Under Night In-Birth/UNIST/Waldstein: Difference between revisions
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|frameAdv =-20 | |frameAdv =-20 | ||
|invul = | |invul = | ||
|description=Waldstein does a downward circular slam with his claw, causing groundslam on hit. A version strikes quickly but is quite unsafe on block. | |description=Waldstein does a downward circular slam with his claw, causing groundslam on hit. | ||
*A version strikes quickly but is quite unsafe on block. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|frameAdv =-16 | |frameAdv =-16 | ||
|invul ={{Property-UNI|Strike}} | |invul ={{Property-UNI|Strike}} | ||
|description=Waldstein does a downward circular slam with his claw, causing | |description=Waldstein does a downward circular slam with his claw, causing ground-slam on hit. | ||
*Has some use in combos, though almost always forces meter usage to continue afterward. | |||
*B version is slower and hits overhead. | |||
*This is quite unsafe on block. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|frameAdv =-6 | |frameAdv =-6 | ||
|invul =1~3 {{Property-UNI|Throw}} | |invul =1~3 {{Property-UNI|Throw}} | ||
|description=C version wallbounces instead. 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. | |description=C version wallbounces instead. | ||
*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. | |||
}} | }} | ||
}} | }} | ||
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|invul =1~16 {{Property-UNI|Full}} | |invul =1~16 {{Property-UNI|Full}} | ||
|invul2 =17~18 {{Property-UNI|Throw}} | |invul2 =17~18 {{Property-UNI|Throw}} | ||
|description=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. | |description=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. | |||
}} | }} | ||
}} | }} | ||
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|invul =1~3 {{Property-UNI|Throw}} | |invul =1~3 {{Property-UNI|Throw}} | ||
|description=* 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. | |description=* 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. | ||
* | *Doing a 720 instead of 360 will make the grab deal more damage. | ||
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 two frames. | *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 two frames. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|frameAdv =+24 (hit) | |frameAdv =+24 (hit) | ||
|invul =1~7 {{Property-UNI|Throw}} | |invul =1~7 {{Property-UNI|Throw}} | ||
|description= | |description=The B version. | ||
*Will always be a gold throw when used in neutral. | |||
*Rivals the reach of his B normals. | |||
*Unless done in a combo, will always be a gold throw. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|frameAdv =+24 (hit) | |frameAdv =+24 (hit) | ||
|invul =1~10 {{Property-UNI|Full}} | |invul =1~10 {{Property-UNI|Full}} | ||
|description=C version has startup invulnerability along with the reach of B version. | |description=C version has startup invulnerability along with the reach of B version. | ||
*The slowest of the versions, and can be jumped AFTER the super flash. | |||
}} | }} | ||
}} | }} | ||
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|frameAdv =+1 | |frameAdv =+1 | ||
|invul =15~20 {{Property-UNI|Null Projectile}} | |invul =15~20 {{Property-UNI|Null Projectile}} | ||
|description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. The A version is too slow to get a completely tight blockstring out of from any normals, but is also + on block, and launches on hit. | |description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. | ||
*The A version is too slow to get a completely tight blockstring out of from any normals, but is also + on block, and launches on hit. | |||
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. | *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. | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|frameAdv =+4 | |frameAdv =+4 | ||
|invul =20~25 {{Property-UNI|Null Projectile}} | |invul =20~25 {{Property-UNI|Null Projectile}} | ||
|description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit. | |description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. | ||
*B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|frameAdv =+7 | |frameAdv =+7 | ||
|invul =27~32 {{Property-UNI|Null Projectile}} | |invul =27~32 {{Property-UNI|Null Projectile}} | ||
|description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit. | |description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. | ||
*B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|invul =5~12 {{Property-UNI|Null Projectile}} | |invul =5~12 {{Property-UNI|Null Projectile}} | ||
|invul2 =1~3 {{Property-UNI|Throw}} | |invul2 =1~3 {{Property-UNI|Throw}} | ||
|description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. The 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. | |description=Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts. | ||
*The 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. | |||
}} | }} | ||
}} | }} | ||
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* Aerial A version causes Waldstein to continue with his momentum | * Aerial A version causes Waldstein to continue with his momentum | ||
* Aerial B version leaves Waldstein suspended in the air for an additional 18 frames before landing | * Aerial B version leaves Waldstein suspended in the air for an additional 18 frames before landing | ||
*In the air, the j.214 series become air-throws. Both A and B versions result in a somersaulting piledriver on catch. | |||
In the air, the j.214 series become air-throws. Both A and B versions result in a somersaulting piledriver on catch. | *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. | ||
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. | |||
* Aerial C version leaves Waldstein suspended in the air for an additional 14 frames before landing | * Aerial C version leaves Waldstein suspended in the air for an additional 14 frames before landing | ||
*In the air, the C version causes him to pause briefly in the air as he grabs. The C version has Waldstein fall to the ground and go through the same motions as his grounded C version on hit. | |||
In the air, the C version causes him to pause briefly in the air as he grabs. The C version has Waldstein fall to the ground and go through the same motions as his grounded C version on hit. | |||
}} | }} | ||
}} | }} | ||
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|invul =1~Corner {{Property-UNI|Throw}} | |invul =1~Corner {{Property-UNI|Throw}} | ||
|invul2 =6~Corner {{Property-UNI|Projectile}} | |invul2 =6~Corner {{Property-UNI|Projectile}} | ||
|description= | |description=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. | ||
*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. | *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. | |||
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. | *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. | |||
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. | *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. | ||
}} | }} | ||
}} | }} |
Revision as of 15:01, 15 February 2020
“ |
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
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.
From brkrdave's Waldstein Primer
Strengths | Weaknesses |
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|
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Character Stats
Health |
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11400 |
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
---|---|---|---|
Variable | Variable | 6 | 44 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
---|---|---|---|
9 | 2300 | -170 | - |
Note: Dash distance is 24780
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
---|---|---|---|
5 | 32 | -29136 | 1~10 Full |
Unique Trait
- Certain claw attacks nullify projectiles.
Vorpal Trait
- Force Function startup decreased
- Force Function recovery decreased
- Force Function projectile wallbounces
- Force Function projectile will destroy opponent projectiles, without being destroyed itself
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
5A
5B
5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
1A
4B
6C
3C
j.6C
j.6C
"HOAAA!" |
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j.2C
Dash Moves
66B
66C
Universal Mechanics
Force Function
Throw
Throw
A+D |
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Guard Thrust
Veil Off
Special Moves
Eisen Nagel
Wirbelwind
Durchbohren
Verderben
Verderben (Air)
Sturmangriff
Supers
Infinite Worth
Infinite Worth EXS
Videos
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links
- Waldstein Primer by Brkrdave