 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Wagner's character page for the latest version (UNICLR), click here.
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“
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She annihilates. Enveloped in the inherited scorching flame.
Admires the name of the clan, takes an oath of the eternal loyalty to Adelheid.
Without forgiving herself. Without loving herself. She only exerts her sword.
Even when goddess smiles upon, her soul is bound to the battlefield.
Treads on the ash of the dead, waits for the judgement at the endless battlefield.
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”
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Story
Wagner is not only the pride of Licht Kreis, but its fourth Executor as well. Despite her title as "Fourth", it is no doubt that she is the strongest of all. Her noble upbringing with ancient ties to Licht Kreis has hardened her to complete her missions at all costs. This attitude has lead her to extreme lengths on more than one occasion, and she is reprimanded by being sent into the outside world to gain an understanding on society and common sense. Now on the outside, she receives a mission from Licht Kreis to assist the current Executor there in exterminating Amnesia.
“
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I am the cleansing flame of Licht Kreis.
I shall burn your evil thoughts to ashes.
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”
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Gameplan
Wagner excels at applying pressure at close/mid-range. Key to her gameplan is to spend meter plentifully to maintain advantage and vorpal at all costs. If the opponent wants to maintain distance, use gaps to equip installs and attempt to resume pressure.
Strengths |
Weaknesses
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- Extremely strong corner carry
- High damage from most non-A starters, with good oki – this goes hand-in-hand with her having very strong abare
- Never-ending pressure strings when having meter or vorpal
- Relatively good backdash
- Extremely good normals, 5B/5C/6B dominate the spaces they cover against most of the cast
- Specials can cancel into each other to prevent the opponent from having room to breathe or attempt a punish
- It is often extremely difficult for opponents to keep track of which installs Wagner has available/equipped
- With shield install (22B) equipped, her guardpoint moves are extremely powerful and can go through virtually everything except for throws
- With shield install (22B) equipped, her guardpoint moves start guardpointing on frame 7, allowing her to reverse the situation against opponents with loose pressure strings
- Her horizontal thrust (236A) is both fast (10f) and covers a huge amount of horizontal space, with a surprising amount of vertical coverage. This move by itself prevents many zoners from comfortably applying pressure at range
- Has a very good, 5F reversal (623B) that leads into insane damage when combined with vorpal and meter. Notably, her EX reversal (623C) is more difficult to combo with vorpal and leads into worse damage for the meter cost
- Has a very good anti-air special (623A) that converts into high damage with meter from any hit
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- Certain specials can be shielded to end Wagner’s cancel options and provide a punish opportunity
- Most of Wagner’s special strings can be fuzzy mashed to beat all of her possible follow-up options
- Her overheads are slow and telegraphed, though fortunately not that easy to interrupt (especially when shield install is equipped)
- Guardpoint moves can lose to multi-hitting specials or reversals, and will lose to many meter’d reversals, though Wagner can attempt to cancel her guardpoint into her own specials or supers in response
- Certain moves can be easily baited or out-spaced
- While fast and damaging, she can have issues closing range against some characters without resorting to wild 236A usage
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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700
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-700
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4
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42
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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4
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2250
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300
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3200
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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6
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28
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-56400
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1~8 Full 9~10 Throw
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Unique Trait
- Can install sword and shield buffs which enhance some of her specials.
Vorpal Trait
- 22A/B recovery decreased.
- Enchanted sword chip damage increased.
Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked
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Cancel
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Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
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Invul
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The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible
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Normal Moves
5A The start of something sinister The start of something sinister
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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180
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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-
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-2
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-
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Sword hit. Mid hit with a clutch Anti Air hitbox as it starts. Standard range but still works very well as a meaty. Used in conjunction with 2A for rebeats.
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2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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150
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L
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Se,Sp,Ex,Cs
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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-
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-2
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-
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Crouching low kick with slightly less range than 5A. Good poke for corner pressure and frequently used in rebeats for shorter recovery.
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5B Heel Heel
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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480
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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3
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18
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-
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-5
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-
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This kick is an excellent horizontal poke and punish tool due to being disjointed at the foot. Its recovery is relatively short, making it difficult to punish by itself, on top of having a large stagger window. One of Wagner's best, most commonly used normals.
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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490
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L
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Sp,Ex,Cs
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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2
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19
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-
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-5
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-
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Sword hit. Crouching horizontal slash, good low hitting poke with deceiving range, despite being relatively slow for its strength and proration. Juggles fairly high and is useful there, but it has a pretty short stagger window and may see less use in pressure.
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5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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680
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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4
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25
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-
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-11
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-
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Sword hit. BIG slash with a curvy hitbox surrounding Wagner, serving as one of her longest range normals. Can be a decent anti air, but is primarily be used in juggles and for rebeats as this into w5/2A is only -1. Don't end blockstrings with this due to its large recovery.
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5[C] The pinnacle of her range The pinnacle of her range
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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780
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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20
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4
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28
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-
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-14
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-
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Slightly larger 5C which floats on hit. Can be used for frame traps and confirms into higher levels of damage than average. Mostly used in juggles, but still retains the same advantage of 5C > w5/2A to remain at -1.
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2C Advancing Sweep Advancing Sweep
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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620
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L
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Sp,Ex,Cs
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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5
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18
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-
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-5
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-
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Decent sweep which moves Wagner forward slightly. Hits low and knocks down, leading to solid juggles even after a whiffed A normal, as you can pick up after the knockdown. Trades in your favor against anything that doesn't knock down or stagger.
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j.A Wagner's fastest air normal Wagner's fastest air normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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H/AS
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Sp,Ex,Cs
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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3
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17
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-
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Varies
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-
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Jumping kick that cover from her 3 angle to (pretty much) her 6 angle. Good air-to-ground move but has somewhat poor range. Borderline unreactable when done out of an assault, confirming into around 2.3K with CS or serving to get a GRD Break if they low shield.
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j.B All purpose jump button All purpose jump button
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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420
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H/AS
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Sp,Ex,Cs
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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4
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18
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-
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Varies
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-
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Shield hit. Decent all purpose air normal with range around and below her. Hits slightly more on her backside than j.C, serving useful after midscreen installed 236AX pressure. Sees some more use in certain confirms than j.C due to having better scaling.
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j.C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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590
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H/AS
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Sp,Ex,Cs
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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3
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X+4
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-
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Varies
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-
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Sword hit. Has a curvy hitbox that pretty much circles around Wagner, mainly in front and below. Comparable range to something like her 5C, useful out of assaults or as air-to-ground.
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j.[C] It's still my turn It's still my turn
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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750
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H/AS
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Sp,Ex,Cs
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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20
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3
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X+4
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-
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Varies
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-
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Charged version of j.C, slightly larger and causes ground slam on air hit. Mostly used in combos & her safejump set-ups. You are generally plus when this is blocked, and it's still your turn if this gets Shielded.
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Command Normals
Filthy Dog! 2A+D
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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1199
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L
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Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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3
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17
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-
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-2
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-
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Steps on you so hard you explode. Safe low hitting move which counts as a special and hits further than it looks. Mostly used for the half-charged Force Function -> Low mixup, to make some improperly spaced moves safe, or throw out an unexpected low if you've conditioned them to look for an overhead.
Can be useful at the end of combos to add a little meter-less damage when you find yourself ending a combo with both buffs already equipped. Because this move exists, You need to input 3AD for 2A Throwtech OS.
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6B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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480,690
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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2(8)3
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24
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-
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-9
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-
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Sword hit. A two hit slash fairly similar to Hyde's 6B with slightly shorter range and launches, leading to large combos out of nearly any short set of normals beforehand.
Particularly strong when Rebeat to 5/2A. Rebeating the first hit leaves Wagner even with the opponent, while rebeating the second hit only leaves her at -1.
Can be chained with 5C, [5C], or 6C for juggles. The good range and speed on this move makes it a great pressure tool.
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3C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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660
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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3
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26
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-
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-11
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-
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Shield hit. Wagner's standard anti-air. Has a smaller hitbox than 5C but is 3f faster and much easier to confirm on counter hit. Leads to good juggles and also used IN her high damage combos.
Head invincible frames 7~11
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6C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690
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H
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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26
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4
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19
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-
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-5
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-
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Wagner hops into the air and drops her heel onto her opponent. Slow ground overhead with a pretty big hitbox and good reach with low crush properties.
Will hit grounded opponent but also airborn opponent within its reach, though it is only active as her heel starts to come down past around the 45 degree angle. Special cancellable, mostly used in combos to lead into [FF]. A good juggle and pressure tool in general.
Foot invincible frames 10~27
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j.2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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650
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HL/AS
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(Sp)(Ex)(Cs)
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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14
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Till L
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13
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-
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-2~-5
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-
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Midair stomp with a big hitbox that spikes the opponent to the ground on hit. Can be useful to alter her jump arc and fake the opponent out, but is generally not that great as a divekick and is most often used at the end of air combos.
Can CS, special, and super cancel the landing recovery, but only on hit.
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Dash Normals
66B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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610 Install: 350,350
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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2
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13
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-
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-3 [install: -2]
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-
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Sword hit. Forward advancing thrust with moderate range. This is faster than a majority of dashing B normals, but is mostly used in combos or as a frame kill before oki in order to bait the opponent into pressing a button or timing your meaty.
66B causes crumple on counter hit for easy confirms, and has a wide special cancel window afterwards for frame traps, particularly with a delayed. After a Sword Install, this move becomes a two-hit attack, which can make confirms easier, but also gives the opponent more time to register that the move made contact.
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66C Hail Mary Hail Mary
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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660
Install : 490,490
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L
|
Sp,Ex,Cs
|
-
|
-
|
Foot
|
Startup
|
Active
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Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
26
|
-
|
-11 [install: -9]
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-
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Sword hit. Dash sword sweep that is special cancel-able. Will catch players attempting to shimmy, walking away, or bckdashing if delayed enough. It's not particularly active, but it does lead to beefier confirms with slightly delayed FF or 214X.
This is generally used as a combo ender, giving a good amount of advantage after equipping a buff. With Sword Install, this move becomes a 2-hit attack and knocks down, giving you ample time to confirm afterwards. Blocked at max range, though, most of the cast cannot reliably punish this. Don't whiff.
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Universal Mechanics
Schild B+C Why this character is hated Why this character is hated
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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720
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
2
|
27
|
-
|
-2
|
-
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Shield hit. Backhanded shield slap that causes a knockdown on hit, and wallslams in juggles. Powerful move that is very easy to confirm afterwards. Commonly used in frame traps, linking specials during pressure, and establishing that is, in fact, still your turn.
- Acts as a special, can cancel into other specials
- Can be partially charged to delay startup and act as a frame trap
- Has guard point starting on frame 7 until active with shield install
- Destroys projectiles starting on frame 3, can be special cancelled after doing so
- Can be CS'd or Super Cancelled on whiff
- Safe on block
Guard point makes this particularly frightening in frame traps, as most characters must risk a throw or burn meter to beat this auto guard if they choose to attempt to get out here.
If you eat a projectile, you can cancel into other 214X or 236X to catch them, or 22X to grab a buff. The whiff cancel furthermore opens up new avenues. Pivotal tool.
Projectile invincible frames 3~16
When buffed, guardpoint frames 7~14 (before active)
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Charged
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1050
|
H
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
28
|
2
|
36
|
-
|
-10
|
-
|
Fully charged, turns into an overhead with a long crumple state.
- Ranged overhead which eats through mash attempts with shield install
- Fully crumples on hit
- Bad proration without shield install, but high damage with it
- Unsafe on block, but can still be special cancelled
- Can still be CS'd and Super Cancelled on whiff
Commonly used after good starters to grab a buff mid combo. Very strong tool in pressure or oki with install to ensure the opponent respects your string. Unsafe fully charged, but can still be cancelled into 214A to make it safe.
Projectile invincible frames 3~29
When buffed, guardpoint frames 7~27 (before active)
|
|
Throw A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1644
|
UNB
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
-
|
-
|
-
|
Wagner grabs, burns, and explodes her opponent. So plus on hit that 22A after throw is 0 on block and +3 in vorpal. A lot of Wagner's mixup revolves around the grab, which can be kara cancelled into with her 6B.
Cannot be CS'd and does not combo afterward.
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
|
|
Special Moves
Kugel Blitz 236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1320(1662), *1357(1791)
|
HL
|
Se,Ex, Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
16
|
25
|
-
|
-5
|
-
|
Forward sword drill, press any button afterwards to do a followup.
- Mainly used in pressure with Sword Install to extend pressure and go for a mixup after the followup.
- Risky poke or backdash callout at midscreen.
- Leads to a full confirm with Sword Install, CS, or 100 meter > (j.)236C.
Prorates fairly heavily so the followup damage is mediocre, and you cannot cancel this move on whiff. Very risky outside of pressure, but occasionally useful.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1382(1737), *1442(1837)
|
HL
|
Se,Ex, Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
16
|
25
|
-
|
-14
|
-
|
Ground-to-air version of her Sword Thrust. Press any button afterwards to do a followup.
- Gung-ho anti-air tool with slight anti-air invul to cover the space in front of and above Wagner.
- Leads to full confirms with Sword Install, CS, or 100 meter > j.236C.
- Can be canceled on whiff with CS or j.236C.
In combos, does slightly more damage than 236A, and if used with an install at the end, leads to a safejump setup. Mostly used in the corner, or occasionally to cross back up and put the opponent in the corner.
Head invincible frames 8~21
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1890
|
HL
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
12
|
38
|
-
|
-26
|
-
|
Big Anti-air sword charge.
- Strong air normal invuln anti-air option which leads to a full confirm.
- Converts with dash up and relaunch afterwards due to the extended knockdown time.
- Particularly useful after a 623A confirm to put them back in the corner and deal a significant chunk of damage.
A strong tool but try not to whiff it. Will lose or trade with air specials if spaced and/or timed improperly
Throw invincible frames 1~3
Head invincible frames 7~21
|
|
Wackenroder 623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1367
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
19
|
34
|
-
|
-26
|
-
|
Rising conversion tool, Anti-air, and fake DP.
- Fast startup and super cancels on hit or block
- Landing recovery can be super canceled or CS'd on whiff
- Beats air normals and is a decent vertical Anti-air
- Full conversion on trade if you weren't knocked down/crumpled
- Often used to convert into CVO or Super confirms as a combo ender
623A is a tricky option used in conjunction with 623B. This has no regular invincibility, but fast startup and the super cancel can make opponents think twice about pressing a button when its blocked
Dive invincible frames 5~18
Head invincible 9~18
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1672
|
HL
|
(Cs)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
18
|
36
|
-
|
-33
|
-
|
Fully invulnerable, higher reaching, and more damaging true DP.
- Very strong vertical anti-air
- Fully invincible, but highly punishable if blocked/whiffed
- Can be fully converted with CS
Great anti-air tool and leads to full confirms with CS. What puts the fear in them. Occasionally works as a combo ender to close out rounds.
Completely invincible frames 1~6
Strike and projectile invincible frames 7~11
Air attack invincible frames 12~22
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2037
|
HL
|
(Cs)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+2
|
21
|
44
|
-
|
-39
|
-
|
Slightly more range and a chunk more damage than B DP.
- One of the few moves in the game that comes out frame 3
- Excellent punish tool that can be extended further with CS
- Strong combo ender for more damage when necessary.
623C lets you blow through smaller gaps in pressure, but the super flash will let some react to it rather than the standard DP. Your go to tool for super whiff cancels.
Completely invincible frames 1~6
Strike and projectile invincible frames 7~18
|
|
Sturm Brecher 214X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1045
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
9
|
14
|
-
|
-5~+3
|
-
|
Shield charge.
- Good for advancing on the ground and closing space with your opponent in pressure
- Great oki tool that leads to plus frames if it hits meaty
- Buttslams on hit, leading to big confirms
- Works well as a confirm from ranged hit normals like 5B, 2B, and 5C
All meterless versions of 214 can be special canceled on contact and CS'd or super canceled on whiff. This allows Wagner to extend her pressure and ensure that her strings don't end when the opponent thinks they will. However, it will lose its special cancel property if shielded.
Properly spaced, this move will leave you plus on block, resetting pressure and potentially setting up for a frame trap for people who improperly gauge the distance.
|
Buffed A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1045
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
9
|
14
|
-
|
+0~+8
|
-
|
After a shield install, 214A gains guard point starting on frame 7 (up until it goes active), projectile invuln into its active frames, and will always be at least even on normal block.
This expands 214A's utility from a pressure extender and frame trap tool to a rampaging armored hitbox and abare tool. You can use this to pretty much skip neutral against sloppy zoning and projectile use. Can be CS'd at any point past its guard point startup.
Guard point frames 7~11
Projectile invincible frames 7~22
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1045
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
12
|
14
|
-
|
-8~+3
|
-
|
Same effect as the A version, but it starts slower and covers a greater distance, as well as being less safe on block. You will generally opt to use this version in combos as opposed to pressure, as its range makes it near impossible to gain frame advantage out of Wagner's normals.
Since 214B has a longer overall recovery time, this makes it easier to confirm a super cancel against an opponent who jumps out, using 623C or 236C.
The added range, however, makes longer range 5C confirms stronger, as well as allowing for easier confirms when the opponent is farther out.
|
Buffed B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1045
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
12
|
14
|
-
|
-3~+8
|
-
|
Similar to installed 214A, extending Wagner's range with the added benefits of guard point and projectile invuln. Much more advantageous on block when properly spaced, and still safe even if done point blank.
Guard point frames 7~11
Projectile invincible frames 7~22
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1877
|
HL
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
20
|
20
|
-
|
-6~-4
|
-
|
EX Shield Charge with a much slower acceleration and top speed, making it much harder to confirm against projectiles and in general. It also prorates heavily and is always unsafe on block. Extremely situational: this is probably Wagner's worst move and is best avoided unless you can make a hard read in pressure or have no better option for a punish.
Throw invincible frames 1~3
Projectile invincible frames 3~27
|
|
Sturm Brecher (charge) 214[X]
|
[A]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1551
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
9
|
19
|
-
|
-3~+5
|
-
|
The charged version of this move has a slower startup, longer reach, increased damage and more advantage on block. When blocked, 214[A] pushes the opponent back significantly and floats them upwards, allowing you to get them closer to the corner. Knocks down on hit, wallslams on hit near the corner.
|
Buffed [A]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1551
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
9
|
19
|
-
|
+4~+12
|
-
|
With Shield Install, 214[A] gains the more plus frames on block and the move now has a guard point starting on frame 7.
Guard point frames 7~11
Projectile invincible frames 7~22
|
[B]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1551
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
12
|
19
|
-
|
-6~+5
|
-
|
Still the same as the A version, but better range.
|
Buffed [B]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1551
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
12
|
19
|
-
|
+1~+12
|
-
|
After a shield install, more plus frames on block and the move now has a guard point starting on frame 7.
|
|
Lohen Schneide / Lohe Garde (*) 22X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
(CS)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
37F [vorpal=34F]
|
-
|
-
|
-
|
Sword Install.
- Sword normals will deal chip damage (5A, 2B, 5C, j.C, 66B, 66C)
- 66B and 66C become 2 hits
- 236XX recovers while airborne, leaving Wagner plus
- Commonly used mid combo after [FF] for conversion and better damage
- Can be CS'd after the install goes active
- Disappears if hit afterward. If both Installs were active, the first one to disappear after being hit is the one that was done last.
An essential tool used at the end of combos after knockdowns to set up her oki and to make Wagner's already damaging confirms even more threatening.
This is commonly used mid-combo after [FF] to cancel the move and allow for combo extension, as well as when [FF] hits raw. Having an install in neutral makes 236X more of a threat, as it lets Wagner do stronger confirms without burning other resources, which can scare the opponent and make their behavior more defensive.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
(CS)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
39F [vorpal=36F]
|
-
|
-
|
-
|
Shield Install. 3f slower than sword install. Faster in Vorpal.
- Shield hits will now do chip damage (3C, j.B)
- FF and 214X gain guard point from frame 7, until they become active
- Buff will disappear after using a 214X or FF, or after getting hit
- Same as the A version, it will be lost first if it was the last install done or if installed through 22C.
Very useful install which can allow Wagner to power through sloppy pressure, abare with unusual tools, and retain her frame advantage at many ranges.
Depending on the matchup, this can completely put the opponent on edge as it makes many of Wagner's tools that much more threatening. FF can no longer be mashed out, and moves which are generally safe at a distance can become extremely risky the moment Guard Point is on the table.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1304
|
HL
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
6
|
26
|
-
|
+9
|
-
|
Wagner surrounds herself with a fire pillar that reaches to the top of the stage, hitting opponents horizontally nearby or in the air above her, and buffing both her sword and her shield. Notorious for being +9 on block, allowing Wagner to burn 100 meter to keep her turn and maintain pressure options since she recharges her buffs.
This is a useful combo ender in many situations, particularly in the corner, as the move's behavior changes based on how many buffs Wagner already had before using 22C.
- No buffs: Gains both buffs, opponent can tech afterwards
- One buff: Gains the other buff, knocks down the opponent
- Both buffs: Uses both buffs to deal more damage and inflict burn, which deals up to 950 damage over time, increasing based on Wagner's proximity to the opponent. Knocks down.
Normally, this move cannot be combo'd after, but one can use CS or use it in CVO for extensions. This is one of Wagner's most important tools in both pressure and confirms.
Throw invincible frames 1~3
|
|
Sturm Schlag (In midair) j.236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1561 (1910), *1583(2028)
|
HLA
|
Se,Ex,Cs
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
Till L + 2
|
36
|
-
|
-4
|
-
|
Air-to-ground Sword Thrust. Not an overhead
- Powerful combo starter on counterhit and mainly a conversion tool
- Only punishable by throws if not shielded
- Similar follow up to the ground version, done by pressing any button during or after the move
- With Sword Install, followup deals more damage and can be followed with another move for conversion or pressure
Best used when tk'd as a counterhit punish as it leads to 4K meterless. Potentially tricky divekick esque move which is somewhat safe dependent on spacing. Converts while in the air, and is best used if you have meter to EX move afterwards.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1561(1910), *1583(2028)
|
HLA
|
Ex,Cs
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
Till L + 2
|
38
|
-
|
-6
|
-
|
Similar to the A version
- Reaches farther than the A version, travels in a different angle
- Also mainly a combo tool
- Jab punishable on block
Less useful tool than the A version. It doesn't convert meterlessly on counterhit and is less safe on block. Save it for when you have meter to convert or make it safe.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1842
|
HLA
|
CS
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
Till L + 2
|
37
|
-
|
+0
|
-
|
Super Air Sword Thrust which leaves Wagner at 0.
- Strong way to retain pressure or reset the situation when Wagner is in the air
- Makes 623A safe when blocked
- Full conversions on hit
- Primary CVO damage filler
Strong offense starter when you're in the air and the opponent whiffs a ground tool. Decent conversions on hit, BnB level conversions on Counter hit.
|
|
Sturm Schlag (charge) (In midair) j.236[X]
|
[A]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1699, *1721(2155)
|
HLA
|
Se,Ex,Cs
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
Till L + 2
|
40
|
-
|
-8
|
-
|
Slower diving thrust, Wagner charged back before it goes active.
- More powerful version and bigger hitbox than the normal version, but less safe
- Acts as an anti-anti-air when used properly
- Knocks down on hit for easier and meterless conversions
Tricker move to bait out anti airs. Can be made safe by cancelling into 22C on landing, as can all versions of 236X.
|
[B]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1699, *1721(2155)
|
HLA
|
Ex,Cs
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
Till L + 2
|
43
|
-
|
-11
|
-
|
With the exception of the angle of attack, this version is nearly identical to the charged A version.
|
|
Supers
Infinite Worth
Hitze Falke 41236D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3241
|
HL
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+9
|
19
|
57
|
-
|
-46
|
-
|
Wagner rises like a bird and ignites the air around her. Expires if you take damage or move outside of half screen range.
Excellent, half screen punish tool that has an absurd amount of advantage on hit, granting enough time for Wagner to do *both* installs. This is your preferred CVO ender unless IWEX will kill. This will also add into some of 22C's damage over time if you had both buffs before using it.
Completely invincible frames 1~31
Strike amd projectile invincible frames 32~43
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3760
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 Full
|
Wagner becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
|
|
Videos
Wagner Tutorial by Redblade
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links