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Under Night In-Birth/UNICLR/Waldstein/Strategy
Disclaimer: This is a community written page and may contain opinions that all players may not agree with. Use at your own discretion.
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.
Wald's Neutral depends heavily on who his opponent is. Against zoners, you will be stuck dashblocking. Against the other archtypes, you will have more freedom to different forms of 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.
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.
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.
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)
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.
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 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 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 the assaulting player is currently in a not-cancelable action. Most people here would choose to anti-air someone assaulting at them like this, but with j.2C, you can 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.
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. Very bad for tick throws.
- 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  or .
- 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.
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.
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 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. You can follow up with 720B. Thankfully, 214B is quite a long move so you can hitconfirm or blockconfirm to identify if you should finish with 720B or not. Trades with 5f normals but still allows you enough time to 720B.
- 1A > 236A/B if you want an easy way to start the 236 RPS but loses to mashing.
- 1A > no-cancel 360B to catch mashers but loses to people blocking. Best odds of this are if you do 1A very close and are up against a knowledgeable opponent that knows that can mash. Red throws against mashers.
- Once you've established RPS, you can now utilize your +2 by simply not canceling it into anything. Jump, maybe 2B. The world belongs to you again.
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 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  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  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.
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 > 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 > 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 makes meaty-ing difficult.
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 a good 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. Also, it hits low so anybody expecting j.[C] or 236B will get hit.
- 2B is a long range low, nothing too special.
- 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.
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.
- Not very useful, but if you do 5C > 214 > 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 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.
- In the corner, you can end a combo with 4B > 236A4A > 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 (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.
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).
- 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. 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.
- 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.
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.
Waldstein has two decent option selects and one very strong option select available.
If you are unaware of what an option select is, they are primarily used to cover two types of approaches to throws. 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 1A, and within 2 frames press A+D. You can hold the A button in this case while pressing D.
- 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 jumping or assaulting.
- 2A~D is a little stronger than 1A because it has a longer and slightly taller hitbox, and starts up 1 frame faster. Someone backing 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 is definitely Wald's strongest throw OS. 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. On hit or block, you can follow up with 4B (there will be a space for DP's though) for a full combo as well so even if it's not a counter hit, you still have something. However, it has a longer startup than your A buttons so it is easier for someone to grab you during startup.
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 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.
This section will be slowly under construction.
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Anti-Hilda Document By discord user Argenrost#1868
Waldstein Wiki Roadmap
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Page last edited on: 2021-05-23 by TanasinnAZ.