Under Night In-Birth/UNICLR/Waldstein: Difference between revisions
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| info = {{AttackDataCargo-UNI/Query|wa_236a}} | | info = {{AttackDataCargo-UNI/Query|wa_236a}} | ||
Waldstein does a downward circular slam with his claw, causing groundslam on hit. | Waldstein does a downward circular slam with his claw, causing groundslam on hit. |
Revision as of 19:02, 15 January 2024
“ |
He rages. In order to protect his master, the beast will raze buildings and crush trees with |
” |
Story
A mysterious old beast, who has lived centuries. With ties to the "Night Blade", he operates by the Princess's side. Speaking of the princess, she has recently taken a somewhat useless high school student under her wing, leaving the beast perplexed. All the while, Wald and his comrades are under attack from a mysterious organization, Amnesia. "The Hollow Night is upon us, and we will settle this", says a high ranking member of said organization. In hopes that he may protect his master, Wald decides to head into the belly of the lion's den, alone. Fulfilling his promise to Linne's brother, Kuon.
“ |
Battles are cruel...? The words of pansies with no strength. |
” |
Gameplay
Waldstein is the big body grappler of the game, i.e. slow, big buttons, and focused on the use of his 360X command throw to deal damage. The lack of speed in his movement and attacks is mitigated by UNI's universal Assault mechanic; combined with having one of the strongest jumping attacks in the game in j.C, Waldstein has a uniquely strong (if predictable) way of closing the gap and playing at his best ranges compared to grapplers in other fighting games.
Waldstein excels in both close-range and mid-range scenarios due to having several ways of creating frame advantage (1A, 4B, 214X), normal attacks with great range and dominant hitboxes (5B, 2B, 5C), and the fastest command throw in the game (360A). Because his attacks generally have slow startup, Waldstein prefers to preemptively strike fast and establish his highly oppressive pressure game whenever he gets close enough, but as of UNICLR he has a complete set of tools with which to establish threat at almost any range. All of this culminates into Waldstein having optimal combos that are both very easy to learn and highly rewarding.
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
11500 | 5A 5B 5C 236B [4]6C | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
Variable | Variable | 6 | |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
9 | 2300 | -170 | 24780 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
5 | 32 | -29136 | 1~10 Full |
Throw Width (pixels) | Throw Range (pixels) | ||
250 | 150 | ||
Unique Trait |
| ||
Vorpal Trait |
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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 standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = 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 Blocks EXS = EXS Meter Vorpal = Vorpal GRD 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 19 | 26 | -2 | - |
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.
- Buffed in CLR to have less recovery (was -5 in ST), making it a much stronger button for tick throws into 360A than it already was. Use this against cornered opponents to make them guess between a staggered 5B/2B or 360A.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 21 | 36 | -6 | - |
Waldstein does a standing horizontal swipe with his claws.
- This is the longest-reaching normal in Waldstein's moveset, capable of hitting opponents at round start.
- However, it hits at a rather middling height and will tend to miss against jumps and air Assaults.
- Launches on hit. Cancel into 214B to start most of your combos.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | Mid | N, SP, EX, CS | Launch, Destroyer | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 22 | 38 | -5 | - |
Waldstein slashes with his claw upward at full length.
- Fairly strong for generic zoning, 5C has solid range both horizontally and vertically.
- Has the Destroyer property, nullifying at least 7 hits of projectiles (requires more testing).
- 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.
- Increase Charge version causes heavier knockback on hit and a float state on block (similar to Wagner's 214[B]), which can extend the opponent's green shield window if they perform it early. This allows for very easy visual confirmations into 360B/C for a guaranteed GRD Break. Mostly useful in the corner for this capability, as well as gapless cancels into 214B or even a meaty 214A for maximum frame advantage.
5[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid | SP, EX, CS | Launch, Destroyer | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 2 | 22 | 52 | -3 | - |
A charged/Increase version of 5C.
- Causes heavier knockback on hit
- Causes float state on block (great if they accidentally green shield)
- Moves Waldstein forward slightly during active frames
- Gapless 214B followup
- Causes 214A to be +4 on block instead of +1 due to the float.
- Most useful when your opponent is in the corner.
Crouching Normal Moves
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2 | 18 | 27 | -8 | - |
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.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | Low | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 17 | 31 | -5 | - |
Waldstein punches downward at the opponent's legs.
- Has almost as much reach as 5B. Formerly Waldstein's only low-hitting attack.
- Has deceptively long range for a low attack. Amazing poke and combo starter to punish opponents overly anticipating 360X or Assault approaches in neutral.
- Misses against pretty much anyone in any proper aerial state.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710 | Mid | N, SP, EX, CS | Launch, Destroyer | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 27 | 43 | -14 | 10~X Head |
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.
- Has the Destroyer property, nullifying 18 hits of projectiles.
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 16 [2 on landing] |
27 | Varies | - |
Waldstein slashes slightly downward with a claw.
- Marginally faster than j.B, but more horizontal as well.
- Done immediately from an Assault, this will whiff most grounded opponents and allow for a clean 360A mixup or "empty jump" low.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
410 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 6 | 13 [3 on landing] |
28 | Varies | - |
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-Counter Hit but is very difficult to anti-air on reaction. A great advancing poke for disrupting an opponent's anti-air timing but risky.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | High, Air Shield | N, SP, EX, CS | Destroyer | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | 14 [4 on landing] |
31 | Varies | - |
Waldstein turns sideways and performs a huge downward slash with his claw.
- One of the best jumping attacks in the game due to its massive hitbox for its speed. Can hit cross-under.
- Has the Destroyer property. Regular version will nullify 7-8 projectile hits.
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | High, Air Shield | N, SP, EX, CS | Destroyer | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 3 | 15 [4 on landing] |
43 | Varies | - |
- A very powerful move, but the increased startup makes it prone to being preemptively anti-aired or shielded to end your offense.
- Ground-slams aerial opponents on hit and is plus on block from almost any height.
- Performing from assault guarantees that the attack will not hit. The startup animation can be used as a visual trick to perform an "empty jump" Assault into a 360A command throw. By performing only a partial charge during the Assault, this can become its own mixup where the opponent will be forced to guess whether to block or contest.
- Has the Destroyer property. Increase Charge version can nullify up to 11 hits.
Command Normals
1A
4B
6C
3C
j.6C
j.6C
"HOAAA!" |
---|
j.2C
Dash Moves
66B
66C
Universal Mechanics
Force Function
Throw
Guard Thrust
Veil Off
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1520 | Mid | EX, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 3 | 29 | 48 | -20 | - |
Waldstein does a downward circular slam with his claw, causing groundslam on hit.
- The groundslam can be prevented with resources against grounded opponents in order to get a devastating combo.
- A version strikes quickly but is quite unsafe on block.
- Has a 4 frame window where the opponent leaves blockstun while you're still CS/EX cancelable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1520 | High | EX, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
26 | 3 | 25 | 53 | -16 | - |
Waldstein does a downward circular slam with his claw, causing ground-slam on hit.
- B version is slower and hits overhead.
- The groundslam can be prevented with resources against grounded opponents in order to get a devastating combo.
- This is still quite unsafe on block.
- Has a 4 frame window where the opponent leaves blockstun while you're still CS/EX cancelable. The timing is different from 236A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1750 | Mid | CS | Wall Bounce | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+17 | 3 | 21 | 41 | -6 | 1~3 Throw |
- 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.
- Has considerably more range than 236A, and a bit more range than 236B.
- Mostly used as a combo ender, but has some niche usage as a whiff punish tool.
236X~4X
Wirbelwind
Durchbohren
Verderben
Verderben (Air)
Sturmangriff
Supers
Infinite Worth
Infinite Worth EXS
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
2C | 1A | +2 |
2C | w1A | -7 |
Attack | Chain | Frame Gap |
---|---|---|
2A | 5B | 1 |
2A | 214A | 5 |
2A | 236A | 6 |
1A/5B/2C/5C | 214B | 5 |
5[C] | 214[B] | 5 |
66B | 214A | 5 |
214A | 720B | 5* |
Assault > j.C | 5B | 5 |
236X | The follow-up, 4X | 0~8 |
214A | 360C | 8 |
Notes:
- 2C > 1A is your go-to anti air starter. All of your other rebeats leave you more minus than before.
- 214A > 720B is a great tool because you will redgrab an opponent that tries to mash when you are only +1. However, you must make sure that you are outside of any 5-frame normals because strike with beat throw on "trade". If they don't mash, you have that much more time to resume pressure. However if they continue to block, it will be a goldgrab as usual. And of course if they jump they will get a CH on you, but jumping takes extra time that you can resume pressure with.
- Assault j.C can easily be made tighter by doing a move that is faster than 5B. 2B is another good choice.
- For the 214A > 360C, you must let the entire recovery of 214A play out or else the opponent can tech the 360C (you should not see the gold rings)
Videos
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Waldstein Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2024-01-15 by Sean003.
74% complete | ||
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Page | Completed | To-do | Score |
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30/50 | |
Strategy |
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21/25 |
Combos |
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23/25 |