Under Night In-Birth/UNICLR/Wagner
She annihilates. Enveloped in the inherited scorching flame.
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.
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.
|Health||Smart Steer Route|
|10100||5A 5B 5C 214B 236C|
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
|Throw Width (pixels)||Throw Range (pixels)|
|Frame Data Help|
|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
Lohen Schneide / Lohe Garde
ローエンシュナイデ / ローエンガルデ
Infinite Worth EXS
Meggido L'or Celeste Grace
メギドの天炎（メギド オーセレステ グレーセ）
Notable Rebeats and Gaps
Customization Unlocks (2000 IP Each)
Wagner Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-26 by GoldyDorado01.