Under Night In-Birth/UNI2/Waldstein/Combos

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Currently reforming the combo page. Normals and AA's have been updated. Current objective: new special starters.
Corner: 236B > CS > 214A > 66B > dl.623A > 3C > 2C > 4B > 5C > j.CB > 623C > 3C

Profile-waldstein.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

This section includes some basic combos to get you started with Waldstein. The combos in mission mode will take you a long way and the more optimal combos do not deviate too far from them. Most of his combos are very easy to execute compared to the rest of the cast, in the way that there are not many tight input windows to keep your combo, or any difficult links. The difficult combos listed here are optional, and you can definitely get by with simply converting anything into the below starter combos.

There is a video at the bottom showcasing most of these combos if you need a demonstration.

Wiki note: All damage values in this guide will be shown with the least damaging non-metered ender where applicable ([4]6A, also known as godpress A) and the most damaging 100 EXS ender unless otherwise noted.

Notation

  • j.X = Jump move
  • land = Touch the ground after the previous move but before the next move.
  • [X] = Hold X
  • dl. = Delay
  • w = Whiff
  • Steer Ender = A+B
  • tk. = tiger knee = 2147X. Easiest way to get j.214 while standing.
  • Microdash = A dash shortened by performing a move quickly afterwards.
  • CS = Chain Shift
  • Rock = Force Function = B+C
  • VO/CVO = Refers to Veil Off and Cross-Cast Veil Off respectively.

Starter Combos

Combo Damage Cost Meter Gain Location
  • X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
  • May need to delay 236A slightly if you want to use meter.
  • Does less damage than your dedicated midscreen/corner combos but can be done anytime, anywhere assuming you count how many times the opponent hits the ground (OTG)
  • Remember there is a 3 OTG limit. First OTG is j.6C, second one is j.[C]. If you use an OTG too early your combo will end early at j.[C].
  • Basic, all purpose bread and butter combo that will be used even at high level. You can neutral jump instead of forward jumping to make it work in the corner unless you're very deep.
  • If you use a wallbounce too early in any combo, you can substitute 4B with j.5C > j.B > j.214B > Ender (EXS Only)
  • X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
  • This combo can be done somewhat far from the corner compared to corner combos of other characters.
  • If you find this combo to be too difficult, refer to the first/Anywhere combo.
  • The delay can be sort of tricky to get all 4 hits out of 623C, and then there's the 3C link at the end too.

There are better corner combos, but this is a solid all-purpose one that gets your feet wet for our common corner ender (623C > 3C)

Theory

Waldstein's optimal routes have changed slightly since the changes in UNI2. Previously, combos would have constant theme of grounded normals, a launcher (usually 214B), a wallbounce with j.6C, and some sort of ender.
This standard setup still works and will continue to be used regularly, but now our optimal midscreen damage seems to come from "Starter" > 6C > dash 214[B]. 6C has been given a much larger untech time, allowing very low-height 214[B] follow ups, which in turn allows some very strong combos. We are still learning what our best corner routing is, but we have discovered that most times where you would do 2C > 4B in the corner, you can now do 2C > 5[C] > 4B.
It is very important to keep note of how many floorbounces or wallbounces your combo has consumed when routing, as performing a 3rd bounce will immediately end your combo. 4B automatically consumes one bounce so keep that in mind when using it as a starter or ender.


Waldstein's stable bnb combos do not require any attention to details such as height or position. However, as you get closer and closer to optimal combos, you'll begin to notice that they play a huge part in making sure that every hit counts. Even though you'll need to start paying attention, things are usually still pretty straight forward. Once we have a solid list of optimal combos, you can look forward to a combo demonstration video to help you visualize what the combos are supposed to look like.


Any combo that has you executing a wall bounce with j.6C into standing 4B, always walk forward a little bit or dash if you can. If you don't move forward, the chances of your opponent air-teching out of your combos is higher.

FAQ
  • My [4]6X whiffs after 4B

Make sure the combo you're trying doesn't use a ground bounce too early. For example, 2B > 214B will instantly use a ground bounce and will cause the starter combos to fail.
If you're sure you have the right combo and it's still not working, time your godpress with Waldstein's headbutt in 4B's animation.

  • What do I do if my opponent is too far for 214B?

We're working on that, but the simple answer seems first be to realize when they will be too far, then do 5B > 22B > meter instead.

  • How important are 720's?

Pretty important, but you can hide your buffer behind other moves. 4B > 720B is a great place to practice. And remember you only need 1.5 rotations for it to count.

List of Enders

There are 14 different enders to choose from, some used more often than others. Some easier and some quite difficult.
Each ender can replace the Ender tag in the combos in this page.

  • Note: Any time you decide to use meter, you can always use 200 meter for your Infinite Worth instead in order to close out a round.
Combo Cost Location
  • Ender for good oki, sacrificing damage.
  • Has decent corner carry.
  • Lets you safejump afterwards but needs assault to cover backtech midscreen.
  • You can 66Cw and still be plus.
  • Meterless ender for corner carry.
  • Usually, it'll be prorated enough for them to tech forward. If they do, walk back to keep the corner or go for a left/right mixup instead.
  • Sacrifices damage for oki.
  • If tk'd forward, you can meaty clap even on backtech.
  • Sacrifices damage for oki.
  • Stronger version of the above combo, sacrificing + frames.
  • If you have a good starter, you can microwalk before 5B in order to sideswap.
  • Can be pretty ambiguous which side you end up on, confusing opponents.
  • Gives decent oki in the corner and corner-carries a decent amount.
  • If the route is too prorated, this ender will not work.
  • Really nice if you want to Concentrate safely after the knockdown.
  • Has the same properties 720A/B have oki wise but deals more and gives a lot more corner carry.
  • Wastes more time than most other enders, which has a couple of niche uses.
  • One of the best damage enders.
  • Without meter, gives poor oki midscreen, so it's best used in the corner where they can't backtech to go back to neutral.
  • +25 fixed frame advantage.
  • With meter, you can end with:
    • [4]6C for corner carry and medium damage
    • 22C for no oki but max damage
    • 214C for side swap + best oki, but least damage
  • UNI2 changed hurtboxes so j.B always works here now.
  • Also, use j.214A now.
  • An ender which allows you to get cash out your GRD for meter, even if you have 200.
  • Only use this ender if you need to spend meter to get the KO, have vorpal, and still need to win another round.
  • This EX is specifically suggested because it does a lot of damage, but more importantly, doesn't KO until completion (which allows meter to fill).
  • There are a number of ways to burn CS before a kill (even without meter), but this one is best for when you actually need to use some.
  • Comparable damage to ending with 236C, but keeps the corner and oki.
  • If your combo is too prorated, you can't connect 3C and they will airtech out of the corner.
    • On 3C whiff, you are still +4 which can lead to some "interesting" interactions.
  • Moves you forward quite a bit. Does not require you to be deeps in the corner before 623C in order to land the 3C.
  • A safe way to enter Veil Off without sacrificing much damage.
  • A great tool for when you absolutely must go All-In, but have a large health deficit.
  • Having orange health or 200 meter extends VO duration by a few seconds, and meeting both requirements extends it even more.
  • If your opponent backtechs, you can use that time to Concentrate, giving yourself a head start on the next GRD cycle to replenish your resources when VO runs out.
  • Max duration VO in UNI2 has been nerfed to about 18 real seconds.
  • CVO ender for max damage, can be done if start your combo with at least 90 meter with orange health.
  • CVO ender for max damage at 200 meter <30% health.
  • Time your 623 to hit before they hit the ground from 4B's headbutt.
  • Only two hits of 623B should come out before you activate CVO.
  • Use tk.214B instead of A version because you spend less frames suspended in the air.
  • The delay on 236C is necessary on higher prorated combos such as A starters or optimal punishes.
  • 1st combo is midscreen only.
  • 2nd combo is corner only.
  • If you're kinda midscreen but also kinda in the corner, use the midscreen combo but use 3C instead of 236A. You'll know.
  • Best non-CVO IWEX ender for if you need to close out a round but don't have vorpal.
  • Does about 100 more damage than a j.214B > IW and looks cooler.
  • If your combo is too prorated, use 5B instead.
  • Stronger non-CVO IWEX for the corner.
  • Does about 200 more damage than a j.214B > IW and still looks cooler.
  • With the changes to j.214A, it now puts us deep enough into the corner for this to connect.

Combo Starters

This section will go into great detail on how to follow up nearly every starter. If you are starting out, please do not overwhelm yourself by trying to learn everything at once. These combos are mostly not completely optimized, but have a good balance between ease of use and reward. Take whatever combo you do from the below listings, and apply any ender from the above list.

Click on a header to expand that section of the combo list

A Starters

A Starters

Combo Damage Cost Meter Gain Location
  • Smart steer combo, but you might actually use it for the GRD gain.
  • Best damage you can get out of an A starter that still gets you the GRD gain from the Steer Ender and isn't wildly unsafe.
  • I should mention that j.214 also awards you a similar amount of GRD, so it really depends on how soon you need it.
  • Your bread and butter. Works perfectly for mashing out of pressure.
  • Unchanged from CLR, route is prorated for any of the fancy new routes.
  • Easy 1A starter that doesn't require a fast confirm.
  • Pretty much the same combo as the one above.
  • Doesn't work at max-tip range but it's still pretty generous.
  • 1A is plus on block.
  • Alternate confirm off of 1A that works in any situation, does almost 300 more damage.
  • If they block 623A, you're only -3. Perfect for RPS'ing with 720C or taking your turn again.
B Starters

B Starters

B starter combos let you do the same basic routes as A starters, but up close they can pack even more damage. With 214X range nerfed, you have a little bit more to think about now.
2B combos are too prorated/high so you generally just go into your bnb. For that reason, most are not listed.

Combo Damage Cost Meter Gain Location
  • Needs a mid-range 5B
  • While technically works anywhere, if you get this in the corner, you are giving up like 500 damage plus your meter dump.
  • Stable 5B starter that works at all ranges that 214B connects.
  • Feel free to omit the 2C if you're not comfortable with it.
  • Your most optimal 5B combo but needs a close 5B.
  • Quite difficult to get the timings down on everything after 6C.
  • This sequence will come up a lot later in this page.
Combo Damage Cost Meter Gain Location
  • The double clap route from CLR.
  • Still a very good combo since it's a lot easier than the 6C route.
  • If you have good height control (delaying the claps), you can fit a 2C before the 4B.
Combo Damage Cost Meter Gain Location
  • Round start confirm.
  • Need to instantly cancel 5B for this to work. Only the 2nd and 3rd hits of 623A will connect.
Combo Damage Cost Meter Gain Location
  • Situational 2B starter, where you didn't use 5B after 2B.
  • 2B > 214B uses one bounce which is why the route is quite different than the rest of Waldstein's combos.
  • Enemy will keep the corner as long as you do not move forward.
  • Can use any EXS ender you feel is necessary for your situation, including 623C for the corner.
  • If you decide to do a CVO route, omit the second part of 236B. So 5[C] > 236B > CVO
Combo Damage Cost Meter Gain Location
  • Your backup combo for when the opponent is outside the range of 214B or 623A.
  • Very short delays on these moves. Also you want 214[B] to hit as low as possible.
  • There's a ton of other easier ways you can end with oki but this was the way I found the most damage.
  • Honestly anything with 22X near the start will feel bad to use due to how hard it scales.
Combo Damage Cost Meter Gain Location
  • Needs a deep corner.
  • If going for the 623C ender, be sure to omit j.B.
  • The timing for 623C is quite generous so be sure to delay, but not too delayed.
Combo Damage Cost Meter Gain Location
  • Your optimal for if you're just a little too far for 2C or the 4B.
  • Don't forget to omit the j.B in the 623C ender.
  • Any farther than this and you can just use your midscreen route.
C Starters

C Starters

Consider this section highly under-labbed. I could not find any decent 5C midscreen starters because of how far this move sends your opponent. I will closely update this section if we find more stuff.
Every non-bnb midscreen 5C combo I can find does less damage than 623A or 6C starters annd are less finicky.

Combo Damage Cost Meter Gain Location
  • The second combo is currently your best meterless CH 2C meterless punish. Definitely worth learning.
  • If the opponent was grounded and too close, 1A will connect and you'll have to convert to the first combo instead.
Combo Damage Cost Meter Gain Location
  • Pretty much only barely a step above your standard bnb.
  • Needs a close 5C because it sends your opponent outside of new reduced clap range.
  • Does not work with your back to the wall. You'll have to use the regular bnb.
Combo Damage Cost Meter Gain Location
  • Taken straight from CLR.
  • Can't really get much more damage without giving up consistency.
    • For example, 2C > 214[B] or 2C > dl.214A is better but whiffs on aerial opponents.
Combo Damage Cost Meter Gain Location
  • A very safe route that will work every time.
  • A good route to learn since 2C > 214[B] is solid.
  • If your opponent was crouching or CH, you can omit 5A for slightly better damage.
  • This starter can only be done on crouching opponents, counter hit opponents, or with a very delayed j.[C] starter. It requires a high level of awareness of what your opponent is doing.
  • Standard confirms for j.[C] air hit.
  • The second combo is for when they are too far for 4B.
  • If the opponent is too far for 2C, replace 2C > 214[B] with 2B > 5B > 214B instead.
Combo Damage Cost Meter Gain Location
  • If you're "too close", delay the 623A too.
  • Highly prorated. Note the change in meter usage (and lack of ending with 3C). Unless you don't care about keeping corner.
Combo Damage Cost Meter Gain Location
  • Because 623A moves you forward, you do not need to be too deep in the corner to get this. You just need the wall to stop 3C from throwing too far.
Combo Damage Cost Meter Gain Location
  • This starter can only be done on crouching opponents, counter hit opponents, or with a delayed j.[C] starter. Otherwise, 2C will whiff. It requires a high level of awareness of what your opponent is doing.
  • Other enders do less damage and give you worse oki. Stick to these two specific enders for this combo.
  • To make it more consistent, you can add a 2A after the starting j.[C] to give yourself more time to visually confirm what button you need to use. If you do, skip the 236A's follow up attack.
  • These two are unchanged from CLR, couldn't find anything better.
Assault Starters

Assault Starters

Most assault starters require j.A > j.B > j.6C at some point in the combo but on counter-hit, you can use whatever aerial attacks you want. j.B > j.5C > j.6C works on counter hit and is closer to the main bread and butter combo.

Combo Damage Cost Meter Gain Location
  • Assault starter that gives a total of 2 GRD blocks (1 for assault, 1 for Steer Ender)
  • Gives good pretty nice oki.
  • Assault starter that carries about a half-stage distance and if you can get them into the corner, gives great oki.
  • Heavily prorated, multiple button enders will not work.
  • Upper damage values are from 4B > 236A~4A > 22C
  • Counter Hits allow much more freedom in your assault combos.
Combo Damage Cost Meter Gain Location
  • j.2C is a mid but if you can land it, that's more damage for you.
  • The 2C is kind of tight, you may either get another j.2C (too early) or whiff the 2C (too late). Feel free to convert into your regular bnb instead.
  • You will lose the corner if you use any EXS ender besides 720C or IW.
  • Multiple dash cancels. I prefer 6AB on them because I can plink the C (but not too fast).
Anti-Air Starters

Anti-Air Starters Starters

Note: As of UNI2, 3C has been buffed to work on everyone universally. No more special combos for special characters!
These combos will all be against airborne opponents. Counter hit starters will be notated with CH in front.

2C, Non-Counter Hit

Combo Damage Cost Meter Gain Location
  • Non-CH 2C starter that works more often than not.
  • You need a fast 5A, so if the opponent was too high, you're SOL unless you go 2C > 3C
  • Still a good combo to know.
  • You can go into your bnb if you can land 5A > 214B (height dependent).


Counter Hit 2C

Combo Damage Cost Meter Gain Location
  • Converts easily into your main BNB once you time the delayed 5B.
  • Works great as a tech-throw option select (1C~AD or 2CAD~1A)
  • If you want an anti-air combo, this is definitely the best effort/reward ratio.
  • Note that 2C has its head invulnerability 2 frames slower than 3C, but has better reward.
  • A simple combo that gives great damage for the little amount of effort it takes, and awards GRD to boot.
  • Is possible while your back is to the wall but a little harder to link 214[B].


3C Midscreen

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter. Catches everything if they are in the air and you don't get hit first. You can be surprised at some of the things you can catch.
  • All around consistent and easy combo that works on everyone, anywhere, anytime.
  • Lacks damage, but awards GRD quickly and gives oki.
  • Another consistent and pretty easy combo that works on demand. I personally use this when closing out a round and don't want to risk dropping.
  • Still lacking in damage compared to what you could get, but is a good middle ground for learning.
  • You'll have to learn how to start charging Godpress while you're attack with 236A,4A.
  • A much better combo that takes a little more effort.


3C Corner

Combo Damage Cost Meter Gain Location
  • 3C route if very deep in the corner. Even better chunk of extra damage.
  • Can be performed at about a 1A's distance from the wall.
  • Pretty similar to CLR.


623A

Combo Damage Cost Meter Gain Location
  • Extremely rewarding Anti-Air.
  • Because 623A advances forward, makes it actually pretty difficult to not get, unless they were super far or super high.
  • Can get 5.4K before damage boosts if you use your IW ender.
  • If the opponent is higher than standard jump height, you'll need to convert with 3C instead (Combo in with the Special starters section).
Special/Unique Starters (Mid-screen)

Special/Unique Starters (Mid-screen)

Command Grabs

Combo Damage Cost Meter Gain Location
  • Two command grab combos. First is a simple bnb conversion, second is a new optimal in UNI2.
  • All command grab combos can get boosted damage with a 720 instead of just a 360.
  • If you start with 360C, I would advise against also ending with meter unless you really need to squeeze out that last bit of HP to close the round.
  • This combo is useful if you have 200 meter and don't want to "waste" the meter you would normally gain from CS.
  • It does less damage than the combos in the section above this one, so use only use it when you need to be concerned about meter economy.
  • In UNI2, you get refunded 25 meter if you spend meter while in the transfer state (after CS). This makes this combo even more appealing.
  • Unless you are specifically closing out a round, you probably still do not want to end the combo with meter. Double-meter combos like this tend to do even less damage than usual.
  • For the hard combo, you really need to delay the j.A or else there won't be enough hitstun for 2C to connect.

236X

Combo Damage Cost Meter Gain Location
  • First combo is a variation of our bnb.
  • Second combo does not work with your back to the corner, but this starter should be rare in this location.
  • Third combo is air tight and plus. Can replace 22C with 236C if you're 100% certain that 236x will hit, for some bonus damage.

236X,4X

Combo Damage Cost Meter Gain Location
  • Use meterless enders here because of poor return when you use two supers in this way, unless it will kill.

j.2C

Combo Damage Cost Meter Gain Location
  • If you get a falling CH, you can actually skip/save CS, but this requires high awareness.
  • Both combos still work from assault, but be sure to use simple enders if you do (due to assault scaling)
    • If the assault j.2C was CH, the assault scaling is removed.

623X

Combo Damage Cost Meter Gain Location
  • This is definitely one of your best, consistent starters. Learn this combo!!
  • Fast startup, does more damage than any normal starter.
  • Both are very similar combos so if you just want one combo to learn, go with the second one since it works at all ranges.
  • Learn both of these routes because the 66B confirm is useful in combos later while the 3C confirm is good for stabilizing 623A starters.
  • Do note that these will not work if the first hit that connects was a grounded one.
  • The same combo from the anti-air section.
  • If the opponent is higher than standard jump height, you'll need to convert into 3C instead.

Rock

Combo Damage Cost Meter Gain Location
  • "Basic" route from CLR
  • Needs a deep dash if you're fullscreen, be careful not to get 66B.
  • Damage for these two combos measured with vorpal due to the rarity of non-vorpal [FF].
  • There are other routes, but both of these work from 623A and you can confirm the CH while 623A is hitting.
  • All 3 of these combos are from fullscreen. Rock routes are not good up close with the first hit.

4B

Combo Damage Cost Meter Gain Location
  • Easy route has no special delays and ends in another 4B that allows you to end normally.
  • Medium route needs you to hit 623A before the opponent touches the ground from 4B's headbutt. Other than that, it's the same 623A route.
    • The 623A timing is actually the same as the 3-super CVO ender at the top of the page. So if you've made it this far, it might be worth it to remember this.

6C

Combo Damage Cost Meter Gain Location
  • First combo is pretty reasonable.
  • For some reason, 6C as a starter doesn't airtech as low as when it's a follow up, making the second combo harder than usual. It might not be worth the effort.
  • These two punch combos are more trouble than they are worth, especially since the opponent is likely to shield this 43 frame overhead anyway.
  • I'd suggest skipping these until you master everything else, unless you want to challenge yourself for fun.

Godpress

Combo Damage Cost Meter Gain Location
  • Disrespectful starter. Even if you cancel it from another move such as 6C that gets blocked, the opponent has a lot of time to mash or jump for a full punish.
Special/Unique Starters (Corner)

Special/Unique Starters (Corner)

Command Grab

Combo Damage Cost Meter Gain Location
  • There is different hitstun scaling between 360C starter and 360A/B starters.
  • If you want to just pick 1 combo to learn, go with the second.
  • 720 improves damage and does not affect hitstun scaling.

236X

Combo Damage Cost Meter Gain Location

j.2C

Combo Damage Cost Meter Gain Location
  • Infinite Worth is option, any other metered ender here will make you lose the corner.

623A

Combo Damage Cost Meter Gain Location
  • Combo for grounded opponents.
  • Divekick punish, works without counter-hit though so can be used whenever you can land it.
  • Combo for counter-hit and aerial opponents.
  • Same as the midscreen combo, if they are too high, 214A will miss. Simply skip it into 3C

Rock

Combo Damage Cost Meter Gain Location
  • If you have vorpal, you do not need to charge the rock in order to the get wallbounce to be able to make the combo.
  • Rock also breaks projectiles, so if used sparingly, you can pick up some nice damage from across the screen.
  • Dash is optional if you are close enough.
  • This situation is rare so if you're looking for a combo to not worry about, this would be one.

4B

Combo Damage Cost Meter Gain Location
  • This situation is rare so if you're looking for a combo to not worry about, this would be one.
  • Depending on how far/close in the corner you are, you may just want to use the Anywhere route above. Maybe the midscreen route if positioning allows.
Combo Damage Cost Meter Gain Location
  • Learn your spacing so that you can decide which of the two combos to use.
  • Damage calculated from as far as 66B would connect.

6C

Combo Damage Cost Meter Gain Location
  • Depending on how close you are, you may side switch when going for the 2C. Try to plan ahead of time.
  • 2C is optional but does give you a little more damage.
  • Time the 214A so that your opponent falls into the active hitbox in order for 3C to connect.
  • If you are close enough, you can replace 2B > 5B > 5C with 2C > 5C for an extra 25-40 base damage.
Situational/Rare Starters

Situational/Rare Starters

Combo Damage Cost Meter Gain Location
  • Combo for if your opponent uses a move that's -7 or more, but is too far away for any other punish (looking at you Akatsuki).
  • Works if you shield a move that is -4 as well (since shielding would make it -7).
  • Suggested enders are 720B or maybe [4]6A depending on how the cycle looks. However if you use all 200% of your meter you can get some good damage to close out a round.
  • You can also simply use your regular bnb if you don't want to risk dropping the combo. 214C > CS > 214B > bnb.
  • Ideal whiff punish combo for when someone is too far for 236A.
  • If the opponent is too far for 5B > 4B, you can do 5B > 5C > 236B4B instead.
  • Can be used even if the opponent is cornered.
  • Situational combo that is strong against opponents that have multiple ways of changing their aerial trajectory (making it hard to use a traditional anti-air).
  • Second combo will always do more damage compared to the first, but first combo does not require vorpal to get corner carry.
  • Works from assault, does not have assault proration.
  • I find it easier to buffer 623B in this situation than 66B with correct timing.
  • Situational combo where you delay the follow up from 236X to make a frame trap.
  • Starter prorates poorly so don't expect a ton of damage.
  • Only works on counter hit but is easy to confirm from. The game gives you a ton of time to confirm.
  • If you don't have CS, you can make this starter safe with 214C.
  • When attempting to make it safe, you can input 214 by itself while waiting to see if they blocked or not, and finish the 214C if they did block or go into the full combo with the long hitconfim time. Takes practice.
  • You must delay the followup in order to create a frametrap for the opponent to mash to get your counterhit. 236X is quite negative by itself, but it has a large cancel window.
  • Works on trades.
  • Note the different than usual air route.
  • If they are too far for 4B, replace with 5C > 236B~4B.
  • Combo for if you find yourself in the corner and your opponent uses something that's -7 or more, but is too far away for any other punish (looking at you Akatsuki).
  • Works if you shield a move that is -4 as well (since shielding would make it -7).
  • Suggested enders are 720B or the 623C ender.
  • Can do 5K if you use the corner 623C ender, in exchange for the remaining 100 meter. Ideal for closing out a round.
  • Even more situational than the midscreen combo since you have to be end deep enough in the corner to land 5A.
  • j.214 starter does move you forward a little bit so at least they don't have to be 100% in the corner to consider attempting this combo.
  • If you have vorpal you can do the midscreen vorpal combo instead (623). Useful if you're not sure of the distance.
  • "7" indicates that your jumpcancel should be a jump away from your opponent.
Celestial Combos

Celestial Combos

This section is reserved for combos that need CS to follow up from, but you have Celestial. They are engineered to get the most bang for your buck since you normally gain a lot of meter for using this CS.

Combo Damage Cost Meter Gain Location
  • You want to make sure your IW comes out before the blue bar in the transfer state disappears.
  • If you have less GRD blocks, simply take out moves to ensure your IW hits early enough. Take out 214[B] first, then 5C.
  • The 22C will sideswitch, so be ready for that.
  • I don't think you need 11 blocks, will relab later.
Optimal DP/Reversal Punishes

Optimal DP Punishes

Fair warning, these combos are difficult, character specific, and sometimes move specific. They are NOT required to play Waldstein well, but if you're looking to learn the advanced techniques since you've already learned everything else, then you've come to the right section.

This section will go over your best punishes for when you successfully bait out a DP. All of the combos require you to block low for the entire duration (unless otherwise noted), as opponents seem to get extra blocked hits on stand-blocking which will cause you to start late, allowing your opponent to block your starter. Try to find the right timing for when you can stop blocking and when you can start acting.
Some general notes that apply to all listed combos:

  • All starters should be a High Counter-hit and only work from a High Counter-hit unless otherwise noted.
  • Damage values are ordered from from the listed CVO combo, a 100 meter ender, or 720B.
    • You can always use your regular IW instead of only 100 meter, and most combos get a very noticeable damage boost. Naturally this can be done without CVO so no vorpal required.
  • If the CVO combo includes a j.B, you can skip it to more lenient IWEX timing while only sacrificing about 30 damage.
  • Non-CVO rountes included in the event that the planets are not aligned in such a way that you have vorpal, 200 meter, less than 30% health, and successfully bait a reversal all at once.
  • All Waldstein meter gain values are calculated with vorpal up until the final move before CVO hits and does not consider the gain of blocking the DP. Non-CVO routes will generate more meter.
  • All damage values calculated with Vorpal as well.
  • There is a universal combo that works on all opponents in the corner as long as they end their attack still in the corner.

This section is a WIP, as the document that I'm importing from generally only lists corner punishes and there is quite a bit of info.

Hyde, Linne, Nanase, Wagner, Orie 623B, Hilda and Chaos IW
Combo Damage Cost Meter Gain Location
  • Second combo supplied in case you don't meet the resource requirements.
  • Fairly easy compared to some of the other combos below. Though the delay on 236B is tricky.
  • As said above, be sure you crouch block until their move is complete.
  • Any combo that uses 4B can use whatever ender you want at that point, including resourceless combos.
  • For the Anywhere combo, be sure to modify the CVO sequence for the corner. Review "Enders" section at the beginning of this guide for a refresher.


Hyde 41236C (Pale Bringer), Eltnum 623C
Combo Damage Cost Meter Gain Location
  • Requires standing block instead of crouching block.
  • Almost the same as the combo above, but uses 5B instead of 5C for spacing purposes.
  • One of the few combos where I would suggest 6AB > 5B instead of 66 > 5B due to how much time you need to delay the 5B.
  • Requires a deep dash before the 5B in order to connect the combo.
  • As usual, can use any ender you feel like using after any 4B.
  • Anywhere combo same as the section above.


Vatistia [2]8B

Also known as Flash Kick

Combo Damage Cost Meter Gain Location
  • Only works point-blank in the corner.
  • Since Vatista cannot be Counter-hit, this route is slightly different.
  • Note that there is no delay on 236B this time.
  • For combos outside this range and midscreen combos, see Vatista [2]8C below.


Vatistia [2]8C

This version is different because it puts you in the corner and Vatista is now considered mid-screen. This combo starts with a dash because you need to catch up to her for max damage. You need to block the drill portion of this move in order for her to push you back far enough for the dash to bring you into range. Basically:

  • Vatista EX flash, you are blocking low in case she were to wake up with 2C or something
  • The flash kick happens, she is on her way to the top of the screen
  • You begin to stand block
  • The drill portion of the attack occurs and finishes
  • Then you dash, and time your 214[B] so that it connects after she touches the ground, but don't wait too long because her recovery is very fast at this point.
Combo Damage Cost Meter Gain Location
  • Your meterless combo is the 2nd combo this time since you can do whatever you want from 4B, grants about 3600 damage.
  • 3rd combo supplied for if you have CS but no meter.
  • Last combo is your best non-kill 100 meter, such as if Vatista still has a lot of HP. Brings her right back into the corner.
  • If you have absolutely no resources, do 214[B] > 4B and follow the rest of the 4B resourceless combo.
  • If you want to be cool and you are point blank, you can stay crouched and assault instead of dash after the drill passes you. Comes with a nice GRD swing but you really have to be close.


Mika, Enkidu, Merkava 623C, Yuzuriha IW
Combo Damage Cost Meter Gain Location
  • These three moves will relocate your opponent to your opposite side. If your opponent does this move while they are in the corner, they will end with you in the corner.
  • Particularly hard start, but don't forget that you can do 66 > 63214A (a half circle) and the game will still read it as 214A.
  • Yuzu's IW keeps you in blockstun for an extremely long time. Be sure to learn the timing so that you don't give up a huge punish.
    • It only hits 3 times, so shield the last hit for some extra wiggle room.
    • Also, you never have to dash for Yuzu's punish.
  • Mika's 623C seems to let you out of blockstun early. You can use this time to position closer to her landing zone so that you can omit the dash.
  • Second combo gives you more freedom for your enders in case you don't meet the resource requirements. You can always do 236C for more damage, or 214C for an overall faster ender.
  • 3rd combo for resourceless corner carry.
  • These combos work on Merkava 623 as well, but require a standing block if you are directly on top of him, or a crouching block anywhere outside that.
Yuzuriha 214C

For the best punish, you will need to make this move whiff. Luckily, there is a deadzone directly in front of her that whiffs against crouchers. For Wald however, you must be directly on top of her with no room to move, such as after a 720 that puts her in the corner. As a reminder, 1A will also beat VO if your meaty is performed correctly. Yuzu's 214C puts her behind you, so this combo will be facing midscreen.

Combo Damage Cost Meter Gain Location
  • Maximum damage is full resources ender with CVO, 2 supers, and IWEX.
  • Minimum damage is with B godpress ender.
  • With 100 meter, you will deal around 4200~4400 damage before vorpal.
  • If you end up blocking, you can try and shield the 4th hit and punish with 5A as a backup. The shield is a requirement.
Eltnum 623B and 421C
Combo Damage Cost Meter Gain Location
  • 236A starter because her recovery is quite fast compared to other meterless DP's
  • You can delay the 5C by quite a bit so if you're having trouble connecting 214[B], you're probably too fast. You can also partial charge 5C if you find the timing easier for you but it's not necessary.
  • You have enough time to dash between 214[B] and 3C, in case you're too far away for 3C to connect. The "backup" combos do require it though in order to be close enough for 2A.
Orie 41236C
Combo Damage Cost Meter Gain Location
  • The first combo is truly difficult. Everything is either closely buffered or has weird delays.
  • You can check a demonstration here: Twitter link. If this ever goes down, tell Tanasinn and I will re-record it.


Gordeau 623C, Akatsuki 22B, also Universal
Combo Damage Cost Meter Gain Location
  • Works on 100% of the cast that stays in the corner. If you want to learn a DP punish, this is definitely the one. Though it's the lowest reward out of all of them.
  • Does not require your opponent to stay deep in the corner. Gord's 623C pushes you quite far out but it still consistent.
  • For consistency, use 7 to jump before doing j.6C. This will catch the opponent even if you didn't delay 214A nearly enough.
  • Take note of the different ender in the second combo, due to the high proration.
  • You can of course use any other usual ender after 4B, such as 720B.
  • Be aware that if you are too close to Akatsuki's 22B, he will side switch you and you will have to do a B-Normal or C-Normal midscreen combo instead.
Phonon 623C
Combo Damage Cost Meter Gain Location
  • Phonon's 623C doesn't move you far back which is why you need a different route from Eltnum's.
  • Works on any character that leaves them close to the corner and -17 or more.
  • 236A > CS is identical to your normal 236B > CS combo, but the cancel windows to not drop are tighter.
  • Last meterless combo can be done j.A > j.B > j.C without any delays, which makes it easier. Only sacrifices 18 damage.
  • If you are still far away while you initiate this combo, you can go the Eltnum route. 214A's hitbox reaches the floor towards the tip, but not close to wWldstein which is why this route is different.
Waldstein, Gordeau, Carmine, Seth EX Command Grabs
Combo Damage Cost Meter Gain Location
  • IWEX combo only works on neutral or forward jump (8/9), will not work on back jumps.
  • Original gashi-san combos are quite different. I could not get them to work but if you can, please provide footage.
  • 4B enders can use whatever you want but these listed combos give the best damage without giving up oki.
  • If you back jump, you are not locked out of your CVO combo but you sacrifice about 300 damage for skipping 214A due to range. Still 5800 damage though.
  • For Carmine, you cannot use forward jump or else you will steal the corner.
Byakuya IW
Combo Damage Cost Meter Gain Location
  • Use VO's invulnerability to avoid the attack, no need to [hold] it.
  • Second combo requires very precise timing for both the VO and the 214[B]. It is very tight, which is why I included a much easier combo first.
  • Third combo used for if you still have green HP and cannot IWEX. You can shorten the route with 4B > 236A,A > IW if you only have 100 meter.
  • Resourcesless combo is the same as section 1's resourceless combo.
  • For Byak 236C, simply use a 5C starter combo. No changes, doesn't doesn't need its own section.


Videos

Wiki Combo Demonstration/Tutorial (UNI-CLR) by Tanasinn [AZ]
Wiki Max Punish Demonstration (UNI-CLR) by Tanasinn [AZ]

External Links

  • Waldstein Combo Doc. Originally by Gashi-san, translated by Bokushi. Many of the combos listed on this wiki are from this document, but it is from UNIST and is thus out of date. The DP Optimal CVO Punishes are 99% Gashi-san and are mostly unchanged save for a couple of tweaks I made.
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