Under Night In-Birth/UNIST/Wagner/Strategy

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Wagner Fundamentals

High pressure, high momentum. Once you get rolling, don’t let up.
Always maximize your opportunities. If the opponent provides space, equip installs or concentrate. If the opponent attempts to approach, abuse your fast and large normal, or intercept them with your own specials (236A with sword install, for example).
Do not be afraid to burn meter for continued pressure. In fact, it’s not a terrible idea to save meter for that express purpose, when you don’t feel comfortable elsewhere.

Top 3 Normals

5C – large hitbox that covers both ground and air approaches from opponents. Converts into high damage combos at all ranges, though the routes change depending on range.
5B – extremely fast 7f normal for its range. Leads into reasonably good damage and carry, and can be used to interrupt numerous blockstrings where opponents are normally too far away to be reached. Good combo tool as well.
5A/2A – 5f normals with reasonable horizontal ranges that share the same frame data. 5A has a decent vertical hitbox, and 2A is a low. Nothing too special, but extremely useful.

Honorable Mentions

J.A – fast overhead with a downward hitbox. With vorpal, it’s possible to combo from an instant overhead assault j.A.
J.C – large air normal that can force opponents out of the air or keep them blocking at longer ranges than most
2C – long range low that moves Wagner forward. Has versatile hit confirm options. Useful in combos, as well.
6B - 8F huge move that leads into very high damage combos on hit, and is 0 on 6B(1hit) > whiff A.
66C - 10F huge low move that you can spend meter to start your pressure or combo.

Meter Usage

22C – +9 on block and equips both installs (unless both are already equipped, in which case it unequips them to do poison damage on hit). There’s basically no more efficient option with meter than resetting pressure with 22C. It’s extremely common to see players do 236A > 22C on block to continue pressure.
Using 22C for poison damage can be fairly efficient with the right setups
J.236C – Solid option for extending 236A/236B hits without sword buff.

Notable Whiffs:

2C > 5A/2A is -1
5C > 5A/2A is -1
6B(first hit) > 5A/2A is 0
6B(2nd hit) > 5A/2A is -1

How to beat this character?

Learn the range of her normals
Whiff punish any poor button presses (6B/5C on whiff are free punishes)
Learn when to shield her pressure or jump/backdash to bait whiffs
Ensure that you can react to her IC FF ([B+C]) overhead
Learn the fuzzy mash timings against her special strings
Be patient if she has meter, because she can easily burn a significant amount of time by using meter to re-equip both installs and continue pressure at no risk
Learn to play around her guardpoints on both offense and defense. While those moves give her plus frames on offense, they also allow her to easily punish careless gaps in her opponent's offense. Always keep her options in mind while structuring your offense.
If you have vorpal, don’t be afraid to guard thrust if you’re forced to block her 22C. It takes away her shield install and negates her free pressure at little cost.

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