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{{ | {{#lsth:BBTag/Waldstein/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash | * Double Jump, 1 Airdash | ||
;Playstyle | |||
:Mid-range, Grappler, Neutral-focused | |||
;Team role | |||
:Support, Anchor | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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*Despite being a grappler, Wald can still find an opening from many different positions thanks to his variety of normals. | *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. | *Several lengthy disjointed command grabs. | ||
*20k health; highest tier of health in the game | *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. | *Although his 5C is fairly slow, it covers a massive amount of range as he lunges towards you. | ||
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*Thanks to the game mechanics, Wald can defend himself and cover his slow approaches properly with Reject Guard and good assists. | *Thanks to the game mechanics, Wald can defend himself and cover his slow approaches properly with Reject Guard and good assists. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Has some of the lowest mobility in the game. | *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. | *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.) | *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 | |||
|- | |- | ||
|} | |} | ||
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<br clear=all/> | <br clear=all/> | ||
In both Under Night in Birth and Blazblue Cross Tag Battle, Waldstein's claw based attacks can delete single hit projectiles on impact. | |||
{{ | {{#lst:BBTag/Waldstein/Data|Links}} | ||
<br clear=all/> | <br clear=all/> | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Waldstein/Data|5A}} | |||
{{!}}- | |||
* Deletes projectiles on impact. | {{Description|7|text=* Deletes projectiles on impact. | ||
With | * Jump cancelable both on hit and block | ||
With its massive range, this is Wald's primary poke in footsies in most situations. | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Waldstein/Data|5AA}} | |||
{{!}}- | |||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Waldstein/Data|5AAA}} | |||
* Restands opponent on hit if close enough. | {{!}}- | ||
{{Description|7|text=* Restands opponent on hit if close enough. | |||
* If too far, shockwave knocks down. | * If too far, shockwave 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. | Strong combo ender as it restands the opponent right in front of you with frame advantage (+8?) close enough to command throw or 2A. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Waldstein/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|7|text=* Knocks down on hit. | |||
* Knocks down on hit. | |||
This is not a move you are going to be using. ''Ever.'' | |||
}} | }} | ||
}} | }} | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lsth:BBTag/Waldstein/Data|5B}} | |||
{{!}}- | |||
* Deletes projectiles upon impact. | {{Description|7|text=* Deletes projectiles upon impact. | ||
Generally your poke with the most well rounded coverage. Massive horizontal and vertical range. | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BB}} | |||
{{#lsth:BBTag/Waldstein/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text=* 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. | |||
* If close enough, grabs and wallbounces opponent off the wall. | |||
* If too far, will punch and wallbounce opponent, but they will not bounce as far. | |||
* Jump cancelable on hit. | * 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. | 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 | |||
}} | }} | ||
}} | }} | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|5C}} | |||
{{!}}- | |||
* Universal overhead | {{Description|6|text=* Universal overhead | ||
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. | |||
}} | }} | ||
}} | }} | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|2A}} | |||
{{!}}- | |||
Wald's fastest normal, it serves as one of his best combo starters (if you can get close enough to use it as Wald). | {{Description|6|text=Wald's fastest normal, it serves as one of his best combo starters (if you can get close enough to use it as Wald). | ||
}} | }} | ||
}} | }} | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=2B}} | |||
{{#lsth:BBTag/Waldstein/Data|2B}} | |||
{{!}}- | |||
* Launches on hit | {{Description|7|text=* Launches on hit | ||
* Head invulnerable | * Head invulnerable | ||
Wald's go-to AA and launcher. Beware as the head invul starts up fairly late. | Wald's go-to AA and launcher. Beware as the head invul starts up fairly late. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=2BB}} | |||
{{#lsth:BBTag/Waldstein/Data|2BB}} | |||
{{!}}- | |||
{{Description|7|text=* Grabs opponent and slams them down. | |||
* Grabs opponent and slams them down. | |||
* Whiffs on blockstun | * Whiffs on blockstun | ||
* Can be blocked | * Can be blocked | ||
* No head invulnerability | * No head invulnerability | ||
* Lasts 44f total | * Lasts 44f total | ||
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. | |||
}} | }} | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|2C}} | |||
{{!}}- | |||
Fantastic range for a low. Rebeat allows you to convert into Wald's bnbs without much trouble. | {{Description|6|text=Fantastic range for a low. Rebeat allows you to convert into Wald's bnbs without much trouble. | ||
}} | }} | ||
}} | }} | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Waldstein/Data|j.A}} | |||
{{!}}- | |||
* Deletes projectiles on impact. | {{Description|7|text=* Deletes projectiles on impact. | ||
Huge vertical hitbox. Can be used as a rising instant overhead and combo using an assist. | Huge vertical hitbox. Can be used as a rising instant overhead and combo using an assist. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=j.AA}} | |||
{{#lsth:BBTag/Waldstein/Data|j.AA}} | |||
{{!}}- | |||
{{Description|7|text=Waldstein’s UNI j.A | |||
Waldstein’s UNI j.A | |||
}} | }} | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|j.B}} | |||
{{!}}- | |||
* Wallbounces on hit. | {{Description|6|text=* 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. | 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. | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|j.C}} | |||
{{!}}- | |||
* | {{Description|6|text=* 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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|BC}} | |||
{{!}}- | |||
* | {{Description|6|text=* Knocks down | ||
When using Waldstein's normal throws midscreen, you can combo into grounded normals after dashing towards your opponent. | |||
}} | }} | ||
}} | }} | ||
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|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|AD}} | |||
{{!}}- | |||
* Grabs and sideswitches opponent if it hits on the ground | {{Description|6|text=* Grabs and sideswitches opponent if it hits on the ground | ||
* 1-25f fully invulnerable | * 1-25f fully invulnerable | ||
Huge horizontal hitbox, but crappy vertical hitbox and a ton of startup. On the plus side, has fairly short overall animation time so you can make it safe by throwing out an assist first. | 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). | ||
}} | }} | ||
}} | }} | ||
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|name=Eisen Naegel | |name=Eisen Naegel | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|236A}} | |||
{{!}}- | |||
* Deletes projectiles upon impact. | {{Description|6|text=* 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. | 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. | ||
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|name=Wirbelwind | |name=Wirbelwind | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|236B}} | |||
{{!}}- | |||
* Deletes projectiles on impact. | {{Description|6|text=* 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. | 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. | |||
}} | }} | ||
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|name=Drehen Durchbohren | |name=Drehen Durchbohren | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Waldstein/Data|214A}} | |||
{{!}}- | |||
* Faster than 214B but short range. | {{Description|7|text=* 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. | Command grab. If the opponent is in hitstun, becomes a hitgrab that will combo after various moves, notably 5AAA. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Waldstein/Data|214B}} | |||
{{!}}- | |||
{{Description|7|text=* Longer startup but longer range. | |||
* 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. | 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. | ||
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|name=Aerial Verderben | |name=Aerial Verderben | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Waldstein/Data|j.214A}} | |||
{{!}}- | |||
* Important points go here | {{Description|7|text=* 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. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Waldstein/Data|j.214B}} | |||
{{!}}- | |||
{{Description|7|text=* Important points go here | |||
* Important points go here | |||
Slower but more range and damage than the A version. | |||
}} | }} | ||
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|name=EX Wirbelwind | |name=EX Wirbelwind | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|236C}} | |||
{{!}}- | |||
* Important points go here | {{Description|6|text=* Important points go here | ||
236B with a fourth hit that knocks down. Mostly just for damage. | 236B with a fourth hit that knocks down. Mostly just for damage. | ||
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|name=EX Drehen Durchbohren | |name=EX Drehen Durchbohren | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|214C}} | |||
{{!}}- | |||
* Has 214A's fast startup and 214B's range. | {{Description|6|text=* Has 214A's fast startup and 214B's range. | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|name=EX Aerial Verderben | |name=EX Aerial Verderben | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|j.214C}} | |||
{{!}}- | |||
* Switches sides upon landing, so be careful when using it in the corner. | {{Description|6|text=* Switches sides upon landing, so be careful when using it in the corner. | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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====== <font style="visibility:hidden" size="0">5P</font> ====== | ====== <font style="visibility:hidden" size="0">5P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Waldstein_EisenNagel.png |caption= | |image=BBTag_Waldstein_EisenNagel.png |caption=You can cut that RIGHT out | ||
|input= | |input=Eisen Naegel | ||
|name= | |name=5P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|5P }} | |||
{{!}}- | |||
* | {{Description|6|text=* 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. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Waldstein_Wirbelwind.png |caption= | |image=BBTag_Waldstein_Wirbelwind.png |caption= | ||
|input= | |input=Wirbelwind | ||
|name= | |name=6P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|6P }} | |||
{{!}}- | |||
* Has a | {{Description|6|text=* 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. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Waldstein_FelsenVulf.png |caption="Rock Wolf" | |image=BBTag_Waldstein_FelsenVulf.png |caption="Rock Wolf" | ||
|input= | |input=Felsen Vulf | ||
|name= | |name=4P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|4P }} | |||
{{!}}- | |||
* There's always a gap between its between hits. | {{Description|6|text=* 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. | 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. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Sturmangriff Rage</font> ====== | ====== <font style="visibility:hidden" size="0">Sturmangriff Rage</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Waldstein_Sturmangriff.png |caption= When you die, where's your god? | |image=BBTag_Waldstein_Sturmangriff.png |caption="Assault Rage" | ||
When you die, where's your god? | |||
|input=236B+C | |input=236B+C | ||
|name=Sturmangriff Rage | |name=Sturmangriff Rage | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|236BC}} | |||
{{!}}- | |||
* Carries the opponent to the corner from anywhere | {{Description|6|text=* Carries the opponent to the corner from anywhere | ||
* 1-16f fully invulnerable | * 1-16f fully invulnerable | ||
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|name=Werfen Erschlagen | |name=Werfen Erschlagen | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|214BC}} | |||
{{!}}- | |||
* 1-19f fully invulnerable | {{Description|6|text=* 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. | 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. | ||
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}} | }} | ||
<br clear=all/> | |||
==Distortion Skill Duo== | |||
{{MoveData | |||
|image=BBTag_Waldstein_WerfenErschlagen.png |caption= | |||
|input=P during Main Character's Distortion Skill | |||
|name=Werfen Erschlagen | |||
|data= | |||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|Distortion Skill Duo}} | |||
{{!}}- | |||
{{Description|6|text=* 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''' | |||
}} | |||
}} | |||
<br clear=all/> | <br clear=all/> | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Waldstein_Katastrophe.png |caption= | |image=BBTag_Waldstein_Katastrophe.png |caption= | ||
|image2=BBTag_Waldstein_Katastrophe2.png |caption2= | |image2=BBTag_Waldstein_Katastrophe2.png |caption2="Catastrophe" | ||
|input=222B+C | |input=222B+C | ||
|name=Katastrophe | |name=Katastrophe | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Waldstein/Data|222BC}} | |||
{{!}}- | |||
* 1-16f fully invulnerable | {{Description|6|text=* 1-16f fully invulnerable | ||
This is a command grab. | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Navigation== | |||
{{ | {{#lsth:BBTag/Waldstein/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBTag/Waldstein/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] | ||
[[Category:Waldstein]] | [[Category:Waldstein]] |
Revision as of 23:45, 21 May 2019
Waldstein |
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Overview
"Battles are cruel...? The words of pansies with no strength. You can only curse your own weakness!"
Backstory
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.
Playstyle
Strengths/Weaknesses
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EXS of Mountainous Strength: Hecatoncheir
After being attacked by a Void, Waldstein became mutated and acquired his EXS of Mountainous Strength, which grants him enormous muscular strength, as well as physical resistance and vigor.
In both Under Night in Birth and Blazblue Cross Tag Battle, Waldstein's claw based attacks can delete single hit projectiles on impact.
Normal Moves
5A
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5B
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5C
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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. |
2A
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Wald's fastest normal, it serves as one of his best combo starters (if you can get close enough to use it as Wald). |
2B
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2C
2C |
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Fantastic range for a low. Rebeat allows you to convert into Wald's bnbs without much trouble. |
j.A
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j.B
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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. |
j.C
j.C |
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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
Ground Throw
Ground Throw 5B+C |
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When using Waldstein's normal throws midscreen, you can combo into grounded normals after dashing towards your opponent. |
Verderben
Verderben 5A+D |
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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). |
Skills
Eisen Naegel
Eisen Naegel 236A |
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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. |
Wirbelwind
Wirbelwind 236B |
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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
Drehen Durchbohren 214A/B |
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Aerial Verderben
Aerial Verderben j.214A/B |
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Extra Skills
EX Wirbelwind
EX Wirbelwind 236C |
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236B with a fourth hit that knocks down. Mostly just for damage. |
EX Drehen Durchbohren
EX Drehen Durchbohren 214C |
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Detailed description of the usefulness of the move go here |
EX Aerial Verderben
EX Aerial Verderben j.214C |
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Detailed description of the usefulness of the move go here |
Partner Skills
5P
5P Eisen Naegel |
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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. |
6P
6P Wirbelwind |
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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. |
4P
4P Felsen Vulf |
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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
Sturmangriff Rage
Sturmangriff Rage 236B+C |
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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
Werfen Erschlagen 214B+C |
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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
Werfen Erschlagen P during Main Character's Distortion Skill |
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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
Katastrophe 222B+C |
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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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