Under Night In-Birth/UNICLR/Wagner/Strategy
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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.
General Gameplan
Wagner is a character that has many tools for almost any situation. She has fast normals with good hitboxes for poking, strong anti airs, a meterless reversal, and great frame data. She is very straightforward and easy to use. She does not lack for damage either, and by far has the highest damage in the game. She is at her absolute strongest in close quarters, as her normals are quick and lead to high damage anywhere, and her pressure is very loose and has plenty of time to delay cancel, making her frame traps very ambiguous as to where the pressure ends. You want to pressure them very heavily via staggers, and your specials that can retain advantage meterlessly. Then when you get the hit, combo into Veil Off, which is where Wagner is at her strongest point.
Neutral/Approaching
Her neutral is very weak, so its mostly dashblocking into ranges where you can afford to leverage your normals like 5B, 6B, and 66C. to get in. Alternatively you can back off and grab sword buff (22A) or shield buff (22b), as equipping these in neutral will give you options to get in from about halfscreen away while retaining advantage. Generally shield buff is better for this, as a new change in CLR was that Wagner cannot get gapless meterless plus frames off j.[C] anymore after her sword buffed 236AA, while shield buffed 214a is always at worst 0 on block, and most of the time is + even on shield.
Offense
It is very easy for Wagner to retain frame advantage with her buffed specials and 22C being plus on block, and while spaced 214a is plus on block even without buffs. Your endgame on offense is to get a hit into Veil Off by ending a combo in 236AA j.a whiff VO, which will still allow you to grab a buff (preferably sword since this enables her to confirm off her throw) and meaty afterwards. While you're in this powered up state, you get massive reward off both strike and throw, and have the ability to close out rounds almost instantaneously with absurd damage.
Pressure
Keeping pressure is easy with just normals, as a lot of them move her forward and are very fast on startup, Your main goal in pressure is to find out where they are using their defensive options, scouting with things like max range 6b/5c into 214A, frame trapping with all of your various staggers or half charged specials.
Okizeme
Most enders will give you enough time to end your combo grabbing a buff of your choice, as well as a meaty. New to CLR is the option to spend your sword buff on 2[AD], which will allow you to safejump with assault j.[C], which is also plus on shield. IW enders give you the flexibility to grab either two buffs and meaty, or one buff and safejump with the aforementioned assault j.[C]. Apart from that she does not have any real fancy setups, it's mostly good ol strike throw.
Gimmicks
623A combos on trade or hit, and can be canceled into a 0 on block j.236C You can also cvo after it and frame trap them that way. 236a is -5 on block, but will catch some people off guard and they wont press buttons or throw after it, try going for your own throw after it.
Defense
Wagner has very strong mashing options, with 5a, 2a, and 623A being 5 frames, and 5b being a disjointed 7 frame button. She also has three different invulnerable reversals, one of which is a huge horizontal one.
Reversal Tools
623B is her DP, it is very strong as it is fast at 5 frames and unlike most dps, hits both sides. Her EX reversal 623C also hits both sides and is so fast at 3 frames that it cannot be safejumped. At 200 meter/in Veil Off she gains access to her Infinite Worth that, while slow is her only horizontal reversal and is HUGE.
Option Selects
Most common option selects with this character are 3AD (she cannot do 2AD due to it being a command normal) for 2A/throw OS, and 3ACD for 3C/Throw OS. She can also fuzzy divekick with 171ACD.
Counter Strategies
Anti Wagner doc by @Sometimes_Fendo
Match Ups
Hyde
Hyde[No Data] [character page][match videos] |
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Linne
Linne[No Data] [character page][match videos] |
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Waldstein
Waldstein[No Data] [character page][match videos] |
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Carmine
Carmine[No Data] [character page][match videos] |
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Orie
Orie[No Data] [character page][match videos] |
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Gordeau
Gordeau (Advantage) [character page][match videos] |
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Standard Round Start OptionsWagner
Gordeau
How It WorksGordeau will be aiming to avoid 66C. Being hit means being cornered or made to block at round start. Having no immediate threats without meter, he is forced to play defensively. His defensive options are adept at beating Wag 66c; fortunately for her, several of those options are hefty commitments that allow Wag to backdash then buff on reaction. Wagner maintains freedom of movement against defensive options like Block and Dashblock too, as Gordeau lacks far-reaching lows to police walking. This means that if neither player commits, Gordeau may still struggle to establish a threatening range and play neutral on his terms. Consider the risk of using 66C
NeutralMortal Slide -
Grim Reaper -
Back Dash -
FF
DefenseWhat to Watch Out For
OffenseGordeau's Weaknesses
Wag's Strength
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Phonon
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Mika
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Eltnum
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Akatsuki
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Videos
External Links
Wagner Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2024-01-28 by Jotamide.
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Strategy |
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