Under Night In-Birth/UNI2/Waldstein

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Waldstein

Uni2 profile Waldstein.png
Health
11500
Prejump
6f
Backdash
30f ()
Unique Movement Options
-
Fastest Attack
360A (3f), 623B (7f), 2A/5A/1A (8f)
Reversals
360C (9f), 623C (17f), 41236D (9f)

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!
I will charge forth without fear or regret!

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.


Playstyle
Waldstein is a grappler/zoner hybrid that uses his threatening presence to get opponents to make incorrect reads.
Strengths Weaknesses
  • Claw Normals: Waldstein's claw normals and specials delete projectiles, which changes the way most projectile characters play neutral around him.
  • Health: Wald has the highest health in the game, allowing him to tank more hits than most.
  • Damage: His damage is higher than average, with some metered combos easily reaching 4K. Most rounds can end after a command grab and two combos.
  • Close-Range Offense: Wald has several ways to create frame advantage for himself up-close and can easily take advantage of it with his command grabs.
  • Close-Range Defense: Wald has the fastest move in the game at 3f, giving him a powerful option for punishment and abare entirely unique to him.
  • Strong Throw Defense: Wald's primary throw OS's have been left untouched and remain strong with the changes to the input interpreter.
  • Gimmicks Galore: Waldstein easily beats players who do not understand how to fight him.
  • Very Slow: Wald's traditional abare options are extremely weak due to his fastest normal being 8f (compared to 5f for most characters). His movement is also very slow to balance out his terrifying power up close.
  • Very Big: Large hurtbox and limited long-range options mean he naturally struggles against zoners, even with his new toys.
  • Heavily GRD Reliant: Wald heavily uses Assault to close distance most of the time, making him prone to being predictable and becoming severely disadvantaged by GRD Break.
  • Resource-Intensive: In addition to being GRD reliant, Waldstein has a much harder time playing effectively without meter, especially if he can't secure Vorpal.
  • Weak Reversals: Both his reversals can be baited out with the same response, requiring Waldstein to make hard reads when playing defensively.
  • Gimmicks Galore: Waldstein has to work a lot harder against opponents who know all his tricks and force him to play more honestly.

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
  • Certain claw attacks nullify projectiles.
  • Maybe more...
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.
  • Maybe more...
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
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
230 Mid 8 3 16 -2 N, SP, EX, CS Strike
Waldstein performs an elbow drop.
  • 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.
[Show/Hide Additional Data]
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26 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
610 Mid 13 3 21 -6 N, SP, EX, CS Strike
Waldstein does a standing horizontal swipe with his claws.
  • This is the longest-reaching normal in Waldstein's moveset, capable of hitting opponents at round start.
  • However, it hits at a rather middling height and will tend to miss against jumps and air Assaults.
  • Launches on hit. Cancel into 214B to start most of your combos. At further ranges, cancel into 22X instead.
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36 /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
720 Mid 15 2 22 -5 N, SP, EX, CS Strike 12~14 Null Projectile
Waldstein slashes with his claw upward at full length.
  • Fairly strong for generic zoning, 5C has solid range both horizontally and vertically.
  • Has the Destroyer property, nullifying 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.
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37 Launch, Destroyer /Data#5C
5C :
5[C]
5[C]
UNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
810 Mid 24 2 22 -3 Strike 21~23 Null Projectile
A charged/Increase version of 5C.
  • 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.
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51 Launch, Destroyer /Data#5[C]
5[C] :

Crouching Normal Moves

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
220 Mid 8 2 18 -8 N, SP, EX, CS Strike
Waldstein performs a crouching, slightly upward-angled swipe.
  • Has much better horizontal reach than 5A, but tends to miss most aerial opponents even with its upward curve.
  • It's important to note that Waldstein has a 1A, so you will need to release the back input lest you accidentally get that instead.
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27 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
570 Low 11 4 17 -5 N, SP, EX, CS Strike
Waldstein punches downward at the opponent's legs.
  • 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.
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31 /Data#2B
2B :
2C
2C
2C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
720 Mid 12 5 25 -12 N, SP, EX, CS Strike 10~13 Head,
9~12 Null Projectile
Waldstein performs a crouching, extremely vertical upward slash.
  • 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.
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41 Launch, Destroyer /Data#2C
2C :

Air Normals

j.A
jA
jA
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
210 High, Air Shield 9 3 16 Varies N, SP, EX, CS Strike, Head
Waldstein slashes slightly downward with a claw.
  • 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.
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27 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
520 High, Air Shield 10 6 13 Varies N, SP, EX, CS Strike, Head
Waldstein punches downward with the claw opposite his j.A.
  • 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.
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28 /Data#jB
jB :
j.C
jC
jC
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
610 High, Air Shield 15 3 15 Varies N, SP, EX, CS Strike, Head 14~17 Null Projectile
Waldstein turns sideways and performs a huge downward slash with his claw.
  • One of the best jumping attacks in the game due to its massive hitbox for its speed. Can hit cross-under (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).
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31 Destroyer /Data#jC
jC :
j.[C]
j[C]
jUNI Input Hold.png[C]
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
810 High, Air Shield 24 3 15 Varies N, SP, EX, CS Strike, Head 23~26 Null Projectile
*A very powerful move, but the increased startup makes it prone to being preemptively anti-aired or shielded to end your offense.
  • Ground-slams aerial opponents on hit and is plus on block from almost any height.
    • 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.
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41 Destroyer /Data#j[C]
j[C] :

Command Normals

1A
1A
1A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
456 Low 8 2 14 +2 SP, EX, CS Foot
Waldstein performs a crouching elbow drop.
  • 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.
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23 Tumble /Data#1A
1A :
4B
Requires
4B
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
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
Waldstein slams his claw downward.
  • 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.
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42 Tumble, Destroyer /Data#4B
42 Destroyer /Data#4B
4B :

4B (far shockwave) :

6C
6C
6C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
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
Waldstein swipes forward with his claw for a (blockable) grab.
  • 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.
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63 Destroyer /Data#6C
6C :
3C
3C
3C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1500 Unblockable 10 2 27 Varies EX, CS Throw X~X Head
Waldstein reaches upward in front of him with both claws for an anti-air grab.
  • 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.
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38 /Data#3C
3C :
j.6C
j6C
j6C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
710 High, Air Shield 10 4 11 Varies SP, EX, CS Strike, Head
Waldstein does a big forward punch. Wall-slams on hit.
  • 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).
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24 Wall Bounce /Data#j6C
j6C :
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
510 Mid, Air Shield 7 Until Landing
[25 on landing]
-20~-7 EX, CS Strike, Head
Waldstein turns completely horizontal in the air and then launches himself with the momentum slightly for your typical grappler body splash.
  • 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.
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Tumble /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
810 Mid 10 2 23 -13 SP, EX, CS Strike
Waldstein slides forward slightly while swinging with a claw in a big horizontal slash.
  • 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.
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34 Tumble /Data#66B
66B :
66C
66C
66C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1093 2-hit Mid 8 10, (2), 7 Total 35 +2 First Hit Only: -10 SP, EX, CS Strike
Waldstein leaps forward while thrusting a claw clenched into a fist forward that almost looks like an Assault j.6C.
  • 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.
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35 Wall Bounce /Data#66C
66C :

Universal Mechanics

Force Function

Ferzen Volf
フェルゼンヴルフ
B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
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
Waldstein picks up and then throws a rock.
  • 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.
[Show/Hide Additional Data]
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 :

B+C (Vorpal):

[B]+[C] :

[B]+[C] (Vorpal):

Throw
Throw
投げ
A+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1770 Unblockable 4 Total 30 +50 (hit) Throw
Has more range than most normal throws.
  • 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.
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30 /Data#A+D
A+D :
Throw (Hold)
投げ
UNI Input Hold.png[A]+UNI Input Hold.png[D]
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1848 Unblockable 4 Total 30 +10 (hit) Throw
A New throw added in UNI2
  • Side switches unless the opponent is already deep in the corner
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30 /Data#[A]+[D]
[A]+[D] :
Smart Steer
Steer Ender
Requires 1 GRD on longer combos
5A+B
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Mid - -14 (EX) (only IW or IWEXS), CS Strike
Waldstein quickly slashes upward, then slams downward.
  • 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.
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Knockdown /Data#5A+B
5A+B :


Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
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45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • 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 Invuln
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • 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 :

A+B+C (during a move):

Special Moves

236X
Eisen Nagel
アイゼンネーゲル
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 1520 Mid 17 3 37 -20 EX, CS Strike
Waldstein does a downward circular slam with his claw, causing groundslam on hit.
  • The groundslam can be prevented with resources against grounded opponents in order to get a devastating combo.
  • A version strikes quickly but is quite unsafe on block.
  • Has a 4 frame window where the opponent leaves blockstun while you're still CS/EX cancelable.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236B 1520 High 26 3 32 -16 EX, CS Strike
Waldstein does a downward circular slam with his claw, causing ground-slam on hit.
  • B version is slower and hits overhead.
  • The groundslam can be prevented with resources against grounded opponents in order to get a devastating combo.
  • This is still quite unsafe on block.
  • Has a 4 frame window where the opponent leaves blockstun while you're still CS/EX cancelable. The timing is different from 236A
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236C
100 EXS
1750 Mid 18 3 21 -6 CS Strike
C version is about the same speed as B version (in addition to having a long super flash), and only hits mid, but is much safer on block, in exchange for the meter usage.
  • Has considerably more range than 236A, and a bit more range than 236B.
  • Mostly used as a combo ender, but has some niche usage as a whiff punish tool.
  • The hitbox images don't do this move justice. This move hits very far.
[Show/Hide Additional Data]
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
236A :

236B :

236C :

236X~4X
236X~4X
Eisen Nagel (Follow-up)
アイゼンネーゲル
236X~4X
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
810 Mid 16 4 28 -14 EX, CS Strike
Follow-up to Eisen Nagel where Waldstein swings his claw again, pulling his opponent slightly toward him.
  • Can be delayed to make a frame trap, or kept tight to keep yourself safe.
  • +16 on instant CS.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
48 Vacuum /Data#236X~4X
236X~4X :
22X
Drauflosgehen
ドラウフロス ゲーエン
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
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
Waldstein slams the ground, creating a 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.
[Show/Hide Additional Data]
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
22A :

22B :

22[B] :

22C :

623X
Wirbelwind
ヴィルベルヴィント
623X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A 1180 3-hit Mid 11 3, (9), 4, (10), 5 20 -3 EX, CS Strike 4~X Head, X~X Dive,
Waldstein advances while flailing wildly with his claws. This version has slower startup, but is safe on block.
  • 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 Invuln
623B 1180 3-hit Mid 7 3, (9), 4, (10), 5 27 -10 EX, CS Strike 2~X Head, X~X Dive,
Waldstein advances while flailing wildly with his claws. This version is fast, but unsafe.
  • 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 Invuln
623C
100 EXS
2049 4-hit Mid 17 2, (12), 2, (11), 2, (8), 4 22 -12 Strike 1~16 Full, ?~? Throw
C version has some use as a reversal option due to its startup invulnerability, however it is not very reliable due to its massive startup and deadzone.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 57 Launch /Data#623A
623B 60 Launch /Data#623B
623C 79 Launch /Data#623C
623A :

623B :

623C :

360X
Durchbohren
ドレーエン ドルヒボーレン
360X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
360A 2080
720: 2180
Unblockable 3 Total 32 +28 (hit)
720: +42
CS Throw 1~3 Throw
Waldstein's standard grappler SPD-esque command 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 Invuln
360B 2080
720: 2180
Unblockable 6 Total 43 +28 (hit)
720: +42
CS, CVO Throw  ?~? Throw
Waldstein does a downward circular slam with his claw, causing ground-slam on hit.
  • 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 Invuln
360C 2432
720: 2510
Unblockable 9 Total 42 +28 (hit)
720: +42
CS Throw X~X Full
C version has startup invulnerability and longer range than 360B.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
360A 32 Knockdown /Data#360A
360B 43 Knockdown /Data#360B
360C 42 Knockdown /Data#360C
360A :

360B :

360C :

214X
Verderben
フェアデルーベン
214X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A 1220 Mid 16 5 16 +1 EX, CS Strike 14~20 Null Projectile
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
  • 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 Invuln
214B 1410 Mid 22 4 14 +4 EX, CS Strike 20~25 Null Projectile
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
  • 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 Invuln
214[B] 1620 Mid 29 4 Total 46 +7 EX, CS Strike 27~32 Null Projectile
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
  • 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 Invuln
214C
100 EXS
2150 Mid 7~10 6 17 +9~+12 Strike 5~12 Null Projectile, ?~? Throw
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
  • 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.
[Show/Hide Additional Data]
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
214A :

214B :

214[B] :

214C :

j.214X
Verderben (Air)
フェアデルーベン
j214X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
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
In the air, the j.214 series become air-throws. Both A and B versions result in a somersaulting piledriver on catch.
  • j.214X doesn't do much damage on its own, and is typically seen as simple combo enders, but a hard read j.214 starter can lead to a difficult but standard combo.
  • Aerial A version causes Waldstein to continue with his momentum. As of UNI2, you retain you momentum even on hit.
  • Aerial B version leaves Waldstein suspended in the air for an additional 18 frames before falling straight down.
  • Aerial C version leaves Waldstein suspended in the air for an additional 14 frames.
  • On hit, Aerial C version has Waldstein fall to the ground and go through the same motions as his grounded C version.
  • On whiff, Aerial C version resumes momentum.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j214A /Data#j214A
j214B /Data#j214B
j214C Knockdown /Data#j214C
j214A :

j214B :

j214C :

[4]6X
Sturmangriff
シュトルムアングリフ
UNI Input Hold.png[4]UNI Input Then.png6X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
[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,
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.
  • 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.
[Show/Hide Additional Data]
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]6A :

[4]6B :

[4]6C :

Supers

Infinite Worth

Werfen Erschlagen
Requires 200 EXS
ヴェルフェン エルシュラーゲン
41236D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3535 Unblockable 9 Total 46 (Whiff) +59 (Hit) Throw X~X Full, ?~? Throw
A huge command throw that costs all 200 meter.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
46 (Whiff) Knockdown /Data#41236D
41236D :

Infinite Worth EXS

A+B+C+D (while at orange health)
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
A+B+C+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3788 All 3+14 2 51 -25 Strike 1~? Full
Waldstein becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
69 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
X X +X
X X -X
Gap Table
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.

Videos

External Links

Colors

Default Unlocks

001 Iron Beast
002 Crow Ash
003 Steel Tiger
004 Sapphire Bear
005 Magnetite Crystal
006 Coal Monster
007 Francium Maroon
008 Tungsten Yellow
009 Poison Bandit
010 Hihiirokane
011 Fegefeuer
012 Arctic Cold
013 Dschungel Wind
014 Hatred Flame
015 Eis mann
016 Bestie Erde
017 Kirschbaum
018 Depression Mind
019 Gray Fox
020 Apostle of Chaos
021 Big Foot
022 Crimson Ogre
023 Brawny Orc
024 Scorched Earth
025 Thor's Hammer
026 Red Hot Steel
027 Vert Nil
028 Aschputtel
029 Drema Warden
030 Gold Lowe
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast


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