Under Night In-Birth/UNICLR/Waldstein/Combos
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
This section includes some basic combos to get you started with Waldstein. The combos in mission mode will take you a long way and the more optimal combos do not deviate too far from them. Most of his combos are very easy to execute compared to the rest of the cast, in the way that there are not many tight input windows to keep your combo, or any difficult links. The difficult combos listed here are optional, and you can definitely get by with simply converting anything into the below starter combos.
There is a video at the bottom showcasing most of these combos if you need a demonstration.
Wiki note: All damage values in this guide will be shown with the least damaging non-metered ender where applicable ([4]6A, also known as godpress A) and the most damaging 100 EXS ender unless otherwise noted.
Notation
- j.X = Jump move
- land = Touch the ground after the previous move but before the next move
- dl. = Delay
- w = Whiff
- tk. = tiger knee = 2147X. Easiest way to get j.214 while standing.
- Microdash = A dash shortened by performing a move quickly afterwards.
- CS = Chain Shift
- Rock = Force Function = B+C
- VO/CVO = Refers to Veil Off and Cross-Cast Veil Off respectively.
- [X] = Hold X
Starter Combos
Combo | Damage | Cost | Meter Gain | Location |
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Easy: x> 5B > 214B > j.A > j.5C > j.6C > land > 9j.[C] > 2B >5B > 5C > (236A > 214C) or (3C > 214C) | Optional 100 EXS | Anywhere | ||
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Easy: x> 5B > 214B > j.A > j.5C > j.6C > 4B > Ender | 2769-3643 (3042-4002) | Optional 100-200 EXS | 47.98 Opp: 33.90 |
Midscreen |
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Medium: x> 5B > 214B > j.6C > air assault > j.5C > j.B > 2B > 2C > 4B > Ender | 2973+ (3264+) | Optional 100-200 EXS | 57.78+ Opp: 41.42+ |
Corner |
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Theory
Waldstein's combos have recurring theme of grounded normals, a launcher, a wallbounce with j.6C, and some sort of ender. You will be doing j.6C very often because most of your combos need that wallbounce in order to get that huge Waldstein damage. It is very important to keep note of how many floorbounces or wallbounces your combo has consumed when routing, as performing a 3rd bounce will immediately end your combo. 4B automatically consumes one bounce so keep that in mind when using it as a starter or ender.
While attempting to execute your bread 'n butter combo, the opponent may be too far/high for j.B to connect, or maybe mispositioned in a way that j.6C won't connect either. Depending on the situation, you may replace your three air attacks with:
- Dash > j.A > j.5C > j.6C
- Dash > j.A > j.B > j.6C
- j.A > j.214B
Sometimes the dash may be unnecessary but if you can get into the habit of always dashing after your launcher, you will have a greater chance of not dropping your combos when it counts because you will already be used to buffering the dash. During a combo, it is usually considered easier to dash using 66 instead of 6A+B. In neutral, it is considered safer to use 6A+B instead of 66.
Any combo that has you executing a wall bounce with j.6C into standing 4B, always walk forward a little bit or dash if you can. If you don't move forward, the chances of your opponent air-teching out of your combos is quite high.
FAQ
- My [4]6X whiffs after 4B
Time your godpress with Waldstein's headbutt in 4B's animation. Also, ensure that you have enough OTG/ground bounces for this combo since 4B counts as an OTG.
Vorpal Strip
If you use Veil Off while your opponent is in knockback from your combo while you are not in a move-recovery state, you will perform a regular VO instead of a CVO. If this special case VO hits the opponent, you will take away their vorpal (if they have it) instead of the usual GRD break. And of course it's a safe way to ender the VO state safely for that extra 20% damage, plus an extra 10% if you can secure vorpal for a grand total of +30%.
Combo | Damage | Cost | Meter Gain | Location |
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x> 5B > 214B > j.A > j.5C > j.6C > dash > VO | 100+ EXS | Midscreen | ||
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x> 5B > 214B > j.6C > air assault > j.5C > j.B > 2B > 5C > 6C > walk back > VO | 100+ EXS | Corner | ||
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List of Enders
There are 15 different enders to choose from, some used more often than others. Some easier and some quite difficult.
- Note: Any time you decide to use meter, you can always use 200 meter for your Infinite Worth instead in order to close out a round.
Combo | Cost | Location |
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720A/B | Anywhere | |
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[4]6A/B | Midscreen | |
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214[B] > j.2C | Anywhere | |
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214[B] > 5B > j.C > j.B > j.2C | Anywhere | |
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214[B] > 5C > j.C > j.A > j.214B | Anywhere | |
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214[B] > 5B > dl.5C > 236A | Anywhere | |
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214B > 720C | 100 EXS | Anywhere |
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214[B] > 5C > j.5C > j.A > j.214B > [4]6C 236A,4A > dl.[4]6C |
100 EXS | Anywhere |
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214[B] > 5C > j.5C > j.A > j.214B > CS > 214C | 100 EXS, Vorpal | Anywhere |
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214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 100 EXS | Corner |
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214[B] > 5C > j.5C > j.A > j.214B > 236C | 100 EXS | Anywhere |
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214[B] > 6C > Veil Off | 100+ EXS | Midscreen |
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214[B] > 5C > j.5C > j.A > j.214B > CVO > 3C > 214C > IWEX | 100+ EXS, Vorpal | Anywhere |
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623A/B(2) > CVO > tk.j214B > dl.236C > 236A > 214C > IWEX 623A/B(2) > CVO > tk.j214B > 236C > 5B > 236A > 214C > IWEX |
200 EXS, Vorpal, and GRD Break |
Midscreen Corner |
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236A,4A > IWEX | 200 EXS, GRD Break | Anywhere |
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214[B] > 5B > j.5C > j.B > j.214B > IWEX | 200 EXS, GRD Break | Corner |
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Combo Starters
This section will go into great detail on how to follow up nearly every starter. If you are starting out, please do not overwhelm yourself by trying to learn everything at once. These combos are mostly not completely optimized, but have a good balance between ease of use and reward. Take whatever combo you do from the below listings, and apply any ender from the above list.
Click on a header to expand that section of the combo list
A Starters
If they use either 2A or 5A damage/meter will be with 2A which is slightly lower at 65% initial proration vs 66% initial from 5A.
Combo | Damage | Cost | Meter Gain | Location |
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Easy 2A/5A > 5B > 214B > j.B > j.C > j.6C > dash > 4B > Ender | 2821-3631 (3098-3988) | Optional EXS | 49.49+ Opp: 34.30+ |
Anywhere |
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1A > 2A/5A > 5B > 214B > j.B > j.C > j.6C > dash > 4B > Ender | 2579-3299 (2832-3623) | Optional EXS | 50.47+ Opp: 36.31+ |
Anywhere |
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1A > 66B > 214[B] > j.B > j.C > j.6C > dash > 4B > Ender | 2716-3436 (2984-3775) | Optional EXS | 51.82+ Opp: 35.33+ |
Anywhere |
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B Starters
B starter combos let you do the same basic routes as A starters, but up close they can pack even more damage thanks to double clap routes and 214B 5C routes. On the other hand, from afar they'll do way less. The regular bread and butter combo is not listed, in an effort to conserve space.
Combo | Damage | Cost | Meter Gain | Location |
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5B > 214B > 66C > dash > j.A > j.B > j.C > 66B > 214B > j.A > j.B > j.6C > dash > 3C | 2784 (3057) | 61.62 Opp: 40.18 |
Midscreen | |
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5B > 214A > 66B > 214B > dash > j.A > j.C > j.6C > 4B > Ender | Midscreen | |||
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2B > 5B > 214B > j.A > j.214B > 236C > 4B > Ender | 3179 (3493) | 100 EXS | 32.53 Opp: 43.16 |
Midscreen |
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2B > 5B > 214B > dash > j.A > j.C > j.6C > 4B > Ender | 2685-3489 (2950-3832) | Optional EXS | 49.93+ Opp: 33.95 |
Midscreen |
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2B > 214B > dash > j.A > j.B > j.5C > 66B > 236A4A > [4]6C | 3140 (3450) | 100 EXS | 41.41 Opp: 40.26 |
Anywhere |
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5B > 214A/B > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 4148-4239 (4555-4654) | 100 EXS | 67.55 Opp: 52.01 |
Corner |
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2B > 5C > 214B > j.6C > air assault > j.5C > j.B > 2C > 4B > 720B (or 214A > 720C) | 3246-3699 (3567-4063) | Optional 100 EXS | 58.58+ Opp: 42.52+ |
Corner |
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2B > 214A > 5A > 214B > 3C > 2A > 5B > 4B > 236A > 623C > 2C > 3C | 3887 (4270) | 100 EXS | 58.37 Opp: 60.03 |
Corner |
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C Starters
Combo | Damage | Cost | Meter Gain | Location |
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5C > 214B > j.6C > air assault > j.5C > j.B > 2C > 4B > Ender | 3344-4118 (3675-4524) |
Optional EXS | 55.49+ Opp: 37.31+ |
Anywhere |
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2C > 4B > 214[B] > j.B > dl.j.5C > j.6C > dash > 214[B] > 5C > j.5C > j.214B > Ender (EXS Only)
2C > 4B > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > Ender |
3370-3982 (3702-4375)
3205-3858 (3360-4237) |
Optional EXS | 62.86 Opp: 49.48+ |
Midscreen
Anywhere |
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Easy j.5[C] > 2A > 5B > 214B > j.B > j.5C > j.6C > 4B > Ender | 3048-3768 (3348-4139) |
Optional EXS | 55.07 Opp: 37.90 |
Midscreen |
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Hard j.5[C] > 2C > 214[B] > j.5C > j.B > j.6C > 4B > Ender | 3377~4158 (3710~4567) |
Optional EXS | 57.15+ Opp: 41.65+ |
Midscreen |
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Air hit: j.[C] > dash 2C > 214[B] > j.ABC > 5B > 4B > Ender
Air hit: j.[C] > 2C > 214[B] > j.ABC > 5B > 5C > 236B~4B > EXS |
3248~4071 (3568~4455) |
Optional EXS | 51.08+ Opp: 34.70+ |
Anywhere |
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j.5[C] > j.6C > dash > 214[B] > j.5C > j.B > j.A > 5B > 2C > 4B > Ender
j.5[C] > j.6C > dash > 214[B] > dash > j.A > j.B > j.C > 5B > 5[C] > 236B4B > [4]6C |
3409-4115 (3745-4520)
3894 (4280) |
Optional EXS | 61.93+ Opp: 42.31+ |
Midscreen |
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5C > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 4359 (4786) | Optional 100 EXS | 71.08 Opp: 72.82 |
Corner |
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2C > 4B > 214[B] > dl 5C > dl j.B > j.5C > 2B > 5B > 5C > 4B > 720B or (214A > 720C) 2C > dl.214A > 3C > 2B > 5B > 4B > 214[B] > 5C > j.C > j.B > j.214B > 623C > 3C |
3382-3931 (3712-4315) 4270 (4687) |
Optional 100 EXS | 70.63+ Opp: 52.93+ |
Corner |
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Hard j.5[C] > 2C > 214[B] > 3C > 2B > 5B > 5C > 4B > 720B
Hard j.5[C] > 2C > 214[B] > 3C > 2B > 5B > 5C > 4B > 236A~4A > 623C > 3C |
3659 (4021)
4240 (4632) |
Optional EXS | 56.90 Opp: 37.73 |
Corner |
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Assault Starters
Most assault starters require j.A > j.B > j.6C at some point in the combo but on counter-hit, you can use whatever aerial attacks you want. j.B > j.5C > j.6C works on counter hit and is closer to the main bread and butter combo.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Assault > j.5C > 2A > 5B > 214B > j.A > j.B > j.6C > land > j.5[C] > 2B > 5C > 236A | 2562 (2814) | 51.70 Opp: 32.89 |
Midscreen | |
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Assault > j.5C > 2A > 5B > 214B > j.A > j.B > j.6C > 4B > Ender | 2580-2884 (2834-3169) | Optional EXS | 48.86+ Opp: 33.31+ |
Midscreen |
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Assault > j.B > CS > j.A > 66B > 214[B] > j.B > j.5C > j.6C > 4B > Ender | 2611-3303 | Vorpal
Optional EXS |
Variable Opp: 34.91+ |
Anywhere |
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Assault > j.2C > land > CS > 2C > 214[B] > j.B > j.5C > j.6C > 4B > Ender | 2848-3585 | Vorpal
Optional EXS |
Variable Opp: 34.13 |
Midscreen |
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Medium: Assault > j.2C > land > CS > 2C > 214[B] > 3C > 2A > 5B > 5C > j.5C > j.6C > j.214B > (IW)
Hard: Assault > j.2C > land > CS > dash > 2C > 214[B] > dash > 3C > 2A > 5B > 5C > 4B > 720B (or 214A > 720C) |
3052-3664 | Vorpal
Optional EXS |
Variable Opp: 37.77 |
Corner |
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Anti-Air Starters Starters
Note: Linne needs special treatment for 3C starters. Scroll to the next "Alternate 3C Routes" for more info.
Combo | Damage | Cost | Meter Gain | Location |
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Easy: CH* 2C > w1A > dl.5B > 214B > j.B > j.5C > j.6C > 4B > Ender | 3193-3999 (3508-4393) | Optional EXS | 54.20+ Opp: 39.87+ |
Anywhere |
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Easy: 3C > 66B > 236A,4A > [4]6C | 3421 (3711) | 100 EXS | 35.85 Opp: 35.19 |
Anywhere |
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3C > 66B > 214B > j.ABC > 2B > 5C > 236A~4A > dl.623C > 3C | 4145 (4450) | 100 EXS | 61.17 Opp: 60.42 |
Corner |
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3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 4304 (4728) | 100 EXS | 62.67 Opp: 64.93 |
Corner |
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Alternate/Optimized 3C Routes:
This section lists the different routes that are available for different characters.
Combo | Damage | Cost | Meter Gain | Location |
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Medium: 3C > CS > 5A > 214B > j.B > j.5C > j.6C > 4B > Ender
Hard: 3C > CS > dash 2C > 214[B] > dash j.ABC > 5B > 5C > 236A,4A > EXS |
3690-4478
3865~4477 |
Vorpal
Optional EXS |
Variable Opp: 43.60 |
Midscreen |
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3C > 236C > 214[B] > 5C > j.5C > j.B > j.214B
3C > 236C > 214[B] > j.CBA > 5A > 5C > 236B |
3760
3803 (4133) |
100 EXS | 23.14 23.90 |
Midscreen |
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Hard: 3C > 66B > 214B > dash > j.A > j.214X > dl.236C > [4]6A | 3939 (4330) | 100 EXS | 41.74 Opp: 5 1.90 |
Midscreen |
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Hard: 3C > 66B > 214B > dash > j.ABC > 5B* > 236A~4A > [4]6C | 4028 (4430) | 100 EXS | 54.91 Opp: 55.68 |
Anywhere* |
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Special/Unique Starters (Mid-screen)
Combo | Damage | Cost | Meter Gain | Location |
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236X (close) > CS > 66B > 214B > j.B > j.5C > j.6C > 4B > Ender 236X (close) > CS > 2C > dash > j.C > j.B > j.6C > 4B > Ender 236X (far) > (CS) > 236C > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > Ender |
3560-5094 3637~5171 3567+Ender |
Vorpal
Optional 100-200 EXS |
Variable Opp: 39.60+ |
Midscreen |
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Easy 236X~4X > 236C > 2C > 4B > Ender Medium 236X~4X > 236C > 214[B] > dash j.ABC > 2C> 4B > Ender |
3474+ (3818+) 3760 (4133) |
100 EXS | 20~21 Opp: 35~44 |
Midscreen |
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Easy: 360X > CS > 214B > j.B > j.5C > j.6C > 4B > Ender Medium: 360A/B > CS > dash 5C > 214[B] > dash j.BC > j.6C > 4B > Ender Hard: 360A/B > CS > dash 214[B] > 2C > j.[C]B > 2B > 5B > 5C > 236A~4A > 236C or dl.214C |
2978+ 3038+ 3063+ |
Vorpal
Optional 100-200 EXS |
Variable Opp: 43.67+ |
Midscreen |
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Easy 360A/B > CS > 236C > 2C > 4B > Ender
Hard 360A/B > CS > dl.236C > dl.214[B] > dl.5B > 4B > Ender |
3338 3409 |
Vorpal
100 EXS |
12 meter per GRD complete block Opp: 43.67+ |
Midscreen |
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j.2C > land > CS > 2C > 214[B] > j.B > j.5C > j.6C > 4B > Ender | 3424-4238 | Vorpal
Optional 100-200 EXS |
Variable Opp: 37.95+ |
Midscreen |
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623A/B (1st and 2nd hit) > CS > 5C > 214B > j.6C > Air Assault > j.5C > j.B > 2C > 4B > Ender | 3834-4582 | Vorpal
Optional 100-200 EXS |
Variable Opp: 43.70+ |
Anywhere |
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CH* 623A/B (1st and 2nd hit) > CS > dl.214A > 3C > 66B > 214B > j.A > j.214B > dl.236C > [4]6A | 4446 | Vorpal
100 EXS |
Variable Opp: 64.78 |
Midscreen |
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Rock > (walk) > dash > 5B > 214B > dash > j.A > j.B > j.5C > 5B > 5C > 236B,4B > [4]6C Rock > (walk) > dash > 5B > 214B > dash > j.B > j.5C > j.6C > dash > 214[B] > 5C > j.5C > j.214B > Ender (EXS Only) |
Optional 100-200 EXS | Midscreen | ||
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Medium: 4B > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > Ender Medium: 4B > 214[B] > j.B > j.5C > j.6C > dash > 214[B] > 5C > j.5C > j.214B > Ender Hard: 4B > 214[B] > 2C > j.[C] > j.B > 2B > 5C > 236A,4A > [4]6C |
3381+ (3715+) | Optional 100-200 EXS | 58.68+ Opp: 41.74+ |
Anywhere Midscreen |
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66B (Close) > 214[B] > j.6C > Air Assault > j.5C > j.B > 2C > 4B > Ender | 3201-3952 (3517-4341) | Optional 100-200 EXS | 55.49+ Opp: 37.09+ |
Midscreen |
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Medium: 66B (Far) > 214[B] > dash > j.A > j.5C > j.6C > dash > 2C > 4B > Ender
Medium: 66B (Far) > 214[B] > 66C > dash > j.A > j.B > j.5C > 2B > 5C > 236B,4B > 623C > 3C |
3078-3843 (3348-4222) | Optional 100-200 EXS | 54.15+ Opp: 37.26+ |
Midscreen |
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6C (grab) > dash > 4B > 214[B] > j.5C > j.B > j.A > 66B > 214B > 3C > (214C) | 3317-3854 (3645-4235) | Optional 100 EXS | 63.57 Opp: 42.88 |
Anywhere |
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6C (punch) > dash > 2B > 5B > 214B > dash > j.A > j.B > j.214B > dl.236C > [4]6A | 3807 (4184) | 100 EXS | Midscreen | |
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[4]6A/B > CS > 214[B] > step back > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | Vorpal
100 EXS |
Variable Opp: 84.72 |
Anywhere | |
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Special/Unique Starters (Corner)
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium 236B > CS > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C Hard 236B > CS > 214A > 3C > 2C > dl.j.C > dl.j.B > 5B > 5C > 4B > 214[B] > tk.214A > dl.623C > 3C 236B > CS > 66B > 214B > j.6C > air assault > j.C > j.B > 2C > 4B > 214[B] > j.C > j.214B > dl623C 236B > 5A > 5C > 4B > 214[B] > 5B > j.C > j.B > j.214B > dl.623C > 3C 236B > 5A > dl.5C > 214[B] > 214A > 3C > 2A > 5C > j.C > j.214B > dl.623C > 3C |
4964 4979 4674 4266 (4686) 4466 (4905) |
Vorpal
Optional 100-200 EXS |
Variable Opp: 75.32 |
Corner |
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Easy: 720A/B > CS > 5C > 214[B] > 7j.6C > assault > j.CB > 2C > 4B > Ender Medium: 720X > CS > dl.2C > 214[B] > 3C > 2A > 5C > 4B > 720B or 214A > 720C |
3203+ 3251+ |
Vorpal
Optional 200 EXS |
Variable Opp: 74.23 |
Corner |
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j.2C > land > CS > 2C > 214[B] > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > (IW) | 3724-4836 | Vorpal
Optional 200 EXS |
Variable Opp: 37.95+ |
Corner |
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623A/B (1st and 2nd hit) > CS > Dash > 5C > 214B > Dash > 3C > 2C > 4B > 214[B] > 5B > j.5C > j.B > j.214B > EXS Ender | 4055-4649 | Vorpal
Optional 100-200 EXS |
Variable Opp: 56.77+ |
Corner |
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CH 623A/B (1st and 2nd hit) > CS > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 4696 | Vorpal
100-200 EXS |
Variable Opp: 56.77+ |
Corner |
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Rock > Dash > 214A > 3C > 66B > 214B > j.A > j.B > j.214B > dl.623C > 3C | 4003 (4397) | Optional 100-200 EXS | 54.53 Opp: 59.84 |
Corner |
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4B > 214[B] > 214A > 3C > 2B > 5B > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 4404 (4838) | Optional 100 EXS | 61.02+ Opp: 45.69+ |
Corner |
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66B (Close) > 214[B] > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 3435-4029 (3774-4425) | Optional 100-200 EXS | 55.49+ Opp: 37.09+ |
Corner |
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66B (Far) > 214[B] > 66C > 3C > 5A > 5B > 5C > j.5C > j.5B > j.214B > dl.623C > 3C | 2996-3620 (3292-3976) | Optional 100 EXS | 60.26+ Opp: 38.40+ |
Corner |
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6C (grab) > Walk Back > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 3249-3933 (3570-4320) | Optional 100 EXS | 57.42 Opp: 39.64 |
Corner |
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6C (punch) > 214[B] > dl.214A > 3C > 2B > 5B > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 3875-4484 (4259-4927) | Optional 100-200 EXS | 68.95+ Opp: 42.65+ |
Corner |
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Situational/Rare Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214C > CS > dash > 5C > 214[B] > j.6C > air assault > j.5C > j.B > 2C > 4B Ender | 3995 (4240) | 100-200 EXS
Vorpal |
Variable Opp: ~50.09 |
Midscreen |
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236C > walk forward > dl.2C > 214[B] > j.CBA > 5B > 4B > Ender | 3711+ (4039) | 100 EXS | 11.36+ Opp: 29.45+ |
Anywhere |
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Hard: j.214A/B > 66B > 214B > j.A > j.B > j.214B > dl.236C > [4]6A
Medium: j.214A/B > 623B (first two hits) > CS > 214B > j.A > j.B > j.6C > 4B > Ender |
3334 (3664-3990) | Optional Vorpal
Optional 100 EXS |
Midscreen | |
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236X(blocked)~CH.dl4X > 2C > 214[B] > j.C > j.A > j.B > 5B > 4B > Ender | 3050~3600 | Optional 100 EXS | Midscreen | |
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214C > CS > 214B > 214A > 3C > 2C > 4B > Ender | 4110-4461 (4384-5034) | 100-200 EXS
Vorpal |
Variable Opp: ~50.69 |
Corner |
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j.214A/B > 5A > 5C > 214[B] > 7.j.6C > air assault > j.5C > j.B > 2B > 2C > 4B > 720B (or 214A > 720C) | 3027-3567 (3325-3917) | Optional 100 EXS | 56.81+ Opp: 45.18+ |
Corner |
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Optimal DP Punishes
Fair warning, these combos are difficult, character specific, and sometimes move specific. They are NOT required to play Waldstein well, but if you're looking to learn the advanced techniques since you've already learned everything else, then you've come to the right section.
This section will go over your best punishes for when you successfully bait out a DP. All of the combos require you to block low for the entire duration (unless otherwise noted), as opponents seem to get extra blocked hits on stand-blocking which will cause you to start late, allowing your opponent to block your starter. Try to find the right timing for when you can stop blocking and when you can start acting.
Some general notes that apply to all listed combos:
- All starters should be a High Counter-hit and only work from a High Counter-hit unless otherwise noted.
- Damage values are ordered from from the listed CVO combo, a 100 meter ender, or 720B.
- You can always use your regular IW instead of only 100 meter, and most combos get a very noticeable damage boost. Naturally this can be done without CVO so no vorpal required.
- If the CVO combo includes a j.B, you can skip it to more lenient IWEX timing while only sacrificing about 30 damage.
- Non-CVO rountes included in the event that the planets are not aligned in such a way that you have vorpal, 200 meter, less than 30% health, and successfully bait a reversal all at once.
- All Waldstein meter gain values are calculated with vorpal up until the final move before CVO hits and does not consider the gain of blocking the DP. Non-CVO routes will generate more meter.
- All damage values calculated with Vorpal as well.
- There is a universal combo that works on all opponents in the corner as long as they end their attack still in the corner.
This section is a WIP, as the document that I'm importing from generally only lists corner punishes and there is quite a bit of info.
Hyde, Linne, Nanase, Wagner, Orie 623B, Hilda and Chaos IW
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214[B] > dash > 5C > 214A > 3C > 2C > dl.236B > CVO > j.5C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX 214[B] > dash > 5C > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C 214[B] > dl.j.6C > air assault > j.5C > j.B > 2C > 4B > 623B (2hits) > CVO > 236C > 236A > 214C > IWEX |
6014 (6648) 4735 (5201) 5575 (6160) |
Vorpal, 200 EXS, GRD Break 100+ EXS Vorpal, 200 EXS, GRD Break |
Corner Corner Anywhere | |
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Hyde 41236C (Pale Bringer), Eltnum 623C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214[B] > dash > dl.5B > 214A > 3C > 2C > dl 236B > CVO > j.C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX
214[B] > dash > dl.5B > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C 214[B] > dl.j.6C > air assault > j.5C > j.B > 2C > 4B > 623B (2hits) > CVO > 236C > 236A > 214C > IWEX |
5884 (6502) 4661 (5118) 5575 (6160) |
Vorpal, 200 EXS, GRD Break 100+ EXS Vorpal, 200 EXS, GRD Break |
Corner Corner Anywhere | |
|
Vatistia [2]8B
Also known as Flash Kick
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214[B] > 214A > 3C > 2C > 5C > 236B > CVO > j.5C > j.214A > 236C > 5B > 236A > 214C > IWEX 214[B] > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C 214[B] > 214A > 3C > 2C > 4B > Ender (720B) |
6000 (6632) 4703 (5166) 3967 (4360) |
Vorpal, 200 EXS, GRD Break 100+ EXS None |
52.76 | Corner |
|
Vatistia [2]8C
This version is different because it puts you in the corner and Vatista is now considered mid-screen. This combo starts with a dash because you need to catch up to her for max damage. You need to block the drill portion of this move in order for her to push you back far enough for the dash to bring you into range. Basically:
- Vatista EX flash, you are blocking low in case she were to wake up with 2C or something
- The flash kick happens, she is on her way to the top of the screen
- You begin to stand block
- The drill portion of the attack occurs and finishes
- Then you dash, and time your 214[B] so that it connects after she touches the ground, but don't wait too long because her recovery is very fast at this point.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
dash > 214[B] > j.6C > air assault > j.5C > j.B > 2C > 4B > 623B (first two hits) > CVO > tk j.214B > 236C > 236A > 214C > IWEX
dash > 214[B] > j.6C > air assault > j.5C > j.B > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > IW walk > dash > 236A > CS > 5B > 214B > j.B > j.5C > j.6C > 4B > Ender ([4]6B) dash > 214[B] > 4B > 214[B] > 2C > j.5[C] > j.B > 2B > 5C > 236A,4A > [4]6C |
5572 (6160) 4909 (5395) 3652 (3900) 4242 (4660) |
Vorpal, 200 EXS, GRD Break 200 EXS Vorpal 100 EXS |
49.64 | Midscreen |
|
Mika, Enkidu, Merkava 623C, Yuzuriha IW
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214[B] > dash > 214A > 3C > 66B > 236A > CVO > j.5C > j.B > j.214A > 236C > 236A > 214C > IWEX
214[B] > dash > 214A > 3C > 66B > 236A,4A > [4]6C 214[B] > 4B > 214[B] > j.5C > j.B > j.A > 2B > 2C > 4B > Ender ([4]6B) |
5860 (6478) 4327 (4756) 3631 (3987) |
Vorpal, 200 EXS, GRD Break 100+ EXS None |
47.86 Opp: 50.29 |
Midscreen |
|
Yuzuriha 214C
For the best punish, you will need to make this move whiff. Luckily, there is a deadzone directly in front of her that whiffs against crouchers. For Wald however, you must be directly on top of her with no room to move, such as after a 720 that puts her in the corner. As a reminder, 1A will also beat VO if your meaty is performed correctly. Yuzu's 214C puts her behind you, so this combo will be facing midscreen.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214[B] > dash > j.5C > j.B > j.6C > dash > 2C > 4B > Ender | 3419~6155 | Any | 50.92~63.97 Opp: 22.07~46.52 |
Midscreen |
|
Eltnum 623B and 421C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A > 214A > 2C > dl.5C > 214[B] > 3C > CVO > j.C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX 236A > 214A > 2C > dl.5C > 214[B] > dash > 3C > 2A > 5C > j.5C > j.B > j.214X > 623C > 3C 236A > 214A > 2C > dl.5C > 214[B] > dash > 3C > 2A > 5C > 236B |
5920 (6543) 4706 (5169) 4014 (4411) |
Vorpal, 200 EXS, GRD Break 100+ EXS None |
52.09 Opp: 54.82 |
Corner |
|
Orie 41236C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Hard 236A > 5[C] > 214[B] > dl.214A > 3C > 66B > 214B > tk.214A > CVO > 623C > 5B > 2C > tk.214A > 623C > IWEX Medium 236A > 5[C] > 214[B] > microwalk 2C > j.[C] > j.B > 2B > 5B > 4B > 623A(2) > CVO > 236C > 5C > 236A > 214C > IWEX Medium 236A > 5[C] > 214[B] > microwalk 2C > j.[C] > j.B > 2B > 5B > 5C > 4B > Ender |
5846 (6413) 5686 (6252) 3938 minimum |
Vorpal, 200 EXS, GRD Break Vorpal, 200 EXS, GRD Break Optional |
Corner | |
|
Gordeau 623C, Akatsuki 22B, also Universal
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5C > dl.214A > 66B > 214B > j.6C > Air Assault > j.5C > j.B > 2C > 3C > CVO > j.214B > 236C > 5C > 236A > 214C > IWEX 5C > dl.214A > 66B > 214B > j.6C > Air Assault > j.5C > j.B > 2C > 4B > 214[B] > 5B > j.B > j.214X > 623C > 3C 5C > 214[B] > j.6C > air assault > j.5C > j.B > 2C > 4B > Ender ([4]6B) |
5485 (6046) 4283 (4703) 3423 (3763) |
Vorpal, 200 EXS, GRD Break Optional 100+ EXS Optional 100+ EXS |
Corner Corner Anywhere | |
|
Phonon 623C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A > 5C > 214B > 214A > 2C > 3C > CVO > j.C > j.B > j.214A > 236C > 5B > 236A > 214C > IWEX 236A > 5C > 214B > 214A > 2C > 3C > 2A > 5C > j.5C > j.B > j.214X > 623C > 3C 236A > CS > 214A > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214X > 623C > 3C 236A > 2C > 214[B] > j.C > j.B > dl.jA > 5B > 5C > 4B > Ender (720B) |
5753 (6365) 4623 (5077) 4084~4964 3836 (4215) |
Vorpal, 200 EXS, GRD Break 100+ EXS Vorpal None |
Corner | |
|
Waldstein, Gordeau, Carmine, Seth EX Command Grabs
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
8/9j.[C] > 5B > 214B > 214A > 3C > 2A > 5C > 236B > CVO > j.214B > 236C > 5B > 236A > 214C > IWEX 8/9j.[C] > 2C > 214[B] > dash > 3C > 5A > 5C > 4B > 236A,4A > 623C > 3C j.[C] > 5B > 214B > dash > 3C > 2A > 5C > 236B,4B > 623C > 3C j.[C] > 5B > 214B > j.6C > air assault > j.5C > j.B > 2C > 4B > 720B |
5563 (6136) 4230 (4647) 3956 (4344) 3389 (3724) |
Vorpal, 200 EXS, GRD Break 0-200 EXS 0-200 EXS 0-200 EXS |
Corner | |
|
Byakuya IW
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: VO > 236A > 5C > 214B > 214A > 3C > 2A > 5B > j.5C > j.B > j.214B > dl.623C > 623B (2 hits) > IWEX Hard: VO > 214[B] > 214A > 3C > 2C > 5C > dl.4B > 214[B] > 5B > j.5C > j.B > j.214B > 623C > cs > j.214B > IWEX VO > 5[C] > dl.214[B] > 214A > 3C > 2C > 4B > 214[B] > 5B > j.5C > j.B > j.214B > IW Jump > 214[B] > 5C > 214A > 3C > 2C > 4B > Ender (720) |
5859 (7336) 6068 (7474) 5085 (6378) 4065 (4469) |
190+ EXS, Vorpal, 200 EXS, GRD Break ~130+ EXS None |
65.06 (non-VO combo) Opp: Up to 101.24 |
Corner |
|
Videos
External Links
- Waldstein Combo Doc. Originally by Gashi-san, translated by Bokushi. Many of the combos listed on this wiki are from this document, but it is from UNIST and is thus out of date. The DP Optimal CVO Punishes are 99% Gashi-san and are mostly unchanged save for a couple of tweaks I made.
Waldstein Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-11-17 by TanasinnAZ.
74% complete | ||
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Page | Completed | To-do | Score |
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30/50 | |
Strategy |
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21/25 |
Combos |
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23/25 |