Under Night In-Birth/UNIST/Waldstein

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Profile-waldstein.png

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...

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.

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.

Strengths Weaknesses
  • Coming soon
  • Coming soon


Character Stats

Health
11400
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
Variable Variable 6 44
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
9 2300 -170 -

Note: Dash distance is 24780

Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 32 -29136 1~10 Full

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
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.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Whiff cancelable
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.
(x) denotes recovery frames when landing.
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.
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

Normal Moves

5A
Uniel-waldstein-5a.png
Damage Guard Cancel Property Cost Attribute
210 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 3 19 29 -6 -
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.
5B
Uniel-waldstein-5b.png
Damage Guard Cancel Property Cost Attribute
610 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 3 21 36 -6 -
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.
5C
Uniel-waldstein-5c.png
Damage Guard Cancel Property Cost Attribute
720 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 2 22 38 -5 Destroys Projectiles frames 13~16
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.
2A
Uniel-waldstein-2a.png
Damage Guard Cancel Property Cost Attribute
210 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 2 18 27 -8 -
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.
2B
Uniel-waldstein-2b.png
Damage Guard Cancel Property Cost Attribute
520 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
11 4 17 31 -5 -
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.


2C
Uniel-waldstein-2c.png
Damage Guard Cancel Property Cost Attribute
710 H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 5 27 43 -14 Head invincible frames 10~13,
Destroys Projectiles frames 10~16
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.
j.A
Uniel-waldstein-ja.png
Damage Guard Cancel Property Cost Attribute
210 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
9 3 16(+2 on land) 27 Varies -
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.


j.B
Uniel-waldstein-jb.png
Damage Guard Cancel Property Cost Attribute
410 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 6 13(+3 on land) 28 Varies -
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.


j.C / j.[C]
Uniel-waldstein-jc.png
Normal Damage Guard Cancel Property Cost Attribute
610 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
15 3 14(+4 on land) 31 Varies Destroys Projectiles frames 14~17
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.
Charged Damage Guard Cancel Property Cost Attribute
810 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
26 3 15(+4 on land) 43 Varies Destroys Projectiles frames 25~28
This version will groundslam the opponent on hit.

Command Normals

1A
Uniel-waldstein-1a.png
Damage Guard Cancel Property Cost Attribute
456 H,L (Sp),(EX),(CS) - - Foot
Startup Active Recovery Overall Advantage Invul
9 2 14 24 +2 -
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. Is 0 on block, making it somewhat usable to frame-trap with if not for all of Waldstein's attacks being so slow anyway.


4B
Uniel-waldstein-4b.png
Damage Guard Cancel Property Cost Attribute
400,810(1210 2-hit)/400 H,L (Sp),(EX),(CS) - - Strike
Startup Active Recovery Overall Advantage Invul
22/27 5(+8 for shockwave) 8 42 +2/+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 but only has the first hit's worth of damage.


6C
Uniel-waldstein-6c.png
Damage Guard Cancel Property Cost Attribute
1400/1700 H,L/H Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 5(31)8 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. In pre-2.03, there is a glitch where if Waldstein is completely against the wall, the 6C throw will not cause a wallbounce, allowing for a no-damage infinite loop. This was patched out in the 2.03 update.


3C
Uniel-waldstein-3c.png
Damage Guard Cancel Property Cost Attribute
700,800(1500 2-hit) UNB Sp,EX,CS - - Throw
Startup Active Recovery Overall Advantage Invul
10 2 27 38 +13 (combo stun) Head invincible 8~11
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.


j.6C
Uniel-waldstein-j6c.png
HOAAA
Damage Guard Cancel Property Cost Attribute
710 H,AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 4 11(+4 on land) 24 Varies -
Waldstein does a big forward punch. Wallslams on hit. Usually combo filler for the standard re-jump BnB, though it has some merit as a very fast, horizontal air attack.


j.2C
Uniel-waldstein-j2c.png
Damage Guard Cancel Property Cost Attribute
510 H,L,AS EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
7 until land 23 upon land 44 Varies -
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.

Dash Normals

66B
Uniel-waldstein-66b.png
Damage Guard Cancel Property Cost Attribute
810 H,L Sp,EX,CS - - 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.


66C
Uniel-waldstein-j6c.png
Damage Guard Cancel Property Cost Attribute
300,810(1110 2-hit) H,L Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 10(2)7 9 36 +7 -
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.

Universal Mechanics

Ferzen Volf
B+C
Uniel-waldstein-bc.png
Normal Damage Guard Cancel Property Cost Attribute
410,810(1426 2-hit)/810 H,L,A - - - Strike/Projectile
Startup Active Recovery Overall Advantage Invul
13 3(15)until stone lands 31 66 -36 Destroys Projectiles frames 7~15,
Destroys Projectiles above head frames 34~35
Waldstein picks up and then throws a boulder. The boulder 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 boulder 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.
Vorpal Damage Guard Cancel Property Cost Attribute
1563/980 H,L,A - - - Strike/Projectile
Startup Active Recovery Overall Advantage Invul
11 3(15)until stone lands 29 59 -31 Destroys Projectiles frames 6~13,
Destroys Projectiles above head frames 29~30
Slightly faster and also stays active even after destorying projectiles.


Throw
A+D
Uniel-waldstein-throw.png
Damage Guard Cancel Property Cost Attribute
1770 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +17 (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
Guard Thrust
ガードスラスト
214D
UNIST Waldstein 214D.png
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
Veil Off
ヴェールオフ
A+B+C
UNIST Waldstein A+B+C.png
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.
  • 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.
  • Usable only when you'd be able to use chain shift.
  • 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
「アイゼンネーゲル」

236X
UNIST Waldstein 236X.png
Iron Claw
A Damage Guard Cancel Property Cost Attribute
1520 H,L EX,CS - - 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.
B Damage Guard Cancel Property Cost Attribute
1520 H EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
26 3 25 53 -16 -
Waldstein does a downward circular slam with his claw, causing groundslam 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.
EX Damage Guard Cancel Property Cost Attribute
1750 H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1(+17 after flash) 3 21 41 -6 Throw invincible frames 1~3
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
「ヴィルベルヴィント」

623X
UNIST Waldstein 623X.png
Whirlwind
A Damage Guard Cancel Property Cost Attribute
410,410,410(1180 3-hit) H,L EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 3(9)4(10)5 13 52 -6 Dive invincible frames 7~11,
Head invincible frames 9~11
B Damage Guard Cancel Property Cost Attribute
410,410,410(1180 3-hit) H,L EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 3(9)4(10)5 17 55 -10 Dive invincible frames 6~10,
Head invincible frames 8~10
EX Damage Guard Cancel Property Cost Attribute
573,573,573,573(2049 4-hit) H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1(+16 after flash) 2(12)2(11)2(8)4 22 79 -8 Completely invincible frames 1~16,
Throw invincible frames 17~18
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
「ドレーエン ドルヒボーレン」

360X
Uniel-waldstein-throw.png
Spinning Drill
UNIST Waldstein 360B.png
A Damage Guard Cancel Property Cost Attribute
1910/2010 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
3 1 29 32 +24 (combo stun) Throw invincible frames 1~3
* 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.

B Damage Guard Cancel Property Cost Attribute
1910/2010 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
6 2 36 43 +24 (combo stun) Throw invincible frames 1~7
* B version is always gold throw when used in neutral

B version has reach rivaling his B normals, but unless done in a combo, will always be a gold throw.

EX Damage Guard Cancel Property Cost Attribute
2332/2410 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
1(+8 after flash) 2 29 39 +24 (combo stun) Completely invincible frames 1~10
C version has startup invulnerability along with the reach of B version. Notably, it is also the slowest of the versions, and can be jumped AFTER the super flash.


Verderben
「フェアデルーベン」

214X
Air O.K.
UNIST Waldstein 214X.png
Degenerate
A Damage Guard Cancel Property Cost Attribute
1220 H,L EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 5 12 32 +1 Destroys Projectiles frames 15~20
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.

B Damage Guard Cancel Property Cost Attribute
1410 H,L EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
22 4 10 35 +4 Destroys Projectiles frames 20~25
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.[] is the charged version
[B] Damage Guard Cancel Property Cost Attribute
1620 H,L EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
29 4 10 42 +7 Destroys projectiles frames 27~32
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.[] is the charged version
EX Damage Guard Cancel Property Cost Attribute
2150 H,L,A (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
7 6 13 25 -1 Destroys projectiles frames 5~12,
Throw invincible frames 1~3
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.
j.A/B Damage Guard Cancel Property Cost Attribute
1410 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
7 4 9 upon land 24 +25 (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.

j.C Damage Guard Cancel Property Cost Attribute
1825 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
5 4 9 upon land - +27 (combo stun) -
* 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
「シュトルムアングリフ」

[4]6X
UNIST Waldstein 4x-6.png
Assault
[4]6A Damage Guard Cancel Property Cost Attribute
1840 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
27 until wall 45 - +14 (hit) -
* Minimum charge time is 38 frames
  • Able to catch airborne and knocked down opponents during a combo

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. 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.

[4]6B Damage Guard Cancel Property Cost Attribute
1840 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
30 until wall 46 - +14 (hit) -
* Minimum charge time is 38 frames
  • Able to catch airborne and knocked down opponents during a combo

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. 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.

[4]6C Damage Guard Cancel Property Cost Attribute
2250 UNB (CS) - - Throw
Startup Active Recovery Overall Advantage Invul
13 until wall 46 - +28 (hit) -
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

Werfen Erschlagen
「ヴェルフェン エルシュラーゲン」

41236D
UNIST Waldstein 360B.png
Slaying Throw
Damage Guard Cancel Property Cost Attribute
3115 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
1(+12 after flash) 2 36 50 +45 (hit) Completely invincible frames 1~14,
Throw invincible frames 15~31
* Able to catch airborne and knocked down opponents during a combo

A huge command throw that costs all 200 meter. Easier to combo into than 360C since, like the [4]6 series, it is able to catch opponents in groundslam 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 freezeframes 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

Catastrophe
カタストローフェ
A+B+C+D
UNIST Waldstein A+B+C+D.png
Damage Guard Cancel Property Cost Attribute
3788 Mid, Air - - 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 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

001 Iron Beast
001 Iron Beast
002 Crow Ash
002 Crow Ash
003 Steel Tiger
003 Steel Tiger
004 Sapphire Bear
004 Sapphire Bear
005 Magnetite Crystal
005 Magnetite Crystal
006 Coal Monster
006 Coal Monster
007 Francium Maroon
007 Francium Maroon
008 Tungsten Yellow
008 Tungsten Yellow
009 Poison Bandit
009 Poison Bandit
010 Hihiirokane
010 Hihiirokane

Customization Unlocks (2000 IP Each)

011 Fegefeuer
011 Fegefeuer
012 Arctic Cold
012 Arctic Cold
013 Dschungel Wind
013 Dschungel Wind
014 Hatred Flame
014 Hatred Flame
015 Eis mann
015 Eis mann
016 Bestie Erde
016 Bestie Erde
017 Kirschbaum
017 Kirschbaum
018 Depression Mind
018 Depression Mind
019 Gray Fox
019 Gray Fox
020 Apostle of Chaos
020 Apostle of Chaos
021 Big Foot
021 Big Foot
022 Crimson Ogre
022 Crimson Ogre
023 Brawny Orc
023 Brawny Orc
024 Scorched Earth
024 Scorched Earth
025 Thor's Hammer
025 Thor's Hammer
026 Red Hot Steel
026 Red Hot Steel
027 Vert Nil
027 Vert Nil
028 Aschputtel
028 Aschputtel
029 Drema Warden
029 Drema Warden
030 Gold Lowe
030 Gold Lowe

External Links


UNDER NIGHT IN-BIRTH Exe:Late[st]
General
Controls
FAQ
Glossary
HUD
Offense Defense
Patch Notes
System
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki