 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Waldstein's character page for the latest version (UNICLR), click here.
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“
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He rages. In order to protect his master, the beast will raze buildings and crush trees with
his own two hands. To stand by his master's side, he takes on the curse of eternity,
transcending the power of mankind. On this quiet night, he thinks about his master,
and how he may die on the battlefield one day...
|
”
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Story
A mysterious old beast, who has lived centuries. With ties to the "Night Blade", he operates by the Princess's side. Speaking of the princess, she has recently taken a somewhat useless high school student under her wing, leaving the beast perplexed. All the while, Wald and his comrades are under attack from a mysterious organization, Amnesia. "The Hollow Night is upon us, and we will settle this", says a high ranking member of said organization. In hopes that he may protect his master, Wald decides to head into the belly of the lion's den, alone. Fulfilling his promise to Linne's brother, Kuon.
“
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Battles are cruel...? The words of pansies with no strength.
You can only curse your own weakness!
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”
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Gameplay
Though cursed with possibly the worst ground movement to ever grace a 2D fighter, Waldstein still gets surprising mobility through the universal Assault mechanic, and is able to more than make up for his lack of speed with the absurd range of his normals. Waldstein is more than capable of switching between halfscreen pressure, grappler, and zoning through his normals as the situation dictates, though he still has issues with more dedicated long-range characters such as Merkava and Vatista.
From brkrdave's Waldstein Primer
Strengths |
Weaknesses
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- Huge normals. Strong offense. Best command throw in the game.
- Many defensive options with meter.
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- Bad mobility on the ground.
- Slow normals.
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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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Variable
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Variable
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6
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44
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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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9
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2300
|
-170
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-
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Note: Dash distance is 24780
Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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5
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32
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-29136
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1~10 Full
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Unique Trait
- Certain claw attacks nullify projectiles.
Vorpal Trait
- Force Function startup decreased
- Force Function recovery decreased
- Force Function projectile wallbounces
- Force Function projectile will destroy opponent projectiles, without being destroyed itself
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
Standing Normals
5A
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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
|
Attribute
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210
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Mid
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-
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-
|
-
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Strike
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Startup
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Active
|
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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19
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29
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-6
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-
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Waldstein performs an elbow drop.
- Despite appearances, this hits mid, not overhead.
- Tied with 2A as Waldstein's fastest normal, 5A lacks the horizontal range of its counterpart but has a surprisingly high hitbox for catching jumpers.
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5B
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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
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Mid
|
-
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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
|
13
|
3
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21
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36
|
-6
|
-
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Waldstein does a standing horizontal swipe with his claws.
- This is the longest-reaching normal in Waldstein's moveset, and it is the only one capable of reaching opponents from round opening positions.
- However, it hits at a rather middling height, and will tend to miss against jumps and air Assaults.
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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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720
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Mid
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-
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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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15
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2
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22
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38
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-5
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13~16 Null Projectile
|
Waldstein slashes with his claw upward at full length.
- Fairly strong for generic zoning, 5C has solid range both horizontally and vertically, along with being one of the normals capable of slashing away projectiles.
- Slower than 2C but with better horizontal reach, 5C is good as an early denial to all manner of approach attempts but quickly loses effectiveness when already on the defense.
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Crouching Normals
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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210
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Mid
|
-
|
-
|
-
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Strike
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Startup
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Active
|
Recovery
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Overall
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Advantage
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Invul
|
8
|
2
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18
|
27
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-8
|
-
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Waldstein performs a crouching, slightly upward-angled swipe.
- Has much better horizontal reach than 5A, but tends to miss most aerial opponents even with its upward curve.
- It's important to note that Waldstein has a 1A, so you will need to release the back input lest you accidentally get that instead.
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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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520
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Low
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-
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-
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-
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Strike, 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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11
|
4
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17
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31
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-5
|
-
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Waldstein punches downward at the opponent's legs.
- Has almost as much reach as 5B, and is Waldstein's only low-hitting attack.
- Good for forcing players to sit still or get tagged trying to back off.
- Misses against pretty much anyone in any proper aerial state.
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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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710
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Mid
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-
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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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5
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27
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43
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-14
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10~13 Head, 10~16 Null Projectile
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Waldstein performs a crouching, extremely vertical upward slash.
- 2C has uses for possessing greater vertical reach than 5C and hitting earlier as well, but is unable to catch opponents from as far away.
- Can cut projectiles.
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Air Normals
j.A
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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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210
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High, Air Shield
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-
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-
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-
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Strike, 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
|
3
|
16 [2 on landing]
|
27
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Varies
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-
|
Waldstein slashes slightly downward with a claw.
- Marginally faster than j.B, but more horizontal as well.
- Done immediately from an Assault, will whiff most grounded opponents and allow for a clean 360 mixup, or an "empty" jump low.
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j.B
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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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410
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High, Air Shield
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-
|
-
|
-
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Strike, Head
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Startup
|
Active
|
Recovery
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Overall
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Advantage
|
Invul
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10
|
6
|
13 [3 on landing]
|
28
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Varies
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-
|
Waldstein punches downward with the claw opposite his j.A.
- Fairly decent as a jump-in attack.
- Done early from an Assault, doesn't give combos from non-counterhit but is very difficult to anti-air on reaction.
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j.C
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j.C Normal
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Damage
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Guard
|
Cancel
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Property
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Cost
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Attribute
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610
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High, Air Shield
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-
|
-
|
-
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Strike, 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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15
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3
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14 [4 on landing]
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31
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Varies
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14~17 Null Projectile
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j.[C] Increase
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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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810
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High, Air Shield
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-
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-
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-
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Strike, 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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26
|
3
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15 [4 on landing]
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43
|
Varies
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25~28 Null Projectile
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Waldstein turns sideways and performs a huge downward slash with his claw.
- More general-purpose as an air-to-ground and air-to-air attack than j.B, but also much slower, making him vulnerable to shield punishes and anti-airs.
- Can cut projectiles.
- Increase version will ground-slam the opponent on hit.
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Command Normals
1A
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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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456
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Mid
|
-
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-
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-
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Foot
|
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
|
2
|
14
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24
|
+2
|
-
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Waldstein performs a crouching elbow drop.
- Once again, despite appearances, this does not hit low.
- Causes staggered down on hit. Due to being a command normal, it cannot cancel into normals, though it can link into 2A/5A and cancel into specials, if you're quick enough.
- Somewhat usable to frame-trap with if not for all of Waldstein's attacks being so slow anyway.
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4B
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4B Near Grab
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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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1210 2-hit
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Mid
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-
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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
|
Invul
|
22
|
5
|
8
|
42
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+2
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-
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4B Far Shockwave
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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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400
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Mid
|
-
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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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27
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8
|
8
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42
|
+4
|
-
|
Waldstein slams his claw downward.
- On hit, Waldstein picks up the opponent, then headbutts them and causes staggered down state.
- On whiff, the downward slam still produces a shockwave that causes the same effects.
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6C
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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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1400 Punch only: 1700
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Mid Punch only: High
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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
|
11 Punch only: 47
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5, (31), 8
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13
|
67
|
+5
|
-
|
Waldstein swipes forward with his claw for a (blockable) grab.
- On whiff or block, he continues with the swipe to wind up for a secondary, huge punch that covers more distance than even his 5B and hits overhead.
- The grab causes him to throw the opponent upward and forward for a relatively high wallbounce that typically leads into 4B or 3C.
- The punch causes a more horizontal wallbounce that is difficult to follow up from.
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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
|
Cost
|
Attribute
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1500
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Unblockable
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-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
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Overall
|
Advantage
|
Invul
|
10
|
2
|
27
|
38
|
+13 (hit)
|
8~11 Head
|
Waldstein reaches upward in front of him with both claws for an anti-air grab.
- If he is able to catch, he crushes them in his claws, then throws them against the ground for a groundslam hit.
- While this would be an amazing neutral anti-air in many circumstances, Waldstein already has access to air-unblockable 2C and 5C, both of which have a much less avoidable hitbox and provide more follow-up potential.
- As it is, this is typically just seen as either a combo filler or a combo ender.
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|
j.6C
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Damage
|
Guard
|
Cancel
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Property
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Cost
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Attribute
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710
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High, Air Shield
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-
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-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
4
|
11 [4 on landing]
|
24
|
Varies
|
-
|
Waldstein does a big forward punch. Wall-slams on hit.
- Usually combo filler for the standard re-jump BnB, though it has some merit as a very fast, horizontal air attack.
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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
|
Attribute
|
510
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Mid, Air Shield
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-
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
Until Land
|
[23 on landing]
|
44
|
-20
|
-
|
Waldstein turns completely horizontal in the air and then launches himself with the momentum slightly for your typical grappler body splash.
- Extremely unsafe on whiff or block without Chain Shift.
- There might be some uses with the extra momentum bounce to get around certain kinds of zoning, but without Chain Shift it's still not worth the risk (or the minimal reward on success).
- Frame advantage is -20 on a standing Hyde.
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Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2
|
23
|
34
|
-13
|
-
|
Waldstein slides forward slightly while swinging with a claw in a big horizontal slash.
- Deals good damage and can cancel into things such as 214B.
- Doesn't cover much distance, but at a range where Waldstein's normals are already a threat, 66B can push you even further in where things such as 2B and 5B would force you out of range.
- Fairly good to extend pressure with after blocked 214B.
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|
66C
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1110 2-hit
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Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
10, (2), 7
|
9
|
36
|
+7 First Hit Only: -10
|
-
|
Waldstein leaps forward while thrusting a claw clenched into a fist forward that almost looks like an Assault j.6C.
- Like j.6C, it causes wallbounce on hit.
- Unlike j.6C, there's an initial hit before the punch and the attack cannot be air-shielded. *This is almost guaranteed to whiff on any grounded opponents, but has some great anti-air coverage.
- If you somehow get it to connect on the ground, you have significant advantage on block.
- Otherwise, you can use it kind of like j.A as an "empty jump" mixup, but it's much easier to get mashed out attempting such.
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|
Universal Mechanics
Force Function
|
B+C Normal Rock Pull
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1426 2-hit Rock: 810
|
Mid, Air
|
-
|
-
|
1 GRD
|
Strike Rock: Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
3, (15), Until Rock Lands
|
31
|
66
|
-36
|
7~15, 34~35 Null Projectile
|
B+C Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1563 2-hit Rock: 980
|
Mid, Air
|
-
|
-
|
0.5 GRD
|
Strike Rock: Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3, (15), Until Rock Lands
|
29
|
59
|
-31 Rock: Varies
|
6~13, 29~30 Null Projectile
|
Waldstein picks up and then throws a rock.
- The rock has a hitbox when Waldstein picks it up, and then another one when he throws it. Hold 4 or 6 to make him throw the rock closer or farther, respectively.
- Causes wallbounce while in vorpal allowing free conversion.
- Counts as a special, for the purposes of canceling into.
- Has a bit of shock value and can steal rounds off of low health stalemates, but is otherwise just a random gimmick that doesn't have much use.
- As Force Functions universally cost GRD, it's also a terrible idea to use this as in any sort of projectile spamming tactic.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1770
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+42 (hit)
|
-
|
Has more range than most normal throws.
- Causes hard, uncomboable knockdown.
- Sends a relatively far distance midscreen, making it difficult to set up oki off of unless throwing into the corner.
|
|
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
Eisen Nagel
Iron Claw Iron Claw
|
236A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1520
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
3
|
29
|
48
|
-20
|
-
|
Waldstein does a downward circular slam with his claw, causing groundslam on hit.
- A version strikes quickly but is quite unsafe on block.
|
236B Overhead
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1520
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
3
|
25
|
53
|
-16
|
Strike
|
Waldstein does a downward circular slam with his claw, causing ground-slam on hit.
- Has some use in combos, though almost always forces meter usage to continue afterward.
- B version is slower and hits overhead.
- This is quite unsafe on block.
|
236C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1750
|
Mid
|
-
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+17
|
3
|
21
|
41
|
-6
|
1~3 Throw
|
C version wallbounces instead.
- C version is about the same speed as B version (in addition to having a long super flash), and only hits mid, but is much safer on block, in exchange for the meter usage.
|
|
Wirbelwind
Whirlwind Whirlwind
|
623A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1180 3-hit
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3, (9), 4, (10), 5
|
13
|
52
|
-6
|
7~11 Dive, 9~11 Strike/Head
|
623B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1180 3-hit
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
3, (9), 4, (10), 5
|
17
|
55
|
-10
|
6~10 Dive, 8~10 Strike/Head
|
623C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2049 4-hit
|
Mid
|
-
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+16
|
2, (12), 2, (11), 2, (8), 4
|
22
|
79
|
-8
|
1~16 Full, 17~18 Throw
|
Waldstein advances while flailing wildly with his claws.
- A and B versions each have 3 hits, while C version has 4 hits.
- B version hits slightly sooner, but A starts with a higher hitbox.
- C version has some use as a reversal option due to its startup invulnerability.
|
|
Durchbohren
Spinning Drill Spinning Drill
|
360A Close
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1910 720: 2010
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
3
|
1
|
29
|
32
|
+24 (hit)
|
1~3 Throw
|
- All three of these will always whiff against aerial opponents, and will be gold throws if done to an opponent while they're still in blockstun or recovering from staggered down state.
- Doing a 720 instead of 360 will make the grab deal more damage.
- Waldstein's standard grappler SPD-esque command throw.
- A version has fairly low reach comparable to his normal throw, but also has faster startup than a normal throw, by a two frames.
|
360B Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1910 720: 2010
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
2
|
36
|
43
|
+24 (hit)
|
1~7 Throw
|
The B version.
- Will always be a gold throw when used in neutral.
- Rivals the reach of his B normals.
- Unless done in a combo, will always be a gold throw.
|
360X EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2332 720: 2410
|
Unblockable
|
-
|
-
|
100 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+8
|
2
|
29
|
39
|
+24 (hit)
|
1~10 Full
|
C version has startup invulnerability along with the reach of B version.
- The slowest of the versions, and can be jumped AFTER the super flash.
|
|
Verderben
|
214A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1220
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
5
|
12
|
32
|
+1
|
15~20 Null Projectile
|
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
- The A version is too slow to get a completely tight blockstring out of from any normals, but is also + on block, and launches on hit.
- 214A and 214B are great for applying pressure due to their advantage on block, though with the long startup being predictable about when you throw them in will lead to getting mashed out before the clap happens.
|
214B Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1410
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
4
|
10
|
35
|
+4
|
20~25 Null Projectile
|
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
- B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit.
|
214[B] Increase Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1620
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
29
|
4
|
10
|
42
|
+7
|
27~32 Null Projectile
|
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
- B version is sitll too slow to get a completely tight blockstring out of from any normals, but is + on block, and launches on hit.
|
214C EX Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2150
|
Mid, Air
|
-
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
6
|
13
|
25
|
-1
|
5~12 Null Projectile, 1~3 Throw
|
Waldstein slams both claws together in a thunderclap that produces a "projectile" of sorts.
- The C version is extremely fast, but is air-blockable. On hit for the C version, Waldstein grabs the opponent and slams them into the ground, then performs a belly-to-back suplex for a side-switch.
|
|
Verderben (Air)
|
j.214A Keeps Momentum
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1410
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
4
|
[9 on landing]
|
-
|
+25 (hit)
|
-
|
j.214B Halts Momentum
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1410
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
4
|
[9 on landing]
|
24
|
+25 (hit)
|
-
|
j.214C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1825
|
Unblockable
|
-
|
-
|
100 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
4
|
[9 on landing]
|
-
|
+27 (hit)
|
-
|
- Aerial A version causes Waldstein to continue with his momentum
- Aerial B version leaves Waldstein suspended in the air for an additional 18 frames before landing
- In the air, the j.214 series become air-throws. Both A and B versions result in a somersaulting piledriver on catch.
- The j.214 series don't do much damage on their own, and are typically seen as simple combo enders, but on a hard read j.214 starter can lead to very damaging Chain Shift combos.
- Aerial C version leaves Waldstein suspended in the air for an additional 14 frames before landing
- In the air, the C version causes him to pause briefly in the air as he grabs. The C version has Waldstein fall to the ground and go through the same motions as his grounded C version on hit.
|
|
Sturmangriff
|
[4]6A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1840
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
27
|
Until Corner
|
45
|
-
|
+14 (hit)
|
-
|
[4]6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1840
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
30
|
Until Corner
|
46
|
-
|
+14 (hit)
|
-
|
[4]6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2250
|
Unblockable
|
-
|
-
|
100 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
Until Corner
|
46
|
-
|
+28 (hit)
|
1~Corner Throw, 6~Corner Projectile
|
Waldstein charges forward, catching any opponent unfortunate enough to be on the ground in his path as he continues all the way to the wall.
- Minimum charge time is 38 frames
- Able to catch airborne and knocked down opponents during a combo
- On whiff, Waldstein bounces off the wall and is left in a very punishable state.
- On hit, the A and B versions slam the opponent into the wall, then Waldstein turns around and carries them all the way to the other wall.
- Waldstein moves with a surprising amount of speed with this move, and can catch people off guard in neutral, but it is still typically a very risky option in neutral.
- As a combo ender, the guaranteed full corner carry is good, but always allows the opponent an air-tech, sometimes even allowing them to air-tech past you out of the corner. For that reason, Chain Shifting into a 3C or 4B helps maintain advantage afterward.
- The C version adds one more full screen carry, slamming them against the original wall for a third hit. Notably, this grab is still able to catch opponents in an aerial juggle state or off a groundslam.
|
|
Supers
Infinite Worth
Slaying Throw Slaying Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3115
|
Unblockable
|
-
|
-
|
200 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
2
|
36
|
50
|
+45 (hit)
|
1~14 Full, 15~31 Throw
|
A huge command throw that costs all 200 meter.
- Able to catch airborne and knocked down opponents during a combo
- Easier to combo into than 360C since, like the [4]6 series, it is able to catch opponents in ground-slam or aerial juggle state.
- Always ends with both characters in roughly round starting positions, regardless of where the move originally connected.
- Still typically inefficient for the meter cost, unless done at the end of a Veil Off combo.
- Like 360C, this move has startup invulnerability.
- It's also 3 frames slower and has three times as many freeze-frames to give the opponent time to think about it if you made a wrong call and they were just sitting and baiting for a reversal.
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3788
|
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
|
Waldstein 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
Waldstein Tutorial by Argenrost (2019)
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links