Under Night In-Birth/UNI2/Waldstein/Combos

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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.

As of UNI2, we've been given some optional execution barriers to clear. Generally, they will give us up to 200 damage. I will aim to list one reasonable combo that takes a mix of old route and new route, and one harder combo that utilizes the new routing completely.

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 (22C) ender unless otherwise noted.

Also, please be sure to take a quick glance at the Notation Help above this section (directly below the blue navigation buttons.

Starter Combos

Combo Damage Cost Meter Gain Location
  • Your main, main bread and butter combo that will be used even at high level. This is definitely "the" combo to learn.
  • Remember there is a 3 OTG limit. First OTG is j.6C, second one is 4B. If you use an OTG too early your combo will end early at 4B.
  • If you use a wallbounce too early in any combo, you can substitute 4B with j.C > j.B > j.214B > EXS
  • X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
  • If you've got the opponent cornered, do an 8j instead of a 9j.
  • X can be substituted with any of the following: 2A, 5A, 2B, or simply skip it and start with 5B.
  • Actually the optimal damage for meterless A starter routes, and can be done anytime, anywhere, assuming you count how many times the opponent hits the ground (OTG).
  • Introduces you to using Smart Steer in the middle of combos, a cornerstone of optimal meterless combos.
  • Has surprisingly good corner carry.
  • Just make sure you count your bounces again, or else the combo will end at j.[C]
  • Combo that is very generous as to how far you are from the corner, since there are a lot of advancing-attacks that bring you close.
  • The hardest parts will probably be linking 66B, and learning the timing for 623C.
  • Not the most optimal, but you'll get a feel for timing 623C to land all 4 hits, which is necessary later on.
  • You can do this combo anywhere by replacing 623C with [4]6C.

Theory

Waldstein's combo theory is to set up a launcher, wall bounce, follow up with 4B, and use a dedicated ender. These following combo structure is listed from most ideal to least ideal:

  • X > 6C > dash 214[B]
  • X > 2C > 214[B] > dl.6C > 4B
  • X > 2C > 214[B] > j.CB > j.6C > 4B
  • X > 214B > dash j.BC > j.6C > 4B
  • X > 22X > 236C
  • Actual, specific routes from specific starters and enders are listed later on the page.

You will see this general combo structure appear frequently, with some minor alterations/combinations. The routes available to you are completely dependent on how close or far your opponent is, and the most optimal routes will even take into consideration if the initial hit was a counter hit or not. The closer your opponent, the better routing you can use. The ideal combo will use 214[B], 6C, and 4B in whatever order you can fit them in. Once you get these 3 moves, you can choose whichever metered ender that suits your situation without worrying too much about damage. Ending with 720C from a good route can deal more damage and give better oki than finishing with 22C from a not-great route from the same starter.

Along with getting new options for combo structure, we also have new enders to choose from. As of UNI2, using Smart Steer (the whole route, not just the new 5AB ender) is consistently our new, most optimal meterless ender. So we can choose between sticking to our standard bnb, ending with 4B, and finishing with Godpress to take advantage of corner pressure it brings, or we can decide to route into smart steer for some decent corner carry, superior damage, and a small GRD bonus.

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 (with 1 exception, explained later), 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, position, or starter. And thankfully, you still get access to choose whichever ender you like. However, as you get closer and closer to new optimal combos, you'll begin to notice that they play a huge part in making sure that every hit counts. Even though you'll start paying attention, things are usually still 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. We are still learning new routes, even 2 months into the game's lifespan!


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.

  • I can't seem to get j.B > j.C > j.6C after 214B in some routes.

First, make sure you aren't starting with an assault button. Then, make sure you are dashing before j.B. Finally, make sure you are inputting the air series with no delays. When it comes to the initial j.B, think of the input like 66~9B.

List of Enders

There are X different enders to choose from, some used more often than others. Some easier and some quite difficult. If you're just starting out, take a look at the simple enders below since they always work.

  • Each ender listed here is intended to replace the Ender tag in the combos later on in this page.
  • 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.
  • If a combo lists "Simple Ender", you will not be able to use a Complex Ender, usually due to scaling.


Simple Enders (Click Here)

This list of enders will work any time, anywhere, no matter how prorated your combo is. It is a great place to get started learning how to control Waldstein, and you'll still be using these enders somewhat regularly even at high-level play. They'll never become obsolete.

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.
  • Best used when you were cornered but you managed to mash out. Loses effectiveness the closer you are to the center of the stage.
  • The first ender with a link. Get comfortable with linking attacks after this 214[B] because it comes up a lot later.
  • Sacrifices damage for oki.
  • If tk'd forward, you can meaty clap even on backtech.
  • 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.
  • Similar to the ender above, but allows metered extensions.
  • Available EXS follow ups are 214C, 4[6]C, 236C, and 22C.
  • For this combo's EXS, you can use:
    • 236C (Damage)
    • [4]6C (Corner-carry)
    • 623C (Corner only)
    • IW (Round-ender)
  • Has the same properties 720A/B have oki wise but deals more and gives a lot more corner carry.
  • The key is the use the physical momentum/muscle memory of your button presses to continue the motion for the 360.
  • Wastes more time than most other enders, which has a couple of niche uses.
  • If you are not comfortable with doing a 720 here, a 360 will suffice.
  • 720C allows your next combo to gain full meter, even if it's meaty (due to how long the animation takes).

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Complex Enders (Click Here)

This list of enders has a bit more nuance added to each one. You need to be more aware of combo structure, combo proration, resources, position, and goals to get the most out of these. I will list these enders in order of simple to complex, and common to rare.

Depending on how prorated your combo is, 214[B] > 5C might drop at 5C. Here is a short list of reasons why your 5C might drop here.

  • Assault starter without a CH.
  • Too many normals before 214B.
  • Didn't manage SMP (Same Move Proration) effectively.
Combo Cost Location
  • Gives decent oki in the corner and corner-carries a decent amount.
  • Really nice if you want to Concentrate safely after the knockdown since they can't tech forward.
  • An extension of one of the simple enders, but with some more buttons.
  • This sequence allows your next combo to gain full meter, even if it's meaty.
  • One of the best damage enders. You'll be doing this one a lot.
  • UNI2 changed hurtboxes so j.B always works here now.
  • If you're coming from a previous version of the game, remember to use j.214A now for the added corner carry.
  • Without meter, this ender 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 unless you use meter.
  • With meter, you can end with:
    • [4]6C for corner carry and medium damage.
    • 22C for no midscreen oki but max damage.
    • 214C for side swap and safejump, but least damage.
  • Comparable damage to ending with 22C, but keeps the corner and also gives oki.
  • Remember to delay the 623C in order to get all 4 hits.
  • Generally, if you went with the j.BC bnb route, you will not be able to use this ender as shown due to SMP. You can omit j.B to try to avoid it, but it doesn't always work.
    • 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 super deep in the corner before 623C in order to land the 3C.
  • CVO ender for max damage.
  • Adds a little bit more than if you just went straight into IW, unless you have Celestial.
  • CVO ender for max damage at 200 meter and <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. Otherwise it ruins the hitstun scaling and you may drop.
  • 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 route but 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.
  • With the changes to j.214A, it now puts us deep enough into the corner for this to connect without doing anything weird.
  • 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.
  • Another meter-economy ender.
  • This one is for when IW is overkill, but 1 super won't be enough.
  • You should end up with at least 50 meter left over after the kill.
  • 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.

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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 or collapse that section of the combo list


Click here for A Starters
Standard A starters
Combo Damage Cost Meter Gain Location
  • Your bread and butter. Works perfectly for mashing out of pressure.
  • Unchanged from CLR, this route is too prorated for any of the fancy new routes.
  • You will be doing this combo a lot.
  • Can work at max 2A range if you dash before the j.B.
  • Slightly more optimized route due to changes to 6C.
  • Needs a close A button.
  • Going for this route will get you comfortable with 6C's range, which will be necessary for optimal combos later.
  • The meterless route.
  • Good meterless damage, good corner carry, strong oki, and even gives you GRD.
  • Less IW damage though. Should go into your standard route if you plan on using Infinite Worth.
Combo Damage Cost Meter Gain Location
  • 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.
  • Similar to the 623A corner route much later in the guide, but without the delays that it has.
Combo Damage Cost Meter Gain Location
  • This combo works with a wide variety of starters, you are not locked into just 2A > 2C. As long as you get an early 4B and the starter isn't assault.
  • Easily your most optimal meterless A starter combo. It has no business doing this much damage for no resources lol.
  • Can just barely work with your back to the corner but you have to walk forward as far as you can before the 6C. Probably not worth it.


Return to Combos


Click here for B Starters

B starter combos let you do the same basic routes as A starters, but up close they can load up much more damage. Additionally, you have much more freedom with B starters because it keeps the opponent low enough to the ground to follow up with a wide range of attacks. With 214X range nerfed, you also have a little bit more to think about now.

2B combos are too prorated so you generally just go into your bnb, unless it was CH. For that reason, most are not listed.

5B > 214X Midscreen

Routing with j.XC > j.6C means you can use j.A instead of j.B if they are a little too far:

Combo Damage Cost Meter Gain Location
  • Stable 5B starter CLR route that works at all ranges that 214B connects.
  • Will definitely be used a lot. Learn this first!
  • If you have good height control and can keep your opponent somewhat low, you can add a 2C between the j.6C and 4B.

While not optimal meterless, it's still a great, consistent combo with easy access to metered enders.

  • An excellent meterless combo that provides more damage than any meterless enders while also providing great oki.
  • Still works with j.A instead of j.B if the distance isn't ideal.
  • You go through the entire Smart Steer route, ending at the new Steer Ender.
  • The link from 4B to 5A is a bit weird but with some practice, it's not too bad. Just don't mash it out, and really try to time it.
  • This is not the only route that you can link 4B and 5A.
  • Your most optimal meterless 5B confirm, and awards GRD due to the Smart Steer combo.
  • Can replace j.B with j.A if they are a bit too far.
  • Can technically work with a 2B starter before the 5B but because quite difficult.


Routing with 6C is more rewarding but needs you to be aware of your distance to the opponent:

Combo Damage Cost Meter Gain Location
  • A combo that requires distance awareness. If you're too far, the combo will drop at 6C. But you're rewarded with extra damage if you go through route.
  • Do not go into the 6C > 214[B] route, it does less damage and scales harder.
  • Another combo for the distance-aware player. This one is for when you're unsure if you're in 6C range or not.
  • Do not add a 2C before the 4B. You will do less damage!
  • Works from 2B starter too. Very useful.

Weird Routes:

Combo Damage Cost Meter Gain Location
  • Probably the weirdest route we currently have.
  • Works at any range that 214B connects.
  • Does not work if you or the opponent is too close to the corner. A truly midscreen route.
  • You can apparently route into smart steer from the j.[C] but I couldn't figure it out.
  • The double clap route from CLR.
  • Still a very good combo since it's a lot easier than the 6C route.
  • Use j.A instead of j.B if they are too far.
  • If you have good height control (delaying the claps), you can fit a 2C before the 4B.

Other midscreen confirms

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 route where you accidentally use a bounce too early.
  • This combo structure can be used on any early bounce, so I think it's worth learning. For example, air hit 236A~4A > CS.
  • If you think they are too low for 5B, simply use 66B > 236A instead. Less damage but great consistency.
  • 2B > 214B uses one bounce which is why the route is quite different than the rest of Waldstein's combos.
  • 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

Long Range 5B > 22A confirms

Combo Damage Cost Meter Gain Location
  • Your backup combos for when the opponent is outside the range of 214B or 623A.
  • The only time you might consider using a standard ender after 4B in the first combo is if you need to use CVO to close the round.
  • There are a lot of variables that can allow you to do different things from this starter, too many to list. Number of 22X, if the 5B was CH, how long you delay certain attacks.

5B Corner

Combo Damage Cost Meter Gain Location
  • Two confirms, depending on what you planned on doing if they blocked 5B, but didn't.


Return to Combos


Click here for 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 and are less finicky.

Close Range C Starters

Combo Damage Cost Meter Gain Location
  • Two different confirms to suit your needs.
Combo Damage Cost Meter Gain Location
  • The second combo is currently your best meterless CH 2C meterless punish. Definitely worth learning. I have it listed again in the Anti-Air confirms so you don't miss it.
  • 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.
  • Becomes slightly less-hard if your opponent bounces off the corner.
  • 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.

Long Range C Starters

Combo Damage Cost Meter Gain Location
  • I think this is actually a good sequence. 5C has a pretty long cancel window so you should be able to visually hitconfirm into 5AB/Steer Ender without much risk.
  • Gives great oki for how far it normally sends the opponent.
  • Damage varies based on how far the Steer Ender lands. You get less damage from far hits for some reason.
  • Another easy combo to visually confirm into.
  • If you just want to swing the 236A on block to get in, you can always use 214C to create plus frames instead.
  • Values are measured with [4]6C, but you can do 236C and extend a little bit without any additional bounces available.
  • Same combos as your 5B > 22A confirm.
  • Damage values differ based on distance, CH, and how many hits of 22X actually connect.

Jump-in j.[C] Combos

Combo Damage Cost Meter Gain Location
  • If you happen to delay the j.[C] slightly, or you notice that your opponent was crouching or Counter Hit, you can omit 2A/5A for some extra damage.
  • For the medium combos, the delay on 214[B] is very slight. If you don't delay it, there is a greater chance of dropping the 6C.
Combo Damage Cost Meter Gain Location
  • 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.

Corner C Starters

Combo Damage Cost Meter Gain Location
  • If you're "too close", delay the 623A too.
  • Highly prorated. Note the Simple Ender.
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.
  • The opponent needs to land in 214A's later active frames. Therefore, this combo will not work if you are too deep in the corner.
  • The range you're looking for in order to convert this combo is to have the corner stop them from going too far after 214A.
  • It turns out to be about 1 "jump back" after setting player positions to the corner.
Combo Damage Cost Meter Gain Location
  • Similar to the midscreen route.
  • Self-reminder to Tanasinn to take another look at this starter, we learned some new things so I don't know if we can do something different.


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Click here for Assault Starters
Assault incurs some heavy scaling, which usually limits your damage and routing pretty heavily.

If you score a Counter Hit from your assault attack, these penalties are removed. Your routing doesn't have to change, but you'll get more damage if you:

  • Remove any A buttons before your launcher.
  • Remember that you can use any enders instead of limiting yourself to the simple enders.
Combo Damage Cost Meter Gain Location
  • Basic bnb conversion. Great place to start.
  • Simple conversions that maintain similar structure to your bnb's.
  • The 66B links only work on crouching or CH.
  • If you're opponent blocks j.C, 66B will frame trap.
  • Best effort/reward ratio.
  • Smart Steer > IW damage in parenthesis.
  • The Hard combo is basically not worth doing, but it is the optimal meterless.
Combo Damage Cost Meter Gain Location
  • j.2C is a mid but if you can land it, that's more damage for you.
  • Multiple dash cancels. I prefer 6AB on them because I can plink the C (but not too fast).


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Click for Anti-Air 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 S.O.L. 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 learn the timing for the delayed 5B.
  • Works great as a tech-throw option select (1C~AD or 2CAD)
  • 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 reasonable damage for the little amount of effort it takes, and awards GRD to boot.
  • Can still add the 623A like in the combo below and still get the GRD gain and a nice extra chunk of damage.
  • Cannot be done with your back to the corner.
  • Use 5B after the air series instead of 2C in order to avoid SMP (Same Move Proration).
  • Skip the 623A if the confirm is too weird for you.
  • Can also do 6C > dash 4B if you want to keep it simple (recommended for most players).


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 because there are no delays and the 214B > 236A link is quite generous.
  • Still lacking in damage compared to what you could get, but is a good middle ground for learning and still packs a punch.
  • You'll have to learn how to start charging Godpress while you're attacking with 236A~4A.
  • A much better starter sequence that takes a little more effort but will pay itself off in the long run.
  • IW damage values in parenthesis.
  • Combos 1&2 are great meterless confirms that still give you oki. The 4B > 5AB one does not make you lose GRD either.
  • Combos 3&4 are great for dumping 100 meter.
  • In combo 4, you must use j.214B specifically. Also you can use whatever EXS you want (22C, 623C, 236C)


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 AA

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.
  • You can confirm into this route if your different starter was Counter Hit. This means any CH confirm can route this way.
  • If the opponent is higher than standard jump height, you'll need to convert with 3C instead (Combo in with the Special starters section).


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Click for Special/Unique Starters (Mid-screen)

Command Grabs

Combo Damage Cost Meter Gain Location
  • First is a simple bnb conversion, Third is a new optimal in UNI2. Middle combo is your optimal meterless route.
  • 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 only works from 360B.
  • It's a great combo for when you need to close the round or deny meter to your opponent.
  • Ideally, you'll have as close to 100 meter as possible, since all meter is lost upon execution. More meter does NOT mean more damage.
  • However, the amount of health you have does matter for damage. If you have orange health (less than 30%), you will get the higher damage value.

236X

Combo Damage Cost Meter Gain Location
  • First combo is a variation of our bnb.
  • Second combo is hard but you can always go 6C > dash 4B and only take a 50 damage penalty. With it if you cannot afford to drop the combo.
  • 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
  • Note the different combos between 236A~4A and 236X~4X. 236X combos work with either 236A or 236B, but 236A combos only work with 236A.
  • You really, really need to delay the 236C, you have a ton of time. Just don't let them actually touch the ground.
  • Use meterless enders here because of poor return when you use two supers in this way, unless it will kill.
  • If you can get these Smart Steer combos down, that's even better. They do more damage and also award you GRD.
  • Excellent for using when you just want to swing 236X for the purpose of getting in.
  • Again, note the different combos between 236A~4A and 236X~4X. 236X combos work with either 236A or 236B, but 236A combos only work with 236A.
  • The vacuum from the second part of 236X~4X will remain even after CS, making this a very appealing way to start your close-range offense. They either block it and deal with your frame advantage or they get hit into one of these combos.
  • If you don't have CS to make this safe, you can use 214C on block.
  • For the CS routes, metered enders are very close in terms of damage. Might be worth using the easy route if you plan to tack on meter.
  • The dash dl.2C route can work at max range, good to know.
  • For the final combo, you have enough time to dash before the 623A in case they would normally be too far. If they were close, then feel free to omit the dash.

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.

623A

623A definitely has the most versatile routing available. If you're just starting out, please don't overwhelm yourself trying to study every variation.

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, and even comes with head invuln on frame 4.
  • Cannot use Smart Steer in this route efficiently, you're better off using the Anywhere route for it.
  • Optimal meterless
  • This route uses up your jump-cancel that we normally save for our ender. Remember that for after the 4B.
  • If they are low enough when 623A connects, you can route with 66B > 214B instead of 5A > j.C.
  • The same combo from the anti-air section.
  • If the opponent is higher than standard jump height, you'll need to convert into 5A instead.
  • If any combo starts with a CH and you cancel into 623A, you can still route into this combo.
  • This is definitely the route to learn for general Counter Hit confirms, such as 4B or 2C > 1Aw starters.

623B

Combo Damage Cost Meter Gain Location
  • 623B is a great roundstart tool, so definitely take some time to learn the 236C pickups.
  • 623B is CS cancelable on the second swing. If you wait until after the 3rd swing, the opponent gets sent too far and you can't get a good combo.

Rock

Damage values and meter gain are measured with vorpal because you're not going to get non-vorpal [FF] too often. These combos are from fullscreen or mid-range. Rock routes are not good up close with the first hit.

Combo Damage Cost Meter Gain Location
  • Two confirms, one meterless and one metered.
  • They work off of any rock throw that causes a wallbounce.
  • Two more confirms if you get a CH. They are slightly more optimal.
  • They are harder to get from fullscreen counter hits, but still possible.

4B

Combo Damage Cost Meter Gain Location
  • Easy route has no special delays and ends in another 4B that allows you to end with whatever combo ender you deem necessary.
  • Middle route is easily your best meterless ender.
  • Last 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.
  • If your 4B was CH, you can actually go the CH 623A route for massive damage. Simple Enders only.

6C

Combo Damage Cost Meter Gain Location
  • These combos are a little weird because for some reason, 6C as a starter does not grant the ultra-low tech so we can't route straight into 214[B].
  • 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.



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Click for Special/Unique Starters (Corner)

Command Grab

Combo Damage Cost Meter Gain Location
  • Corner combos for 360A or 360B when you have CS.
  • Second combo's 4B ender is the optimal. Feel free to do whatever you want after 4B, but it should be from "Simple Enders" too.
  • There is different hitstun scaling between 360C starter and 360A/B starters.
  • 720 improves damage and does not affect hitstun scaling.
  • If you want to just pick 1 combo to learn, go with the 360C combos. They work from any 360.

236X

Combo Damage Cost Meter Gain Location
  • Needs an instant CS, but otherwise pretty straight forward. No weird delays or anything!

236X~4X

Combo Damage Cost Meter Gain Location
  • The delays are very weird, but I think this combo is still easier than the one below this.
  • If you don't delay the j.[C] for as long as possible, your opponent will be too far for dash 5A. You have more time to delay than you think.
  • If they block 236X~4X, simply cancel into 214C and be plus.
  • Can be performed a decent ways away from the corner due to how far 236A and 623C move you.
  • Most optimal for both 236A and 236B when confirming with 623C.
  • Is much easier from 236A.
  • Needs an instant ~4B follow up from 236B, the 623C needs to connect at its highest point, and the 5B needs to be as low as possible.
  • Can use the full Smart Steer after 4B for best meterless/IW damage.
  • You want to delay the 5C so that the 214[B] is low-hitting.

j.2C

Combo Damage Cost Meter Gain Location
  • Full 623C > 3C ender works.

623X

Combo Damage Cost Meter Gain Location
  • Does a bit more than the anywhere combo while also giving you incredible oki.
  • Similar to a standard BNB combo.
  • Do not use 2C before 4B or else the final 3C will drop.
  • An even harder-hitting combo that uses the early double clap follow up.
  • Deviates pretty significantly from the usual afterwards though.
  • Delay the 5[C] slightly so that they remain low enough for 4B.
  • Delay the 5B slightly or else it whiffs.
  • This combo works even if you are deep in the corner.
  • The 5C should hit them back towards the corner again for 4B to connect.
  • Probably not worth the effort for +30 damage.

Rock

Combo Damage Cost Meter Gain Location
  • The corner just needs to hold your opponent in place so that 4B can connect.
  • If you think you're too far, you can just 5B > 5C > 236A.

4B

Combo Damage Cost Meter Gain Location
  • This combo does not work with a 2C starter, but it works at many distances. Too close, too far, it's all good. Might need different delay timings depending on the situation though.
  • This combo does work with a 2C starter.
  • This combo does not work if you are point-blank in the corner because you need the opponent to land in 214A's later active frames.
  • Normally I'd remove a combo that does so little extra damage, but 214[B] > 214A is a corner staple and serves as an example that it's not the only way to route.

66B

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
  • If you're too far from the corner for the 2A, just dash before the 4B.

Godpress

Combo Damage Cost Meter Gain Location
  • Delaying the 3C is necessary, they are too high
  • The second combo is for your IW. It's very slightly more optimal than if you use your IW in the first combo.
  • Identical to the 360 CS corner optimals. The hard combo below is similar, but not quite the same.
  • Be sure to CS cancel the second hit of EX Godpress. CS on the 3rd hit is a different and worse combo. This is because the 2nd hit leaves them low, but the 3rd leaves them very high.
  • Be sure to CS cancel the second hit of EX Godpress.


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Situational/Rare Starters

Section for weird starters that don't come up very often

Combo Damage Cost Meter Gain Location
Combo Damage Cost Meter Gain Location
  • Also uses the CH route, but no CH is necessary. Interesting.
  • You want the 214[B] as low as possible. The lower the 2214[B], the easier the smart steer segment becomes.
  • Distance proration is not applied on whiff punishes. If you try it in training without setting up the dummy to whiff, you'll get less damage.
Combo Damage Cost Meter Gain Location
  • These two combos start with the opponent blocking 236X, but you delayed the 4X followup and they mashed, granting you a Counter Hit.
  • Two different routes, first one is if you want to spend meter while second is your best meterless.
Combo Damage Cost Meter Gain Location
  • Very rare starter, but converts into a pretty standard route.


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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. If you have 7 or more GRD blocks and Celestial, you can use an EX attack early and gain enough meter to IW. When you use your IW or IWEX, you want to ensure that it triggers before the blue bar in the transfer state disappears, as this bar is a visual indication of how much longer you have access to Celestial's bonus damage post-CS.

Once you pass below 7 GRD blocks (even 6.9), you won't have enough meter gain for these combos to work (or be meter efficient). EXS Values under "cost" are measured at the point of CS activation with the least amount of GRD required for the combo, since that is when the decision making happens.

If you have more GRD, you can start with less meter. Take the second combo for example. You need at least 9 blocks of GRD and at least 165 meter when you activate CS. But if you have 10 blocks, you can get by with 155 meter instead.

Celestial 360's Midscreen

Combo Damage Cost Meter Gain Location
  • Good meter-economy combo that leaves you with more meter than if you tacked on EXS in the ender.
  • The combo is best saved for when your meter is mostly full already, but it technically works if you have 47 meter when you CS.
  • Don't use more meter in your ender with this combo unless you're sure you can kill without just doing a normal route into IW.
  • Damage values are measured with [4]6A and 214[B] > 5C > j.CB > 214A > 22C.
  • Needs 7 or more GRD blocks, and at least 190 meter.
  • This route works with 9 or more blocks. A good starter route to get your feet wet into these weird routes.
  • If you don't delay the 236A, it will whiff. Take your time, but make sure you trigger IW before the transfer gauge runs out.
  • Delay the 2C for positioning.
  • Delay the IWEX to wait for the full 200 EXS.

Celestial 360's Corner

Combo Damage Cost Meter Gain Location
  • The 236C will sideswitch, so be ready for that.
  • If you have 9 or 10 GRD blocks, simply omit the follow up attack from 236A to get the IW while the transfer state is active.
Optimal DP/Reversal 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 some absolute bombo's 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 DP's have a very short block duration and others have unusually long ones.
Some general notes that apply to all listed combos:

  • All starters only work from Counter Hit.
    • 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.
  • 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.


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

Click for Universal
Universal
Combo Damage Cost Meter Gain Location
  • An all-rounder Counter Hit punish tool that works everywhere except super deep in the corner. Some DP's might even push you out of this "no-go" zone.
  • If going for max 100 EXS damage, do 4B > 214[B], 5C > j.C > j.214B > 22C. Omit the j.B from here.
  • The CVO ender works perfectly here.
  • An all-rounder Counter Hit punish tool that works anywhere remotely close to the corner. Once you get a feel, you can decide if you need your midscreen route or if you can go for this corner route.
  • If the situation calls for only 100 meter, use 4B > 236A~4A > 623C > 3C.
  • The CVO ender works with no issues.
Click for Between -17 and -28 (236A starters)

You can use these combos in place of the 214[B] starters if you want to learn less total routes.

"Far" distance

  • Orie 236BC (Sacred Spire)
Combo Damage Cost Meter Gain Location
  • Orie pushes you out too far for anything else. If you're not deep in the corner, the
Medium Distance
  • Eltnum 623B and 421C (Cutting Sync)
  • Gord 623C
  • Eltnum and Gord leave you a bit closer, but unless you're directly on top of them, it's probably safer to go for Orie's combo instead.
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.
Phonon 623C
  • The only time you'll be close enough to land th8s combo is from Phonon.
Combo Damage Cost Meter Gain Location
  • Works on any character that leaves them close to the corner and -17 or more.
  • If you are still far away while you initiate this combo, you can go the Medium-Distance route.
  • Works on any character that leaves them close to the corner and -17 or more.
  • If you are still far away while you initiate this combo, you can go the Medium-Distance route.
Click for -29 or more (214[B] Starters)
-29 or more, and stays in the corner
  • Hyde 623B and Pale Bringer
  • Linne, Nanase, Wagner, Orie 623B
  • Vatista [2]8B
  • Eltnum 623C
  • Hilda and Chaos IW
Combo Damage Cost Meter Gain Location
  • You can technically squeeze out a teeny bit more damage by altering the starter sequence but the difficulty ramps up significantly.
  • Basically undropable as long as you remember to delay the 623A.
  • Definitely learn this one due to its simplicity/damage ratio.
  • Works anywhere, but quite difficult. You need the 2C to be very close in order to link the 6C after 214A.
  • If you think this is too difficult, use the easy route.
  • If you think the opponent will be too far, use the easy route.
  • Just use the easy route, I'm definitely not using this in any tournaments.
-29 or more, but goes midscreen
  • Vatista [2]8C
  • Mika, Enkidu, Merkava 623C
  • Yuzu IW (3 hits, easy shield for a little more wiggle room)
Combo Damage Cost Meter Gain Location
  • The same combo as the one above, but for these punishes, this is your only option.
  • Unless the opponent throws themselves into the corner for you, in which you can just do the corner combo instead.
Command Grabs
Waldstein, Gordeau, Carmine, Seth EX Command Grabs
Combo Damage Cost Meter Gain Location
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.
Yuzu's 214C

This move deserves its own section because there is a lot to talk about.

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. Then, you will meaty with 1A. Yuzu's 214C puts her behind you, so this combo will be facing midscreen. If you stand up too early to dash, you will accidentally block this move and she will be -6 instead of -52, and your only punish will be a very sad 720B. At least you can CVO from 360B, I guess.

Combo Damage Cost Meter Gain Location


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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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