BBCF/Weiss Schnee: Difference between revisions

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===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
{{BBTag Move Card|game=BBTag
{{BBCF Move Card
|input=5B
| image=[[file:Rwi5b.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwi5bhit.png|220px|test caption]]
| input1=5A | damage=640 | guard=Mid | startup=8 | active=3 | recovery=19 | frameadv=-5 | attribute=Body | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Has decent horizontal reach.
*Excellent horizontal poke.
* Max range distance is about the same as match start positioning distance. Can be used as a round starter against some characters.
*Excellent round starter, being able to hit most characters at round start.
* Jump cancellable on hit.  
*Jump cancellable on hit.


{{clr|1|5A}} is your primary poking tool that boasts good reach and fast startup. Pay attention in the range she's in when throwing this out {{clr|1|5A}}>{{clr|1|5AA}} is viable now even from the tip of the rapier. Can rebeat into {{clr|1|2A}} for pressure resets at max range. Use this move frugally, as some characters can low profile it during roundstart/pressure and completely reverse the situation(Chie, Hyde).
{{clr|2|5B}} is your primary poking tool boasting good reach and fast startup. Unlike {{clr|1|5A}}, it's hitbox only covers Myrtenaster, meaning it will whiff on many crouchers and low profile attacks.
----
* Weiss summons an ice pillar on the opponent's position.
* Cannot be cancelled into any other move.
 
{{clr|1|5AAAA}} is the smart combo ender. Weiss's smart combo is one of the higher damaging ones at 4.1k. Only used for Cross Raid ender.  
}}
}}


===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===

Revision as of 08:55, 31 May 2023

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This page is under construction, please ignore it for the time being

Overview


Weiss is a character that specializes in setups, having a tool for every situation. Whether it's using her long reaching rapier attacks to fight up close, firing ice shards to attack from afar, summoning ice pillars to block projectiles and limit the opponent's ground movements and using her semblance to do attacks that cover a lot of ground quickly or for some more tricky options, Weiss has a tool to fight comfortably in any situation.

At the same time, these tools all have very clear pros and cons. For example, her normals often have long reach but don't hit in a wide arc like Ruby's normals. As a result, a lot of Weiss' tools need to be selectively chosen to deal with a specific problem. To get the most out of Weiss' vast toolset, you'll need to train yourself to properly recognize situations and use the appropriate tool to handle it.

While her buttons can be oppressive, Weiss is highly susceptible to pushblock, having few options to get back in on the opponent without ending her turn or wasting resources. It can be difficult for her to maintain pressure without using committal options that can be stuffed out.

Semblance: Glyphs

Weiss' semblance allows her to set magical glyphs around the stage by using Ice Shard. She can use the glyph by doing it by first doing Glyph Dash Strike or Snowfall, and then pressing (or holding down) 8A, 8B, or 8C once she is physically in contact with one. These glyphs placed on screen give Weiss additional options to follow-up her Glyph Dash Strike special with 3 specials that make use of the glyph, all with vastly different uses depending on the situation at hand.

Pros Cons
  • Long-ranged normals
  • Great pressure tools
  • Good defensive tools
  • Proficient corner game
  • Land cancels allow her to extend combos, continue pressure, maintain momentum, and/or stay defensive
  • One of the few characters with a frame 4 reversal option(22C)
  • Can use Ice pillar to wall out specific characters and force an approach(22A/B)
  • Fantastic corner carry
  • Projectiles track but can miss easily
  • Steep learning curve; requires a good understanding of neutral and proper execution to play
  • Anti-air can be unreliable against specific approaches
  • Aside from glyph follow-ups and j.C (In specific matchups), has no real way of opening opponents guard without using risky options (IAD in, glyph, etc.)




Weiss Schnee
Weiss CSS Portrait.png
Health: 11000
Prejump: 4F
Backdash: 23F (1~7F full invul)
Unique Movement: Arched Forward Air Dash Glyph Step
Reversals:
Abare Options: 5A (7F) 2A (7F)
Fatal Starters: 6C Ice Shard





Normals

5A

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
375 All 6 3 12 -1 Body
  • Startup is one frame faster than 5B, and can OTG.
  • Jump cancellable on hit.

Secondary poke tool. Unlike 5A, can hit some crouching opponents such as Makoto 2C and Kanji 2C. Can cancel into 2A on block, allowing for her to chain into her A normals (5A, 5AA) to prolong pressure and force the opponent to make a decision. It being a 7 frame option allows for her to contest stronger round starts (Mitsuru, Ragna) and hit low profiling moves (Yosuke, Linne).


Starter Rating P1 P2 Attack Level On Overdrive
and this is additional data

5B

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
640 Mid 8 3 19 -5 Body
  • Excellent horizontal poke.
  • Excellent round starter, being able to hit most characters at round start.
  • Jump cancellable on hit.

5B is your primary poking tool boasting good reach and fast startup. Unlike 5A, it's hitbox only covers Myrtenaster, meaning it will whiff on many crouchers and low profile attacks.


Starter Rating P1 P2 Attack Level On Overdrive
and this is additional data

5C

Template:BBTag Move Card

2A

Template:BBTag Move Card

2B

{{BBTag Move Card|game=BBTag |input=2B |description=

  • Has a good range and hits low, making it useful for pokes and blockstrings.

Low poke with really good range. Mostly used either during blockstrings or extend combos. Not so much a move to consider while in neutral (especially if the enemy has super meter), as it hits really low and may leave her wide open if jumped over. Unsafe on pushblock. }

2C

Template:BBTag Move Card]

Command Normals

6A

Template:BBTag Move Card

6B

Template:BBTag Move Card

6C

Template:BBTag Move Card

3C

Template:BBTag Move Card

Air Normals

j.A

Template:BBTag Move Card


j.B

Template:BBTag Move Card


j.C

Template:BBTag Move Card

Universal Mechanics

Ground Throw

5B+C Template:BBTag Move Card

Air Throw

5B+C Template:BBTag Move Card

Counter Assault

5A+D Template:BBTag Move Card

Crush Trigger

5A+D Template:BBTag Move Card

Specials

Ice Shard

236A/B (Chargeable) Template:BBTag Move Card

Glyph Dash Strike

214A/B (Chargeable) Template:BBTag Move Card

Glyph Dash Triple Strike

214C Template:BBTag Move Card

Snowfall

j.214A/B Template:BBTag Move Card

Snowstorm

j.214C Template:BBTag Move Card

Twisting Air Step

8A during select moves Template:BBTag Move Card

Piercing Air Step

8B during select moves Template:BBTag Move Card


Pirouette

8C during select moves Template:BBTag Move Card

Ice Pillar

22A/B Template:BBTag Move Card

Ice Summon: Sword

22A/B Template:BBTag Move Card

Ice Shatter

22A/B Template:BBTag Move Card

Precision Parry

22C Template:BBTag Move Card

Distortion Drives

Glacial Torrent

236B+C Template:BBTag Move Card

Snow Flurry

214B+C Template:BBTag Move Card

Astral Heat

White Night

222B+C Template:BBTag Move Card


External References

Navigation

File:BBTag Weiss Schnee Icon.png Weiss Schnee

Template:CharLinks

File:Ambox notice.png To edit frame data, edit values in BBCF/Weiss Schnee/Data.

BBTag/Navigation