Normal Moves
5A
- Deletes projectiles on impact.
- Jump cancelable both on hit and block.
With its massive range, 5A is Wald's primary poke in footsies in most situations.
5AA is mostly combo filler
- Deletes projectiles on impact.
- Restands opponent on hit if close enough.
- Shock wave is jump cancelable on hit.
- Shock wave knocks down.
5AAA is a strong combo ender as it restands the opponent right in front of you with frame advantage (+8?) close enough to command throw or 2A.
- Deletes projectiles on impact.
- Knocks down on hit.
5AAAA is not a move you are going to be using. Ever.
5B
- Deletes projectiles on impact.
- Jump cancelable on hit.
5B is generally your poke with the most well rounded coverage. Massive horizontal and vertical range.
- 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.
5BB is 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
5C
- 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.
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).
2B
- Deletes projectiles on impact.
- Launches on hit.
- Head invulnerable.
2B is Wald's go-to AA and launcher. Formidable anti-air due to size and early head invulnerability.
- Deletes projectiles on impact.
- Whiffs on blockstun.
- Can be blocked.
Be very careful when chaining into 2BB while hitting an assist. It can also occasionally whiff if the opponent is extremely close to Wald during 5B.
2C
- Deletes projectiles on impact.
Fantastic range for a low. Rebeat allows you to convert into Wald's bnbs without much trouble.
j.A
- 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.
- Deletes projectiles on impact.
- Jump cancelable both on hit and block.
j.B
- 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.
j.C
- 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
Ground Throw
5B+C
- Knocks down
When using Waldstein's normal throws midscreen, you can combo into grounded normals after dashing towards your opponent.
Verderben
5A+D
- This is a hit grab, and thus can be blocked
- 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).
Skills
Eisen Naegel
236A
- 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.
Wirbelwind
236B
- 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
214A/B
- 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.
- Longer startup but longer range.
214B is 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
j.214A/B
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 version is slower but more range and damage than the A version.
Extra Skills
EX Wirbelwind
236C
- Deletes projectiles on impact.
236B with a fourth hit that knocks down. Mostly just for damage.
EX Drehen Durchbohren
214C
- Same speed and range as 214B.
EX Aerial Verderben
j.214C
- 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
5P
Eisen Naegel
- 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.
6P
Wirbelwind
- 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.
4P
Felsen Vulf
- 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
Sturmangriff Rage
236B+C
- Carries the opponent to the corner from anywhere
- As of 2.0 it is now projectile invul from start up through the entirety of it's duration
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. Can be useful to punish projectile moves as a read but very risky.
Werfen Erschlagen
214B+C
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 Partner's Distortion Skill
- This not 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. It is a hitgrab, unlike the normal version of this Distortion Skill. Force them to respect you
Astral Heat
Katastrophe
222B+C
- 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.
External References
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- Nine the Phantom [★]
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- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
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