Under Night In-Birth/UNICLR/Waldstein

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Profile-waldstein.png

He rages. In order to protect his master, the beast will raze buildings and crush trees with
his own two hands. To stand by his master's side, he takes on the curse of eternity,
transcending the power of mankind. On this quiet night, he thinks about his master,
and how he may die on the battlefield one day...

Story

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.
You can only curse your own weakness!

Gameplay

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.


Strengths Weaknesses
  • Many disjointed attacks with low recovery; great at poking.
  • Many ways to create frame advantage and continue pressure.
  • Fastest non-metered move in the game (3f), giving him a powerful option for punishment and abare that is unique to him.
  • Amazing close-range pressure between 214X and his 360X command throw.
  • Strong reversal options with meter, one of which (623C) can allow for combos that require no additional resources.
  • Bag of gimmicks. Waldstein frequently beats players who do not understand how to fight him.
  • Slowest overall move set by far. His traditional abare options are extremely weak due to his fastest normal being 8f (compared to 5f for most characters).
  • Reversal options are easy to bait/react to if not used well.
  • Large hurtbox and limited long-range options mean he naturally struggles against zoners.
  • Heavily reliant on Assault to close distance most of the time, making him prone to being predictable and becoming severely disadvantaged by GRD Break.
  • No unique mechanics to generate GRD but plenty of quirks in his move set that either make him prone to losing it or make it difficult to manage the Vorpal cycle.
  • Reliant on Chain Shift if only to deny it from his opponent in several matchups, which is amplified by the previous point.
  • Bag of gimmicks. Waldstein has to work a lot harder against opponents who know all his tricks and force him to play more honestly.

Character Stats

Health Smart Steer Route
11500 5A 5B 5C 236B [4]6C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
Variable Variable 6
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
9 2300 -170 24780
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 32 -29136 1~10 Full
Throw Width (pixels) Throw Range (pixels)
250 150
Unique Trait
  • Certain claw attacks nullify projectiles.
Vorpal Trait
  • Force Function startup decreased.
  • Force Function recovery decreased.
  • Force Function projectile wallbounces.
  • Force Function projectile will destroy opponent projectiles, without being destroyed itself.
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

Normal Moves

Standing Normals

5A
UNI Waldstein 5A.png
Damage Guard Cancel Property Cost Attribute
210 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 3 19 26 -2 -

Waldstein performs an elbow drop.

  • Despite appearances, this hits mid, not overhead.
  • Tied with 2A as Waldstein's fastest normal, 5A lacks the horizontal range of its counterpart but has a surprisingly high hitbox for catching jumpers.
  • Buffed in CLR to have less recovery (was -5 in ST), making it a much stronger button for tick throws into 360A than it already was. Use this against cornered opponents to make them guess between a staggered 5B/2B or 360A.
5B
UNI Waldstein 5B.png
Damage Guard Cancel Property Cost Attribute
610 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 3 21 36 -6 -

Waldstein does a standing horizontal swipe with his claws.

  • This is the longest-reaching normal in Waldstein's moveset, capable of hitting opponents at round start.
  • However, it hits at a rather middling height and will tend to miss against jumps and air Assaults.
  • Launches on hit. Cancel into 214B to start most of your combos.
5C
UNI Waldstein 5C.png
5C
Normal
Damage Guard Cancel Property Cost Attribute
720 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 2 22 38 -5 13~16 Null Projectile
5[C]
Increase
Damage Guard Cancel Property Cost Attribute
810 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 2 22 52 -3 13~16 Null Projectile

Waldstein slashes with his claw upward at full length.

  • Fairly strong for generic zoning, 5C has solid range both horizontally and vertically.
  • Has the Destroyer property, nullifying at least 7 hits of projectiles (requires more testing).
  • Slower than 2C but with better horizontal reach, 5C is good as an early denial to all manner of approach attempts but quickly loses effectiveness when already on the defense.
  • Increase Charge version causes heavier knockback on hit and a float state on block (similar to Wagner's 214[B]), which can extend the opponent's green shield window if they perform it early. This allows for very easy visual confirmations into 360B/C for a guaranteed GRD Break. Mostly useful in the corner for this capability, as well as gapless cancels into 214B or even a meaty 214A for maximum frame advantage.

Crouching Normals

2A
UNI Waldstein 2A.png
Damage Guard Cancel Property Cost Attribute
210 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 2 18 27 -8 -

Waldstein performs a crouching, slightly upward-angled swipe.

  • Has much better horizontal reach than 5A, but tends to miss most aerial opponents even with its upward curve.
  • It's important to note that Waldstein has a 1A, so you will need to release the back input lest you accidentally get that instead.
2B
UNI Waldstein 2B.png
Damage Guard Cancel Property Cost Attribute
520 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
11 4 17 31 -5 -

Waldstein punches downward at the opponent's legs.

  • Has almost as much reach as 5B. Formerly Waldstein's only low-hitting attack.
  • Has deceptively long range for a low attack. Amazing poke and combo starter to punish opponents overly anticipating 360X or Assault approaches in neutral.
  • Misses against pretty much anyone in any proper aerial state.
2C
UNI Waldstein 2C.png
Damage Guard Cancel Property Cost Attribute
710 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 5 27 43 -14 10~13 Head,
10~16 Null Projectile

Waldstein performs a crouching, extremely vertical upward slash.

  • 2C has uses for possessing greater vertical reach than 5C and hitting earlier as well, but is unable to catch opponents from as far away.
  • Has the Destroyer property, nullifying 18 hits of projectiles.

Air Normals

j.A
UNI Waldstein j.A.png
Damage Guard Cancel Property Cost Attribute
210 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
9 3 16
[2 on landing]
27 Varies -

Waldstein slashes slightly downward with a claw.

  • Marginally faster than j.B, but more horizontal as well.
  • Done immediately from an Assault, this will whiff most grounded opponents and allow for a clean 360A mixup or "empty jump" low.
j.B
UNI Waldstein j.B.png
Damage Guard Cancel Property Cost Attribute
410 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 6 13
[3 on landing]
28 Varies -

Waldstein punches downward with the claw opposite his j.A.

  • Fairly decent as a jump-in attack.
  • Done early from an Assault, doesn't give combos from non-Counter Hit but is very difficult to anti-air on reaction. A great advancing poke for disrupting an opponent's anti-air timing but risky.
j.C
UNI Waldstein j.C.png
j.C
Normal
Damage Guard Cancel Property Cost Attribute
610 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
15 3 14
[4 on landing]
31 Varies 14~17 Null Projectile
j.[C]
Increase
Damage Guard Cancel Property Cost Attribute
810 High, Air Shield - - - Strike, Head
Startup Active Recovery Overall Advantage Invul
24 3 15
[4 on landing]
43 Varies 25~28 Null Projectile

Waldstein turns sideways and performs a huge downward slash with his claw.

  • One of the best jumping attacks in the game due to its massive hitbox for its speed. Can hit cross-under.
  • Increase Charge version ground-slams aerial opponents on hit and is plus on block from almost any height. A very powerful move, but the increased startup makes it prone to being preemptively anti-aired or shielded to end your offense.
  • Performing the Increase Charge version from an Assault guarantees that the attack will not hit. The startup animation can be used as a visual trick to perform an "empty jump" Assault into a 360A command throw. By performing only a partial charge during the Assault, this can become its own mixup where the opponent will be forced to guess whether to block or contest.
  • Has the Destroyer property. Regular version will nullify 7-8 projectile hits, Increase Charge version can nullify up to 11.

Command Normals

1A
UNI Waldstein 1A.png
Damage Guard Cancel Property Cost Attribute
456 Low SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 2 14 24 +2 -

Waldstein performs a crouching elbow drop.

  • Buffed in CLR to hit Low instead of Mid. Not 1A's most notable feature, but it's nice that Waldstein has a second low attack now.
  • Causes staggered down on hit. Due to being a command normal, it can cancel into specials but not other normals.
  • Advantage is high enough to link into 2A on normal hit and at least 2B on Counter Hit.
  • Has a very large stagger window for canceling into special moves in addition to being +2 on block. An under-utilized but very dangerous button if you can read how the opponent wants to respond.
4B
UNI Waldstein 4B.png
4B
Near Grab
Damage Guard Cancel Property Cost Attribute
1210 2-hit Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
22 5 8 42 +2 23-27 Null Projectile**
4B
Far Shockwave
Damage Guard Cancel Property Cost Attribute
400 Mid - - - Strike
Startup Active Recovery Overall Advantage Invul
27 8 8 42 +4 -

Waldstein slams his claw downward.

  • On hit, Waldstein picks up the opponent, then headbutts them and causes staggered down state.
  • On whiff, the downward slam produces a shockwave that deals minimal damage but causes a knockdown.
  • Has the Destroyer property, nullifying up to 18 projectile hits.
  • Specific projectile nullification start/end frame data needs verification.
6C
UNI Waldstein 6C.png
6C Damage Guard Cancel Property Cost Attribute
1400
Punch only: 1700
Mid
Punch only: High
CS
Punch only: SP, EX
- - Strike
Startup Active Recovery Overall Advantage Invul
11
Punch only: 47
5, (31), 8 13 67 +5 12~17, 48~56 Null Projectile**

Waldstein swipes forward with his claw for a (blockable) grab.

  • On whiff or block, he continues with the swipe to wind up for a secondary, huge punch that covers more distance than even his 5B and hits overhead.
  • The windup causes him to retract his hitbox by a large amount, which may cause your opponent's moves to whiff.
  • The grab causes him to throw the opponent upward and forward for a relatively high wallbounce that typically leads into 4B or 3C.
  • The punch causes a more horizontal wallbounce that is difficult to follow up from.
  • First hit cuts up to 8 projectiles, 2nd hit can cut up to 12.
  • Specific projectile nullification frame data needs verification.
3C
UNI Waldstein 3C.png
Damage Guard Cancel Property Cost Attribute
1500 Unblockable EX, CS - - Throw
Startup Active Recovery Overall Advantage Invul
10 2 27 38 +13 (hit) 8~11 Head

Waldstein reaches upward in front of him with both claws for an anti-air grab.

  • If he is able to catch, he crushes them in his claws, then throws them against the ground for a groundslam hit.
  • While this would be an amazing neutral anti-air in many circumstances, Waldstein already has access to air-unblockable 2C and 5C, both of which have a much less avoidable hitbox and provide more follow-up potential.
  • As it is, this is typically just seen as either a combo filler or a combo ender.
j.6C
j.6C
"HOAAA!"
UNI Waldstein j.6C.png
Damage Guard Cancel Property Cost Attribute
710 High, Air Shield SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 4 11
[4 on landing]
24 Varies -

Waldstein does a big forward punch. Wall-slams on hit.

  • Usually combo filler for the standard re-jump BnB, though it has some merit as a very fast, horizontal air attack.
  • Done early from an Assault, will whiff most grounded opponents and allow for a clean 360 mixup, or an "empty" jump low.
j.2C
UNI Waldstein j.2C.png
Damage Guard Cancel Property Cost Attribute
510 Mid, Air Shield EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
7 Until Land [23 on landing] 44 -20 -

Waldstein turns completely horizontal in the air and then launches himself with the momentum slightly for your typical grappler body splash.

  • Extremely unsafe on whiff or block without Chain Shift.
  • There might be some uses with the extra momentum bounce to get around certain kinds of zoning, but without Chain Shift it's still not worth the risk (or the minimal reward on success).
  • Frame advantage is -20 on a standing Hyde.

Dash Moves

66B
UNI Waldstein 66B.png
Damage Guard Cancel Property Cost Attribute
810 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 2 23 34 -13 -

Waldstein slides forward slightly while swinging with a claw in a big horizontal slash.

  • Deals good damage and can cancel into things such as 214B.
  • Doesn't cover much distance, but at a range where Waldstein's normals are already a threat, 66B can push you even further in where things such as 2B and 5B would force you out of range.
  • Fairly good to extend pressure with after blocked 214B.
66C
UNI Waldstein j.6C.png
Damage Guard Cancel Property Cost Attribute
1110 2-hit Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 10, (2), 7 9 36 +7
First Hit Only: -10
-

Waldstein leaps forward while thrusting a claw clenched into a fist forward that almost looks like an Assault j.6C.

  • Like j.6C, it causes wallbounce on hit.
  • Unlike j.6C, there's an initial hit before the punch and the attack cannot be air-shielded. *This is almost guaranteed to whiff on any grounded opponents, but has some great anti-air coverage.
  • If you somehow get it to connect on the ground, you have significant advantage on block.
  • Otherwise, you can use it kind of like j.A as an "empty jump" mixup, but it's much easier to get mashed out attempting such.

Universal Mechanics

Force Function

Ferzen Volf
フェルゼンヴルフ
B+C
UNI Waldstein BC.png
B+C
Normal Rock Pull
Damage Guard Cancel Property Cost Attribute
1426 2-hit
Rock: 810
Mid, Air CS - 1 GRD Strike
Rock: Projectile
Startup Active Recovery Overall Advantage Invul
13, (48) 3, (15), Until Rock Lands 31 66 -36
Rock: +4~+15
7~15, 34~35 Null Projectile
B+C
Vorpal
Damage Guard Cancel Property Cost Attribute
1563 2-hit
Rock: 980
Mid, Air CS - 0.5 GRD Strike
Rock: Projectile
Startup Active Recovery Overall Advantage Invul
11, (44) 3, (15), Until Rock Lands 29 59 -31
Rock: +6~+16
6~13, 29~30 Null Projectile
[B+C]
Increase
Damage Guard Cancel Property Cost Attribute
1563 2-hit
Rock: 980
Mid, Air CS - 1 GRD Strike
Rock: Projectile
Startup Active Recovery Overall Advantage Invul
11, (46) 3, (15), Until Rock Lands - 59 -36
Rock: +8~+18
-
[B+C]
Increase Vorpal
Damage Guard Cancel Property Cost Attribute
1596 2-hit
Rock: 1020
Mid, Air CS - 0.5 GRD Strike
Rock: Projectile
Startup Active Recovery Overall Advantage Invul
11, (46) 3, (15), Until Rock Lands - 59 -31
Rock: +15~+26
-

Waldstein picks up and then throws a rock.

  • The rock has a hitbox when Waldstein picks it up, and then another one when he throws it. Hold 4 or 6 to make him throw the rock closer or farther, respectively.
  • Causes wallbounce while in vorpal allowing free conversion.
  • Counts as a special, for the purposes of canceling into.
  • Has a bit of shock value and can steal rounds off of low health stalemates, but is otherwise just a random gimmick that doesn't have much use.
  • As Force Functions universally cost GRD, it's also a terrible idea to use this as in any sort of projectile spamming tactic.
  • Cuts through 2-3 projectiles on startup, and about 6 while flying through the air.
Throw
Throw
投げ
A+D
UNI Waldstein AD.png
A+D Damage Guard Cancel Property Cost Attribute
1770 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 42(hit) -

Has more range than most normal throws.

  • Causes hard, uncomboable knockdown.
  • Sends a relatively far distance midscreen, making it difficult to set up oki off of unless throwing into the corner.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Waldstein 214D.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Waldstein ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

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.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Eisen Nagel
Eisen Nagel
アイゼンネーゲル
236X
UNI Waldstein 236X.png
Iron Claw
Iron Claw
236A
Fast
Damage Guard Cancel Property Cost Attribute
1520 Mid EX, CS Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
17 3 29 48 -20 -

Waldstein does a downward circular slam with his claw, causing groundslam on hit.

  • A version strikes quickly but is quite unsafe on block.
236B
Overhead
Damage Guard Cancel Property Cost Attribute
1520 High EX, CS Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
26 3 25 53 -16 Strike

Waldstein does a downward circular slam with his claw, causing ground-slam on hit.

  • Has some use in combos, though almost always forces meter usage to continue afterward.
  • B version is slower and hits overhead.
  • This is quite unsafe on block.
236C
EX
Damage Guard Cancel Property Cost Attribute
1750 Mid CS Wall Bounce 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+17 3 21 41 -6 1~3 Throw

C version wallbounces instead.

  • C version is about the same speed as B version (in addition to having a long super flash), and only hits mid, but is much safer on block, in exchange for the meter usage.
  • Has considerably more range than 236A, and a bit more range than 236B. Has limited use as a whiff punish tool.
236X~4X
Eisen Nagel (Follow-up)
アイゼンネーゲル
236X~4X
UNI Waldstein 236X 4X.png
4A/4B/4C Damage Guard Cancel Property Cost Attribute
810 Mid EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
17 - -14 48 -14 -

Follow-up to Eisen Nagel where Waldstein swings his claw again, pulling his opponent slightly toward him.

Wirbelwind
Wirbelwind
ヴィルベルヴィント
623X
UNI Waldstein 623X.png
Whirlwind
Whirlwind
623A Damage Guard Cancel Property Cost Attribute
1180 3-hit Mid EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 3, (9), 4, (10), 5 13 52 -6 1~11 Dive,
4~11 Head
623B Damage Guard Cancel Property Cost Attribute
1180 3-hit Mid EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 3, (9), 4, (10), 5 17 55 -10 1~10 Dive,
3~10 Head
623C
EX
Damage Guard Cancel Property Cost Attribute
2049 4-hit Mid - - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+16 2, (12), 2, (11), 2, (8), 4 22 79 -8 1~16 Full,
17~18 Throw

Waldstein advances while flailing wildly with his claws.

  • A and B versions each have 3 hits, while C version has 4 hits.
  • B version hits slightly sooner, but A starts with a higher hitbox.
  • C version has some use as a reversal option due to its startup invulnerability.
Durchbohren
Durchbohren
ドレーエン ドルヒボーレン
360X/720X
UNI Waldstein AD.png
UNI Waldstein 360B.png
Spinning Drill
Spinning Drill
360A
Close
Damage Guard Cancel Property Cost Attribute
2080
720: 2180
Unblockable CS Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
3 1 29 32 +24 (hit)
720: +43
1~3 Throw
  • Waldstein's standard grappler SPD-esque command throw.
  • All three of these will always whiff against aerial opponents, and will be gold throws if done to an opponent while they're still in blockstun or recovering from staggered down state.
  • Doing a 720 instead of 360 will make each grab deal more damage and leave the opponent closer to you.
  • Only a 3/4 circle is required for the 360 input. A full circle is counted at a 270 degree spin, a double circle is counted at a 540 degree spin.
  • A version has fairly low reach, but still has a faster startup and slightly more range than regular throws.
  • Grabs grabbox.
360B
Far
Damage Guard Cancel Property Cost Attribute
2080
720: 2180
Unblockable CS Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
6 2 36 43 +24 (hit)
720: +43
1~7 Throw

The B version.

  • Grabs hurtbox.
  • Will always be a gold throw when used in neutral.
  • Rivals the reach of his B normals.
  • Unless done in a combo, will always be a gold throw.
360C
EX
Damage Guard Cancel Property Cost Attribute
2432
720: 2510
Unblockable - Knockdown 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
1+8 2 29 39 +24 (hit)
720: +43
1~10 Full

C version has startup invulnerability and longer range than 360B

  • Grabs hurtbox.
  • The slowest of the versions, and can be jumped AFTER the super flash.
Verderben
Verderben
フェアデルーベン
214X
UNI Waldstein 214X.png
214A
Fast
Damage Guard Cancel Property Cost Attribute
1220 Mid - - - Strike
Startup Active Recovery Overall Advantage Invul
16 5 12 32 +1 15~20 Null Projectile

Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.

  • The A version is fast enough for a continuous blockstring if the button before it was big enough (5B, 5C, 2C) while also being plus on block.
  • 214A and 214B are great for applying pressure due to their advantage on block, though with the long startup being predictable about when you throw them in will lead to getting mashed out before the clap happens.
  • Cuts up to 13 projectiles.
214B
Slow
Damage Guard Cancel Property Cost Attribute
1410 Mid - - - Strike
Startup Active Recovery Overall Advantage Invul
22 4 10 35 +4 20~25 Null Projectile

Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.

  • B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit.
  • Can cut up to 11 projectiles.
214[B]
Increase Slow
Damage Guard Cancel Property Cost Attribute
1620 Mid - Launch - Strike
Startup Active Recovery Overall Advantage Invul
29 4 10 42 +7 27~32 Null Projectile

Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.

  • B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit.
  • Can cut up to 11 projectiles (unchanged from regular B)
214C
EX Fast
Damage Guard Cancel Property Cost Attribute
2150 Mid - Knockdown 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
7 6 13 25 +9~+12 5~12 Null Projectile,
1~3 Throw

Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.

  • The C version is extremely fast. On hit for the C version, Waldstein grabs the opponent and slams them into the ground, then performs a belly-to-back suplex for a side-switch.
  • Cuts through up to 15 projectiles. If you hit the opponent successfully and go into the grab animation, any remaining projectiles will miss.
Verderben (Air)
Verderben (Air)
フェアデルーベン
j.214X
UNI Waldstein j.214X.png
j.214A
Keeps Momentum
Damage Guard Cancel Property Cost Attribute
1410 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
7 4 [9 on landing] - +25 (hit) -
j.214B
Halts Momentum
Damage Guard Cancel Property Cost Attribute
1410 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
7 4 [9 on landing] 24 +25 (hit) -
j.214C
EX
Damage Guard Cancel Property Cost Attribute
1825 Unblockable - Knockdown 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
5 4 [9 on landing] - +27 (hit) -
  • Aerial A version causes Waldstein to continue with his momentum
  • Aerial B version leaves Waldstein suspended in the air for an additional 18 frames before landing
  • In the air, the j.214 series become air-throws. Both A and B versions result in a somersaulting piledriver on catch.
  • The j.214 series don't do much damage on their own, and are typically seen as simple combo enders, but on a hard read j.214 starter can lead to very damaging Chain Shift combos.
  • Aerial C version leaves Waldstein suspended in the air for an additional 14 frames before landing
  • In the air, the C version causes him to pause briefly in the air as he grabs. The C version has Waldstein fall to the ground and go through the same motions as his grounded C version on hit.
Sturmangriff
Sturmangriff
シュトルムアングリフ
[4]6X
UNI Waldstein 46X.png
[4]6A Damage Guard Cancel Property Cost Attribute
1840 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
27 Until Corner 45 - +14 (hit) -
[4]6B Damage Guard Cancel Property Cost Attribute
1840 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
30 Until Corner 46 - +14 (hit) -
[4]6C Damage Guard Cancel Property Cost Attribute
2250 Unblockable - - 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
13 Until Corner 46 - +28 (hit) 1~Corner Throw,
6~Corner Projectile

Waldstein charges forward, catching any opponent unfortunate enough to be on the ground in his path as he continues all the way to the wall.

  • Minimum charge time is 38 frames
  • Able to catch airborne and knocked down opponents during a combo
  • On whiff, Waldstein bounces off the wall and is left in a very punishable state.
  • On hit, the A and B versions slam the opponent into the wall, then Waldstein turns around and carries them all the way to the other wall.
  • Waldstein moves with a surprising amount of speed with this move, and can catch people off guard in neutral, but it is still typically a very risky option in neutral.
  • As a combo ender, the guaranteed full corner carry is good, but always allows the opponent an air-tech, sometimes even allowing them to air-tech past you out of the corner. For that reason, Chain Shifting into a 3C or 4B helps maintain advantage afterward.
  • The C version adds one more full screen carry, slamming them against the original wall for a third hit. Notably, this grab is still able to catch opponents in an aerial juggle state or off a groundslam.

Supers

Infinite Worth

Werfen Erschlagen
ヴェルフェン エルシュラーゲン
41236D
UNI Waldstein 360B.png
Damage Guard Cancel Property Cost Attribute
3115 Unblockable - Knockdown 200 EXS Throw
Startup Active Recovery Overall Advantage Invul
1+12 2 36 50 +45 (hit) 1~14 Full,
15~31 Throw

A huge command throw that costs all 200 meter.

  • Able to catch airborne and knocked down opponents during a combo
  • Easier to combo into than 360C since, like the [4]6 series, it is able to catch opponents in ground-slam or aerial juggle state.
  • Always ends with both characters in roughly round starting positions, regardless of where the move originally connected.
  • Still typically inefficient for the meter cost, unless done at the end of a Veil Off combo.
  • Like 360C, this move has startup invulnerability.
  • It's also 3 frames slower and has three times as many freeze-frames to give the opponent time to think about it if you made a wrong call and they were just sitting and baiting for a reversal.

Infinite Worth EXS

Catastrophe
カタストローフェ
A+B+C+D
UNI Waldstein ABCD.png
Damage Guard Cancel Property Cost Attribute
3788 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Waldstein becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Notable Rebeats and Gaps

Your anti-air starter rebeat. In neutral, if you are using 2C you pretty much always want to input 1A whether it connects or gets blocked. Whiff 1A is -7 if 2C gets blocked but it's better than 2C's default -14.
For all other block strings, if you want to remain plus, just do 214X. Don't neglect something like 5C > 5A for tick throws though.
Rebeat Table
Attack Chain Advantage
2C 1A +2
2C w1A -7
Gap Table
Attack Chain Frame Gap
1A 214B 5. Trades favorably.
236X The follow-up, 4X 0~8
5C or 5[C] 214[B] 5. Good for corner.

Videos

Wiki Combo Demonstration/Tutorial (UNI-CLR) by Tanasinn [AZ]

External Links

Colors

Default Unlocks

001 Iron Beast
002 Crow Ash
003 Steel Tiger
004 Sapphire Bear
005 Magnetite Crystal
006 Coal Monster
007 Francium Maroon
008 Tungsten Yellow
009 Poison Bandit
010 Hihiirokane

Customization Unlocks (2000 IP Each)

011 Fegefeuer
012 Arctic Cold
013 Dschungel Wind
014 Hatred Flame
015 Eis mann
016 Bestie Erde
017 Kirschbaum
018 Depression Mind
019 Gray Fox
020 Apostle of Chaos
021 Big Foot
022 Crimson Ogre
023 Brawny Orc
024 Scorched Earth
025 Thor's Hammer
026 Red Hot Steel
027 Vert Nil
028 Aschputtel
029 Drema Warden
030 Gold Lowe
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast


Waldstein Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-06-25 by Argenrost.

74% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Added most frame data, new moves
  • Add gameplay summary
  • Some data still missing, new moves need to be checked
30/50
Strategy
  • Created base pages
  • Added offence/defense tactics
  • Fill in individual match-up information
21/25
Combos
  • Created base pages
  • Added at least one combo for every starter
  • Included section for character specific combos (3C)
  • Add section for aerial hits that don't start with 2C, 3C, or 623X
23/25


General
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