This page is for an outdated version of the game (UNIST). To see Waldstein's character page for the latest version (UNICLR), click here.
“
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...
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.
“
Battles are cruel...? The words of pansies with no strength.
You can only curse your own weakness!
”
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.
Force Function projectile will destroy opponent projectiles, without being destroyed itself
Frame Data Help
Header
Tooltip
Damage
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
Guard
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
Cancel
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
Property
Special properties this move has. Click on the property to navigate to an explanation.
Cost
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
Attribute
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
Startup
Frame when the first hitbox is present. + denotes the frames before and after super flash.
Active
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.
Recovery
Frames that this move has after the active frames if not canceled.
Overall
Frames that this move takes from start to finish before the character returns to neutral.
Advantage
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).
Invul
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
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.