BBTag/Waldstein

From Dustloop Wiki
Overview
Overview
Pros
Cons
  • 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.
  • 2B is an amazing anti-air
  • 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 crossups and instant overheads as well as character specific combos.
  • His command grabs do low damage compared to the other grapplers, greatly weakening the threat of his strike/throw mixup.
  • Longer than average startup on normals often leaves Waldstein vulnerable in pressure situations
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.
Waldstein
BBTag Waldstein Portrait.png
Health
20,000
Prejump
6F
Backdash
29F (1~7F Inv All)
Forward Dash
32F
Unique Movement Options
No Run
Fastest Attack
Reversals

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 11 3 25 -11 B
5AA 1500 All 10 2 23 -8 B
5AAA 1000, 2500 All 11 11 8 -2 [+1] B
5AAAA 2000 All 19 4 24 -9 B

  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 15 3 19 -3 B
5BB 1000, 0, 2500 [1000, 2000] All 11 4(18)8 13 0 B

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 26 3 18 -4 H

  • 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

2B

2C

j.A

j.B

j.C


Universal Mechanics

Ground Throw

5B+C

Verderben

5A+D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500, [1500, 0, 1500, 0, 2000] Air Unblockable 22 4 45 -30 B 1~25 All

  • 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

Wirbelwind

236B

Drehen Durchbohren

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 0, 500, 3000 Throw 8 2 33 T 1~9 T
214B 0, 500, 3500 Throw 13 2 36 T 1~14 T

  • 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


Extra Skills

EX Wirbelwind

236C

EX Drehen Durchbohren

214C

EX Aerial Verderben

j.214C


Partner Skills

5P

Eisen Naegel

6P

Wirbelwind

4P

Felsen Vulf


Distortion Skills

Sturmangriff Rage

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000, 0, 5900
[(0, 2000)×2, 0, 5500]
Throw 13+(60 Flash)+1 Until Wall 49 T 1~24 All
25~Until Wall P

  • 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


Distortion Skill Duo

Werfen Erschlagen

P during Partner's Distortion Skill


Astral Heat

Katastrophe

222B+C


External References

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To edit frame data, edit values in BBTag/Waldstein/Data.
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