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
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
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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