles and also used in her high damage combos.
6C
Damage
Guard
Cancel
Property
Cost
Attribute
690
High
SP, EX, CS
Tumble
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
26
4
19
46
-5
10~27 Foot
Wagner hops into the air and drops her heel onto her opponent.
Slow ground overhead with a pretty big hitbox and good reach with low crush properties.
Will hit grounded opponent but also airborn opponent within its reach, though it is only active as her heel starts to come down past around the 45 degree angle.
Special cancellable, mostly used in combos to lead into [FF].
A good juggle and pressure tool in general.
j.2C
Damage
Guard
Cancel
Property
Cost
Attribute
650
Mid , Air Shield
(SP), (EX), (CS)
Knockdown
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
14
Until Land
13
-
-2~-5
-
Wagner does a midair stomp to the ground.
Knocks down opponents even if they are airborne.
Can be useful to alter her jump arc and fake the opponent out, but is generally not that great as a divekick and is most often used at the end of air combos.
Only the landing recovery is cancellable.
Dash Normals
66B
66BNormal
Damage
Guard
Cancel
Property
Cost
Attribute
610
Mid
SP, EX, CS
Tumble on counter
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
2
13
23
-3
-
66BSword Enhance
Damage
Guard
Cancel
Property
Cost
Attribute
350, 350
Mid
SP, EX, CS
Tumble on counter
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
2
13
23
-2
-
Wagner does a forward advancing thrust.
Faster than a majority of dash B normals, but is mostly used in combos or as a frame kill before oki in order to time a meaty or bait the opponent into a pressing a button.
Wide special cancel window allows for frame traps.
Sword Enhance turns the move into a 2-hit attack.
66C
66CNormal
Damage
Guard
Cancel
Property
Cost
Attribute
660
Low
SP, EX, CS
Knockdown
-
Strike, Foot
Startup
Active
Recovery
Overall
Advantage
Invul
10
3
26
38
-11
-
66CSword Enhance
Damage
Guard
Cancel
Property
Cost
Attribute
490, 490
Low
SP, EX, CS
Knockdown
-
Strike, Foot
Startup
Active
Recovery
Overall
Advantage
Invul
10
3
26
38
-9
-
Wagner does a forward advancing sword sweep.
Can catch opponents attempting to walk away or backdash.
Can lead to beefy confirms with slightly delayed FF or 214X.
Generally used as a combo ender, giving a good amount of advantage after equipping a buff.
Sword Enhance turns the move into a 2-hit attack.
At max range, it can be difficult to punish on block.
Universal Mechanics
Force Function
B+CNormal
Damage
Guard
Cancel
Property
Cost
Attribute
720
Mid
SP, -EX-, -CS-
Tumble on ground, Wall Bounce in air
1 GRD , Shield Enhance if available
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
2
27
43
-2
3~16 Null Projectile
Enhance: 7~14 Guard Point
[B+C]Increase
Damage
Guard
Cancel
Property
Cost
Attribute
1050
High
SP, -EX-, -CS-
Snare
1 GRD , Shield Enhance if available
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
28
2
36
65
-10
3~28 Null Projectile
Enhance: 7~27 Guard Point
B+CNormal (Vorpal)
Damage
Guard
Cancel
Property
Cost
Attribute
720
Mid
SP, -EX-, -CS-
Tumble on ground, Wall Bounce in air
0.5 GRD , Shield Enhance if available
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
2
27
43
-2
3~16 Null Projectile
Enhance: 7~14 Guard Point
[B+C]Increase (Vorpal)
Damage
Guard
Cancel
Property
Cost
Attribute
1050
High
SP, -EX-, -CS-
Snare
0.5 GRD , Shield Enhance if available
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
28
2
36
65
-10
3~28 Null Projectile
Enhance: 7~27 Guard Point
Wagner does a backhand shield slap.
Near the corner, can cause a wall bounce in juggles.
A powerful move that is very easy to confirm off of.
Commonly used in frame traps, linking specials during pressure, and generally maintaining offense.
Can be partially charged to delay startup and act as a frame trap.
With Shield Enhance, it has guard point and is very difficult to contest.
Can be special cancelled after destroying projectiles.
Increase version is a powerful overhead move.
Though unsafe on block, it still has the cancel windows of the normal version.
Typically used in combos to cancel into 22X.
Strong pressure tool especially with Shield Enhance.
Throw
A+DNormal
Damage
Guard
Cancel
Property
Cost
Attribute
1644
Unblockable
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
22
26
-
-
[A+D]Increase
Damage
Guard
Cancel
Property
Cost
Attribute
1684
Unblockable
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
-
26
-
-
[A+D]Increase (Sword Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1703
Unblockable
EX, CS
-
Sword Enhance
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
-
26
-
-
Wagner grabs, burns, and explodes her opponent.
Frame advantage after a normal throw allows for enough time to buff up!
Buffing with 22a leaves Wagner +0, extended to a maximum of +3 in Vorpal.
Buffing with 22b leaves Wagner -2, extended to a maximum of +1 in Vorpal.
The primary focus of Wagner's mixup game; it can be kara cancelled into with 6B.
New to CLR is the ability to increase the throw for more damage.
If Wagner has Sword Enhance, Increase Throw will consume it and Wagner will perform Wackenroder (623X) after the initial throw.
Sword Enhance allows Wagner to cancel the throw with CS after the full attack, or with an EX move upon landing.
Guard Thrust
214DNormal
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid
-
Launch
100 EXS , GRD Break
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
5
26
45
-12
1~15 Full, 16~45 Full on hit
214DVorpal
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid
-
Launch
Vorpal
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
5
26
42
-12
1~15 Full, 16~45 Full on hit
Blows the opponent away on hit.
Usable only during blockstun.
Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
A+B+CNormal
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid , Air
-
Launch , Wall Bounce , GRD Break
100+ EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
20
2
[7 (3 on hit) on landing]
58 (54 on hit)
-13
1~30 Full
A+B+CFull Charge
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid , Air
-
Launch , Wall Bounce , GRD Break
100+ EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
68
2
[7 (2 on hit) on landing]
108 (103 on hit)
-14
1~91 Full
Universal reversal that blows the opponent back on hit.
Airborne : 1~52, Standing : 53~59.
For Full Charge version: Airborne : 1~101, Standing : 102~108.
Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
Meter drains much slower when health is below 30% (orange health).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+CCross Cast
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid , Air
-
Launch
100+ EXS , Vorpal
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
2
4
20
25
+3
1~19 Full
Cancels an action and launches the opponent high into the air on hit.
Airborne : 1~25.
CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
Has a lot of hitstun, making it easy to combo from.
Grants an additional bounce if both have been used in the combo so far.
If the opponent does end up hitting the ground during the combo, damage is prorated.
Pressing A+B+C can be used for a shortcut for Infinite Worth.
Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
236X
236AForward
Damage
Guard
Cancel
Property
Cost
Attribute
1200 Enhance: 1236
Mid
UNQ, EX, CS
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
16
4 [21 on landing]
29
-5
10~ Foot
236BAnti-Air
Damage
Guard
Cancel
Property
Cost
Attribute
1258 Enhance: 1294
Mid
UNQ, -EX-, -CS-
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
10
16
16 [14 on landing]
42
-14
4~ Foot
236CEX
Damage
Guard
Cancel
Property
Cost
Attribute
1890
Mid
CS
Knockdown
100 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+6
12
24 [13 on landing]
43
-26
1~3 Throw, 3~ Head
Wagner charges with her sword in a drill-like attack.
Can be cancelled into a follow-up attack by pressing any attack button.
236A is a forward attack.
Mainly used in pressure with Sword Enhance to extend pressure and go for a mixup after the followup.
Risky poke or backdash callout at midscreen.
Leads to a full confirm with Sword Enhance, CS, or 100 meter > (j.)236C.
236B is a ground-to-air attack.
Gung-ho anti-air tool with slight anti-air invul to cover the space in front of and above Wagner.
In combos it does slightly more damage than 236A.
If used with an Enhance at the end, leads to a safejump setup.
236C covers the same angle as 236B.
Strong air normal invuln anti-air option which leads to a full confirm.
Converts with dash up and relaunch afterwards due to the extended knockdown time.
Particularly useful after a 623A confirm to put them back in the corner and deal a significant chunk of damage.
Will lose or trade with air specials if spaced and/or timed improperly
j.236X
j.236ANormal Close
Damage
Guard
Cancel
Property
Cost
Attribute
1420 Enhance: 1440
Mid , Air
UNQ, EX, CS
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
Until Land
[38 on landing]
-
-4
-
j.236[A]Increase Close
Damage
Guard
Cancel
Property
Cost
Attribute
1546 Enhance: 1566
Mid , Air
UNQ, EX, CS
Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
25
Until Land
[42 on landing]
-
-8
-
j.236BNormal Far
Damage
Guard
Cancel
Property
Cost
Attribute
1420 Enhance: 1440
Mid , Air
UNQ, EX, CS
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
Until Land
[40 on landing]
-
-6
-
j.236[B]Increase Far
Damage
Guard
Cancel
Property
Cost
Attribute
1546 Enhance: 1566
Mid , Air
UNQ, EX, CS
Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
25
Until Land
[45 on landing]
-
-11
-
j.236CEX
Damage
Guard
Cancel
Property
Cost
Attribute
1676
Mid , Air
CS
Launch
100 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+7~9
Until Land
[39 on landing]
-
0~+2
1~3 Throw
Wagner does a sword thrust toward the ground.
Despite appearances, this move is not an overhead.
Similar follow up to the ground version, done by pressing any button during or after the move.
j.236A hits at close-range.
Powerful combo starter on counterhit and mainly a conversion tool.
With resources like Sword Enhance, can be used to make conversions easier.
j.236B hits at a greater range than j.236A.
Mainly a combo tool, though less used.
Cannot be converted without resources.
Both Increase versions gain knockdown which allows for easier and meterless conversions.
j.236C covers a similar angle to j.236B.
Strong whiff punish tool that can easily convert to a combo on hit.
Can be used to make 623A safe on block.
Frame advantage makes it a useful pressure reset tool.
236X~X
236A~X236A Follow-up
Damage
Guard
Cancel
Property
Cost
Attribute
1512
Mid
EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-12
-
236A~X236A Follow-up (Sword Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1632
Mid
SP, EX, CS
-
Sword Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-8
-
236B~X236B Follow-up
Damage
Guard
Cancel
Property
Cost
Attribute
1582
Mid
EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-27
-
236B~X236B Follow-up (Sword Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1705
Mid
SP, EX, CS
-
Sword Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-14
-
j.236X~Xj.236X Follow-up
Damage
Guard
Cancel
Property
Cost
Attribute
1738
Mid
EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-18
-
j.236X~Xj.236X Follow-up (Sword Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1845
Mid
SP, EX, CS
-
Sword Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-
-
j.236[X]~Xj.236[X] Follow-up
Damage
Guard
Cancel
Property
Cost
Attribute
1858
Mid
EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-18
-
j.236[X]~Xj.236[X] Follow-up (Sword Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1962
Mid
SP, EX, CS
-
Sword Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[9 on landing]
-
-
-
Wagner does a follow-up attack to Kugel Blitz or Sturm Schlag.
Damage was calculated as the total of the maximum hits of the initial attack and the follow-up.
When Sword Enhance is consumed, the follow-up can be cancelled into Sturm Schlag or an air normal can be used.
This can be done even on block, allowing for extended pressure.
623X
623A4-hit
Damage
Guard
Cancel
Property
Cost
Attribute
1244
Mid
EX, CS
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
5
19
34 [14 on landing]
-
-26
9~18 Head, 5~ Dive
623B5-hit
Damage
Guard
Cancel
Property
Cost
Attribute
1520
Mid
(CS)
Launch
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
5
18
36 [14 on landing]
-
-33
1~11 Full, 1~22 Head, 1~ Dive
623CEX 8-hit
Damage
Guard
Cancel
Property
Cost
Attribute
1854
Mid
(CS)
Launch
100 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+2
21
44 [21 on landing]
-
-39
1~18 Full
Wagner rises in the air with a spinning sword slash.
Each version has different forms of invulnerability.
623A is a handy anti-air tool.
EX moves can be used to stay safe on block.
Landing recovery can be cancelled on whiff.
Useful for converting into CVO routes or as a combo ender.
623B is Wagner's meterless reversal move.
Full invul on frame 1 allows Wagner to wake up with it, though not without risk.
CS can be used to convert into a combo.
Sometimes useful as a combo ender.
623C has slightly more range than 623B.
One of the few moves in the game that comes out in 3 frames.
Excellent punish tool that can be extended further with CS.
Strong combo ender for more damage when necessary.
214X
214AShort Distance
Damage
Guard
Cancel
Property
Cost
Attribute
700
Mid
SP, -EX-, -CS-
Tumble
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12~19
9
14
34
-5~+3
-
214AShort Distance (Shield Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
700
Mid
SP, -EX-, -CS-
Tumble
Shield Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12~19
9
14
34
0~+8
4~20 Projectile 7~11 Guard Point
214[A]Average Distance
Damage
Guard
Cancel
Property
Cost
Attribute
1410
Mid
SP, -EX-, -CS-
Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
22~30
9
19
49
-3~+5
-
214[A]Average Distance (Shield Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1410
Mid
SP, -EX-, -CS-
Knockdown
Shield Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
22~30
9
19
49
+4~+12
4~30 Projectile 7~21 Guard Point
214BAverage Distance
Damage
Guard
Cancel
Property
Cost
Attribute
700
Mid
SP, -EX-, -CS-
Tumble
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12~23
12
14
37
-8~+3
-
214BAverage Distance (Shield Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
700
Mid
SP, -EX-, -CS-
Tumble
Shield Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12~23
12
14
37
-3~+8
4~23 Projectile 7~11 Guard Point
214[B]Long Distance
Damage
Guard
Cancel
Property
Cost
Attribute
1410
Mid
SP, -EX-, -CS-
Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
22~33
12
19
52
-6~+5
-
214[B]Long Distance (Shield Enhance)
Damage
Guard
Cancel
Property
Cost
Attribute
1410
Mid
SP, -EX-, -CS-
Knockdown
Shield Enhance
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
22~33
12
19
52
+1~+12
4~33 Projectile 7~21 Guard Point
214CEX Full Distance
Damage
Guard
Cancel
Property
Cost
Attribute
1708
Mid
(CS)
Wall Bounce
100 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+7~25
20
20
47
-6~-4
3~27 Projectile 1~3 Throw
Wagner charges forward with her shield.
Useful for advancing and closing space in pressure thanks to the many cancel opportunities available.
Special cancel property is lost if the move is shielded.
Shield Enhance grants guard point frames and projectile invulnerability, as well as making all versions safer.
Increase extends range and damage in exchange for slower startup.
214A covers a short distance.
Great oki tool that leads to plus frames if it hits meaty.
Works well as a confirm from ranged hit normals like 5B, 2B, and 5C.
214B travels further than 214A.
Generally used in combos instead of pressure as its range makes it near impossible to gain frame advantage out of Wagner's normals.
Range makes 5C confirms stronger, as well as allowing for easier confirms when the opponent is far out.
214C travels a full screen's distance.
Very situational as it is slower, prorates heavily, and is always unsafe on block.
22X
22ASword Enhance
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
CS
Sword Enhance
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
-
37 Vorpal: 34
-
-
22BShield Enhance
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
CS
Shield Enhance
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
-
39 Vorpal: 36
-
-
22CEX
Damage
Guard
Cancel
Property
Cost
Attribute
1304
Mid
CS
Launch , Sword Enhance , Shield Enhance
100 EXS , Sword Enhance , Shield Enhance
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+6
6
26
38
+9
1~3 Throw
Wagner enchants her weapons with her flame powers.
Sword Enhance and Shield Enhance are colloquially referred to as "installs" or "buffs" by the community.
Each Enhance is active until it is consumed by a specific move or Wagner gets hit.
If both are active at the same time, the most recent Enhance to be activated will be lost.
22X animation can be cancelled with CS after an Enhance is active.
22A grants Sword Enhance.
Sword Enhance grants all sword normals chip damage (5A, 2B, 5C, j.C, 66B, 66C.)
66B and 66C become 2-hit attacks.
236X~X can be cancelled with a special move in the air, and also recovers earlier to allow usage of air normals.
Commonly used mid-combo to allow for combo extensions.
22B grants Shield Enhance.
Shield Enhance grants all shield normals chip damage (3C, j.B.)
FF and 214X gain guard point frames, allowing them to absorb attacks from frame 7 until the frame they become active.
Commonly used to enhance Wagner's neutral and pressure.
22C grants both Sword Enhance and Shield Enhance.
If Wagner already has one Enhance active, she will also receive the other.
If Wagner already has both active, 22C will instead consume both Enhances to inflict a unique "burn" effect on the opponent on hit.
The burn effect will inflict up to 950 damage over time, varying with Wagner's proximity to the opponent.
22C has unique frame advantage that makes it one of Wagner's most important tools for both pressure and confirms.
Super Moves
Infinite Worth
Damage
Guard
Cancel
Property
Cost
Attribute
3241
Mid
-
Knockdown
200 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+9~25
19
[20 on landing]
65
-46~-30
1~43 Full
Wagner rises like a bird and ignites the air around her.
Excellent half-screen punish tool that has an absurd amount of advantage on hit, granting enough time for Wagner to use both 22A and 22B.
Typically used as a high damage ender or for CVO routes.
Infinite Worth EXS
Damage
Guard
Cancel
Property
Cost
Attribute
3760
Mid , Air
-
Knockdown
200 EXS , Vorpal or GRD Break
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+15
6
46
67
-25
1~26 Full
Wagner becomes surrounded by a pillar of light which goes into a cinematic on hit.
Must have less than 30% health (orange health) to use.
After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Rebeat Table
Attack
Chain
Advantage
6B/5C/2C/3C
5A/2A
-1
6B(1)
5A/2A
-2
5B/2B
5A/2A
-3
Gap Table
Attack
Chain
Frame Gap
5A/2A
5C
1f
6B/2C/3C
5[C]
3f
6B(1)
5[C]
4f
5B/2B
5[C]
5f
Videos
Wagner Tutorial by Redblade
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Wagner Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-05-20 by SageVarq.
Page
Completed
To-do
Score
Overview
Frame data added for nearly all moves.
New moves have been added.
Rebeats and gaps listed.
Gameplay summary was written during UNIST, may need revising.
Move descriptions may need revising.
Minor frame data still needed.
40/50
Strategy
Most strategy sections have been filled with content
Fill in character match-up data
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Combos
5/25
General
Characters
Frame Data