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Tigre

[UNIEL] Waldstein

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he already controls the air with all his other moves. why go the extra mile and waste cs for low damage option? not necessary.

It's not necessary but it exists if you're shaky about their offense or are in a position where you don't need to take a risk. I'll use it if I have a huge life lead and want to close out a round. If someone is low on life, has a lot of meter, and tends to wake up I'll end a combo in front of them and jump back chain shift to see if they reversal, 99% of the time it's a super free punish. Like I said though it's just another option. Also catching an air throw with CS is pretty godly because you can get a beefy ass combo, it's an amazing air to air.

 

The way I see it, it's not really a waste because you're getting the meter anyway, and you get to retreat to a distance where Wald is very strong while still keeping the pressure on because you can react to what they're doing when you chain shift. It also makes the opponent second guess themselves because you're controlling a lot more of the neutral game. Idk just getting thoughts out. I've edited this like 4 times, I feel like it's a pretty strong option but I understand why it might seem like a waste to some.

Also I was wondering if anyone had a max damage high counter combo for dp punishes. I'm not really sure if any of Wald's moves are changed by high counters but if someone does that would be dope.

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Found a slight optimization to the corner combo. This also has more leniency on distance from the corner, working in a range where 6C would normally fail to connect.

 

OLD:

2B > 214A > 5A > 214B > 3C > 2A > 5B > 6C > (dash) > 2C > 3C > 214C = 3817 damage

2B > 5B > 214B > 3C > 2A > 5B > 6C > (dash) > 2C > 3C > 214C = 3600 damage

 

NEW:

2B > 214A > 5A > 214B > 3C > 2A > 5B > 5C > j.C~6C > 3C > 214C = 3828 damage

2B > 5B > 214B > 3C > 2A > 5B > 5C > j.C~6C > 3C > 214C = 3616 damage

 

I never really looked into high counters much, but here's something silly.

hc 2C > j.A~B~C > 5B > 214B > 6C > 4B > [4]6A = 3130 damage

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Yeah, High Counter allows for j.A-B-C > 66B > 214B. 4.5k for 200 meter and Chain Shift is about standard, though..

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After watching a little bit of Evo Uniel and checking out Uniel[st] footage, I felt like fooling around with the game in training for the first time in awhile. I found some combo improvements that I didn't see in either the old google doc or the one posted on this page. These are probably already things people know about but I figured I may as well post them anyway. Also I was finding these on Linne but then tested several on Hyde before needing a break:

Old combos:

[4]6A CS j.A j.B j.C, DashB XX 214B, nj.B j.C j.6C, nj.C XX j.214B [3352]

[4]6A CS delay j.A j.B j.C, DashB XX 214B, j.B j.C j.6C, 3C XX [4]6C [3896]

[corner/near corner] 236A XX 623C, 2B 5C XX 214B, 3C, 2A 5B 5C 3C (XX 214C) [3954 / 4491 but out of corner]

New combos:

[4]6A CS walk back 3C, 2A delay 5C XX delay 214B, 6C, walk back 2C 5C jc j.C XX j.214B [3641]

[4]6A CS walk back 3C, 2A delay 5C XX delay 214B, 6C, walk forward 2C 3C XX 214C [4114

[corner/near corner] 236A XX 623C, 2B 5C XX delay 214B, 6C, walk forward 2C 3C XX 214C [4434 on Linne and still in corner]

Also a couple non-CS 3C corner combos:

3C, 2A delay 5C XX delay 214B, 6C, walk back 5C njc nj.C B XX 214B [3538]

3C, 2A delay 5C XX delay 214B, 6C, walk 2C 3C XX 214C [4001]

I realize some of these are mostly fringe cases (like the super hard read corner 3C starter), but it still helps to know the upper limits of your damage potential even with starters you probably aren't going to hit very often. I also saw some things in that November google doc that I might try with the various combos to see if there's even more damage to squeeze out.

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