Under Night In-Birth/UNI2/Waldstein
Under Construction
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Story
Waldstein is a warrior who has lived for centuries.
He guarded Linne along on her journey after Kuon, his best friend, entrusted her to him.
After long years, Kuon appeared before Waldstein again to tell him that his duty to protect Linne is over--and to ask him to fight alongside Kuon as he strives to go beyond the Night.
Kuon beseeches him to wield his claws for his own sake.
Moved by his friend's admirable words, Waldstein decides to leave Linne and fight for himself... playing his role in the impending conclusion of a 500-year-old conflict.
“ |
Now, onward to my final battlefield! |
” |
Gameplay
Waldstein is the big body grappler of the game, i.e. slow, big buttons, and focused on the use and the threat 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, 22X), 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 UNI2 he has a complete set of tools with which to establish threat at any range. All of this culminates into Waldstein having optimal combos that are both easy to learn and highly rewarding.
Waldstein is a grappler/zoner hybrid that uses his threatening presence to get opponents to make incorrect reads. |
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
11500 | 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS) | ||
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 | -170 | ||
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
5 | 30 | -29136 | 1~10 Full |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
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Vorpal Trait |
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Frame Data Help | |
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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
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
230 | Mid | 8 | 3 | 16 | -2 | N, SP, EX, CS | Strike |
- Despite appearances, this hits mid, not overhead.
- Tied with 2A and 1A as Waldstein's fastest simple buttons, 5A lacks the horizontal range of 2A but has a surprisingly high hitbox for catching jumpers.
- Use this as a tick throw against cornered opponents to make them guess between a staggered 5B/2B or 360A.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
26 | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
610 | Mid | 13 | 3 | 21 | -6 | N, SP, EX, CS | Strike |
- 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. At further ranges, cancel into 22X instead.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
36 | /Data#5B |
5C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
720 | Mid | 15 | 2 | 22 | -5 | N, SP, EX, CS | Strike | 12~14 Null Projectile |
- Fairly strong for generic zoning, 5C has solid range both horizontally and vertically.
- Has the Destroyer property, nullifying up to 6 hits of projectiles.
- Slower than 2C but with better horizontal reach, 5C is good as an early denial to all manner of approach attempts but quickly loses effectiveness when already on the defense.
- Can be used to take back your turn against opponents resetting pressure with a slow projectile.
- If you start your combo with this move, expect to spend resources to convert.
5[C]
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
810 | Mid | 24 | 2 | 22 | -3 | Strike | 21~23 Null Projectile |
- Causes heavier knockback on hit
- Can cancel into normals and command normals on hit
- Causes float state on block (great if they accidentally green shield)
- Forces your opponent to give up space when blocked.
- Moves Waldstein forward slightly during active frames
- Gapless 214B followup
- Most useful when your opponent is in the corner.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
51 | Launch, Destroyer | /Data#5[C] |
Crouching Normal Moves
2A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
220 | Mid | 8 | 2 | 18 | -8 | N, SP, EX, CS | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
570 | Low | 11 | 4 | 17 | -5 | N, SP, EX, CS | Strike |
- Has almost as much reach as 5B.
- Has deceptively long range for a low attack.
- Amazing poke and combo starter to punish opponents overly anticipating 360X or Assault approaches in neutral.
- Keep the opponent in blockstun with another attack, then hit them with a delayed 2B to catch opponents trying to fuzzy jump against 360.
- Misses against pretty much anyone in any proper aerial state.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
31 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
720 | Mid | 12 | 5 | 25 | -12 | N, SP, EX, CS | Strike | 10~13 Head, 9~12 Null Projectile |
- Excellent anti-air. Leads to devastating damage on aerial counter hits.
- Very good tool for anti-air/throw OS.
- 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 up to 13 hits of projectiles. The long whiff recovery means you have better options in most cases though.
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
210 | High, Air Shield | 9 | 3 | 16 | Varies | N, SP, EX, CS | Strike, Head |
- Marginally faster than j.B, but more horizontal as well.
- Excellent poke tool, but low reward.
- Can do a rising j.A and still be actionable on the way down (j.2C, another j.A, or even assault)
- Done immediately from an Assault, this will whiff most grounded opponents and allow for a clean 360A mixup or "empty jump" low.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
520 | High, Air Shield | 10 | 6 | 13 | Varies | N, SP, EX, CS | Strike, Head |
- Fairly decent as a jump-in attack.
- Very disjointed and active.
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
28 | /Data#jB |
j.C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
610 | High, Air Shield | 15 | 3 | 15 | Varies | N, SP, EX, CS | Strike, Head | 14~17 Null Projectile |
- One of the best jumping attacks in the game due to its massive hitbox for its speed. Can hit cross-under (but is not a crossup).
- Has the Destroyer property. Regular version will easily nullify 8 projectile hits.
- Jump back j.C is an incredibly safe way to deal with slow-flying projectiles (you want to shield the fast ones).
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
31 | Destroyer | /Data#jC |
j.[C]
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
810 | High, Air Shield | 24 | 3 | 15 | Varies | N, SP, EX, CS | Strike, Head | 23~26 Null Projectile |
- Ground-slams aerial opponents on hit and is plus on block from almost any height.
- Is punishable on shield unless done from a jump > assault > j.[C]
- 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 also nullify up to 8 hits but you'll get 7 more often.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
41 | Destroyer | /Data#j[C] |
Command Normals
1A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
456 | Low | 8 | 2 | 14 | +2 | SP, EX, CS | Foot |
- Causes staggered down on hit. Due to being a command normal, it can cancel into specials but not other normals.
- Advantage is high enough to link into 2A on normal hit and at least 2B on Counter Hit.
- Has a very large stagger window for canceling into special moves in addition to being +2 on block. An under-utilized but very dangerous button if you can read how the opponent wants to respond.
- Prone to getting assaulted over.
4B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1302 | Mid | 22 | 13 | 8 | +2 | SP, EX, CS | Strike | 20~33 Null Projectile |
400 | Mid, Air | 22 | 13 | 8 | +4 | Strike | 20~33 Null Projectile |
- On hit, Waldstein picks up the opponent, then headbutts them and causes staggered down state.
- On whiff, the downward slam produces a shockwave that deals minimal damage but causes a knockdown.
- The attack has a lot of active frames, which may confuse people that think they are safe.
- Has the Destroyer property, nullifying up to 16 projectile hits.
- Specific projectile nullification start/end frame data needs verification.
6C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1600 Punch only: 1700 |
Mid Punch only: High |
11 Punch only: 43 |
5, (27), 8 | 13 | +5 | Punch only: CS, SP, EX | Strike | 9~15,41~50 Null Projectile |
- On whiff or block, he continues with the swipe to wind up for a secondary, huge punch that covers more distance than even his 5B and hits overhead.
- The windup causes him to retract his hitbox by a large amount, which may cause your opponent's moves to whiff.
- The grab causes him to throw the opponent upward and forward for a relatively high wallbounce.
- In UNI2, the wallbounce has long untech time and usually allows you to follow up with 214[B] for massive damage combos.
- The punch causes a more horizontal wallbounce that is difficult to follow up from unless they are cornered.
- The first hitbox seems to be reduced from CLR slightly.
- First hit cuts up to 3 projectiles, 2nd hit can cut up to 12.
- Specific projectile nullification frame data needs verification.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
63 | Destroyer | /Data#6C |
3C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1500 | Unblockable | 10 | 2 | 27 | Varies | EX, CS | Throw | X~X Head |
- If he is able to catch, he crushes them in his claws, then throws them against the ground for a groundslam hit.
- While this would be an amazing neutral anti-air in many circumstances, Waldstein already has access to air-unblockable 2C and 5C, both of which have a much less avoidable hitbox and provide more follow-up potential.
- As it is, this is typically just seen as either a combo filler or a combo ender.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
38 | /Data#3C |
j.6C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
710 | High, Air Shield | 10 | 4 | 11 | Varies | SP, EX, CS | Strike, Head |
- Usually combo filler for the standard re-jump BnB, though it has some merit as a very fast, horizontal air attack.
- Done early from an Assault, will whiff most grounded opponents and allow for a clean 360 mixup, or an "empty" jump low.
- Done late from an assault, will hit the following characters crouching: Waldstein, Gordeau, Orie, Mika, Enkidu, Londrekia. Grants massive frame advantage on block(+14/15).
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
24 | Wall Bounce | /Data#j6C |
j.2C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
510 | Mid, Air Shield | 7 | Until Landing | [25 on landing] |
-20~-7 | EX, CS | Strike, Head |
- Extremely unsafe on whiff or block without Chain Shift.
- There might be some uses with the extra momentum bounce to get around certain kinds of zoning, but without Chain Shift it's still not worth the risk (or the minimal reward on success).
- Frame advantage is -20 on a standing Hyde.
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
810 | Mid | 10 | 2 | 23 | -13 | SP, EX, CS | Strike |
- Deals good damage and can cancel into things such as 214B.
- Doesn't cover much distance, but at a range where Waldstein's normals are already a threat, 66B can push you even further in where things such as 2B and 5B would force you out of range.
- Fairly good to extend pressure with after blocked 214B.
66C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1093 2-hit | Mid | 8 | 10, (2), 7 | Total 35 | +2 First Hit Only: -10 | SP, EX, CS | Strike |
- Like j.6C, it causes wallbounce on hit.
- Unlike j.6C, there's an initial hit before the punch and the attack cannot be air-shielded. *This is almost guaranteed to whiff on any grounded opponents, but has some great anti-air coverage.
- If you somehow get it to connect on the ground, you have significant advantage on block.
- Otherwise, you can use it kind of like j.A as an "empty jump" mixup, but it's much easier to get mashed out attempting such.
- Has no foot invuln, but raises his hurtbox significantly enough during the second attack that certain sweeps may whiff.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | Wall Bounce | /Data#66C |
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
B+C X GRD |
1524 2-hit Rock: 810 |
Mid, Air | 13, 38 | 3, (22), Until Rock Lands | 27 | -36 Rock: +4~+15 |
CS | Strike Rock: Projectile |
7~12Null Projectile |
B+C (Vorpal) X GRD |
1833 2-hit Rock: 1078 |
Mid, Air | 11, 32 | 3, (19), Until Rock Lands | 25 | -31 Rock: +7~+16 |
CS | Strike Rock: Projectile |
5~10 Null Projectile |
[B]+[C] X GRD |
1667 2-hit Rock: 980 |
Mid, Air | 13, (X) | 3, (X), Until Rock Lands | 32 | -36 Rock: +8~+18 |
CS | Strike Rock: Projectile |
7~12 Null Projectile |
[B]+[C] (Vorpal) X GRD |
1869 2-hit Rock: 1122 |
Mid, Air | 11, (X) | 3, (X), Until Rock Lands | 29 | -31 Rock: +15~+26 |
CS | Strike Rock: Projectile |
5~10 Null Projectile |
- The rock has a hitbox when Waldstein picks it up, and then another one when he throws it. Hold 4 or 6 to make him throw the rock closer or farther, respectively.
- Causes wallbounce while in vorpal allowing free conversion. Non-vorpal increased version also wallbounces.
- Counts as a special, for the purposes of canceling into.
- Has a bit of shock value and can steal rounds off of low health stalemates if the opponent forgets about it.
- Great, low risk tool to predict the startup of an opponent's projectiles due to the rock's fast travel speed.
- As Force Functions universally cost GRD, it's a terrible idea to use this as in any sort of projectile spamming tactic. Especially
- Cuts through 2-3 projectiles on startup, and about 6 while flying through the air.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 66 | Destroyer | /Data#B+C | |||
B+C (Vorpal) |
59 | Destroyer | /Data#B+C | |||
[B]+[C] | Destroyer | /Data#[B]+[C] | ||||
[B]+[C] (Vorpal) |
59 | Destroyer | /Data#[B]+[C] |
B+C (Vorpal):
[B]+[C] :
[B]+[C] (Vorpal):
Throw
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1770 | Unblockable | 4 | Total 30 | +50 (hit) | Throw |
- Causes hard, uncomboable knockdown.
- Sends a relatively far distance midscreen, making it difficult to set up oki off of unless throwing into the corner.
- Is the only way to cause GRD break from calling out someone's 3D/Creeping Edge. Command grabs do not cause GRD break, but this does.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#A+D |
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1848 | Unblockable | 4 | Total 30 | +10 (hit) | Throw |
- Side switches unless the opponent is already deep in the corner
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#[A]+[D] |
Smart Steer
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
Mid | - | -14 | (EX) (only IW or IWEXS), CS | Strike |
- This can be done off any normals or dash attacks on hit or block. It's treated as a special cancel.
- Gives you one block of GRD if used early in a combo and takes one away if used in a longer combo.
- Can only chain into IW or IWEXS as it ends in a hard knockdown.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Knockdown | /Data#5A+B |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- 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).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- 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.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | - | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
- | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
236X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236A | 1520 | Mid | 17 | 3 | 37 | -20 | EX, CS | Strike |
- 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.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236B | 1520 | High | 26 | 3 | 32 | -16 | EX, CS | Strike |
- 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
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236C 100 EXS |
1750 | Mid | 18 | 3 | 21 | -6 | CS | Strike |
- 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.
- The hitbox images don't do this move justice. This move hits very far.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 54 | Knockdown | /Data#236A | |||
236B | 59 | Knockdown | /Data#236B | |||
236C | 41 | Wall Bounce | /Data#236C |
236B :
236C :
236X~4X
236X~4X
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
810 | Mid | 16 | 4 | 28 | -14 | EX, CS | Strike |
- Can be delayed to make a frame trap, or kept tight to keep yourself safe.
- +16 on instant CS.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
48 | Vacuum | /Data#236X~4X |
22X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
22A | Varies 6 hits: 1693 1hit: 310 |
Mid, Air | 22 | Ground Slam: 3 | 37 | -13~+8 | EX, CS | ? | Ground Slam: 22~29 Null Projectile |
22B | Varies 6 hits: 1693 1hit: 310 |
Mid, Air | 17 | Ground Slam: 3 | 44 | -20~+1 | EX, CS | Ground Slam: 17~24 Null Projectile | |
22[B] | Varies 6 hits: 1867 1hit: 340 |
Mid, Air | 30 | Ground Slam: 3 | 44 | -11~+10 | EX, CS | Ground Slam: 30~37 Null Projectile | |
22C 100 EXS |
Varies 6 hits: 2324 1hit: 440 |
Mid, Air | 12 | Ground Slam: 3 | 37 | -9~+8 | 12~19 Null Projectile |
- As the projectile travels, its "density" decreases, scoring less and less hits of projectiles along the way.
- The projectile travels along the ground and destroys anything below jump height.
- It continues traveling even after it gets blocked, allowing it to destroy projectiles behind the opponent.
- The groundslam itself has strike property, with destroyer.
- Can destroy up to 18 hits of projectiles with excellent timing.
- Coupled with CS, can be made extremely plus at close range.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
22A | 61 | /Data#22A | ||||
22B | 63 | /Data#22B | ||||
22[B] | 67 | /Data#22[B] | ||||
22C | 51 | Wall Bounce | /Data#22C |
22B :
22[B] :
22C :
623X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
623A | 1180 3-hit | Mid | 11 | 3, (9), 4, (10), 5 | 20 | -3 | EX, CS | Strike | 4~X Head, X~X Dive, |
- As of Under Night 2, you can now confirm from this button without resources.
- 3 hits.
- Very good starter, better than any of our normals.
- On grounded hits, can follow up with an 8 frame button (usually 5A or 2A).
- On aerial hits, can follow up with a 10 frame button (usually 66B or 3C).
- On aerial Counter hits, can follow up with 6C for some major damage.
- Very easy to greenshield the 3rd hit, worsening Waldstein's frame disadvantage.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
623B | 1180 3-hit | Mid | 7 | 3, (9), 4, (10), 5 | 27 | -10 | EX, CS | Strike | 2~X Head, X~X Dive, |
- 3 hits
- With certain delay timings, you can cancel into 720C after the 3rd hit without it being a gold throw.
- On hit, sends the enemy up at a 45 degree angle. Can be followed up with a delayed 236C most times.
- On aerial-corner-counter-hits, can be followed up with 5A.
- Very easy to greenshield the 3rd hit, which makes punishing this move much more manageable.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
623C 100 EXS |
2049 4-hit | Mid | 17 | 2, (12), 2, (11), 2, (8), 4 | 22 | -12 | Strike | 1~16 Full, ?~? Throw |
- 4 hits instead of 3.
- It also tends to trade.
- The first hit does 573 damage, which may be enough to finish the round with a trade.
- However, it works excellently as a combo ender near the corner.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 57 | Launch | /Data#623A | |||
623B | 60 | Launch | /Data#623B | |||
623C | 79 | Launch | /Data#623C |
623B :
623C :
360X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
360A | 2080 720: 2180 |
Unblockable | 3 | Total 32 | +29 (hit) 720: +43 |
CS | Throw | 1~3 Throw |
- 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 each grab deal more damage and leave the opponent closer to you.
- Only a 3/4 circle is required for the 360 input. A full circle is counted at a 270 degree spin, a double circle is counted at a 540 degree spin.
- A version has fairly low reach, but still has a faster startup and slightly more range than regular throws.
- Grabs grabbox.
- Buffed slightly in UNI2 to give more meter on hit.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
360B | 2080 720: 2180 |
Unblockable | 6 | Total 43 | +29 (hit) 720: +43 |
CS, CVO | Throw | ?~? Throw |
- Grabs hurtbox. Can grab extended hurtboxes.
- Will always be a gold throw when used in neutral. Has a 20 frame tech window (instead of the normal 28).
- Can be made untechable by grabbing the startup of your opponent's grounded attacks (red grab).
- Best version to use for combos after 4B.
- Rivals the reach of his B normals.
- The only version that can be cancelled into CVO.
- Buffed slightly in UNI2 to give more meter on hit.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
360C | 2432 720: 2510 |
Unblockable | 9 | Total 42 | +29 (hit) 720: +43 |
CS | Throw | X~X Full |
- Waldstein's primary wakeup reversal button.
- Catches most standard DP-safejumps.
- Grabs hurtbox.
- The slowest of the versions, and can be jumped AFTER the super flash.
- When used as a combo ender, takes long enough that the meter-gain penalty for using EXS expires before your opponent can act.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
360A | 32 | Knockdown | /Data#360A | |||
360B | 43 | Knockdown | /Data#360B | |||
360C | 42 | Knockdown | /Data#360C |
360B :
360C :
214X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214A | 1220 | Mid | 16 | 5 | 16 | +1 | EX, CS | Strike | 14~20 Null Projectile |
- The A version is fast enough for a continuous blockstring if the button before it was big enough (5B, 5C, 2C) while also being plus on block.
- 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.
- Cuts up to 13 projectiles and has the best whiff recovery of all your projectile-destroying options.
- Range has been nerfed slightly to better match the sprite.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214B | 1410 | Mid | 22 | 4 | 14 | +4 | EX, CS | Strike | 20~25 Null Projectile |
- B version is still too slow to get a completely tight blockstring out of from any normals, but is + on block.
- Combo staple.
- Can cut up to 11 projectiles.
- Range has been nerfed slightly to better match the sprite.
- On grounded CH, leaves Wald +8 allowing for 2A pickups.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214[B] | 1620 | Mid | 29 | 4 | Total 46 | +7 | EX, CS | Strike | 27~32 Null Projectile |
- B-Increase version is still too slow to get a completely tight blockstring out of from any attack, but is even more plus on block, and launches on hit.
- Can cut up to 11 projectiles.
- Range has been nerfed slightly to better match the sprite.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214C 100 EXS |
2150 | Mid | 7~10 | 6 | 17 | +9~+12 | Strike | 5~12 Null Projectile, ?~? Throw |
- The C version is extremely fast. 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.
- Extremely damaging starter if you have CS to create a follow up combo.
- Has situational use as a punish tool.
- Cuts through up to 15 projectiles. If you hit the opponent successfully and go into the grab animation, any remaining projectiles will miss.
- If this move would connect on the same frame that the opponent would hit you, the opponent wins the interaction and this move's hitbox disappears.
- Attack has two hitboxes depending on if the first/closer one gets blocked or not. If you block the first one, Wald is +9.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 36 | Destroyer | /Data#214A | |||
214B | 39 | Destroyer | /Data#214B | |||
214[B] | 46 | Launch, Destroyer | /Data#214[B] | |||
214C | 29 | Knockdown, Destroyer | /Data#214C |
214B :
214[B] :
214C :
j.214X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j214A | 1410 | Unblockable | 7 | - | From combo: +25 Starter: +35 |
EX, CS | Throw | ||
j214B | 1410 | Unblockable | 7 | - | From combo: +25 Starter: +35 |
EX, CS | Throw | ||
j214C 100 EXS |
1825 | Unblockable | 5 | - | +43 (Hit) | Throw |
- 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.
- 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 a difficult but standard combo.
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j214A | /Data#j214A | |||||
j214B | /Data#j214B | |||||
j214C | Knockdown | /Data#j214C |
j214B :
j214C :
[4]6X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
[4]6A | 1840 | Unblockable | 27 | Until Corner | Upon impact: 35 (whiff) | +9~+13 (Hit) | CS | Throw | 17~Until Corner Projectile |
[4]6B | 1840 | Unblockable | 30 | Until Corner | Upon impact: 35 (whiff) | +9~+13 (Hit) | CS | Throw | 13~Until Corner Projectile |
[4]6C 100 EXS |
2250 | Unblockable | 6 | Until Corner | Upon impact: 35 (whiff) | +18~+22 (Hit) | CS | Throw | 6~Corner Projectile, ?~Corner Throw, |
- Minimum charge time is 38 frames.
- Able to catch airborne and knocked down opponents during a combo.
- Can catch blue shields, but whiffs against green shields. Thanks Kamone.
- 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.
- You can reset opponents with this move if you delay it slightly after a combo that leads into 4B. CS cancel with this starter will lead into 4.5k with meter.
- 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.
- 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.
- As a starter, C version can be CS canceled on the 2nd or 3rd wall slam. You will need different combos depending on when you CS.
- It takes 39 frames to reach an opponent that is fullscreen, including startup.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
[4]6A | /Data#[4]6A | |||||
[4]6B | /Data#[4]6B | |||||
[4]6C | /Data#[4]6C |
[4]6B :
[4]6C :
Supers
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
3535 | Unblockable | 9 | Total 46 (Whiff) | +59 (Hit) | Throw | X~X Full, ?~? Throw |
- Able to catch airborne and knocked down opponents during a combo
- Easier to combo into than 360C since, like the [4]6 series, it is able to catch opponents in ground-slam or aerial juggle state.
- Great way to end the round, but leaves you without the threat of 360C if the match isn't over.
- Like 360C, this move has startup invulnerability.
- It also has three times as many freeze-frames to give the opponent time to think about it if you made a wrong call and they were just sitting and baiting for a reversal.
- Autotimed safejump when you add a micro-concentrate after recovery.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
46 (Whiff) | Knockdown | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
3788 | All | 1+14 | Total 67 | -25 | Strike | 1~26 Full |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
67 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
X | X | +X |
X | X | -X |
Attack | Chain | Frame Gap |
---|---|---|
Normal | Normal | Gap (#) |
214B | 2A | 4 |
1A/5B/2C/5C | 214B | 5 |
5[C] | 214[B] | 5 |
5B | 5[C] | 7 |
Notes:
- Counter Hit 214B links into 2A for a full combo if you're in range.
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