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BBTag Waldstein Portrait.png

Health: 20,000
Prejump: 6F
Backdash Time 29F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash
Mid-range, Grappler, Neutral-focused
Team role
Support, Anchor


"Battles are cruel...? The words of pansies with no strength. You can only curse your own weakness!"


Waldstein is an old man who lives eternally within a body that is part man, part Void, and whose past is mostly a mystery. What is known is that hundreds of years ago, Waldstein was originally a high ranking member of the Licht Kreiss organization. After a fateful battle with Kuon where he ends up barely saving Waldstein from turning into a void, Waldstein leaves the Licht Kreiss organization and joins the Night Blade after being moved by Kuon's honorable deed. Waldstein served Night Blade for many years, operating alongside Night Blade's "Princess," until its eventual ruin. Now, Waldstein still serves Linne in her quest to search for a means to end her immortal life, both as her right-hand man and as her fierce protector.

Having been in countless battles with his custom made claws, Waldstein enjoys fighting skilled opponents and is always prepared to accept a challenge. Despite this, he still contains a small side to him that is softer and compassionate, especially towards Linne. Waldstein is extremely loyal to her, following her orders without question whilst constantly worrying about her well-being.

On this particular Hollow Night, Waldstein receives a message from the Amnesia organization, "The Hollow Night is upon us, let us settle this." To protect his master from an imminent attack by Amnesia, he sets out in search of the organization's headquarters alone.



Strengths Weaknesses
  • Extremely long-range normals that have faster than average startup for their size.
  • Despite being a grappler, Wald can still find an opening from many different positions thanks to his variety of normals.
  • Several lengthy disjointed command grabs.
  • 20k health; highest tier of health in the game
  • Although his 5C is fairly slow, it covers a massive amount of range as he lunges towards you.
  • Solid array of assists that have huge hitboxes and leave you in hefty multihit blockstun.
  • Has a menacing frame 0 command grab distortion with large horizontal range.
  • Wald's other 236B+C distortion puts you directly in the corner.
  • Thanks to the game mechanics, Wald can defend himself and cover his slow approaches properly with Reject Guard and good assists.
  • Has some of the lowest ground mobility in the game.
  • His Reversal Action is poor: despite having plenty of invulnerability, it is slow and only hits opponents in front of him on the ground.
  • No projectile (Although, the correct assist can make up for this if/when Wald's partner is available.)
  • While deceptively smaller than his visuals suggest, Waldstein still has a massive hurtbox compared to most of the cast which makes him vulnerable to ambiguous crossovers and instant overheads as well as character specific combos.
  • Longer than average startup on normals often leaves Waldstein vulnerable in pressure situations

EXS of Mountainous Strength: Hecatoncheir[edit]

Waldstein's EXS grants him enormous physical strength, resistance, and vigor. In game play, his EXS allows his non-command-grab claw attacks to delete a single hit of any projectiles they strike.

Canceling Slashes

  • All normals except 2A and j.C
  • Eisen Naegel
  • Wirbelwind
  • Felsen Vulf

Normal Moves[edit]

BBTag Waldstein 5A.png
BBTag Waldstein 5AA.png
BBTag Waldstein 5AAA.png
BBTag Waldstein Verderben.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 11 3 22 -8
  • Deletes projectiles on impact.
  • Jump cancelable both on hit and block.

With its massive range, this is Wald's primary poke in footsies in most situations.

5AA 1500 All 10 2 23 -8
  • Deletes projectiles on impact.
  • Jump cancelable on hit.
5AAA 1000, 2500 All 11 11 8 -2 [+1]
  • Deletes projectiles on impact.
  • Restands opponent on hit if close enough.
  • Shock wave is jump cancelable on hit.
  • Shock wave knocks down.

Strong combo ender as it restands the opponent right in front of you with frame advantage (+8?) close enough to command throw or 2A.

5AAAA 2000 All 19 4 24 -9
  • Deletes projectiles on impact.
  • Knocks down on hit.

This is not a move you are going to be using. Ever.

BBTag Waldstein 5B.png
BBTag Waldstein 5BB.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 15 3 19 -3
  • Deletes projectiles on impact.
  • Jump cancelable on hit.

Generally your poke with the most well rounded coverage. Massive horizontal and vertical range.

5BB 1000, 2500 [2000] All 11 4(18)8 13 0
  • Deletes projectiles on impact.
  • If close enough, grabs and wallbounces opponent off the wall.
  • If too far or too high, will punch and wallbounce opponent, but they will not bounce as far.
  • Jump cancelable on hit.

Waldstein's main combo tool on the ground. The wallbounce from the throw version of this move can combo into basically anything, including a 2C link to reset your gatlings. Common followups are 2BB, 5AAA, 2C, or j.214B.

Keep in mind that the punch followup from this can be interrupted by reversals after an opponent blocks the first hit. However you can reverse beat into 2A to cancel the punch safely

BBTag Waldstein 5C.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -4
  • Deletes projectiles on impact.

Wald's assault-style overhead. Fairly slow and reactable, but also the longest 5C in the game. It also makes Waldstein as one of the two UNI characters to have completely different 5C move (in this case, Assault j.B), unlike other UNI characters who instead reused some used jump attacks for 5C instead of unused ones.

Courtesy of Waldstein's extremely low walkspeed, this is sometimes Waldstein's most consistent reaction punish to certain blocked Distortion moves. A decent move also to counter other low pokes and ground level projectiles due to the hopping animation, and also an option to reliably solo combo from maximum range counterhit 5B.

BBTag Waldstein 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 8 2 14 -2

Wald's fastest normal, it serves as one of his best combo starters (if you can get close enough to use it as Wald).

BBTag Waldstein 2B.png
Why did you jump
BBTag Waldstein 2BB.png
Version Damage Guard Startup Active Recovery Frame Adv.
2B 1700 All 14 2 30 -13
  • Deletes projectiles on impact.
  • Launches on hit.
  • Head invulnerable.

Wald's go-to AA and launcher. Beware as the head invul starts up fairly late.

2BB 0, 1000, 2000 All 14 2 32 -
  • Deletes projectiles on impact.
  • Whiffs on blockstun.
  • Can be blocked.

Be very careful when chaining into this move against blocking opponents as this is unsafe. It can also occasionally whiff if the opponent is extremely close to Wald during 5B.

BBTag Waldstein 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 11 4 17 -2
  • Deletes projectiles on impact.

Fantastic range for a low. Rebeat allows you to convert into Wald's bnbs without much trouble.

BBTag Waldstein jA.png
BBTag Waldstein jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 14 3 14 -
  • Deletes projectiles on impact.
  • Jump cancelable both on hit and block.

Huge vertical hitbox. Can be used as a rising instant overhead and combo using an assist.

j.AA 1500 High 9 8 16 -
  • Deletes projectiles on impact.
  • Jump cancelable both on hit and block.

Waldstein’s UNI j.A.

BBTag Waldstein jB.png
I win air
Damage Guard Startup Active Recovery Frame Adv.
1700 High 13 6 16 -
  • Deletes projectiles on impact.
  • Jump cancelable both on hit and block.
  • Wallbounces on hit.

Air-to-air move with a super long horizontal hitbox. Use it for opponents trying to jump or zone you from the air as it reaches almost fullscreen.

BBTag Waldstein jC.png
Damage Guard Startup Active Recovery Frame Adv.
2500 High 20 Until L 24L -
  • Alters air momentum to stall then quickly fall towards the ground
  • Causes hard knockdown on hit

Body splash move that can be used to bait anti-airs or set up crossups. Bear in mind that it is unsafe on block, meaning it should either be spaced with care outside of range from fast normals, or covered by an assist.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
BBTag Waldstein GroundThrow.png
This b*tch empy. YEET
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 13 23 -
  • Knocks down

When using Waldstein's normal throws midscreen, you can combo into grounded normals after dashing towards your opponent.

BBTag Waldstein Verderben.png
Damage Guard Startup Active Recovery Frame Adv.
1500, [1500, 2000] Air Unblockable 22 4 45 -30
  • Grabs and sideswitches opponent if it hits on the ground
  • 1-25f fully invulnerable

Huge horizontal hitbox, but crappy vertical hitbox and a ton of startup. This makes Waldstein's reversal highly inconsistent against most air based approaches, especially factoring that he can only trigger the more damaging hit grab sequence on grounded or knocked down opponents. On the plus side, the huge range is advantageous when defending against grounded blockstrings as not many grounded normals can strictly outspace Waldstein's reversal. Also has fairly short overall animation time so you can make it safe by throwing out an assist first. Can be hit confirmed from the long range knockdown from 5AAA (but not the close range restand).


Eisen Naegel[edit]
Eisen Naegel
BBTag Waldstein EisenNagel.png
"Iron Nails"
Damage Guard Startup Active Recovery Frame Adv.
2200 All 15 3 27 -11
  • Deletes projectiles upon impact.

Fast forward-moving single swipe attack. The hitbox is deceptively huge (it has a ton of forward range and reaches almost to the top of the screen) so it can be used to knock down and oki opponents who think they're far enough to safely zone or jump over you. Beware as it can be unsafe on block if done from too close.

BBTag Waldstein Wirbelwind.png
Damage Guard Startup Active Recovery Frame Adv.
1200*3 All 30 3(9)4(10)5 27 -13
  • Deletes projectiles on impact.

3-hit swipe combo. Has less range and more recovery than 236A but deals more damage, so this is the version you'll probably want to go for for combo filler.

As this move has multiple hits, it can potentially delete even multihit projectiles when spaced correctly, though this is very inconsistent and likely to leave you open to be counterhit instead.

Drehen Durchbohren[edit]
Drehen Durchbohren
BBTag Waldstein DrehenDurchbohren.png
"Rotate Piercing"
Version Damage Guard Startup Active Recovery Frame Adv.
A 0, 500, 3000 Throw 8 2 33 -
  • Faster than 214B but short range.

Command grab. If the opponent is in hitstun, becomes a hitgrab that will combo after various moves, notably 5AAA.

B 0, 500, 3500 Throw 13 2 36 -
  • Longer startup but longer range.

Better for tick throws off 5A or 2A as you have to wait for the throw invul to end before you can grab them anyway, and the extra startup isn't enough to make it reactable either way. If you have an assist out, you can press D at the same time as the 214B input to switch to the other character while the throw animates and get a combo after.

Aerial Verderben[edit]
Aerial Verderben
BBTag Waldstein AerialVerderben.png
Aerial "Spoil"
Version Damage Guard Startup Active Recovery Frame Adv.
A 0, 2300 Airthrow 7 3 Until landing + 10L -
  • Important points go here

Air command grab that can combo on opponents in hitstun. Can be used to grab blocking opponents out of the air or end air combos.

B 0, 2700 Airthrow 10 3 Until landing + 10L -
  • Important points go here

Slower but more range and damage than the A version.

Extra Skills[edit]

EX Wirbelwind[edit]
EX Wirbelwind
BBTag Waldstein Wirbelwind.png
Damage Guard Startup Active Recovery Frame Adv.
1200*4 All 15 2(12)2(11)2(8)4 22 -7
  • Deletes projectiles on impact.

236B with a fourth hit that knocks down. Mostly just for damage.

EX Drehen Durchbohren[edit]
EX Drehen Durchbohren
BBTag Waldstein DrehenDurchbohren.png
Damage Guard Startup Active Recovery Frame Adv.
0, 500*3, 1000, 2500 Throw 13 2 36 -
  • Has 214A's fast startup and 214B's range.

EX Aerial Verderben[edit]
EX Aerial Verderben
BBTag Waldstein AerialVerderben.png
Damage Guard Startup Active Recovery Frame Adv.
0, 500, 2700 Airthrow 7 3 Until landing + 10L -
  • Switches sides upon landing, so be careful when using it in the corner.

Detailed description of the usefulness of the move go here

Partner Skills[edit]

Eisen Naegel
BBTag Waldstein EisenNagel.png
You can cut that RIGHT out
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18+)15 3 27 -11
  • Deletes projectiles on impact.
  • Causes ground bounce on hit.

Waldstein's least impressive assist in terms of block pressure and hit confirmation options, but still potent. The combined range and startup of this assist is particularly good for controlling space in neutral, and you can actually combo straight into another 5P or 4P when canceling this move into Cross Combo.

BBTag Waldstein Wirbelwind.png
Damage Guard Startup Active Recovery Frame Adv.
1200*3 All (18+)65 3(9)4(10)5 28 -11
  • Deletes projectiles on impact.
  • Has a long pause before attacking. Not very good for combos, but can be good for setplays.

Very strong assist both for lockdown and creating ambiguous crossover situations due to the extremely generous hit/blockstun generated by the three hits of this move. Also an ideal assist for covering your own reversals.

Felsen Vulf
BBTag Waldstein FelsenVulf.png
"Rock Wolf"
Damage Guard Startup Active Recovery Frame Adv.
1700*2 All (18+)13 3(19)Until hit 66T -1
  • Deletes projectiles on impact.
  • There's always a gap between its between hits.
  • When canceled via Active Switch or Cross Combo, the first hit causes a hard knockdown.

Waldstein's fastest assist. Relatively short horizontal range but good vertical range on the first hit. Point character can cross up between its hits. When canceling the move early, the first hit has absurdly long hitstun, enabling a variety of combos afterwards.

Distortion Skills[edit]

Sturmangriff Rage[edit]
Sturmangriff Rage
BBTag Waldstein Sturmangriff.png
"Assault Rage"

When you die, where's your god?

Damage Guard Startup Active Recovery Frame Adv.
0, 2000, 5900
[0, 2000*2, 5500]
Throw 13(+60)+1 Until reaches wall 49 -
  • Carries the opponent to the corner from anywhere
  • 1-16f fully invulnerable

Despite appearances, this is a throw, which means they need to jump to avoid it. Primarily for combos and punishes; not 0f after superflash so if you are trying to mix up the opponent, use the other super instead.

Werfen Erschlagen[edit]
Werfen Erschlagen
BBTag Waldstein WerfenErschlagen.png
"Throw Slain"

By the time you see it you're already grabbed

Damage Guard Startup Active Recovery Frame Adv.
0, 2000*2, 5000 (5782)
[0, 500*3, 2000*2, 5000 (5782)]
Throw 13(+60)+0 5 44 -
  • 1-19f fully invulnerable

Superthrow with invul and a fair bit of active frames, so you can actually anti-air some diving attacks like Narukami j.C with this.

Distortion Skill Duo[edit]

Werfen Erschlagen
P during Main Character's Distortion Skill
BBTag Waldstein WerfenErschlagen.png
Damage Guard Startup Active Recovery Frame Adv.
0, 500*2, 1500 [0, 100, 200*2, 500, 1500] All 1(+79)+1 5 34 -29
  • This is still a grab

If your first character's distortion was blocked, you can still tag into this super to grab the opponent if they try to punish the recovery frames. Force them to respect you

Astral Heat[edit]

BBTag Waldstein Katastrophe.png
BBTag Waldstein Katastrophe2.png
Damage Guard Startup Active Recovery Frame Adv.
0, 20000, 37000 Throw 13(+72)+0 5 21 -
  • 1-16f fully invulnerable

This is a command grab. As of patch 1.30 update, you can combo into this move in situations where you could also combo into 214BC.


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