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
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Hyde[No Data]
[character page][match videos]
Linne
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Linne[No Data]
[character page][match videos]
Waldstein
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Waldstein[No Data]
[character page][match videos]
Carmine
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Carmine[No Data]
[character page][match videos]
Orie
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Orie[No Data]
[character page][match videos]
Gordeau
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Gordeau
(Advantage)
[character page][match videos]
‎‎

Standard Round Start Options

Wagner

  • Block
  • Dashblock
  • Walk Back
  • Backdash
  • 66C/Drill

Gordeau

  • Block
  • Dashblock
  • Walk Back
  • Backdash
  • B Reaper
  • TK j.B Reaper

How It Works

Gordeau 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

  • TK j.B Reaper easily low crushes 66c and beats drill at the same time.
  • If you backdashed, buff 22a on reaction.
  • Backdash makes 66c whiff, leaving Wagner punishable at -16 or worse.
  • If you backdashed, you can buff 22a, but if Gord commits immediately he can punish it.
  • Neutral Jump ic.jc is common but generally bad.
  • If you did anything else you punish or force to block.
  • B Reaper beats 66c by 1f and is most often special canceled into C Reaper for +frames.
  • block > walk back forces dl.ff to whiff, limiting safe cancel options on shield or forcing meter to be spent on 22C to continue pressure.

Neutral

Mortal Slide -

  • Used to keep you from moving around. Don't try to jump this. Slow startup, quick recovery, safe on block and good reward on hit.
  • If you block it:
  • Shield the 2nd hit of Mortal Slide on reaction.
  • Gordeau should have to consider 2 GRD as an opportunity cost to 236A. The same goes for 236C.
  • Shield makes 236A -6. 66C now polices buttons AND jump. At some spacings, drill covers buttons, jumps, and backdash at the same time.
  • There is no excuse not to shield the 2nd hit of Mortal Slide every single time.
  • They may also attempt to do the followup if you're too close to force a gimmicky "RPS". Just fuzzy divekick before the 236AAA timing. If they don't leave a gap you just tech the gold throw, if they do they die.
  • If it whiffs:
  • Quickly buff 22a.
  • Quickly drill.
  • Dash in button.

Grim Reaper -

  • Used to keep you from moving around. Don't try to jump this. Variable startup, can be made safe on block or + with meter.
  • B Grim Reaper is the most common.
  • Covers space quickly at 9f startup.
  • Great reward on Counter Hit.
  • Can be made + on plus with 236C or Chain Shift.
  • When to expect it:
  • Round Start
  • As a frame trap after 3C or 5C.
  • When Gordeau has CS/Meter.
  • B Grim Reaper > CS after 236A is blocked.
  • More likely to frame trap into when Gordeau has 100 meter for 236C.
  • When you block it:
  • Shield the 2nd hit of B Grim Reaper to force a gap between B Grim Reaper and 236C.
    • Due to Wagner's offensive gameplan, don't VO here. Just use B DP.
  • If it whiffs
  • Wagnerpositive

Back Dash -

  • Used to create space between himself and Wagner. Top 1 recovery, dangerous followups with B Grim Reaper.
  • When to expect it:
  • In the gaps of your blockstrings, especially midscreen.
  • When Gordeau ends his turn
  • Common after blocking Mortal Slide, as they want to avoid opting into 66C range RPS.
  • How to beat it:
  • Staggers into forward moving specials.
  • Gaps into drill can be made small with good reward on hit when CS or 100 meter is spent. If blocked, resources must be spent to be safe.
  • Gaps into 214[x] are extremely damaging and can be made too small to mash. If blocked, requires no resources to be safe and pushes opponent toward corner.
  • The Old Fashioned Way
  • end turn > 66c/dash button.

FF

  • Used to catch you for trying to buff randomly.
  • Extended range in vorpal, great starter on counterhit. Can be crouched or 66C'd under.
  • While it is scary, it's not particularly relevant if you just use this one sick trick!
  • Do not buff randomly.

Defense

What to Watch Out For

  • Assimilation
  • Low damage command grab that steals GRD.
  • Don't be too afraid of this move. It's damage is frankly awful and the importance of the GRD it steals is cycle dependent. Relax and assess the situation, it's often totally fine to tank this.
  • Fuzzy divekick is a great answer to Assim situations.
  • 5B
  • +0 on block
  • Very commonly used to RPS between frame traps and assimilation.
  • 22a
  • slow startup, +7 on block.
  • Get familiar with frame traps into this. Most of them are 4f, so be careful when mashing.
  • 66C > 22a
  • Dash normal canceled into a +7 special.
  • 66C itself has a fantastic hit box and great reward on hit. Don't waste time trying to counterhit this move.
  • There is a 6f gap between 66C and 22a. Wag can mash 5a to beat this, or shield 66C then mash 5B for more reward.
  • Beware of 66C > 236A!
  • Used to frame trap attempts to beat 66C > 22a.
  • Most often done with Chain Shift or in the corner.
  • Shield the 2nd hit of 236A to potentially punish with 5a.

Offense

Gordeau's Weaknesses

  • Stubby normals.
  • Easily outranged by 6B and out-prioritized by 2C and 5B.
  • If blocked, Gordeau often cannot generate a meaningful turn.
  • Easy to whiff.
  • Best mash options are lows.
  • This makes Gordeau especially susceptible to 6C.
  • Reactable reversals.
  • The difference between EX Grim Reaper and EX Assimilation is obvious during superflash. Practice reacting to the difference. Block EX Grim Reaper and Divekick/Assault/6C EX Assim!
  • Slow head invuln on 2C.
  • It's very easy to counterhit his 2CAD with an early assault.
  • He cannot afford to delay this OS as long as standard AA OS.

Wag's Strength

  • -1 Rebeats are great for bullying Gordeau with well-spaced 5B and 6B.
  • 6C low crushes Gordeau's primary mashing options: 2C, 2B, 3C.
  • If they block, they still have to deal with spaced ff RPS.
  • ff is -2, which is tough for Gordeau to challenge if spaced at tip 5B since moves that would normally win due to frame data lose instead to superior disjoint.
  • Superior range makes getting meaningful turns very difficult for Gordeau.
  • Gordeau lacks buttons from afar that convert to a real turn.
  • His poor dashblock makes it hard to close the distance and fight on his terms.
  • Gordeau is too tall to employ direct counterplay to drill followups.
  • This means that drill followups may be used against him with lower risk than other characters.
  • He can fuzzy DP and you can't bait it so if he has meter and your opponent is knowledgeable, give it a rest.
  • The timing for Gordeau's primary anti-air OS (2CAD)is rigid due to it's late head invuln, so hunting this OS can be very easy for Wagner.
Merkava
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Merkava[No Data]
[character page][match videos]
Vatista
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Vatista[No Data]
[character page][match videos]
Seth
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Seth[No Data]
[character page][match videos]
Yuzuriha
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Yuzuriha[No Data]
[character page][match videos]
Hilda
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Hilda[No Data]
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Chaos
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Chaos[No Data]
[character page][match videos]
Nanase
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Nanase[No Data]
[character page][match videos]
Byakuya
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Byakuya[No Data]
[character page][match videos]
Phonon
Uni phonon icon.png
Phonon[No Data]
[character page][match videos]
Mika
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Mika[No Data]
[character page][match videos]
Wagner
Uni wagner icon.png
Wagner[No Data]
(Mirror)
[character page][match videos]
Enkidu
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Enkidu[No Data]
[character page][match videos]
Londrekia
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Londrekia[No Data]
[character page][match videos]
Eltnum
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Eltnum[No Data]
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki[No Data]
[character page][match videos]

Videos

External Links

Wagner Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2024-01-28 by Jotamide.

60% complete
Page Completed To-do Score

Overview

  • Frame data added for nearly all moves.
  • New moves have been added.
  • Rebeats and gaps listed.
  • Gameplay summary was written during UNIST, may need revising.
  • Move descriptions may need revising.
  • Minor frame data still needed.
40/50
Strategy
  • Most strategy sections have been filled with content
  • Fill in character match-up data
15/25
Combos
  • Started adding combos
  • Add more combos
5/25
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