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Under Night In-Birth/UNICLR/Waldstein
He rages. In order to protect his master, the beast will raze buildings and crush trees with
A mysterious old beast, who has lived centuries. With ties to the "Night Blade", he operates by the Princess's side. Speaking of the princess, she has recently taken a somewhat useless high school student under her wing, leaving the beast perplexed. All the while, Wald and his comrades are under attack from a mysterious organization, Amnesia. "The Hollow Night is upon us, and we will settle this", says a high ranking member of said organization. In hopes that he may protect his master, Wald decides to head into the belly of the lion's den, alone. Fulfilling his promise to Linne's brother, Kuon.
Battles are cruel...? The words of pansies with no strength.
Waldstein is the big body grappler of the game, i.e. slow, big buttons, and focused on the use of his 360X command throw to deal damage. The lack of speed in his movement and attacks is mitigated by UNI's universal Assault mechanic; combined with having one of the strongest jumping attacks in the game in j.C, Waldstein has a uniquely strong (if predictable) way of closing the gap and playing at his best ranges compared to grapplers in other fighting games.
Waldstein excels in both close-range and mid-range scenarios due to having several ways of creating frame advantage (1A, 4B, 214X), normal attacks with great range and dominant hitboxes (5B, 2B, 5C), and the fastest command throw in the game (360A). Because his attacks generally have slow startup, Waldstein prefers to preemptively strike fast and establish his highly oppressive pressure game whenever he gets close enough, but as of UNICLR he has a complete set of tools with which to establish threat at almost any range. All of this culminates into Waldstein having optimal combos that are both very easy to learn and highly rewarding.
|Health||Smart Steer Route|
|11500||5A 5B 5C 236B 6C|
|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
Eisen Nagel (Follow-up)
Infinite Worth EXS
Notable Rebeats and Gaps
|Assault > j.C||5B||5|
|236X||The follow-up, 4X||0~8|
- 2C > 1A is your go-to anti air starter. All of your other rebeats leave you more minus than before.
- 214A > 720B is a great tool because you will redgrab an opponent that tries to mash when you are only +1. However, you must make sure that you are outside of any 5-frame normals because strike with beat throw on "trade". If they don't mash, you have that much more time to resume pressure. However if they continue to block, it will be a goldgrab as usual. And of course if they jump they will get a CH on you, but jumping takes extra time that you can resume pressure with.
- Assault j.C can easily be made tighter by doing a move that is faster than 5B. 2B is another good choice.
- For the 214A > 360C, you must let the entire recovery of 214A play out or else the opponent can tech the 360C (you should not see the gold rings)
Customization Unlocks (2000 IP Each)
Waldstein Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2022-05-24 by TanasinnAZ.