Under Night In-Birth/UNIST/Wagner

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Erika Wagner

Introduction

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 battlefield.
Treads on the ash of the dead, waits for the judgment at the endless battlefield.

Story

The infamous "Crimson Knight" of the Leicht Kreiss, who is notable for taking a "burn-em-all" approach to any assignment she is given, even if it causes problems for her organization. She comes from a long line of knights in service to the Leicht Kreiss, and has a constant need to prove her worth and be needed by Adelheid. She is sent to the city the game revolves around as probation. She sees Orie as a rival.

Unique Trait/Health

Health: 9990
Character Trait:Has installs that can be used to buff her normals and specials
Vorpal Trait:Installs are faster and more chip damage off sword normals when in install

Overview

Character Archetype: Rushdown

Unique Traits/Vorpal Ability:

Has guardpoint moves
Has installs (shield/sword install, 22A/B)
Sword install (22A) allows her to perform normals after her 236X~X specials, extending combo and pressure options.
Shield install (22B) changes all of her shield specials (214A/B and FF) into guardpoints. 214A/B gain improved frame advantage, as well.
Equips installs faster in vorpal, allowing for better frame advantage and combo routes
Can special cancel after successfully guard-pointing moves

Game Plan:

Pressure opponent at close/mid-range

Maintain vorpal when possible (it can get lost quickly as a rushdown character)

Spend meter like water to maintain pressure and advantage

Abuse any attempts to create space by equipping installs and resuming pressure

Strengths:

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

Weaknesses:

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

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.

Fundamentals for this character:

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 easy to use normal:

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.

Top uses for meter:

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

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Wa-5A.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 2 12 -2 Sp,Ex,Cs HL -

Sword hit. Your average 5A. Hits mid and has pretty standard range.


2A
Wa-2A.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 5 2 12 -2 Se,Sp,Ex,Cs L -

Crouching low kick with pretty short range. Good poke for corner pressure and frequently used to cancel her C moves for shorter recovery.


5B
Wa-5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 7 3 18 -5 Sp,Ex,Cs HL -

Horizontal hitting kick with somewhat short recovery which allow her to safely whiff it. Used in blockstring and acts as a decent combo starter due to its good range (for a kick).


2B
Wa-2B.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 9 2 19 -5 Sp,Ex,Cs L -

Sword hit. Crouching horizontal slash, good low hitting poke with deceiving range. Primarly used in blockstring and juggles.


5C
Wa-5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
680 12 4 25 -11 Sp,Ex,Cs HL -

Sword hit. BIG slash with a curvy hitbox surrounding Wagner. Acts as a decent anti air but this move will primarly be used in juggles. Fairly slow with a pretty long recovery, so make sure to 2A after the move if blocked.


5[C]
Wa-5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
780 20 4 28 -14 Sp,Ex,Cs HL -

Sword hit. Charged version of 5C. Deals more damage, and has a slightly longer range in every direction. Generally used in juggles due to its high damage and (especially) its horrible frames on block.


2C
Wa-2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 9 5 18 -5 Sp,Ex,Cs L -

Standard sweep with standard range. Hits low and knocks down, leading to solid juggles. As a combo ender, chainable with 2A+D or any of her special moves.


j.A
Wa-jA.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 3 X+2 Varies Sp,Ex,Cs H/AS -

Jumping move that cover from her 3 angle to (pretty much) her 6 angle. Good air-to-ground move but has somewhat poor range.


j.B
Wa-jB.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 9 4 X+3 Varies Sp,Ex,Cs H/AS -

Shield hit. Good jump in normal with a forward hitbox.


j.C
Wa-jC.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
590 12 3 X+4 Varies Sp,Ex,Cs H/AS -

Sword hit. Has a curvy hitbox that pretty much circles around Wagner. Has very good range which makes it a great advancing attack.


j.[C]
Wa-jC.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
750 20 3 X+4 Varies Sp,Ex,Cs H/AS -

Sword hit. Charged version of j.C, causing ground slam on air hit. Mostly used in combos.


Command Normals

Filthy Dog!
2A+D
Wa-2AD.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1199 10 3 17 -2 Cs L -

Steps on you so hard you explode. Safe low hitting move which hits further than it should and leads to pretty good wake-ups. Wagner's standard combo ender.


6B
Wa-6B.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480,690 8 2(8)3 24 -9 Sp,Ex,Cs HL -

Sword hit. A two hit move fairly similar to Hyde's 6B with slightly shorter range and leads to huge combos. Can be chained with 5[C] or 6C for juggles. The good range and speed on this move makes it a great pressure tool.


3C
Wa-3C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
660 9 3 26 -11 Sp,Ex,Cs HL -

Shield hit. Wagner's standard anti-air. Has a smaller hitbox than 5C but is 3f faster. Leads to good juggles and also used IN her high damage juggles.

Air normal invincible frames 7~11


6C
Wa-6C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 26 4 19 -5 Sp,Ex,Cs H -

Wagner hops into the air and drops her heel onto her opponent. Slow ground overhead with a pretty big hitbox and good reach. Will hit grounded opponent but also airborn opponent within its reach. Can be chained with special moves. A good juggle and pressure tool in general.

Foot invincible frames 10~27


j.2C
Wa-j2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
650 14 Till L 13 -2~-5 (Sp)(Ex)(Cs) HL/AS -

Midair stomp with a big hitbox that spikes the opponent on the ground on hit. Useful to alter jump arc but finds its best use in juggles. Can cancel landing recovery into Special, Chain Shift, and Ex, but only on hit.


Dash Normals

66B
Wa-66B.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
610

Install: 350,350

9 2 13 -3 Sp,Ex,Cs HL -

Sword hit. Forward advancing slash. Faster than most dash B moves and has really good reach. Will cause crumple on counter hit. After a Sword Install, this move becomes a two-hit attack.


66C
Wa-66C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
660

Install : 490,490

10 3 26 -11 Sp,Ex,Cs L -

Sword hit. Dash sword sweep that is Special and 2A+D cancelable. Generally used as a combo ender, followed by either a stomp or a special move. After a Sword Install, this move becomes a 2-hit attack.



Universal Mechanics

Schild
B+C
Wa-FF.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 15 2 27 -2 Sp,Ex,Cs HL -

Shield hit. Backhanded shield slap that causes a knockdown and a wallslam on hit. With the shield install active, the move has a guard point from f7 onwards. Eats projectiles starting on frame 3, if a projectile is eaten you can cancel into other specials such as 214B or 236A and also Chain Shift.


Schild (charged)
[B+C]
Wa-FF.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1050 28 2 36 -10 Sp,Ex,Cs H -

Shield hit. Can special cancel on hit. Charged version of Force Function with longer startup, more damage and is now an overhead. With the shield install active has guard point from f7 onwards. Gives a big stun on hit, often cancelled with Shield/Sword Install.


Throw
A+D
Wa-AD.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1644 4 1 22 - UNB -

Wagner grabs burns and explodes her opponent. No combo afterward and not CS cancellable. So plus on hit that 22A after throw is 0 on block and +2 in vorpal.


Guard Thrust
214D
Wa-5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 -14 - HL -

5B motion with a greater hitbox. Fully invincible.


Veil Off
A+B+C
Wa-VO.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.


Special Moves

Kugel Blitz
236X
Wa-236.png
UNIST Wagner 236B.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1320(1662), *1357(1791) 10 16 25 -5 Se,Ex, Cs HL -

Charges forward with sword. Press any button afterwards to do a followup. After a Sword Install, the followup attack will deal more damage and can be followed by another air move for extending juggles or to apply more pressure if blocked.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1382(1737), *1442(1837) 10 16 25 -14 Se,Ex, Cs HL -

Ground-to-air version of her Sword Thrust. Press any button afterwards to do a followup. After a Sword Install, the followup attack will deal more damage and can be followed by another air attack for extending juggles or to apply more pressure if blocked. Can EX cancel on whiff.

Air normal invincible frames 8~21

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1890 1+6 12 38 -26 CS HL -

Big ground-to-air sword charge. Guarantee a 66C on hit no matter what, leading to another special move on hit (stomp won't work because of the distance)

Throw invincible frames 1~3
Air normal invincible frames 7~21


Wackenroder
623X
Wa-623B.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1367 5 19 34 -26 Ex,Cs HL -

No invulnerability, but fast startup and can be followed up with EX moves on air hit. Has anti-air utility. Used in combos.

Air special invincible frames 5~18
Air normal invincible 9~18

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1672 5 18 36 -33 (Cs) HL -

Fully invulnerable, reaches higher, and does more damage. Highly punishable if blocked or whiffed. Great anti air and combo ender.

Completely invincible frames 1~6
Strike and projectile invincible frames 7~11
Air attack invincible frames 12~22

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2037 1+2 21 44 -39 (Cs) HL -

Like B version, but more damage, reaches higher, and is 1f faster.

Completely invincible frames 1~6
Strike and projectile invincible frames 7~18


Sturm Brecher
214X
Wa-214A.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1045 12 9 14 -5~+3 Sp,Ex,Cs HL -

Big forward advancing shield charge. Good for advancing on the ground and closing space with your opponent aswell as a great wake up tool that leads to plus frames if it hits meaty due to its large number of active frame. Will cause the opponent to crumple on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Buffed A 1045 12 9 14 +0~+8 Ex,Cs HL -

After a shield install, 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 14~20

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1045 12 12 14 -8~+3 Sp,Ex,Cs HL -

Same effect as the A version. The B version covers a lot more space than the A version. It is also the prefered one to do in juggles because of its improved range and its ability to push the opponent into corners.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Buffed B 1045 12 12 14 -3~+8 Ex,Cs HL -

After a shield install, 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 14~23

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1877 1+7 20 20 -6~-4 CS HL -

EX version of Wagner's Shield Skill. Invulnerability on startup.

Throw invincible frames 1~3
Projectile invincible frames 3~27


Sturm Brecher (charge)
214[X]
Wa-214A.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[A] 1551 22 9 19 -3~+5 Ex,Cs HL -

The charged version of this move has a slower startup, longer reach, increased damage and more plus frame on block. Causes the opponent to get knocked back on block, allowing you to get them closer to the corner. Wallslam on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Buffed [A] 1551 22 9 19 +4~+12 Ex,Cs HL -

After a shield install, more plus frames on block and the move now has a guard point starting on frame 7.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[B] 1551 22 12 19 -6~+5 Ex,Cs HL -

Still the same as the A version, but better range.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Buffed [B] 1551 22 12 19 +1~+12 Ex,Cs HL -

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
Wa-22.png
UNIST Wagner 22B.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 37F [vorpal=34F] (CS) -

Sword Install. Sword hits will now do chip damage, the buff will disappear after a Sword Thrust + follow up. There are many ways to set up this move. The most common one is after a succesful charged Force Function, since it's necessary as it acts like a cancel and leads to solid juggles. Not her most useful Special since the buffs granted by the installs really are minor. If hit while an Install is active, it will disappear. If both Installs were active, the first one to disappear after being hit is the one that was done last.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 39F [vorpal=36F] (CS) -

Shield Install. Shield hits will now do chip damage, the buff will disappear after Shield Skill (guard point). Same desc as the A version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1304 1+6 6 26 +9 (CS) HL -

A fire pillar surrounds Wagner and will hit the opponent close by, buffing both her sword and her shield. A good way to buff your weapons instantly. Not comboable afterward, without using CS. If both the sword and the shield were buffed, the fire pillar will be much bigger and will deal more damage but the buffs will disappear.

Throw invincible frames 1~3


Sturm Schlag
(In midair)

j.236X
Wa-j236A.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1561 (1910), *1583(2028) 12 Till L + 2 36 -4 Se,Ex,Cs HLA -

Air-to-ground Sword Thrust. NOT an overhead. Mostly a juggle tool. Has a follow up similar to the ground version done by pressing any button afterward. After a Sword Install, the followup attack will deal more damage and can be followed by another air attack for extending juggles or to apply more pressure if blocked.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1561(1910), *1583(2028) 12 Till L + 2 38 -6 Ex,Cs HLA -

Same as the A version, except this version travels in a different angle. Mostly used in juggle aswell.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1842 1+7 Till L + 2 37 +0 CS HLA -

Safe version of the air Sword Thrust. One of Wagner's best way to begin her offense on the ground from the air due to the move's frame.Still leave her fairly far from her opponent, which can make attacks whiff and gives you more possibilites.


Sturm Schlag (charge)
(In midair)

j.236[X]
Wa-j236A.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[A] 1699, *1721(2155) 25 Till L + 2 40 -8 Se,Ex,Cs HLA -

More powerful version and bigger hitbox than the normal version, but less safe.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[B] 1699, *1721(2155) 25 Till L + 2 43 -8 Ex,Cs HLA -

More powerful version and bigger hitbox than the normal version, but less safer.


Infinite Worth

Hitze Falke
「ジャイルボルテクス」

41236D
Wa-IW.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3241 1+9 19 57 -46 - HL -

Wagner rises like a bird and ignites the air around her. Expires if you take damage or move outside of half screen range.

Completely invincible frames 1~31
Strike amd projectile invincible frames 32~43


Infinite Worth EXS

Megiddo Ausserst Groesse
「レイジングロア」

A+B+C+D
Wa-IWEXS.png
:eyes:
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3760 1+14 6 47 -25 - HLA -

Causes GRD break unless the player is in Vorpal.

Completely invincible frames 1~26


Strategy

Combos

Combo Notation Guide:
( ) = optional, or situational if move would cause wall bounce in corner.
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
FF= Force Function or B+C
> = Cancel
, = Link
CH = Counter Hit
CS = Chain Shift, or 5D 5D

Up to date listing here.

http://www.evernote.com/l/AYUdUUFlYnlDn4AuBDLPPrIWcPOlUmT1wEs/

Mostly up to date combo videos.

https://www.youtube.com/watch?v=y3ovtdyZ1ws
https://www.youtube.com/watch?v=dP99Ju2kgwY

BnBs

1) Old Faithful

Something awkward, 6B > 6C , 2C > delay 5C > j.2C , 66C > 22X
  • This works off anything everywhere, it's not good but when you hit something really wack it's good to :know this so you get hard knockdown.
  • Good to know that if you do this off a non awkward starter and go into it fast you can replace 2C > :delay 5C > j.2C, with 2C > 5C > j.B > j.C > j.2C for more damage.
  • Anything that goes into 6C you can do this route with so 2C > 3C > 6C, whatever sure, 2C > 5C > 6C, also fine.


2) Bad confirm GRD free (5A/2A/assault anything/2B > 2 more hits) *generally

3 hits > 214A , 6B > 5[C] > 9j.[C] > j.236[B] , 66C > 22X
  • Super reliable mid-screen combo, less hits is more damage
  • For higher execution variant on some characters you can add a delayed 3C between 6B and 5[C]


Alternate Variation) More bad confirm

3 hits > 214A , 6B > j.[C] > j.236[A] , 66C > 22X
  • For use on routes that use an A, B and C move. example 5A > 5B > 5C see section VI for full listing.


3) Bad confirm Max damage (5A/2A/assault anything/2B > 2 more hits) *generally

3 hits > 214B, delay FF, 2C > 3C > 5[C] > 9j.[C] > j.236[B] , 66C > 22X
  • Higher damage but FF use drains 1 GRD block for like 200 more damage...good early in GRD cycle not so :good late if it would cause a loss of vorpal.
  • Higher damage but FF use drains 1 GRD block for like 200 more damage...good early in GRD cycle not so good late if it would cause a loss of vorpal.
  • Same limitations for ground starters as BnB 2.


4) Good confirm midscreen (5B/5C/214A/6B/most things)

Opener > [FF] > 22A , 66B > 214[A] , 66C > (214B) > 236A > delay followup A , 2C > j.2C > 22X
  • 214B extension should only be used when not at corner
  • You can flip 214[A] and 214B for the same damage, it makes the combo more consistent on some characters, like Hilda, but less reliable on others.
Openers: damage assumes point blank. There are many more see Optimizing Midscreen Good Starters at the bottom for a more complete list.
A) 5C > 214A , 2C
B) 5C > 214A > 6B > 6C
C) 5C > 2C > 3C > 6C
D) 5C > 6B > 6C
E) 5B > 5C > 2C
F) 5B > 2C > 3C > 6C
G) 5B > 6B > 6C
H) 5B > 214A > 2C
J) 6B > 6C
Then you finish up the combo so an example combo would be
5B > 6B > 6C > [FF] > 22A , 66B > 214[A] , 66C > 214B > 236A > delay followup A , 2C > j.2C > 22A


ALTERNATE ENDERS:

These enders are to replace "66C > 236A> delay A> 66C > 22X", at the end.


A) Safe Assault/win GRD variation

66C > (214X) > 236B > delay B , j.236[A] , 5[D]/6D
  • Often used to 5[D] and win GRD.
  • Most damage
  • You can also get a buff, but it's extremely tight and not recommended.
  • 214X is only performed midscreen


B) Corner Double Buff

Run forward 3C > 5[C] > j.[C] > j.A > j.B > 66C > 22B
  • Does less than the normal ender, but ends in double buff, generally very worth it.


C) Corner Damage

66C > 236B > immediate B , 2C > j.2C > 22X
  • Adds like 50 damage over midscreen combo if all 236B hits connect.
  • 214[X] must put them against the wall, or you will put yourself in the corner instead aka bad.


D) Old Ender/No Jump

66C > (214X) > 236A > delay followup A , 66C > 22X
  • This is the old ending route and is still used on many other wagner routes, where a jump has already been used.
  • 214X is only performed midscreen


HELP I HAVE SHIELD BUFF STARTING ON THIS COMBO, AND I CAN'T FOLLOWUP AFTER 214[X]:

No worries there either do a 214A starter, or instead of 66B > 214[A] do 66B , 3C > 214[A], and make sure to use 214B for the optional shield rush at the end if you use it. 66B , 6B(both hits)> 214[A] will also work as a replacement, and will do more damage in routes where 3C was already used.


What if I have sword buff can I get more damage? Yes, but it's results in different combos see the Pre-Buffed combos section.


5) Same as above but 1 less bounce used, bit less carry.;

Opener > [FF] > 22A , 66B , 3C > j.[C] > j.A > j.B , 66C > (214X) > 236A > delay followup A , 66C > 22X
New Openers:
A) 2C > 2A (whiff) , 2B > 6C:
B) 5B > 2C > 5[C] > 6C


6) Random corner hit non knockdown, less hits more damage

3 hits > 214B > [FF] > 22A , 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X
  • Same 3 hit rules apply as BnB2 see section VI at bottom for more info.


ALTERNATE VARIANTS: A) If 2 hit starter

2 hits > 214B > [FF] > 22A , 2C > delay 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X


B) If 1 hit starter

1 hits > 214B > [FF] > 22A , 6B > delay 2C > delay 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X
  • Very difficult an advance combo basically.
  • 6B > delay 2C does not work on Yuzu or Merk.


C) If bad 3 hit starter/4 hits

lots of hits > 214B > [FF] > 22A , 3C > 214[A] , 66C > 236B > followup B , 2C > j.2C , 66C > delay 214X > 22X
  • bad starters are a bit more complicated 2AA > 5C the normal route works but 5A > 5B > 5C and you need this route. Same rules as Bnb 2 and 3.

Colors

Judgement Blazer White Lily Viking Blue Dark Nebula Sharply Uvarovite
Abyss Walker Eschscholtzia Shadowy Iris Beauty Gladiator Vermillion Edge
Eis Herrscher Bloodlust Rapturous Green Hazy Moon Night Tiefsee Botschafter
Noble Fencer Vivid Scarlet Amethyst Sowrd Sand Rose Rage of Nature
Schelt Frau Nacht Garten Sakura Blade Sacred Sabre Autumn Abundance
Maidenly Rose Dripping Blood Icicle Pink Vidofnir Feather Longevity Witch



UNDER NIGHT IN-BIRTH Exe:Late[st]
General
Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaPhononMikaWagnerEnkidu