Under Night In-Birth/UNICLR/Waldstein/Strategy

From Mizuumi Wiki
Jump to navigation Jump to search
Profile-waldstein.png

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

Waldstein is a big-body grappler type that has secondary characteristics of a zoner. Because of this, each matchup will vary pretty widely in how he approaches his opponent. Waldstein will struggle against zoners that outrange him in neutral but gets the advantage once he manages to find a way in by keeping his turn with his 360A pressure (fastest startup move in the game at 3 frames) and all of the plus frames that he can throw out. He will have a good time keeping rushdown characters out of his personal space with his long range normals and his ability to delete projectiles with certain attacks, but once they find a way in it will be your turn to struggle due to their faster pressure that you will be forced to call out with either a 360A (or B if spacing permits) or a reversal.

Neutral

Wald's Neutral depends heavily on who his opponent is. Against zoners, you will be heavily playing the cycle through shielding and concentration. You also need to be on point in your whiff punish game. Against the other archtypes, you will have more freedom to different forms of approach.

Approach

Waldstein's approach tools are limited due to his poor move speed. Your openings will come from your large hitboxes from 2B, 5B, 5C, 236A/B, assaults, and dashing when your opponent is scared to mash.

Against zoners, you will need to play the patient game by calling out their gaps with predictions and well-timed assaults. GRD will be important for these matchups, so good shields and concentrating at key times is equally as important as the offensive approach. Now would be a good time to mention or remind readers that shielding while you are not in Vorpal gives much more GRD than when you are in Vorpal. While not ideal, it may be beneficial to "throw away" your vorpal so that you can generate more GRD for the purpose of winning next cycle. Putting pressure on the GRD will allow you small moments where you can dash and/or assault safer than in neutral. If your opponent is keeping you out with projectiles, keep in mind that the startup of Rock has projectile-destroying properties and can wall-bounce into a full combo if you are in Vorpal or if you use a charged Rock if you are not. You will also want to lean heavily into whiff punishes. This is the best way to discourage the use of their zoning tools, which gives you some more room to function. Raw 236C is great for this purpose because it's fast (17f) and launches an attack half a screen away.

Against non-zoners, you will generally be playing keep-away while you continue closing the gap with dashes and assaults until you can start threatening 360A. There is definitely a sweet spot that you want to maintain, and it's usually outside the opponent's A button range.

Keep Away

2B, 5B, 5C are your best friends for keep-away. Their long range will keep shorter ranged characters at bay. 4B, 214A, 214B, and 214[B] are all excellent choices as well since they all leave you with plus frames, in exchange for longer startup. 6C's punch has its uses, however it should be noted that the 45 frame startup leaves people with ample time to prepare their response. Characters with a parry will love you for spamming 6C if you use it mindlessly. Finally, j.5C and j.5[C] are also good options because they still delete projectiles, have huge hitboxes, and are easy to convert from.

Offense

Keeping the offense going midscreen can be tricky. Your moves push you out on block very quickly, but you also generally want to stay within 360A so you can threaten tickthrows. If you are in a position to 720 instead of 360, be sure to put in the extra input because 720 keeps you closer to your opponent upon completion. Situations where you can easily buffer a 720 are:

  • After using 4B, during your combo.
  • During CS.
  • In neutral, Assault > j.6C. This moves whiffs on grounded opponents (allowing the 720) and also catches jumpers. very good coverage.
  • In neutral, Assault > j.5[C]. The move will not come out and will give you a decent window. Leaves you defenseless in the air, but a good way to switch up your approaches.
  • During any no-cancel, though doing it for A moves is tougher because of their fast recovery and risk for gold throw.
  • Technically can be performed while in blockstun without CS as a punish, though I've never done it. I usually just stick to a regular 360 due to its difficulty.

Midscreen and from a 720, you can "safe-jump" by doing assault > j.B and still catch back-techs while keeping yourself safe from DP's. However with a 360, you are put back into neutral because they are too far for an assault to reach. Depending on who you are fighting, this can be either a minor inconvenience or a death sentence.

In matchups that are not unfavorable, you have multiple approaches to strike fear into your opponent. Winning the GRD war is paramount to both your threat level and your damage. 236B is Waldstein's best starter, however you need to activate Chain Shift in order to really make it shine.

236B is a long range, forward-movement overhead. Reactable from a distance, but under the right pressure, can be your biggest can-opener and can win games by itself with the amount of damage you can do. In the corner, expect to get 5000 damage. 236 series is made safe by using CS after the initial hit. 236X4A does not net you more damage and is even more unsafe on block (-14 and vacuums), but you can delay the second hit. More on this in "gimmicks". 236B can combo in the corner without CS, however you are -16 on block and you can expect to be punished if you nocancel it and your opponent blocks successfully. It is definitely a hard read.

Assault in Offense

Assault is Waldstein's primary gap closer due to his poor movespeed. Most opponents will be looking for you to assault, so it is up to you to make your assaults count. Any time you are very far away and intend to close the gap, Always attempt to input a dash before the assault. The dash before the assault gives Waldstein an incredible boost to the distance he travels and can almost make you forget about your poor mobility. Once you press 6D, you have a handful of options and they each have their own uses.

  • Assault j.A
  • Assault j.B
  • Assault j.C
  • Assault j.[C]
  • Assault j.6C
  • Assault j.2C
  • Empty Assault
Assault j.A and j.B

Assault j.A/B are excellent poking tools. Both moves have incredibly long range and and very difficult to anti-air due to the speed that which they come out and because of how disjointed the hitbox is. The differences between the two come into play at which ranges you decide to use them. j.A has great range and will pressure from afar, which may keep your opponent from either dash blocking mindlessly or from throwing out zoning moves without thinking. But if used up close, j.A has an additional use. j.A will whiff on close opponents if used from assault, but the recovery of j.A whiffing is fast enough that you can input a 720A while landing and get a clean entry point.

j.B has less nuance to it. It's a big hitbox and will hit grounded opponents. It only misses grounded opponents who are already hugging you and if you input j.B at the earliest timing, so save a close range assault j.B for when you are trying to call out either a low attack or a backstep. Assault j.B can lead to a combo with CS, but you have to land pretty close to them in order to pull it off. Personally, I prefer to do a 360A after it because the "mental stun" (I call this when you hit the opponent, and the player controlling them takes a moment to process that they have been hit) from getting hit is usually enough time to stop people from reacting with either a jump or a reversal. As you fight better and better players, you may need to call out those other options, but against your friends, go crazy. I say this even when there is only 2-3 frames of PC delay (+0~+1 compared to offline PS4)

Assault j.C

j.C is a great button. This attack will always collide with the opponent provided they are not under some sort of invuln. It catches both jumpers and crouchers, and will always hit the opponent no matter how close they are. Even on shield, it is safe enough (though you will lose your turn) to only have to worry about quick, easy buttons (such as Akatsuki, Linne, Londrekia Force Functions) or someone who is specifically waiting for your assault. If your assault > j.C connects, you can always combo from with with either 2A or 5A. On counter-hit, you can use some heavier j.normals instead of the usual j.A > j.B > j.6C and can use some heavier enders.

Assault j.[5C] and j.6C

Assault > j.[C] compared to regular j.C on the other hand has a completely different use. No matter how early in the assault you try to increase, the move will never come out. Waldstein will always land before the move becomes active. This is not a bad thing however, as you can immediately (4f landing recovery) cancel into another move upon landing. The most common followup from this approach is 720A because it is the fastest, but you can also do 1A if you want to go for a full combo (more damage than a raw 720A), or even 5A if you expect them to jump. Assault > j.[C] is a pretty big commitment though because you have no active hitboxes at this time. However...

Assault > j.6C functions very similarly to assault > j.[C] in the way that it can whiff against opponents allowing you to get a solid 720A followup. The difference here is that since this is an attack that will come out, there is a long horizontal aerial hitbox that you can utilize against anyone unfortunate enough to be jumping at this time. My preference most of the time is assault j.6C because you can buffer the 720 since that is the original plan, but if you can visually confirm that they are in the air about to get hit by j.6C, you can simply convert into a different combo upon hit.

Assault j.2C

This approach has limited use, but when you can utilize it correctly, it can really turn the tide of the battle. The special features about j.2C is that it changes your aerial trajectory, gets its active hitbox out fast, and is huge since Waldstein becomes the entire hitbox. The caveat is that it is incredibly unsafe on block; you will get punished if it gets blocked and you don't cancel it with CS.

This move is the main fear that will deter your opponents from trying to anti-air the assault j.5C, because it changes your trajectory enough to usually avoid the anti-air completely, and get a free counter hit. This feature especially comes into play with the next assault approach.

Empty Assault

Empty assault is the least risky approach you can do. Most anti-airs only combo from a counter hit, but if you're not attacking, you can't get counter hit so even if they do hit you, it will usually only be for minimal damage. There are some exceptions to this such as Hyde, Phonon, Yuzu, Waldstein (3C) , Hilda, and maybe some others, but most of the cast's dedicated anti-air button will not be terribly dangerous to an empty assault.

The best part about empty assault is that if your opponent sees you assaulting and activates their CS while you're airborne, you still have option of using j.2C to change your aerial trajectory. When a player assaults and the other player activates CS, the assaulting player gets a red hue around them to signify that they are unable to block. Most people here would choose to anti-air someone assaulting at them like this, but with j.2C, you can usually avoid the anti-air, get a counter hit, and even convert into a full combo from counter hit too. The risk here is that if they don't attempt to anti-air you and continue to block, you will be forced to 214C cancel to stop yourself from taking a huge punish.

Pressure

When you are successfully have your opponent defending, how well you can keep the momentum will define when you will win against knowledgeable players. Personally, I define pressure as when you have the opponent with their back to the corner, as this is Waldstein's best position to be in.

When trying to open up your opponent, you want to be as unpredictable as you can manage. Stagger your normals as best you can so that you can threaten to no-cancel into 360A. Use all of your A moves in quick succession and follow it up with an overhead or staggered C button. Create frametraps at your mid-range so that you can catch opponents mashing with 360B for a red throw (this will dissuade them from mashing 2A/5A during gaps and force them to either not act or to jump, both favorable outcomes if you are prepared). Your B and C normals all have pretty decently large stagger windows so the better you can get at staggering, the better your pressure will become because at the end of the day with good enough staggers, you can just no-cancel > dash > 360A.

Try to hold onto 2B during a blockstring so that you can threaten either 2B or 236B later. Using staggers "successfully" into 2B (doesn't need to hit, just need to get the opponent to have a mental note as to the timing that you use it) will grant you the freedom to attempt 236B at around the same frame-timing as a staggered 2B). 236B is a slow move, but you need to create an environment that stops someone from mashing before the active hitbox occurs, and staggering your moves will help with that. Try not to use 236B for pressure outside of 2B range because 2B is your longest range low move, meaning the opponent knows they only need to block high outside 2B's range.

If you are too far out, consider not ending your blockstring with 214X. This series of moves is a very clear signal to the opponent that your turn is over and you plan on returning to neutral (if even for a short time). You can create frame traps with this, such as following up with 5C or 66B, but in general, you want to cause doubt in your opponent's mind instead of staying safe 100% of the time. Against an opponent that is focusing on defending everything, you have to have enough faith in their gameplan to be able to dash > 360A and you lose that threat when you use 214X from afar.

And of course, don't forget your tick throws! There isn't much to say other than combine all of the tools in your offense to use your 360 as just another mixup. However, there are a few things worth noting:

  • 2A is -8 on no-cancel. Risky to use for tick throws, but can also be very strong due to the long cancel window for 2A > 2C. Condition your opponent with 2C, then start using 360A.
  • 5A is -2 so you will need to leave a small delay before you finish the 360A input.
  • You can do 5A > 720A, but you have to start inputting the 720 before you can see if your opponent blocked it or not. Requires trusting/conditioning your opponent to hold [1] or [4].
  • 5C no-cancel is -5. With 360A's 3f startup, you can immediately 720A without having to delay and you will still avoid the gold throw (reminder that opponents can tech gold throws).
  • On block only, you can do 5A > 8A > 8A with varying degrees of delay between each. This will repeatedly make Waldstein do his standing 5A and may confuse opponents as to when you are going for a throw or if you're planning on doing a throw at all.

Frame Traps

Waldstein has many tools beyond good stagger pressure at his disposal. Wald has good tick throw pressure especially in the corner. 1A has quite a few options and leaves you +2 once you strike fear into your opponent. 236A/B have very many options and can usually be enforced from a decently safe range (though not perfectly safe). Finally, and kind of a gimmick since it only works on people unaware of what Waldstein is capable of, but you can use 6C or 5[C] for some basic RPS as well.

Tick Throws

The first frame trap will be a very strong one that you can mix up between a tick throw and an air unblockable. It is a very simple one and is very RPS oriented, there is no way for your opponent to know which you plan on doing based on your animations as it all happens so quickly. The frame trap is simply either A-Normal > 720A (360A works as well) or A-Normal > dl.X

  • 5A > 720A is your standard tick throw. It is very strong in the corner but is not weak midscreen either. This attack loses if the opponent jumps, or mashes before your 720A.
  • 5A > dl.2C is your counter to this, as the frame trap will be very small and also beats jumpers. Be sure to learn how to convert from 2C so you can capitalize on your opening.
  • 5A can be a little obvious so you may consider using 2A instead. 2A has a longer cancel window as well allowing better frame traps.
  • Side note, if you are confident in your opponent successfully blocking 5A, you can actually do 5A > 8A > 8A as many times as it reaches, and you can delay each one as well to really make your opponent unsure when you're finished.

1A

1A is a unique move in his kit that has more power than simply being his fastest low. At point blank, this move is an announcement for RPS. Although the move is +2 on block when you no-cancel it, your opponent can still mash a 5f move and beat you before any other of your attacks so that means your turn is over. However, you do have some great options.

  • 1A > 214B is an automatic frame trap. This will catch both mashers and jumpers. On a trade (opponent's 5f moves), you can follow up with 720B or 2A. Thankfully, 214B is quite a long move so you can hitconfirm or blockconfirm to identify if you should finish with 720B or not. It's worth noting that this sequence is VO safe, but it can be tricky trying to keep everything in your mind at the same time.
  • 1A > 236A/B if you want an easy way to start the 236 RPS but the B version loses to mashing.
  • Starting at point blank, doing 5A > 2A > 1A leaves you far enough that the opponent will be too far to mash a fast button if you want to no-cancel. They will have to commit to something larger if they want to take their turn, which opens up canceling 1A into 236B.
  • Once you've established RPS, you can now utilize your +2 by simply not canceling it into anything. Jump, maybe 2B, or even dash 360A. The world belongs to you again.

236X

236A/B also has very powerful frame traps. As shown in the moves/overview section, Waldstein has a new move in CLR, and it is the 236X followup, which is 4X. Both of the A and B versions have this followup, and 236X has a very long stagger window. You can

  • Delay the followup long enough to punish mashers. Air Unblockable. Grants a full combo on counter hit. You can trade and still get the full combo.
  • 236X > dl.720C, and you can delay the 720C long enough that it won't be a gold throw. Practice the timing because this is a very strong option against people expecting the 4X follow-up.
  • 236X > dl.214C will beat anybody attempting to jump on reaction to your superflash above. Confirms into full combo with CS and is +9 on block. Least risky option.
  • If you don't have vorpal, you can hit-confirm the first hit with 4X(follow-up) > 236C or block-confirm with 4X(follow-up) > 214C (+9).
    • It's my opinion that it's too difficult to hit-confirm or block-confirm the followup hit only.
  • CS on either non-EX attack, granting a full combo on hit or makes the attack safe on block.
  • No-cancel the 236X. Useful especially if the opponent is expecting you to CS or is waiting for the EX Flash and doesn't take their turn. You may lose your turn, but you still have vorpal and can use it elsewhere.

6C and 5[C]

Lastly, and this will also be referenced in the gimmicks section, but Waldstein has two not-useless setups where you can go for a raw [4]6X godpress. The higher the skill/knowledge of your opponent, the more risky this attempt becomes because the opponent will use any starter they want on your whiff, but you can get upwards of 4.2K if you have CS and this attack can be very unexpected depending on the circumstance. In fact, the damage is very poor without CS so I would say the risk is not worth the reward. The moves you can use that have a long enough window where you can charge the [4] and also cancel into godpress are 6C and 5[C].

  • 6C is very easy to charge it from but also has the longest startup, so someone may shield the 6C punch and just watch you attempt this while waiting for the huge punish. You can also cancel into 236B, 214B, or 360B (for those pesky green-shielders)
  • The startup of 6C causes you to step back so it has limited use in baiting mashes or even VO.
  • 5[C] offers more options to you because you can do it from much closer while leaving a less obvious gap (the gap that is created from the increase). You can hold [4] while also pressing [C] to make it easier, but if you're in a block string, you need to make sure you don't accidentally use 4B.
  • When going for 5[C] (blocked) > godpress, it is more beneficial to be closer to your opponent because of the pressure you create by being close since you can always threaten 360A.
  • You need to condition your opponent to want to stay on the ground after 5C and 5[C] without giving them a reason to mash. Use 5C > 2B if your opponent likes to stand, 5[C] > 214A/B if they like to jump, or 5C/5[C] > 236B if they like to crouch. After you've laid the framework, you might be able to land this attack.
  • A Godpress will whiff on opponents who let themselves get hit with 5[C] unless you have them in the corner already.
  • B Godpress is not advised to attempt this starter because it has 3 extra frames of startup (30 vs 27). With the distance needed to travel adding even more frames before it connects, the extra speed is generally not worth it.

Okizeme

Waldstein's options for Oki are somewhat limiting midscreen due to the opponent's ability to back-tech. Below are some details about each of the standard enders.

Enders and the Oki they provide:
  • 4B > [4]6A/B allows your opponent to airtech out of the corner unless you walk backwards, which sacrifices the number of moves you use as a meaty. If you walk too much, you won't be able to meaty but if you don't walk enough, you will be attacking the wrong way.
  • 4B > 360X grants no oki. 4B > 720X midscreen allows you to assault j.B as a safejump (meaty while also protecting you from invincible reversals assuming you keep holding downback). In the corner, it is amazing oki since you can finally use whatever you want.
  • 4B > 236A4A or 4B > X > j.214B in midscreen do not allow oki on back-techs but are fine for the corner.
  • 4B > 236A4A > [4]6C will forces the opponent to keep the corner as long as your meaty does not move your hitbox forward. Standing still makes them keep the corner, moves like 5B or 5C will allow them to air-tech behind you and make you whiff.
  • 623C > 3C enders are good damage in the corner but the opponent can usually tech early, which limits your meaty options.
What moves to use as Oki and why:

Good moves to use to meaty in situations where you have a choice are 1A, 2B, 5B, 2C, 5C, 4B, 236B

  • 1A is an amazing callout for someone's VO. If you are expecting a VO and you use 1A to meaty, you will recover your whiffed 1A before the VO hits you, and you will be rewarded with a full punish. Additionally, 1A > 214B is VO safe as well. So if they block the 1A and try to VO during the 5 frame gap, you will still block it while creating a frame trap. Awesome.
  • 2B is a long range low that also doubles as an RPS starter due to being -5. -5 is perfect because it allows you to buffer a 720A after it without having to delay it to avoid a gold-throw. You can 2B > frametrap or 2B > 720.
  • 5B is a solid, long range mid. Great combo starter and can pressure from far away. Depending on the distance or timing, you might be able to catch jumpers too.
  • 2C is great for the corner, especially after ending with a 360X, j.214B, or 623C > 3C. This move actually starts up faster than 5B, catches jumpers who are worried about command grabs, can confirm in the corner easily, and has good damage routes.
  • 5C is even better than 2C because of the greater reach and damage, but starts up slower so you might only be able to do this after a corner 720X. When using 5C as oki, use 5C > 214A if you're close (airtight block string) or 5C > 214B if you're a little further (or even if you're close if you want to attempt to frame trap).
  • 236B is a no brainer since it's you're best starter and hits overhead. Use 2B or 1A as your oki often so you can try to catch them off guard with this. As an added bonus, this move can be whiff-cancelled with CS. Because you generally want to CS this move on hit or block anyway, you really cannot lose using this as a meaty. Even if your opponent wakes up with a DP and forces 236B to miss, the CS will allow you to block the DP anyway. Very strong option but don't overuse it.
  • Although not listed above, j.[C] is not a bad option since it does good damage and beats any not-anti-air mashes.
  • You can use other moves if you like, but they generally reduce your damage reward at the same risk cost.

Resets

As a final note, you can use 4B as a restand/reset. For example, if you do 2C > 4B > 214B > j.B > j.C > j.6C > 4B, your combo will end at the last 4B no matter what because of the game's 3 OTG (Off The Ground) limit. You can use this to your advantage though. 4B is special cancelable, and what moves you perform after it are of no concern to the game. With this knowledge, we can force a minor RPS situation.

  • 4B > dl.236B will meaty and give you a strong 236B starter. This works even without the 4B reset.
  • 4B > 214[B] will always meaty, or you can delay it briefly to catch backdashes.
  • 4B > j.[C] will not meaty, but will allow you to side switch against opponents that respect your other meaties. Use sparingly if at all.

With all of these options, be aware that the opponent can still DP to defeat all of your meaty options. To defeat a DP, you must block and get a full punish. However if you expect a DP and your opponent does a regular wakeup mash, you have lost your turn. This is a basic RPS situation and there are many more like it.

Gimmicks

  • Not very useful, but if you do 5C > 214A > 6C somewhat near the corner, the 6C punch will meaty against instant air-techers. 6C is +5 on block so even if it doesn't work, you have a large advantage.
  • You can special cancel from 6C so you can do either a double overhead with 236B, a large frame trap with 214[B], or disrespect by going for one of your [4]6 godpresses.
  • If you input 5[C] instead as 4[C], you can buffer godpress while you increase the 5C. If done close, this can be very disorienting for the opponent.
  • During your BNB combo, when you do 4B and decide what ender you want to use, you can delay A-godpress long enough that the opponent will restand themselves just in time to get hit with it. Use when you have vorpal for best results.
  • In the corner, you can end a combo with 4B > 236A~4A > dl.623C > CS > dash > 4B for a side-switch restand.

In regards to the last point regarding 623C > 4B, this one may take some practice because it depends on how high you can get your opponent to get with 623C and a few other factors that I am unsure of. Basically, what happens is that if you are deep enough in the corner (deeper than if you have the opponent cornered) when you use 4B, the game will actually put your opponent on the opposite side. This can be very disorienting because someone may try do DP on your restand, but since the game is side switching them, the game reads a 421 instead. Depending on who your opponent is and what their 214 is, this may be a good thing or a bad thing. The caveat to doing a meaty however, is that if you try to meaty with 236B or 214[B], the side switch will not occur even if you get the setup perfectly. You must choose between performing a reset that side switches but allows the opponent to mash, or to go for a reset without a sideswitch. An interesting interaction is that you can do 4B no-cancel > 720B and the side switch will still occur. Further still, it will connect because the opponent does not have full throw protection. If you catch your opponent mashing anything that does not make them airborne (or Gord 214X/command grabs lol), 720B will beat it. 720B will beat any 5f normal (tested with Linne 5A) and it will also beat any grounded super even with their 1-3 throw invuln (tested with Linne 214C). From my testing, characters with 214X moves that might try to DP on your restand, that you beat with 720B are Linne, Waldstein, Orie, Merkava, Chaos, Phonon, Wagner, Enkidu, and Eltnum. Of course you can also grab Hilda, Chaos, and Londrekia but the either don't have a DP input or in Hilda's case, don't have a reversal. Any character not listed can either doesn't have a DP input (so the side switch doesn't matter for their reversal), or they can attempt to input a DP, get 214 instead because of the side switch, and beat your 720B attempt anyway due to them being airborne. So that's Hyde, Carmine (EX only), Gord (his command grab will beat yours), Vatista ([2]8X), Seth (needs testing to confirm when he's airbone), Yuzuriha, Nanase, Byakuya, Mika, and Akatsuki (22X). Quite the list! But I suppose you only need to remember who it's safe to use the side switch on and not who it's dangerous against.

So to summarize the corner side switch restand RPS:

  • Neutral Jump will keep your opponent side switched and will beat opponents trying to input a DP but getting 214 instead (due to long startup), but loses to 5A mash.
  • "Forward" jump out of the corner will do a double-side-switch, useful if you can get your opponent in the situation multiple times and condition them. Still loses to 5A mash.
  • 236B and 214[B] will beat anybody mashing, jumping, or trying to defend expecting the side switch, but loses to people either not expecting the side switch in the first place and doing a DP in their "original" direction, or if they guess the side correctly and DP.
  • no-cancel 720B beats grounded mashes, but loses to anybody not mashing (gold throw). 720A will also gold throw but you won't be able to catch supers with it.
  • Blocking beats anybody that VO's or successfully guesses the side switch correctly for DP, but loses to mashing because now you lost your turn after a reset and you put yourself in the corner.
  • Don't expect the left/right mixup to work on Akatsuki or Vatista
  • Certain characters still have buttons on their 214C that will beat your options.

Refer to this video for an example:
https://www.youtube.com/watch?v=2ZjPqswbvbk

The Wald Shuffle

A strategy that has not been talked about very often is the "Wald Shuffle". Due to the way Wald's walk speed is coded, he has a higher walk acceleration than walk speed. This means that the start of his walk animation moves him forward faster than his overall walk speed, but after the acceleration is finished, he will slow down slightly to normal speed. In order to use this to our advantage, we can perform the Wald Shuffle. Simply hold 6 to move forward, 3 to crouch (and stop your walk animation from completing) and return to 6. The shorter you hold 3, the better, and there is a sweet spot for how long you hold 6. I believe it is about 9 frames.
This technique is most useful after you get a 360 (not a 720) into the corner. After your 360, simply do 1 leisurely, forgiving "cycle" of the Wald Shuffle and you will be close enough to get another dash 360A closer to their wakeup. Simply walking does technically work but you are giving your opponent those couple of extra frames to mash on you.
You can use this any time, not just after a 360, but having to worry about efficient inputs while potentially having to block something may prove difficult.

Defense

Escaping pressure is one of Waldstein's major weaknesses. His buttons are slow, so mashing is risky. 360A only works on opponents attempting to enforce a strike/throw mixup, and 360B is a techable gold throw more often than not. But all hope is not lost! As you may experience, Waldstein's buttons are not very good for escaping pressure. Moves with a 5f startup tend to be -2 on block when they no-cancel it, and you still do not have a normal that's fast enough to escape assuming they do 2A > no-cancel > 2A. You do still have a couple of options in this scary situation.

  • Continue blocking until they get pushed out far enough where they would have to dash back in or do something else. Characters will have to use their slower, longer startup moves to continue pressure, which you can contest. Loses if you can't keep the mental stack in check.
  • Buffer a 360B so that you catch them during their startup for a redthrow (untechable). Loses if the opponent predicts this and jumps or does a move in their blockstring that makes them airborne. You can also use 360A if they are close enough.
  • Reversal out with 360C or 623C if you are unsure they will resume their pressure or not. Loses to the opponent baiting these options.
  • Shield > 66B has great range and usually beats out your opponent's similarly ranged attacks. Loses to strong strike/throw mix and tight block strings that have lows (since you have to stand in order to 66). This is an extremely valuable option and I urge everyone to practice this one.
  • Shield >j.[C] tends to work often as well. Loses to good strike/throw mix, and to multiple lows in a block string (trying to jump while in block stun causes you to stand). Longer startup but forces opponent to whiff which can be disorienting for them.
  • j.2C. Very strong with resources such as CS or 214C because it is faster than the above. You can get this move to come out very quickly with enough practice. Beats throws, lows, and some situational mids (since j.2C makes you rise) but loses to anti-airs and poor resource management on your part.
  • Shield > 236A is a situational response that is great against zoners such as Phonon or Hilda. Depending on the situation, you may not even need to shield first. Even if they block it, this puts them right into your 236X mindgame.
  • Guard Thrust can be situationally used, but try to have vorpal before using it. And don't let it get baited. Can be used to steal the cycle occasionally if you're already in vorpal but down on GRD.

Reversal Tools

Waldstein has 2 invincible reversals at his disposal. 360C will catch anybody on the ground, and 623C will catch anybody in the air.

  • 360C can be jumped on reaction to the super flash so if someone is waiting for it, you will miss. It has invulnerability to all attacks until after your first active frame. If the grab connects, you remain invulnerable until after the grab completes. Very strong against moves with lingering hitboxes (Seth C orbs and the like.).
  • 623C all-invuln wears off before the first active frame so it may trade if you are using it against a grounded attack. However it has good head/dive invuln until after the first hitbox so it's great for jumpers.

Depending on the situation, you may have a couple options that are still safe enough. If your opponent is far away:

  • Back-tech > 2A, because it has great horizonal reach for the startup and can cancel into other moves on block, and 623A covers the entire screen and is only -2 plus gives head/dive invuln early on. You can cancel it on block into 214C if you want to make it your turn.
  • Back-tech > 623A, because it covers the entire screen for a very long time. It gives head and dive invulnerability early on in the attack, and is only -2 on block. If you want to take your turn on block, you can spend 100 meter on 214C to be +7.

And of course, you can always wake up with 720A if your opponent starts respecting your 720C/623C. Remember that if they are meatying you, they likely cannot also defend against your C reversal options but if they wait, you can mash either an A button or 720A.

Do note that if you find yourself in the corner, your opponent can empty jump towards the corner and cause wakeup 623C to miss.

Option Selects

Waldstein has a number of useful option selects at his disposal.

  • 1A~D
  • 2AD (or 3AD)
  • 1C~AD
  • 1C~3AD
  • 2CAD
  • 360AD~C
  • 360CAD

If you are unaware of what an option select is, they are primarily used to cover two types of approaches to throws, typically when the opponent is directly in range to throw you during their turn. If your opponent does a delayed throw, you will do an attack, but if they do the throw early, you will tech the throw instead. If you have ever had an opponent sprint onto of you during your wakeup, knowing how to option select properly will protect you from getting thrown or from accidental shield breaks. To perform an OS, you must press your attack button and within 2 frames, input the throw command. This is commonly called "pianoing" and I like to notate it with this symbol: ~. So for example, 1A~D means you will press and hold 1A, and within 2 frames press D, and that should give you 1A if you are not in blockstun, a shield if you are in blockstun, or a throw tech if you are thrown.

  • 1A~D is a decent option because you never have to let go of your defending position. It combos easily enough into 2A and then into your bread and butter combo. It loses to someone airborne or to tick throws, because this OS will put out a shield if 1A doesn't come out
  • 2AD is a little stronger than 1A because it has a longer and slightly taller hitbox, and starts up 1 frame faster. Plus, a shield won't pop out during advanced throw timings. Someone backing off will still be forced to defend against this so shimmying outside of your grab range will be ineffective against this OS. However, it still loses to jumping and well-timed assaults.
  • 1C~AD will carry you for a very long time, and is only punishable at a high level where opponents fully understand how OS'ing works. This move can be performed while holding down-back, is a tall hitbox that covers everything in front of him, and converts into a high damage combo on counter hit. The downsides are that because you are still holding [1], the opponent can bait out a shield and punish you harshly, and that it has a long startup so a delayed A button will beat it very often.
  • 1C~3AD is a slightly safer version of the above OS, in the way that a shield won't come out. 2A is still pretty good but if the opponent is performing a frame trap, you will get punished.
  • 2CAD is the ideal OS of the three "C" option selects because no "residual" action can be baited out. However, I think it the hardest OS because if you're not careful, you'll get 3C which loses to anybody not in the air.
  • 360AD~C and 360CAD is a tough one to execute but is incredibly strong against throws due to 360's throw invulnerability and fast startup. In order to execute this, it is easier to go from [1] to a forwards 360, and ending at 4 before inputting the AD, then returning to [1]. It should be all one fluid motion. If you're getting frame trapped, 360C will come out instead and win you that interaction. If you get 236A, you pressed too early. j.A means you pressed too late. 360CAD is similar but it will always use 360C instead.

Counter Strategies

Waldstein is a very RPS oriented character. When fighting, you are fighting a mental battle as well as the one on the screen. There are exception to the following list, but it is the general flow of his gameplan/decision making:

  • Waldstein's command grabs are beaten by jumping, but jumping loses to Waldstein mashing because of his large hitboxes.
  • Waldstein mashing loses to you mashing because of the long startup on his moves, but you mashing loses to 360C (invincible command grab).
  • Waldstein's reversals are beaten by baiting them out, but baiting loses to wakeup 720A and/or mashing.

Other general tips:

  • If your character has them, abuse moves that cause you to go airborne. Mike 3B, Enkidu 66B/66C, Orie 3C are all examples of moves that Waldstein has to keep in mind every time he wants to attempt to grab you.
  • Do not jump in at Waldstein in neutral. He has 2 normals, 3 command normals, and 2 specials that will net him great combos against jump-ins, and they all cover a huge amount of screen space. Jump or assault for a mixup when you're already on top of him, not only just to get in.
  • Waldstein's 360's are all throw invuln. Even if he inputs a 360 after the startup of your throw, 360 will win. You must predict that Waldstein is not inputting a 360 when you go for a throw.
  • If you are not a zoner, you will have to dashblock to get in. Waldstein's 2B, 5B, 5C, 4B, and 214X (claps) are very strong tools to keep you out but they will only work for so long against good dash blocks, and shielding.
  • In regards to shielding, do not be afraid to shield, especially after you are outside of 360B range, even moreso if you think he will clap for plus frames. Waldstein bleeds GRD against shields and it is very hard for him to recover that lost GRD. He will be more prone to look at your shielding habits so stay unpredictable when you're closer.
  • Play for vorpal. Waldstein has a tough enough time when he doesn't have vorpal but then he has to worry about you having a time-stop as well. Use CS to get out of frame traps.
  • On wakeup, 623C has some major weaknesses. You can almost always meaty with an A button and recover fast enough to block and punish. Don't forget to shield the 4th hit! You can always forward jump at point blank and make him whiff completely.

Utilize frame traps. Waldstein is incredibly weak to frame traps, especially lows, due to the long startup on his moves. He has to really call out the end of your turn in order to take it back.

Match Ups

This section will be slowly under construction.

Hyde
Uni hyde icon.png
Hyde
(Slight Disadvantage)
[character page][match videos]
  • Don't forward-jump or assault in neutral without purpose. Hyde's anti-air 3C is godlike and will ruin your day.
  • Has projectiles that you can delete, but try not to get too predictable with them because he can detonate them in a way that will make them still hit you. Use j.2C to vary your trajectory to get in, too.
  • Hyde's 22X looks like a projectile, but has strike property so don't try to delete it. However it is very good to assault over this attack for the purpose of closing the distance.
  • Hyde's 236X > 236C (laser) can be deleted easily with a pre-emptive 4B. Hyde players generally don't expect this and is a prime opportunity for you to get in.
  • Don't be afraid to blue shield after a couple of attacks because the chip adds up quickly, even with your large health pool. Be especially sure to shield his [FF] standing overhead because of the chip. When he has vorpal, his chip damage is increased.
  • He can combo from his throw when he gets you in the corner, try to avoid the corner more than you might avoid it while fighting someone else.
  • Has a 5frame 2A, has strong tick throws and makes it hard to mash out against.
  • Against j.236X (aka "pogo"), you can block the initial hit before the explosion and 3C to catch him in the air assuming he is not directly above you. You will be invulnerable during the successful grab and get a free full combo while taking no damage.
    • Be aware if he has vorpal though, as Hyde can call this out.
  • Has a very good backdash. Don't be afraid to take your turn back with 236A to call out his backdash if he's still close enough.
Linne
Uni linne icon.png
Linne
[character page][match videos]
  • Has an 8f gap before the last hit in Her IW on block that you can exploit. Either 360B if you can't shield, or shield and mash 5A/2A.
Waldstein
Uni waldstein icon.png
Waldstein
(Mirror)
[character page][match videos]
Just some notes until I find something more concrete:
  • If both players 6C on round start, P1 will always win the exchange unless he buffers it incorrectly.
Carmine
Uni carmine icon.png
Carmine
(Slight Disadvantage)
[character page][match videos]
  • Mostly Carmine favored because he has tools designed to keep you locked in the corner and it's quite difficult to get out once you're in the blender.
  • However those tools cost him health, and it is quite inconvenient for Carmine to spend health to play against Wald's massive HP pool. Waiting for Carmine to kill himself on your blocking ability is a very valid strategy and is encouraged.
  • Get comfortable with Guard Thrust as you will need it more often here than other matchups. Especially against his pinwheel which he will commonly use to set up high/low mixups and you can't afford to risk it.
  • Canceling Carmine's projectiles with 4B, 214, etc is quite risky because a puddle is left on the ground where the projectile was last seen. He can still use these puddles like normal, however he cannot cancel into 6BB.
  • Has a full-invuln command grab that recovers a noticeable amount of health. Be prepared to jump on super-flashes and to plan your oki accordingly. Using 720C can be risky if he's prepared since he can do it on reaction.
    • However, you can do the same. During hit pinwheel > command grab unblockable, you can 360C to get out safely.
  • This is a matchup where you especially want to keep vorpal away from Carmine, as his vorpal trail causes him to spend 50% less HP on his specials. Use good shielding during his pressure and good concentration during neutral.
  • Be wary of 6[B], as it will kill your assaults.
  • Watch out when assaulting when there are puddles on screen, because Carmine's DP causes his puddles to DP as well. They will definitely hit you.
  • More to come as I find more data for you
Orie
Uni orie icon.png
Orie
(Disadvantage)
[character page][match videos]
  • A very difficult matchup due to Orie's ability to space herself freely with her walk speed (both forward and backwards). She can easily position herself at ranges where Divine Thrust is extremely favorable, either on hit or block, and it is nearly impossible to keep her out of these ranges.
  • Difficult to contest her most of her buttons after blocking Divine Thrust due to her barely being minus at the ranges she puts herself, and her fast normals.
  • 4B and j.2C is not too bad at catching divine thrust in neutral, but they are prone to getting their startup or whiff recovery caught as well.
  • There will always be a gap between 214X and the followup (if she chooses to do it). If you can shield 214X, you can mash 2A or 214C, depending on her spacing.
    • If you shield the first 214B, it is a good idea to retaliate with 214C here. The only way she can beat that is by using the unsafe followup, ~4C. Keep in mind this specific RPS.
    • It may still be worth mashing it after shielding 214A as well, until you see Orie tighten up her blockstring.
    • She can 214X > FF, so 360 is not reliable here.
  • Her 5A is -3, so try not to let her reset pressure for free from it. Easier said than done...
  • Overall, good freakin' luck lol
Gordeau
Uni gordeau icon.png
Gordeau
(Disadvantage)
[character page][match videos]
  • Very tough matchup because Gordeau has many moves that have larger hitboxes than you do, are usually faster, and tend to be safer.
  • Gordeau's command grabs have much longer startup/throw invuln than yours. You must play RPS on his terms. At least you can mash against his command grabs on wakeup because of wakeup-throw protection (which lasts 8 frames for everybody).
  • Always, always (if in range) shield the second hit of 236X (Mortal Slide). This move is free GRD for you. However be aware that after the two hits, he can follow up with Assimilation. He can delay Assimilation long enough for it to not be a gold throw so be prepared to jump if you need to.
  • You can whiff punish Gord's 5C and 5[C] with your 236A. The recovery on whiff is quite long but you need good positioning and decent reaction timing. Your backdash has enough invulnerability but it needs to be well-timed.
  • At round start, Gordeau can beat your 66B if he uses 623B (Grim Reaper). This is the only move he has that beats 66B however it is quite an unsafe approach for him if he does not have meter. If you block this move, expect to see EX Mortal Slide, which is +5 on block.
    • If he does the followup, there is a 12 frame gap. Take note of his resources and mash 2B accordingly.
  • His Force Function (Rusty Nail) has head invuln and has great horizontal reach. However, you can crouch and it will whiff completely. If you are fast enough, you can even whiff punish it by crouching first and using 236A or 236C (depending on range). When he has vorpal however, it is extremely difficult due to the lower startup and increased horizontal reach.
  • You can also whiff punish Mortal Slide with 236A/C. The B version of Mortal Slide is "somewhat" easy, but the A version is pretty difficult. If you can show that you can whiff punish these moves and shield the ones that you can't, your neutral will be much easier.
  • If Gordeau uses 6B (standing overhead punch), buffer your 360A to punish. The only move he can use to frametrap has a very long startup (22X, Precise Aim) which you can beat with 360A. His other options are 623X (Grim Reaper) or 214X (Assimilation) but Assimilation will be a gold throw which gives you ample time to throw-tech it.
  • Kind of risky, but if you have Gordeau knocked down in the corner, you can use your 6C as an Oki tool to cover many mashes at once. The first hit (grab) will catch any non-invuln mashes that he may do, and the step back that happens when you use 6C will avoid his 214C (Assimilation EX) which is normally a full reversal. This approach to oki is beaten by 623C (Grim Reaper EX) on wakeup, or if he blocks the first hit and uses another reversal before your second hit comes out.
  • When it doubt, go for oki when he doesn't have vorpal so that he is forced to burn meter in order to stop you. Yes, you will take damage but without vorpal, the damage is minimal. However, be aware of the vorpal cycle because you don't want to lose the cycle when he uses 214C (Assimilation EX) on wakeup. A good time to remind you that Assimilation steals GRD.
  • His Infinite Worth Has a 13f gap after the first 4 hits on block. If you're in range, mash with 2B. If you're not in range, shield the 4th hit, back up, and time a dash > 2B to be as late as possible.
Merkava
Uni merkava icon.png
Merkava
(Slight Disadvantage)
[character page][match videos]
  • Merk favored since his buttons are longer range than yours and generally safer.
  • Round start, your 66B beats all of his non-invincible options. However you have to get it on the first frame or else Merkava's 5BB will beat it. Time to brush up those buffering skills.
  • 214, the grabby arms, is particularly hard for Waldstein to deal with because of your poor walk/dash speed.
  • If you attempt to contest 214 with Rock, you will require CS, and you will have to use it as soon as possible after throwing the rock. The purpose is so that after throwing the rock, you can defend against Merkava's 214 while he gets hit, allowing you to confirm. Otherwise, his 214 will connect and avoid the rock entirely.
  • Merkava players will commonly pressure with 3C > j.214[A] which is a very efficient and safe frametrap by itself. However, if you shield his 3C, you can use your own 3C to anti-air-grab him for a full combo. Be aware of his options though, as he can punish you just as hard as you can punish him.
    • If he does not do the increase version, he can frame trap you and counter-hit your 3C with the uncharged fireballs. However, he will be significantly negative on block allowing you to punish.
    • He may try to 3C > no-cancel, however he's still -12 (with the shield! Otherwise "only" -9). Do note that 3C shares a similar animation to 66C which does not have the same properties.
    • As a final note, if he spaces his 3C very well, you will not be able to utilize this strategy. This is most apparent if he has you in the corner.
  • Always shield Merkava's 66C if possible. It is a true, 100%, nothing he can do to stop it punish. Don't get greedy and accidentally greenshield though. Play within your own human limits.
  • Merkava's 236C is not a "true" reversal, however it has great invulnerability. If you meaty with 4B, you will trade with his 236C.
    • If you block Merkava's 236C, you can always punish 100% of the time with your 360A.
    • For some reason Merkava players may try to do "double reversal" if you block or trade with the first 236C. Try to get a read on your opponent to see if you think they will make this gamble.
  • If you find yourself in a situation where CS is activated and you are in 360A range, be aware of Merkava's j.2C. It is a very strong response to your command grabs and will allow him a full combo on you.
    • Do not be afraid to read with 3C, but continue to be aware of the other risks you are opening yourself up to.
  • If you block Merkava's 623A, he has to play RPS with you. You can command grab him after blocking, but he must jump to avoid it. This RPS is not avoidable once he initiates it, aside from you declining to play.
  • Be aware that Merkava's 22C, EX Worms, is an overhead. It is noteworthy that if you shield it, you can punish with 2A for a full combo but you have to buffer the 2A. The move on shield is -8.
  • If you ever see Merkava use 5C > rebeat, that is your signal that it is your turn.
    • 236A will beat any of his mashes.
    • Assault j.A or j.C will beat another 5C or 214A but may lose to anti-airs
    • j.2C will beat most anti-air attempts, but loses to a hard read anti-air
    • Be aware that Merkava can simply 5C > 214X isntead, so take care not to get clipped.
Vatista
Uni vatista icon.png
Vatista
(Even)
[character page][match videos]
  • While normally claimed to be OP, Waldstein actually has a much easier time dealing with many of Vatista's tools that normally make people tear their hair out.
  • Vatista cannot end a blockstring with a gem or A-ball without risking the chance of you punishing with a 360B on reaction. Do be sure to learn your opponent's habits so you can be quicker on your reactions.
  • Vatista has a harder time holding down-back against Waldstein in neutral. You can use 236B, your standing overhead, from half-way across the screen into a full combo and is generally safe enough on block because of how far you are during recovery. Vatista is forced to flashkick during the startup of the move, which can be difficult when you can fake her out with 236A. Despite being quite negative, these moves are "usually" safe enough at tip range because of how far you are.
  • Rock has good useage in this matchup. It's difficult to catch the laser with it, but it's much easier to catch Vatista during her startup even from fullscreen. Even if you trade, she will be left much closer to you then when she started..
  • If Vatista uses A-Ball to try to advance on you from range, try to time your 4B so that it hits A-Ball and her at the same time. Even if she doesn't advance, 4B has a fast recovery so she cannot whiff punish and is active enough that it would also destroy a laser.
  • Vatista's 66C is still annoying to deal with, you're still stuck blocking it. If you try to 360C, she may pass through you and cause you to whiff.
  • Vatista still has her instant overhead (B-Drill) so you will need to learn how to fuzzy-block and when.
  • If Vatista gets a knockdown on you and sets a gem, do not jump. The gem explosions are quite large, and I don't believe you can jump > assault over them either. Even if you could, you wouldn't have many options from that position either.
  • If Vatista sets gems in neutral, do not be afraid of them. You must dash block through them to get back into a range where you can threaten her. The sooner she detonates those gems, the better and they won't detonate them until you're in range.
  • Do not be afraid to play for a time-out. Vatista still has strong zoning potential so if you have a life lead and the timer is getting closer to 0, don't hesitate to force her to approach you instead.
  • Don't try to take your turn after her j.C. It doesn't work.
  • Vatista cannot be counterhit. Therefore the 1C~AD option select is weaker in this matchup because even if you hit her, you won't be able to convert safely into anything besides 4B. On block, there is a gap between 2C > 4B but I've yet to see a Vatista flaskkick the gap so as long as you don't abuse it, you should be "safe enough" doing this.
  • You can destroy C-Ball, if she lets you. An early w.214A > (2C or 4B) is enough to break it. 214A takes away many hits from it, and the 2C/4B will finish it off while also putting out good starters to combo from if she gets hit while being relatively safe.
  • Be aware of her hover ability. She can use it to avoid rocks and counterattack with a laser. If she is close enough, you can easily catch her with 3C.
  • Last but not least, don't forget to shield projectiles for free GRD. Keeping Vorpal away from Vatista is strong because it limits the number of unsafe approaches she can do for free.
Seth
Uni seth icon.png
Seth
(Disadvantage)
[character page][match videos]
  • Many of your moves put your hitbox in the same space that Seth puts his orbs in. If you want to break them before they are active, be sure your attack will also hit Seth.
  • Seth's frame data and staggers on most normals is extremely powerful. A good Seth player will tear your apart with all sorts of staggered lows (preventing 360's), threaten to reset pressure from his -2 normals, and then decide if he wants to frame trap you with specials or simply reset with his fast dash speed and fast+vertical 5A.
  • Seth has to be particularly careful when teleporting around you. You have anti-air buttons on both 1C/2C and 3C so even if he side switches, you can still catch him.
    • If Seth catches on and starts doing grounded teleports, you can catch this with 360B. I had the most success by doing a backwards 360, notated as [1]to block > 6321478B.
  • However, he does still have options to bait out your attacks for a whiff punish. If you're still learning, just start by throwing out 2C during his teleport strings to learn the basics of it. It won't work every time but if you pay attention, you can learn the Seth's habits and change your defensive mashing accordingly. Whether that be just timing your 2C mashes better, or throwing out 360B if he's fast-falling or doing ground teleports instead.
  • The teleports are pretty heavily RPS oriented, both players have options to outplay the other.
  • One of Seth's teleports is a parry, check out his page to see when he has this available so that you don't accidentally mash at that time.
  • Seth only has metered reversals, so always go for Oki if he has less than 100 meter, unless you're going for 360A. It is punishable with 5C most of the time, and with 2C 100%% of the time.
  • A good relatively safe option in neutral is j.[C]. It is a great, large move that punishes Seth players that like to use 66C or 623X in neutral. Depending on distance, you may need to jump back (if you are close) or neutral jump (if you're about Wald's 5B distance away). Seth must do a deep dash > 3C in order to counter this strategy.
  • Seth's walkback speed is very poor. You can easily dash > 2B at round start for an early low poke. However, his backdash is very good, good enough that even 236A won't catch it. 66C is very good to catch his air-backdash and recovers fast enough that even if he does the grounded version, you're still safe.
  • During CS RPS where neither player is taking any action during the freeze, some notable buttons Seth has are 5B, 2B, and 2C. His 5B (7f) and 2C (8f and knockdown) have good range for how fast they are compared to most other characters and these moves will beat Wald's 2A (8f). Seth's 2B (6f) ties in startup with our 360B, meaning if both players buffer 2B and 360B together, Seth's 2B will win.
    • Try to position yourself so that these attacks are unappealing for Seth to use. Try standing just outside his B button ranges so that if he decides to mash a button, it will have to be a C button.
    • At point blank, Seth will commonly do a rising j.A due to it hitting us crouching. This makes a neutral CS at this range stack in his favor.
  • Seth has the lowest HP pool in the game, you have a realistic (but still rare) chance to two-touch him with good starters and meter usage.
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha
(Heavy Disadvantage)
[character page][match videos]
  • Zoner versus grappler, it's not a fun time for Waldstein for the most part.
  • Play for time. Yuzu dictates the speed of neutral from start to finish. Do not throw out needless buttons in neutral because every button counts.
  • Your only approach tools in this matchup are 236A4A > CS, assault > j.2C > CS, and assault > j.5C. Dashblocking will not do you any good.
  • Keep in mind that she has tools to close the gap on you as well, when she wants to change the game's pace.
  • Don't use Rock in this matchup unless you are specifically expecting stance 44 or 66.
  • 66B on round start is quite risky because of her parry, and her walkback speed is too high for dash > 2B to reach. In my opinion, it is better to go straight to neutral instead of risking this damage. However, play however you feel comfortable. Maybe you prefer to bait out the parry so you can round start dash > 360B. It's up to you.
  • Yuzu's 236X series reaches too far for you to whiff punish with your own 236A so don't try it.
  • You can assault over Yuzu's 236B (horizontal slash) as long as she doesn't catch you during the startup.
  • If Yuzu does any of her 421X teleports in neutral, a well-timed 5B will catch any position assuming you don't do it too early or too late. Kind of hard though, and quite risky since it shares the same animation as her stance 44 or 66. Plus, she can teleport > 22 (dodge) if she really expects to get hit by this.
  • 360B will catch any of Yuzu's ground teleports
  • Yuzu's invulnerable reversal will whiff against crouched opponents directly in front of her - even Waldstein. When you have her in the corner, use 1A as your meaty since 1A also beats VO. Only use something else after you've established your preference of meaty.
  • Jump back > j.[C] in neutral is not too bad of an option when you have a life lead since many Yuzu players will have a preference of teleporting behind you, especially if they are in the corner. However, you lose ground so don't spam it.
  • If you have Yuzu in the corner, don't give her any breathing room. 236B > CS is a great way to keep yourself in. If Yuzu has displayed that she is good at blocking it, try doing 236B~dl.4B. On counter hit, you can confirm into a full combo minus one OTG. You can approach with 236B > dl.720C OR 236b~dl.4b > 214C.
Hilda
Uni hilda icon.png
Hilda
(Ranges from Heavy Disadvantage to Slight Disadvantage)
[character page][match videos]
  • Definitely a... unique matchup.
  • Hilda has the extreme advantage in neutral and the ability to keep you in the blender for little to no resources, while you have your own mix if you can find a way to actually get in, which usually requires a hard callout.
  • Be sure to save resources to keep you safe after 236X, and to get corner-carry off of routes that don't end in 4B so that you can use [4]6C.
  • You can meaty Hilda (or anyone) with 1A and recover fast enough to block VO. 1A > 214A is airtight on block, and 1A > 214B is a 5f frame trap that also blocks VO after 1A.
  • Hilda's pillar is -8 so if you block it, take back your turn.
  • Round start is in Hilda's favor, her 5A will beat Waldstein's 66B.
  • Keep the range of Waldstein's 236C in mind. This is an incredible tool in this matchup. It can:
    • Whiff punish Hilda's 236A, Skewer by crouching under it.
    • Catch her setting gloom in a blockstring from careless ranges.
  • 214C is also a wonderfultool here. Its fast startup and large range makes it ideal to catching her trying to reset pressure after 623A or pin, if she's close enough.
  • Refer to Argenrost's Anti-Hilda document
Chaos
Uni chaos icon.png
Chaos[No Data]
(Slight Disadvantage)
[character page][match videos]
Nanase
Uni nanase icon.png
Nanase
[character page][match videos]
  • Use 5C when Nanase tries to reset pressure with fireball, hitconfirm into 236A/C depending on range.
  • More to come
Byakuya
Uni byakuya icon.png
Byakuya
[character page][match videos]
  • Delayed 360B or 360C beats 623C and should also OS against Byak 236C. The timing is quite weird though.
Phonon
Uni phonon icon.png
Phonon[No Data]
[character page][match videos]
Mika
Uni mika icon.png
Mika
(Disadvantage)
[character page][match videos]
  • A very Mika-favored matchup due to her frame data and move properties
  • Her 2A is only -1 with a 5f startup, allowing her to no-cancel it and still have enough time to hit you with another one before you can 2A. Because of this, trying to steal your turn from this scary move requires high commitment from you, and low commitment from her.
    • If she likes to use three 2A no-cancels, green shielding between the first and second allows you to CH the third 2A with 5C.
  • Very fast character. If you whiff the wrong move, she gets free access to run her 2A pressure instantly.
  • Her 623A Tornado is safe against you at -2. If she has advanced timings, she can even no-cancel it into 2A and beat your normals.
  • Both missile and her command grabs beat yours, so using 360C to get out of pressure is more risky than usual. Be careful using 236X > 720C as well for the same reason.
  • Has great air mobility. Enough so that even 2C or 3C can be made unreliable.
  • Shielding the missile is not an automatic victory. At maximum range, missile can still be plus on shield. If you try to shield missile too much, she will start using 214X to GRD break you.
  • Mika 214C can only be punished by you mashing. Jumping is not sufficient. If she uses it outside the range of your normals, and early 5B should do the trick. You can use 2A for the safest choice.
  • Waldstein's 6C can easily catch Mika Missile if you use it pre-emptively. She will fly directly into your hitbox. However if she baits this move out she will gain a lot of ground on you.
  • Round start can be tricky. A perfectly buffered 66B should beat all of her mashes, but:
    • 66B beats anything that's not a defensive option, but can lose to B-Tornado if mistimed.
    • 2B will beat Tornado without precise timing.
  • Watch out for Mika's 360C, especially if she is in VO-state. It's her best starter.
Wagner
Uni wagner icon.png
Wagner
(Slight Disadvantage)
[character page][match videos]
  • round start options are 623X to beat wagner 66C and drill, 360/720B to beat wagner 66C disclaimer the oki is poor due to back teching being strong, 236B to catch back dash
  • J.[C] is really good to call out A drill and 214X but it can be called out by wagner 236B
  • 6C is also a good way to call out three approaches her drills if spaced 66C approaches
  • interestingly enough if your in the corner and you shield enhanced 214[B] you can J2C after and if they continue their pressure they will get counter hit
  • 4B can bait her dp's on wake up and you will be plus enough to stay with ease
  • more to come
Enkidu
Uni enkidu icon.png
Enkidu
(Disadvantage)
[character page][match videos]
  • Round start is tricky because Enkidu has many tools that beat 66B and standing 5B. Enkidu can parry, 5B, 4C. From my experience, a micro-walk back > 5B beats most of these options and more with minimal risk. However, this loses if Enkidu does dash > parry, but that loses to round start 720B. A solid RPS from the get-go every round.
  • When you are knocked down, waking up with a reversal is very risky against Enkidu. He can meaty with 66B, which is airborne (beats 720C) and it recovers fast enough on whiff to allow him to block 623C.
  • Enkidu's 5[C] and 2[C] rival the range of your C buttons. Be careful mindlessly throwing out normals while attempting to zone him because he can whiff punish you with these if he makes a hard read.
  • Overall has much better close range pressure than you do because of staggers, half-charges, and him being able to parry any time he think's you'll mash.
  • At least you can grab him out of parry.
Londrekia
Uni londrekia icon.png
Londrekia
[character page][match videos]
  • j.B is really nice at stopping Londrekia from spinning in neutral because it's very active.
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki
(Disadvantage)
[character page][match videos]
  • You can destroy Akatsuki's fireballs with your moves that have the ability to do so, including his 236C (fireballs) if he uses this in neutral. 4B and jumpback j.C in particular is very easy to break each 236C projectile but 5C and 214A/B work well too. However, remember that each fireball you destroy is a fireball you aren't shielding for GRD.
  • Be wary of his air mobility. Akatsuki gets a double jump and he can change his air momentum with any fireball or j.2C.
  • Be careful about buffering 720X during his blockstrings, as he can throw out A-Tatsu or B-Tatsu at any time and get a full punish for it since he goes airbone for these moves.
  • If Akatsuki is reckless and has no resources but still does either Tatsu, you can attempt to punish either of them with a 360 OS. A-Tatsu cannot cancel into anything without resources and is -2 on block. If you attempt to 360A here, he must buffer a jump or else he will take the throw. If he starts buffering a jump, this opens up options for you to start mashing 5A on the first hit of X-Tatsu. However, if he does B-Tatsu, the block string is tight enough where you won't get hit, and you can wind up another 360 for when the 3rd hit finishes. B-Tatsu is -4 so you don't even need to shield to get a punish. The only caveat here is that you have to look at his spacing because he can use either of these moves and remain outside of your 360A range.
    • For B-Tatsu only: If he remains outside of your 360A range, you can shield the last hit to make him -7 and punish with 214C.
  • Akatsuki players like to throw out B-Tatsu in neutral and if they don't have CS, will make it safe on block with 236C (fireballs). They can either do j.236C to make it totally safe, or use the grounded version for a small frame trap, which will beat 214C. Be sure to be aware of Akatsuki's resources.
    • If you shield the last hit of B-Tatsu and Akatsuki has 100 meter but no vorpal, buffer a 720 and if you see a superflash, finish the input with C. If they use j.236C, Waldstein will continue to block because the blockstring is airtight. But if he does the grounded 236C, you will counter with your reversal instead. Akatsuki gets +10 frame advantage from the grounded version, as opposed to the air version which is "only" +8.
    • Technically, you can OS his B-Tatsu by doing 214C > 720C, similar to how you would combo 214A > 720C. The idea is that you would 214C if he does not cancel it, but the superflash from his 236C would eat this input and give you enough time to 720C. The timing is quite hard.
    • If Akatsuki does have vorpal, do not attempt to shield the last hit. He can CS between the 2nd and 3rd hits, allowing him to grab your green shield for a GRD break.
  • If Akatsuki is close enough when he inputs 22B (reversal), he will side switch. Do not press your button too early or the side switch will cause you to whiff. I usually play it safe and use a 5B starter because it has decent scaling, decent startup, and doesn't send you're opponent into a weird position for you to follow up from.
  • In neutral, use 5C, 5B, and 4B to keep him from getting in on you. You are the zoner in this matchup.

His parry is frame 1, making your blockstrings very punishable. Doing anything into 214B on block is asking to get parried. His tickthrows are incredibly strong. Just him mashing 2A over and over will keep him in range for a very long time, and they have incredible stagger windows too.

Videos

Quick look at some interesting interactions between Wald and Hilda

Wald/Hilda things by [Mr. Noodles]

External Links

Anti-Hilda Document By discord user Argenrost#1868


Waldstein Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-10-07 by TanasinnAZ.

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
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika