She annihilates. Enveloped in the inherited scorching flame.
Admires the name of the clan, takes an oath of the eternal loyalty to Adelheid.
Without forgiving herself. Without loving herself. She only exerts her sword.
Even when goddess smiles upon, her soul is bound to the battlefield.
Treads on the ash of the dead, waits for the judgement at the endless battlefield.
Wagner is not only the pride of Licht Kreis, but its fourth Executor as well. Despite her title as "Fourth", it is no doubt that she is the strongest of all. Her noble upbringing with ancient ties to Licht Kreis has hardened her to complete her missions at all costs. This attitude has lead her to extreme lengths on more than one occasion, and she is reprimanded by being sent into the outside world to gain an understanding on society and common sense. Now on the outside, she receives a mission from Licht Kreis to assist the current Executor there in exterminating Amnesia.
“
I am the cleansing flame of Licht Kreis.
I shall burn your evil thoughts to ashes.
”
Gameplay
Wagner is one of, if not the most changed character going from UNIST to UNICLR. Instead of being a "mid dispenser" with low reward mixups whose key to victory is to lock the opponent in jail and throw away the key, she is now a lot more proactive, gaining the ability to combo off throws and her command stomp; this combined with her unique ability to corner the opponent off any hit along with securing the cycle by ending in veil off without losing any damage means she is now a character with strong mixups and the ability to boost her damage by insane levels. This comes at the cost of having weaker pressure than she did in ST, along with still having the same neutral struggles she had before. Ultimately, CLR Wagner will either kill your opponent in 2 (or maybe even 1) mixups, or struggle to get in and accomplish anything at all, making her a character that feasts more often than she famines.
Strengths
Weaknesses
Superb Conversions and Combo Reward: High damage from most non-A starters, with good oki – this goes hand-in-hand with her having very strong abare. Can corner carry extremely well. Has a very good anti-air special (623A) that converts into high damage with meter from any hit, and her throw confirms with sword install (22A).
Simple, yet Strong Neutral: 5B/5C/6B dominate the spaces they cover against most of the cast. Her horizontal thrust (236A) is both fast (10f) and covers a huge amount of horizontal space, with a surprising amount of vertical coverage. This move by itself prevents many zoners from comfortably applying pressure at range. Finally, she has a relatively good backdash.
Special-into-Special Cancel: Specials can cancel into each other to prevent the opponent from having room to breathe or attempt a punish.
Great Installs: Good damage and conversions with sword install (22A). With shield install (22B) equipped, her guardpoint moves are extremely powerful and can go through virtually everything except for throws. These guardpoint moves start guardpointing on frame 7, allowing her to reverse the situation against opponents with loose pressure strings.
Can Disrespect Pressure: As previously stated thanks to her strong abare and guardpoints, she also has a very good, 5F reversal (623B) that leads into insane damage when combined with vorpal and meter. Notably, her EX reversal (623C) is more difficult to combo with vorpal and leads into worse damage for the meter cost.
Great During VO: Extremely strong GRD control by near unlimited access to Veil Off. Her normally weak mixup options gain heavy damage.
Pressure Isn't Always Stable: Certain specials can be shielded to end Wagner’s cancel options and provide a punish opportunity. Most of Wagner’s special strings can be fuzzy mashed to beat all of her possible follow-up options. Her overheads are slow and telegraphed, though fortunately not that easy to interrupt (especially when shield install is equipped).
Guardpoints Can Be Exploited: Guardpoint moves can lose to multi-hitting specials or reversals, and will lose to many metered reversals, though Wagner can attempt to cancel her guardpoint into her own specials or supers in response.
Exploitable Moves: Certain moves can be easily baited or out-spaced, and, while fast and damaging, she can have issues closing range against some characters without resorting to wild 236A usage.
Flawed Without VO: Her insane damage is on a timer due to VO, her faster mixup options are far less rewarding when time runs out.
All-Or-Nothing: When compared to her suffocating, yet low damaging ST counterpart, CLR Wagner trades stability for improved mix-up options and reward from said mix-up, although one with weakpoints as stated above. All in all, these weaknesses make Wagner have notable flaws at a high level, although she remains as an infamous bully in lower skill-brackets, as her flaws all require a lot of knowledge from the opponent to stop her otherwise oppresive presence at all game states.
Can install sword and shield buffs which enhance some of her specials.
Vorpal Trait
22A/B recovery decreased.
Enchanted sword chip damage increased.
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
Wagner steps on her opponent so hard they explode.
Safe low hitting move which counts as a special and hits further than it looks.
Mostly used for the half-charged Force Function -> Low mixup, to make some improperly spaced moves safe, or throw out an unexpected low if you've conditioned them to look for an overhead.
Can be useful at the end of combos to add a little meter-less damage when you find yourself ending a combo with both buffs already equipped.
Because this move exists, you need to input 3AD for 2A throw tech OS.
2[A+D] is a new addition to CLR.
It can consume a Sword Enhance to gain different properties.
Wagner hops into the air and drops her heel onto her opponent.
Slow ground overhead with a pretty big hitbox and good reach with low crush properties.
Will hit grounded opponent but also airborn opponent within its reach, though it is only active as her heel starts to come down past around the 45 degree angle.
Special cancellable, mostly used in combos to lead into [FF].
Can be useful to alter her jump arc and fake the opponent out, but is generally not that great as a divekick and is most often used at the end of air combos.
Faster than a majority of dash B normals, but is mostly used in combos or as a frame kill before oki in order to time a meaty or bait the opponent into a pressing a button.
Wide special cancel window allows for frame traps.
Universal reversal that blows the opponent back on hit.
Airborne: 1~52, Standing: 53~59.
For Full Charge version: Airborne: 1~101, Standing: 102~108.
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).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Wagner's usage of Veil Off is unique to her, she wants to use it as a combo ender more often than not as there is no opportunity cost to using it unlike most other characters, and her normally low reward mixup options become very high value due to the 20-30% damage boost she receives from it.