WaldsteinBot v1.0

Difficulty Moderate

Focus Escapes, Adaption And Matchup


Note that UNIST does not save bots separately and it does not save them between uses of the game, you must re-input a bot whenever you restart the game, so we have used much simpler inputs that can be used across multiple characters (it keeps the inputs when switching characters).

This bot has many uses, varying quite a lot by character. The main points of it are based on optimal punishes from potentially difficult spacings, escapes, slight awareness of misleading aerial attacks and range manipulation. However, not all characters find particular aspects of it to be difficult and one should try to match one's training to the things that result in the most learning. The bot can also shift the lengths or ending of some inputs in order to help shift it toward certain characters to improve their training. Please pay attention to the annotations for the Actions to make your decisions. In general, characters with lunging attacks will want to have more defensive endings and less jumps. Characters with long/quick confirmable 5B or 2B are more likely to want a longer Action #4, characters who must punish with 'TK' moves or ranged specials will want a shorter Action #4. Once you are used to your character and style, this bot is useful mostly for keeping your defensive skills sharp or warm-up sessions for 'TK' or instant jump move execution.

Exactly which moves Waldstein does depends slightly on those variants, so it is difficult to say exactly what will happen most often in all cases. However, unlike many other bots, the outcome you will get from the inputs can often be understood more precisely by looking at the length of the playback, so it is a lot easier to confirm that it has been changed to the form you want, or to note when it is not working properly.

WaldsteinBot is a good introduction to characters who have somewhat ambiguous animations, such as moves that look like the start of a jump, which makes the ability to confirm and adapt to such ambiguous situations quickly in order to get the most advantage. Additionally, Waldstein has moves that are good at dealing with back dashes. Therefore he is a good bot to practice adapting to an opponent's shifts in mid-range neutral.

To get the most out of training with WaldsteinBot, it is recommended that you approach him as if he were capable of handling most projectiles and therefore do not zone him at full screen. A skilled Waldstein player will be able to deal with projectiles using Waldstein's various moves that counter them in a real match. Instead, try to use your projectiles in more midscreen instances if you wish to practice them. This should not only help you learn how to use the projectiles in the match up better, but it will also help you learn other situations previously described.

As of this writing, WaldsteinBot is almost unique and does not truly share all inputs with any other bot, however there are specific times when an input of VatistaBot will be sufficient if you use a certain set of optional inputs for it. Therefore, if you want to train against Vatista after these inputs, it is relatively easy to switch one input to get a better VatistaBot, and the input (usually Action #2) is also easy to switch back to Waldstein's form. It is recommended that you use Vatista when inputting this bot if you desire to train on both in a session, as Vatista has slightly longer charge timings and therefore to make sure you got the right amount of charge frames, it is easier to confirm your inputs are correct through her. Many of Vatista's Action inputs can be tested a bit more easily than other bots, but she and Waldstein do have some stricter timings for the durations of Actions.


Gauge Settings

Settings for 1P are VIT Gauge - Varies (see Goals section below), EXS Gauge - Recommended 100% but can set to other values depending on training desire and desired difficulty level.

Settings for 2P are VIT Gauge - "100%", EXS Gauge - 200%

Universal settings: EXS Gauge Default (it does not increase automatically), GRD Gauge - "Default", Health Recovery - "Auto Recovery Off".


Goals

Completing each action gives 1 point. Whenever your opponent is defeated, check your health rating, and set your Health to approximately that value for the next round, and continue your count. Try to get to 10 points without being defeated (if you are, reset your health to 100% and restart your count).

Points System

Difficulty Levels

Special UNISTBot Input Instruction Notes

UNIST starts recordings using the X button/Confirm button on controllers. It begins the recording instantly. However, it will also accept the input that is bound to this button in the Controller Configuration as the first part of the recorded input, if you hold down the button when you start the recording. It also gives you just enough time to hold a direction as well. Use this method to record the inputs. For example, Action #1, change your X/Confirm button to A+B in the Controller Settings, and you should be able to get it to accept 6A+B as soon as possible.

Action #1

Record from far away.

6A+B, 6C (this should do 66C), optional hidden [9] (otherwise continue to hold 6) end recording before the end of the 66C animation

If your character's projectile attack or lunging attack is mostly lateral, and you intend to also use these inputs for VatistaBot we suggest adding the hidden 9 to increase Vatista's time spent jumping into the air or floating, as it will help her outmaneuver your attacks. If your character tends to use trickery or aerial strikes to 'zone', it may be better without it, and it is generally better without it for Waldstein. Test both and see what is best for your learning.

Action #2

9B [optional: hold B], late hidden [87], optional [41] end recording

This should jump forward much more often than it jumps backward if the recording was not extended. Extending it allows for more 'cautious' and less 'jumpy' play from both WaldsteinBot and VatistaBot, which is suggested if your character's 'zoning' or long range attacks are lunges, but extending it is not suggested for Waldstein, as the speed of this input is part of how he gets his command grab inputs. Holding B until the end and extending the input to around 60 frames total may allow Vatista to put out one of her 'bits', but will, in turn, limit WaldsteinBot.

Action #3

3C 6C (hold the 6, can hold the C), late (321)4 end recording instantly

The difficulty with this input when done as Waldstein is the timing. We suggest inputting this on Vatista. Otherwise, it is a combination of how long to wait before moving to the 4 direction, (normally wait for the beginnings of the opponent's air recovery if they do it) and the speed with which you need to do the optional 321 part of it. For WaldsteinBot, that 3214 is required. This input can be checked by just replaying it into itself. It should be able to do the EX version of his claw 'clap' (Verderben) or Vatista's 'laser' (assuming recorded on her as suggested) if the character has meter, or at least the B version. If it does not, the recording end was too slow or the combo at the beginning was.

Action #4

1B+C (hold the 1, not the B+C though), wait for attack to fully animate, (23(6)) end recording instantly

The 23 'slide' to 6 direction is optional, but for WaldsteinBot, the 6 direction itself is not. It is required, to get either Sturmangriff or Eisen Nagel. Depending on exactly how this is input, the bot may do both these moves. If the 6, or the full 236 is added, he should be able to do B and C versions of at least one of them. You can hold this input for up to 100f without affecting VatistaBot terribly. If you use a character without too many lunges, you should try to hold for at least 60f but not much more. It will usually still work even if cut down to 55f total, but may have issues. To test this fully, play it into itself. If it has the 6, the Stella Lumen should be possible. If it does not, she should just remain crouching.

Action #5

6A(+D) 9(hold until end) end recording (before she lands, see below)

This input is difficult because the amount of time spent holding 9 needs to be at least 53f, but because the first input (either a throw or a 6A) hides when the character goes into the air, there is no exact way to know when you shifted to 9. Generally we find that if you are 'fast' at it, this input can be 58-62f, if you are slower, it can end up being up to 70-72f. Generally, longer than this will cause a problem (specifically, that Vatista will jump twice during Action #5 with all inputs on, instead of jumping once, or Waldstein's timings will be strange). In some cases this actually works out well for Vatista, but it is not recommended and will cause it to fail when training with Waldstein. There is no specific benefit to using A+D for Vatista alone, but it can improve Waldstein.




In-Depth

Still in progress.