BBCF/Weiss Schnee: Difference between revisions

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{{FP Box|content='''This page is under construction, please ignore it for the time being'''
{{FP Box|content='''This page is under construction, please ignore it for the time being'''
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<div id="mf-home" class="fpcontentbbcf">
<div id="fpflexsection">
__TOC__
</div>
<div id="fptopsection">
==Overview==
<div id="home-content" class="home-grid">
<div id="home-content" class="home-grid">
{{card|width=3
{{card|width=5
|header=Overview
|header=Overview
|content=<br>
|content=
 
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.  
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.
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.
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.<br>
}}
{{ProsAndCons
|intro= [[File:Smallweissicon.png|32px]]  ''Weiss is a mid-range character who uses her long normals and burst mobility to control space and create setplay oki with her semblance or [[#Ice Pillar|Ice Pillar]].''
|pros=
* Long-ranged normals
* Great pressure tools
* Proficient corner game
* Land cancels allow her to extend combos, continue pressure, maintain momentum, and/or stay defensive
* Can use Ice pillar ({{clr|4|22A}}/{{clr|2|B}}) to wall out specific characters, force an approach, or cut off rolls on wakeup
* Fantastic corner carry
|cons=
* 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
* Weak defensive options: Weiss lacks a reversal outside of her EA. Her closest option is [[#Ice Parry|Ice Parry]] ({{clr|5|236D}}), which doesn't have invul until frame 4 and costs meter.
* Aside from glyph follow-ups and {{clr|3|j.C}} (In specific matchups), has no real way of opening opponents guard without using risky options (IAD in, glyph, etc.)
}}}}
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|header=Weiss Schnee
|header=Weiss Schnee
Line 23: Line 43:
  '''Prejump:''' 4F<br>
  '''Prejump:''' 4F<br>
  '''Backdash:''' 23F (1~7F full invul)<br>
  '''Backdash:''' 23F (1~7F full invul)<br>
  '''Unique Movement Options:''' Arched Forward Air Dash
  '''Unique Movement:''' Arched Forward Air Dash
                          Glyph Step<br>
                  Glyph Step<br>
  '''Reversals:''' <br>
  '''Reversals:''' <br>
  '''Abare Options:''' 5A (7F)
  '''Abare Options:''' 5A (7F)
Line 30: Line 50:
  '''Fatal Starters:''' 6C
  '''Fatal Starters:''' 6C
                 Ice Shard
                 Ice Shard
}}
}}</div>
__TOC__
{{card|width=3
</div>
|header=Semblance: Glyphs
|content=
Weiss' semblance allows her to set magical glyphs around the stage by using her Drive normals, holding different directions to control the location the glyph is spawned at.
* By tapping the {{clr|5|D}} button she will place a White [[#Drive Normals|Ice Shard]] Glyph, which launches a projectile after a delay before disappearing. The timing of the shot depends on the version used.
* By holding the {{clr|5|D}} button she will place a Black [[#Drive Normals|Gravity Glyph]] which can then be used during [[#Glyph Dash Strike|Glyph Dash Strike]] or [[#Snowfall|Snowfall]], by pressing (or holding down) {{clr|4|8A}}, {{clr|2|8B}}, or {{clr|3|8C}} once she is in close proximity to a gravity glyph. These glyphs won't disappear unless a new glyph of the same type (near/far/air) is used. 
 
<br>


{{ProsAndCons
Weiss also has access to a set of special moves that consume 25% Heat. Similar to Jin Kisaragi, all of these specials use the {{clr|5|D}} button.
|intro=
|header2=Overdrive
|pros=
|content2=
* Long-ranged normals
Weiss' Overdrive powers up many aspects of her semblance. Enhancing some moves that utilize glyphs, and giving her some new ones to boot.
* Great pressure tools
* Weiss no longer has to pick between Ice Shard or a Gravity Glyph. Using any {{clr|5|D}} normals will summon both on top of each other. All white glyphs created during OD will fire the Ice Shard on frame 70.
* Good defensive tools
* Weiss can cancel into {{clr|4|8A}} [[#Twisting Air Step|Twisting Air Step]], {{clr|2|8B}} [[#Piercing Air Step|Piercing Air Step]], or {{clr|3|8C}} [[#Pirouette|Pirouette]] from any normal on-hit or on-block assuming a black gravity glyph is nearby.
* Proficient corner game
* Instead of [[#Ice Pillar|Ice Pillar]], {{clr|4|22A}}/{{clr|2|B}} becomes [[#Ice Shatter|Ice Shatter]], a long range freeze attack.
* Land cancels allow her to extend combos, continue pressure, maintain momentum, and/or stay defensive
* Gains access to {{clr|5|8D}} [[#Glyph Step|Glyph Step]], which works similar Izanami's hover, allowing Weiss to extend combos and blockstrings.
* One of the few characters with a frame 4 reversal option({{clr|3|22C}})
* Can use Ice pillar to wall out specific characters and force an approach({{clr|1|22A}}/{{clr|2|B}})
* Fantastic corner carry
|cons=
* 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 {{clr|3|j.C}} (In specific matchups), has no real way of opening opponents guard without using risky options (IAD in, glyph, etc.)
|unique_mechanic1_name= Semblance: Glyphs
|unique_mechanic1=
Weiss' semblance allows her to set magical glyphs around the stage by using [[#Ice Shard|Ice Shard]]. She can use the glyph by doing it by first doing [[#Glyph Dash Strike|Glyph Dash Strike]] or [[#Snowfall|Snowfall]], and then pressing (or holding down) {{clr|1|8A}}, {{clr|2|8B}}, or {{clr|3|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.  
}}
}}


==Normal Moves==
==Normals==
===<big>{{clr|1|5A}}</big>===
===<big>{{clr|4|5A}}</big>===
{{BBCF Move Card
{{BBCF Move Card
| image=[[file:Rwi5a.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| image=[[file:Rwi5a.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwi5ahit.png|220px|test caption]]
| hitbox=[[file:Rwi5ahit.png|220px|test caption]]
| input1=5A | damage=375 | guard=All | startup=6 | active=3 | recovery=10 | frameadv=-1 | attribute=Body | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
| damage=375 | guard=All | startup=7 | active=3 | recovery=12 | frameadv=-1 | attribute=Body | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Startup is one frame faster than {{clr|2|5B}}, and can OTG.  
* Jump cancellable on hit.
* Jump cancellable on hit.
* Startup is two frames faster than {{clr|2|5B}}, and can OTG.
 
<br>
Secondary poke tool. Unlike {{clr|1|5A}}, can hit some crouching opponents such as Makoto {{clr|3|2C}} and Kanji {{clr|3|2C}}. Can cancel into {{clr|1|2A}} on block, allowing for her to chain into her A normals ({{clr|1|5A}}, {{clr|1|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).  
Secondary poke tool. Unlike {{clr|2|5B}}, can hit some crouching opponents. It being a 7 frame option allows for her to contest stronger round starts and hit low profiling moves.  
}}
}}


===<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]]
|damage=640 | guard=Mid | startup=9 | 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.
*Jump cancellable on hit.
* Max range distance is about the same as match start positioning distance. Can be used as a round starter against some characters.
*Excellent horizontal poke.
* Jump cancellable on hit.
*Excellent round starter, being able to hit most characters at round start.
 
<br>
{{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|4|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>===
{{BBTag Move Card|game=BBTag
{{BBCF Move Card
|input=5B,5BB
| image=[[file:Rwi5c.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|versioned=input
| hitbox=[[file:Rwi5chit.png|220px|test caption]]
| damage=800 | guard=Mid | startup=14 | active=3 | recovery=21 | frameadv=-5 | attribute=Body | invul=7~18 Head | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Jump-cancelable on block.
* Jump-cancelable on block and on hit.
 
* If cancelled into from {{clr|2|6B}}, frames 1-6 are skipped
The animation for {{clr|2|5B}} makes the range look deceptively short, but in truth it has almost as much range as {{clr|1|5A}} due to Weiss stepping forward. A primary anti-air tool for Weiss, you must use it cautiously as she can misstep out of her target's range and even leave herself wide open. Is most adept at covering specific jump-ins (IAD, neutral jump throw bait), but struggles against anything directly above her. Is easily whiff punishable.
<br>
----
ayo i need to changee the head invul that is way too much
* Launches the enemy, making air combos possible. Primary combo tool for basic routing.
* Jump-cancelable on block.
 
 
{{clr|2|5BB}} opens up a lot of options for Weiss in combos with it's float properties on hit. Be mindful of your range when chaining {{clr|2|5B}} into this, because {{clr|2|5BB}}'s hitbox is leaner than {{clr|2|5B}}'s, making it whiff at max range or if the enemy is too high. One thing to note is that because it launches the opponent relatively low, it is better to start the air combo with {{clr|2|j.B}} than {{clr|1|j.A}}, as starting with {{clr|1|j.A}} can potentially whiff due to it's hitbox. You can chain this into {{clr|2|2B}}, {{clr|3|2C}}, or {{clr|3|5C}} on block to keep the pressure going.
}}
}}


===<big>{{clr|2|6A}}</big>===
===<big>{{clr|4|2A}}</big>===
{{BBTag Move Card|game=BBTag
{{BBCF Move Card
|input=5B
| image=[[file:Rwi2a.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwi2ahit.png|220px|test caption]]
| damage=300 | guard=All | startup=7 | active=3 | recovery=12 | frameadv=-1 | attribute=Foot | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Good in combos for corner carry.
* Jump-cancelable on block and on hit.
* Gives safejump before 6-second timer ends.  
* Chains into itself 3 times like most {{clr|4|2A}}.  
* One of Weiss' main combo enders.
<br>
 
Larger than average range for a {{clr|4|2A}}; one of Weiss' greatest tools. During neutral you'll want to mix this with {{clr|4|5A}} against a grounded opponent to keep them from getting up, close and personal. One of Weiss' strongest pressuring tools, as it allows for potential TRM setups/tickthrows, frametraps, and even callouts.
Unlike most 5AAAs in BBTag, she cannot chain this into other normals, only specials and super/astral inputs. On hit, this move sends the opponent sliding across the screen, making it very good for corner carry. Weiss can choose whether or not she wants to set up a glyph or safejump afterwards, making oki ambiguous.
}}
}}


===<big>{{clr|2|6B}}</big>===
===<big>{{clr|2|2B}}</big>===
{{BBTag Move Card|game=BBTag
{{BBCF Move Card
|input=5B
| image=[[file:Rwi2b.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwi2bhit.png|220px|test caption]]
| damage=700 | guard=Low | startup=12 | active=3 | recovery=18 | frameadv=-4 | attribute=Foot | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Provides a dragdown effect. Stabilizes air confirms and allows her to chain into other normals without worry.  
Low poke with really good range. Mostly used either during blockstrings or to extend combos. Not so much a move to consider while in neutral, as it has long startup and hits really low, leaving her wide open if jumped over. This move is highly susceptible to barrier, as it can cause {{clr|3|5C}} and {{clr|3|3C}} followups to whiff.
 
Moves Weiss closer to the opponent to mitigate pushback from blockstrings. Can chain into {{clr|1|2A}}, allowing for rebeat whiffs and pressure resets. Unsafe on pushblock, however, which makes it difficult to use in some matchups. Since it's travel distance changes based on how far you hit with {{clr|1|5A}} go nuts with this move.
}}
}}


===<big>{{clr|3|6C}}</big>===
===<big>{{clr|3|2C}}</big>===
{{BBTag Move Card|game=BBTag
{{BBCF Move Card
|input=5C
| image=[[file:Rwi2c.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwi2chit.png|220px|test caption]]
| damage=800 | guard=Mid | startup=13 | active=3 | recovery=27 | frameadv=-11 | attribute=Body | invul=11~16 Head | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Because Weiss is airborne, most lows will miss.
* Jump-cancelable on block and on hit.
 
* Has the same range as {{clr|4|5A}}.
Weiss' Crash Assault. On a {{clr|1|4A}}, {{clr|1|5A}} or {{clr|2|5B}} CH, she can convert into {{clr|3|5C}}, gaining free meter on a MARVELOUS! hit. She can get jabbed out of it easily due to the hop and flash startup, so try to use this move as sparingly as possible.
* On-hit allows for safe Glyph setup.
<br>
Weiss leans forward and performs a wide sweeping slash. Slow startup, and a small hitbox.
}}
}}


==Command Normals==
===<big>{{clr|4|6A}}</big>===
{{BBCF Move Card
| image=[[file:Rwi6a.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwi6ahit.png|220px|test caption]]
| damage=777 | guard=Low | startup=12 | active=3 | recovery=23 | frameadv=-7 | attribute=Foot | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
* Great in land cancel combos
<br>
Weiss jumps forward before dropping low and stabbing with Myrtenaster. The jump travels relatively far horizontally and goes further with momentum.
<br>


===<big>{{clr|1|2A}}</big>===
Although it can only be cancelled into from {{clr|4|5A}}, {{clr|2|5B}} and {{clr|4|2A}}, {{clr|4|6A}} is a great fakeout tool when used in stagger pressure. 
{{BBTag Move Card|game=BBTag
On hit, this move sends the opponent sliding, making it a decent combo ender [or extender with black glyphs]. Weiss can choose whether or not she wants to set up a glyph/pillar or safejump afterwards.
|input=2A
<br>
|description=
* Chains into itself 3 times like most {{clr|1|2A}}, even on whiff.  
* Jump cancellable


Low poke with nice range; one of Weiss' greatest tools. During neutral you'll want to mix this with {{clr|1|4A}} against a grounded opponent to keep them from getting up, close and personal. One of Weiss' strongest pressuring tools, as it allows for potential TRM setups/tickthrows, frametraps, and even callouts.
On Counterhit, Weiss can setup a black glyph AND still have time to chain into {{clr|4|214A}}/{{clr|2|B}}/{{clr|5|D}} [[#Glyph Dash Strike|Glyph Dash Strike]], leading into massive damage.  
}}
}}


 
===<big>{{clr|2|6B}}</big>===
===<big>{{clr|2|2B}}</big>===
{{BBCF Move Card
{{BBTag Move Card|game=BBTag
| image=[[file:Rwi6b.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]][[file:Rwi6bland.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|input=2B
| hitbox=[[file:Rwi6bhit.png|220px|test caption]][[file:Rwi6blandhit.png|220px|test caption]]
|damage=500, 700 | guard=Mid | startup=12 | active=6(2), 3 | recovery=16 | frameadv=-4 | attribute=Head, Body | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Has a good range and hits low, making it useful for pokes and blockstrings.
* Provides a dragdown effect. Stabilizes air confirms and allows her to chain into other normals without worry.
* Can buffer an input to cancel into {{clr|3|5C}} or {{clr|3|3C}}, skipping the first 6 frames of each.
<br>
Weiss leaps forward whilst backflipping and kicks down hard on the landing. Horizontal jump distance increases with distance from the opponent and can go more than half screen at max range. Weiss' main way to resist barrier, {{clr|2|6B}} is a staple of combos and blockstrings alike.
<br>


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.
The damage shown in the above table is unscaled. If both hits connect it does a maximum of 836 damage.<br>
The startup shown in the above table refers to the first hit. The second hit always happens when Weiss lands, the timing of which can vary if used during [[#Glyph Step|Glyph Step]].<br>
The active frames shown in the above table can be a bit confusing. 6(2) means that the first hit lasts 6 frames continuously, but is divided between 2 frames of animation, each lasting 3 frames. The 3 refers to the second hit.
}}
}}


 
===<big>{{clr|3|6C}}</big>===
===<big>{{clr|3|2C}}</big>===
{{BBCF Move Card
{{BBTag Move Card|game=BBTag
| image=[[file:Rwi6c.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|input=2C
| hitbox=[[file:Rwi6chit.png|220px|test caption]]
| damage=880 | guard=High | startup=23 | active=3 | recovery=6+15L | frameadv=-2 | attribute=Head | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Has the same range as {{clr|1|5A}}.
* Land cancellable
* On-hit allows for safe Glyph setup.
* Fatal Counter
* Unsafe on pushblock.  
* Because Weiss is airborne, most lows will miss.
 
<br>
Weiss leans forward and performs a wide sweeping slash. Slow startup, and a small hitbox. Do not use this on block, as it signifies the end of her turn. She can special cancel {{clr|3|2C}}, however there's no reason for the opponent to respect her when the move is so unsafe.  
Weiss' only standing overhead. Sends the opponent sliding on hit.
}}
}}


 
===<big>{{clr|3|3C}}</big>===
===<big>{{clr|1|j.A}}</big>===
{{BBCF Move Card
{{BBTag Move Card|game=BBTag
| image=[[file:Rwi3c.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|input=j.A,j.AA
| hitbox=[[file:Rwi3chit.png|220px|test caption]]
|versioned=input
| damage=800 | guard=Low | startup=16 | active=3 | recovery=27 | frameadv=-11 | attribute=Foot | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Its horizontal reach makes it a good tool for air-to-air.
* Has the same range as {{clr|4|5A}}
* The hitbox extends all the way down to her knee so it is possible to hit crouching opponents.
* Great combo ender, allows for safe glyph setup on hit
* Whiffs on crouch at max range.  
<br>
* Double-jump cancellable.
Weiss leans forward and performs a wide sweeping slash.  
<br>


Weiss pokes outward across from her, strengthening her air game. Technically counts as an overhead and offers safejump potential, but it ultimately works best against characters aerially facing or slightly above her.  
{{clr|3|6C}} is Weiss' main combo ender when she isn't cashing out. Allowing her to safely place a glyph or {{clr|4|22A}}/{{clr|2|B}} [[#Ice Pillar|Ice Pillar]] in time to meaty the opponent's wakeup.
<br>


Can chain back into itself on block after {{clr|1|j.AA}}, making it fantastic at dragging down opponents during upback attempts. It also makes Weiss one of the few characters who can reliably ladder down into  a fuzzy regardless of most heights and convert into a strong mixup, forcing the opponent to pushblock and waste meter to avoid it.
NEVER use this on block. {{clr|3|6C}} has slow startup, and a surprisingly small hitbox, making it reactable and susceptible to whiffing at mid range.
}}


==== ====
==Air Normals==
* Double-jump cancellable.  
===<big>{{clr|4|j.A}}</big>===
 
{{BBCF Move Card
Hits downwards; it is, in essence, her {{clr|2|j.5B}}. Only use this during blockstrings or a confirm.  
| image=[[file:Rwija.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwijahit.png|220px|test caption]]
| damage=300 | guard=High | startup=7 | active=3 | recovery=15 | frameadv= | attribute=Head | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=  
* Double-jump cancellable on block and on hit.  
* Chains into itself 3 times, although the range is such that hitting even 2 before landing is difficult on most characters.
}}
}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
{{BBTag Move Card|game=BBTag
{{BBCF Move Card
|input=j.B,j.BB
| image=[[file:Rwijb.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|versioned=input
| hitbox=[[file:Rwijbhit.png|220px|test caption]]
| damage=700 | guard=High | startup=11 | active=3 | recovery=28 | frameadv= | attribute=Head | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Double-jump cancellable on block and on hit.
* Can crossup
* Can crossup
* Your go-to jump-in normal
* Your go-to jump-in normal
* Can cancel into {{clr|2|j.6B}} by just pressing {{clr|2|B}}.


Like {{clr|1|j.5AA}}, she hits downwards. Offering high/low unblockable potential with the right partner, ''this'' is the move you'll want to keep in mind more often, as it is the stronger overhead, crossup tool, and combo extender compared to {{clr|1|j.5A}}. Its only weakness in that regard is that its air game is weaker.
Unlike {{clr|2|j.6B}}, she hits downwards. This is a move you'll want to keep in mind more often, as it is the stronger overhead, crossup tool, and combo extender compared to {{clr|2|j.6B}}.  
}}
}}


===<big>{{clr|2|j.6B}}</big>===
{{BBCF Move Card
| image=[[file:Rwij6b.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]][[file:Rwij6bfoot.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwij6bhit.png|220px|test caption]][[file:Rwij6bfoothit.png|220px|test caption]]
|damage=500 | guard=High | startup=9, 16 | active=7, 5 | recovery=16 | frameadv= | attribute=Head, Body | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
* Double-jump cancellable on block and on hit.
* Extremely active, making it a great air to air.
* Can cancel into {{clr|2|j.B}} by just pressing {{clr|2|B}}.
Weiss stabs straight forward, leaving a lingering hitbox as she holds out her sword. The second hitbox can multihit, and also covers her leg which can lead to character specific combos. Due to how long the move lasts, it is extremely likely that you will land before it ends even if used while rising, making it effectively more plus on block. This makes it {{clr|2|j.6B}} excellent for facilitating air-ground block pressure
}}


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
{{BBTag Move Card|game=BBTag
{{BBCF Move Card
|input=j.C
| image=[[file:Rwijc.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
| hitbox=[[file:Rwijchit.png|220px|test caption]]
|damage=600 | guard=High | startup=13 | active=3 | recovery=Until L+21L | frameadv= | attribute=Head | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
|description=
* Slightly propels Weiss up, making it difficult to use for jump-ins
* Slightly propels Weiss up if she is falling beyond a certain speed.
* Causes a hard knockdown on hit, making it essential for routing.  
* Causes a hard knockdown on hit, making it essential for routing.  
* Is an IOH in six matchups: Ragna(during blockstun), Tager, Hakumen, Wald, Gordeau and Mika.  
* Is an IOH in some matchups, but whiffs on short characters.
* +1 if land cancelled.


Once inputted, Weiss must commit to this move until she lands. However, with the power of {{clr|1|214A}}/{{clr|2|214B}} landcanceling, you can omit this rule and act freely as desired. 17 frame overhead, and offers high/low potential in specific matchups. From this point, you can land-cancel (214~x A/{{clr|2|B}}/{{clr|3|C}}). Can solo confirm rising hit with land lancel {{clr|1|4A}}, and trades with 6 frame normals if blocked, making it +1 if land cancelled.  
Once inputted, Weiss must commit to this move until she lands. However, with the power of {{clr|4|214A}}/{{clr|2|214B}} landcanceling, you can omit this rule and act freely as desired. 17 frame overhead, and offers high/low potential in specific matchups. From this point, you can land-cancel (214~x A/{{clr|2|B}}). Can confirm rising hit with land cancel {{clr|4|5A}} or {{clr|2|6B}}, and can go into heavy damage if a Black Gravity Glyph is nearby.
As Forward Air Dash moves her upwards, she won't be moving fast enough to cause the upwards propulsion after an IAD, making this for great jump-ins leading into land cancel pressure.


Learn to land cancel and dramatically expand your offense: https://www.youtube.com/watch?v=N_D0biRm_-Q
Learn to land cancel and dramatically expand your offense: https://www.youtube.com/watch?v=N_D0biRm_-Q
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<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Drive Normals==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=BC
|description=
* Requires you to dash forward to be able to connect {{clr|1|5A}} from midscreen.
* In corner can cancel into {{clr|1|236[A]}} glyph setup to make extended combo (and end again in a glyph setup).
 
Can convert into {{clr|2|214B}}>{{clr|1|2A}} but only when the glyph turns black, so pay attention, or you'll whiff the {{clr|1|2A}}. An alternative, easier method is simply dash {{clr|1|6A}} into a confirm. Also, be careful when throwing into astral--if you input 222BC too soon, the astral will whiff. You'll need to take a brief beat before inputting. In the corner, you'll have to do throw>{{clr|1|214[A]}}>222BC.
}}


 
===<big>Close Glyph</big>===
===<big>Snow Globe</big>===
{{InputBadge|{{clr|5|2D, 4D}} (Chargeable)}}
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}}
{{BBCF Move Card
{{BBTag Move Card|game=BBTag
| image=[[file:Ice_Shard_Close.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|input=AD
|damage=700 | guard=All | startup=2D:60<br>4D:70<br>OD:70 | active=Until Hit | recovery=White:40<br>Black:36 | frameadv= | attribute=Projectile | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|description=
Weiss' DP. Hits all around her as well as in the air, but its range it short, so it doesn't reach ''that'' high up. Great for active switch bypassing, and can be used as an aerial unblockable setup. Like all other DPs, its very unsafe on block, so use this with care.
}}
<br style="clear:both;"/>
 
==Skills==
===<big>Ice Shard</big>===
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Chargeable)}}
{{BBTag Move Card|game=BBTag
|input=236A,236B,236[A],236[B]
|versioned=input
|description=
|description=
* When charged, the Ice Shard won't come out and leave the Glyph on the screen instead to use for Glyph Dash Strike followups.
* Only 1 Close Glyph can exist at the same time.
* The Glyph is summoned a distance in front of Weiss.
* Glyphs stay on screen even after partner switch, but disappear when used or when the corresponding Ice Shard skill is used.
* There will be a delay before the projectile fires
 
Weiss summons a projectile that tracks the opponent. When holding down this move, Glyph Setup allows Weiss to create a black Glyph that stays in places and she recovers faster compared to Ice Shard input, allowing her to deceive her opponents mid-pressure and punish them in the case they attempt a counterattack. Setting glyphs is still unsafe against fast and long reaching moves though and is best used after a hard knockdown from {{clr|3|2C}} or with Assist coverage. Ice Shard is a great move to keep in mind after setting up an ice pillar. Try to mix up Ice Shard and Glyph setup during pressure to throw off your opponent and punish any challenges they may try to make.
----
{{clr|2|236B}} summons the Glyph above Weiss, positioned slightly behind the A variation. Like {{clr|1|236A}}, the projectile tracks the opponent, and Weiss recovers faster if she holds it down and sets up a Glyph rather than an Ice Shard. This version is the one that you'll reserve for her Ice Shard as its a good tool for oki.
}}


===<big>Glyph Dash Strike</big>===
'''Ice Shard (White Glyph)''' {{InputBadge|{{clr|5|Press D}}}}<br>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Chargeable)}}
* Fatal Counter
{{BBTag Move Card|game=BBTag
* White Glyphs summon a projectile that tracks the opponent.
|input=214A,214B,214[A],214[B]
* Close White Glyphs lock you out of using {{clr|5|2D}} and {{clr|5|4D}} until they disappear.
|versioned=input
|description=
* Holding the button will make Weiss feint doing the Glyph Dash Strike. Feinting allows to end block-strings comparably safe while baiting out reactions.
* Travels full screen now.


{{clr|1|214A}} can be a decent poke in neutral or to punish whiffs.
{{clr|5|2D}} and {{clr|5|4D}} shoot the shot on frame 60 and 70 respectively, making {{clr|5|2D}} the fastest out of all of Weiss' drive versions.  This is somewhat offset by the fact that they will likely spawn farther from your opponent. These traits can be used to make certain approaches safer by having the Ice Shard cover your startup or recovery.
----
* Good for combos w/assists


{{clr|2|214B}} travels full screen and has a second follow up hit where Weiss leaps upward with a rising slash. The second hit has a lot of untech time, making it a perfect spot to call an assist to extend your combo. When held down, {{clr|2|214B}} acts as a feint but slower, compared to {{clr|1|214A}}. You can use these feints combined with assists to deceive and throw off your opponent, especially with glyph setups, making Weiss' game more scarier to deal with.
'''Gravity Glyph (Black Glyph)''' {{InputBadge|{{clr|5|Hold D}}}}<br>
}}
* Black Glyphs are required to use [[#Twisting Air Step|Twisting Air Step]], [[#Piercing Air Step|Piercing Air Step]], and [[#Pirouette|Pirouette]].
* Black Glyphs last forever, but don't lock you out of {{clr|5|2D}} or {{clr|5|4D}}. Instead, they disappear when a new Close Glyph is placed or when consumed by {{clr|4|8A}} , {{clr|2|8B}} or {{clr|3|8C}}.


{{clr|5|[2D]}} and {{clr|5|[4D]}} are incredibly useful midscreen oki tools. Forcing the opponent to face glyph pressure on wakeup or roll. It can also be used to enable quick approaches with {{clr|4|8A}} , {{clr|2|8B}} or {{clr|3|8C}} when backed up by an Ice Shard. {{clr|5|[2D]}} should be your go to when placing a Black Glyph.


===<big>Snowfall</big>===
'''Ice Shard + Gravity Glyph''' {{InputBadge|{{clr|5|Press D}} during overdrive}}
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=j.214A,j.214B
|versioned=input
|description=
* Not an overhead.
* Does not have an active hitbox in mid-air so be careful.
Weiss dives downward. On CH she can follow up. She can also use this move as an assist crossup tool before she hits the ground. Can be used as an air combo finisher after {{clr|3|j.C}}, and can cancel into an Astral while in Resonance Blaze. It is advised not to use this unless its used to end a combo since she can easily be hit out of this attack.
----
* Has a more horizontal trajectory than the A variant.


B version has slower startup, but deals more damage. Can follow up on counter hit, used as an assist crossup tool and can be used as an air combo finisher after jC.
During OD, Weiss places down a white glyph and a black glyph on top of each other. The white glyph will be on top until it disappears, but the black glyph is still there underneath. <br>The white glyph shoots its shot on frame 70.
}}
}}


 
===<big>Far Glyph</big>===
===<big>Twisting Air Step</big>===
{{InputBadge|{{clr|5|5D, 6D}} (Chargeable)}}
{{InputBadge|{{clr|1|8A}} during select moves}}
{{BBCF Move Card
{{BBTag Move Card|game=BBTag
| image=[[file:Ice_Shard_Far.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|input=214A/B > 8A,j.214A/B > 8A
|damage=700 | guard=All | startup=90<br>OD:70 | active=Until Hit | recovery=White:40<br>Black:36 | frameadv= | attribute=Projectile | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|versioned=input
|description=
|description=
* Accessible during any of Weiss's 214x and j.214x specials when near a Glyph.
* Only 1 Far Glyph can exist at the same time.
* Causes a hard knockdown on hit.
* Overhead.
 
Weiss crosses up the opponent and hits them with a downward slash similar to {{clr|3|j.C}}. Must be blocked high, so it has high/low unblockable setup potential. Since the move lifts her upward, if there is another glyph above her afterwards, she can immediately act off of that glyph right away. Can be followed up with {{clr|1|2A}}.
 
}}


'''Ice Shard (White Glyph)''' {{InputBadge|{{clr|5|Press D}}}}<br>
* Fatal Counter
* White Glyphs summon a projectile that tracks the opponent.
* Far White Glyphs lock you out of using {{clr|5|5D}} and {{clr|5|6D}} until they disappear.


===<big>Piercing Air Step</big>===
{{clr|5|5D}} and {{clr|5|6D}} both shoot the shot on frame 90, which is the longest out of all of Weiss' drive versions, making it even harder to use these in neutral. This is somewhat offset by the fact that they will likely spawn closer to your opponent. The long startup also makes it useful for block pressure after oki, especially in the corner.
{{InputBadge|{{clr|2|8B}} during select moves}}
{{BBTag Move Card|game=BBTag
|input=214A/B > 8B,j.214A/B > 8B
|versioned=input
|description=
* Accessible during any of Weiss's 214x or j.214x specials when near a Glyph
* Not an overhead
* Has invincibility against body attribute attacks


Weiss leaps back and dives down on the enemy, similar to her j.214x specials. Since Weiss creates space between her and the enemy, you'll use this move to bait out DPs, hard-hitting grounded attacks, or moves with poor recovery (such as Yukiko's {{clr|1|5A}} or Yosuke's {{clr|2|5B}}). Great starter on CH, though on normal hit you can follow up wit {{clr|1|2A}} just as well. The aerial version of this move has Weiss take a brief beat before lunging at the opponent. The window to input {{clr|2|8B}} is fairly large, which works well when combined with this move and its mid-invulnerable properties, so keep that in mind when utilizing it.
'''Gravity Glyph (Black Glyph)''' {{InputBadge|{{clr|5|Hold D}}}}<br>
}}
* Black Glyphs are the resource required to use [[#Twisting Air Step|Twisting Air Step]], [[#Piercing Air Step|Piercing Air Step]], and [[#Pirouette|Pirouette]].
* Black Glyphs last forever, but don't lock you out of {{clr|5|5D}} or {{clr|5|6D}}. Instead, they disappear when a new Far Glyph is placed or when consumed by {{clr|4|8A}} , {{clr|2|8B}} or {{clr|3|8C}}.


Glyphs can't go past the wall, so don't worry about overshooting and making your black glyph unusable.


===<big>Pirouette</big>===
'''Ice Shard + Gravity Glyph''' {{InputBadge|{{clr|5|Press D}} during overdrive}}
{{InputBadge|{{clr|3|8C}} during select moves}}
{{BBTag Move Card|game=BBTag
|input=214A/B > 8C,j.214A/B > 8C
|versioned=input
|description=
* Accessible during any of Weiss's 214x and j.214x specials when near a Glyph.
* Despite being a C special, it costs no meter.
* Mainly used in combos


Safe on block. The aerial version has Weiss jump from screen to screen, so it's nice to consider if you want to get away from the opponent (and set up a {{clr|2|22B}} pillar afterwards). Since it's plus on block, it's a good way to continue your pressure, so its a good choice to use instead of Twisting Air Step.
During OD, Weiss places down a white glyph and a black glyph on top of each other. The white glyph will be on top until it disappears, but the black glyph is still there underneath. <br>The white glyph shoots its shot on frame 70.
}}
}}


 
===<big>Air Glyph</big>===
===<big>Ice Pillar</big>===
{{InputBadge|{{clr|5|j.D, j.2D}} (Chargeable)}}
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}}
{{BBCF Move Card
{{BBTag Move Card|game=BBTag
| image=[[file:Ice_Shard_Air.png|220px|test caption|style="margin: auto; width: 100%; max-width: 2560px;"]]
|input=22A,22B
|damage=700 | guard=All | startup=90<br>OD:70 | active=Until Hit | recovery=White:43<br>Black:36 | frameadv= | attribute=Projectile | invul= | strate=and | p1=this | p2=is | atklv=additional | odr=data
|versioned=input
|description=
|description=
* Stays on the screen for a while after appearing
* Only 1 Air Glyph can exist at the same time.
* Can not be moved through
* 5D is placed at the same height as Weiss
* Has 150 health before breaking
* 2D is always placed at the same height relative to the ground.


Summons a chunk of ice. {{clr|1|22A}} allows her to {{clr|1|4A}}/{{clr|1|5A}} more safely, as can hop over it afterwards regardless of hit or block. It is ideal to use this after pushblocking or after {{clr|2|2B}} or {{clr|3|2C}}. Cancels out most projectiles, like Tager's Spark Bolt and Ruby's {{clr|1|236A}}, but doesn't fully cancel out Hyde's {{clr|1|236A}} (which is a multi-hitting projectile). Note, because it places farther away than Ice Pillar B, using it after {{clr|3|2C}} or {{clr|2|2B}} will box the enemy in so if you want to create space for yourself then this move should not be used.
'''Ice Shard (White Glyph)''' {{InputBadge|{{clr|5|Press D}}}}<br>
----
* Fatal Counter
* Can not be moved through
* White Glyphs summon a projectile that tracks the opponent.
* Slower and taller than A version
* Air White Glyphs lock you out of using {{clr|5|j.D}} and {{clr|5|j.2D}} until they disappear.
* Has 750 health before breaking
* Weiss jumps off her platform after using this move.
* Has armor against projectiles
* Placed closer than Ice Pillar A


Summons a bigger chunk of ice. Has slower startup than {{clr|1|22A}}, but has a taller hurtbox and is much sturdier than {{clr|1|22A}}, albeit cannot be hopped over. Interesting to note is that specifically vs Hyde, it is an invaluable tool as {{clr|2|22B}} blockades him from hitting you during his incoming down attack. It can be used after {{clr|2|2B}} or {{clr|3|2C}}, but the only difference with this version is that it will keep the enemy away from her.
{{clr|5|j.D}} and {{clr|5|j.2D}} both shoot the shot on frame 90, which can leave enough time to come down with an air-ground and perform a riskier blockstring once landed with protection from the shot. Somewhat niche as the hop at the end can make it awkward.
}}
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==Extra Skills==
'''Gravity Glyph (Black Glyph)''' {{InputBadge|{{clr|5|Hold D}}}}<br>
===<big>EX Ice Shard</big>===
* Black Glyphs are the resource required to use [[#Twisting Air Step|Twisting Air Step]], [[#Piercing Air Step|Piercing Air Step]], and [[#Pirouette|Pirouette]].
{{InputBadge|{{clr|3|236C}} (Chargeable)}}
* Black Glyphs last forever, but don't lock you out of {{clr|5|5D}} or {{clr|5|6D}}. Instead, they disappear when a new Far Glyph is placed or when consumed by {{clr|4|8A}} , {{clr|2|8B}} or {{clr|3|8C}}.
{{BBTag Move Card|game=BBTag
|input=236C,236[C]
|versioned=input
|description=
* Can be held down to set as Glyphs.


Summons two tracking projectiles behind the opponent. If held down, two glyphs are summoned behind the opponent instead and she recovers very fast.
ALWAYS use {{clr|5|[j.2D]}} before coming down with [[#Snowfall|Snowfall]] if you have the time. The angle it's placed at ensures you will be in range to use the black glyph.<br>
}}


{{clr|5|[j.D]}} is usually only used right before landing or when you want to use {{clr|5|[5D]}} but need the Far Glyph slot open for Ice Shard.


===<big>Glyph Dash Triple Strike</big>===
'''Ice Shard + Gravity Glyph''' {{InputBadge|{{clr|5|Press D}} during overdrive}}
{{InputBadge|{{clr|3|214C}}}}
{{BBTag Move Card|game=BBTag
|input=214C
|description=
* Startup of and approximate range of A, but does a 2-hit followup similar to B on hit OR block
* Combo tool
* Wall bounces the enemy
Weiss dashes forward slashing with her rapier, slashes the opponent into the air, and then thrusts them away. Because it has an 214X input, she is able to access Glyph followup moves {{clr|1|8A}}/{{clr|2|8B}}/{{clr|3|8C}} at any time. Good for corner carry. Does have no feint version. Is highly situational and very unsafe on-block and on-whiff, making it mostly only useful for combo enders.
As of v1.5 the recovery is reduced, allowing you to continue a combo after landing it, making for extreme corner carry in some situations.
}}
 
 
===<big>Snowstorm</big>===
{{InputBadge|{{clr|3|j.214C}}}}
{{BBTag Move Card|game=BBTag
|input=j.214C
|versioned=input
|description=
* Rising followup attack makes it extremely unsafe on block
* Same trajectory as B variant


Weiss dives down and thrusts her rapier upward upon landing. She's able to use {{clr|1|8A}}/{{clr|2|8B}}/{{clr|3|8C}} afterwards, ideally for aerial glyphs. Use this as an assist crossup tool, otherwise it's very unsafe on block and on whiff. On hit Weiss recovers fast enough to follow up with {{clr|1|4A}}/{{clr|1|2A}} allowing for better extensions/enders when used mid-combo
During OD, Weiss places down a white glyph and a black glyph on top of each other. The white glyph will be on top until it disappears, but the black glyph is still there underneath. <br>The white glyph shoots its shot on frame 70.
}}
}}


==Universal Mechanics==
===<big>Forward Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}


===<big>Precision Parry</big>===
===<big>Back Throw</big>===
{{InputBadge|{{clr|3|22C}}}}
{{InputBadge|{{clr|2|4B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=22C,22C Attack
|versioned=input
|description=
* Negates projectiles
* Parry
 
Counterattacks if the opponent touches the shield. Also works on supers and astrals. Does not work on command grabs.


Weiss is invul for the full duration if the parry is triggered, however it will still recover at the same time, so be ready to block if you parry a long lasting super.
===<big>Air Throw</big>===
{{InputBadge|{{clr|2|j.B}}+{{clr|3|C}}}}


Projectiles will trigger the invuln but not the counterattack.
===<big>Counter Assault</big>===
{{InputBadge|{{clr|4|6A}}+{{clr|2|B}} while Blocking}}


On activation, follow up with {{clr|1|5A}} or a faster move. On grounded catch it seems to be about +12, on aerial hit it's about +14, so you can go for {{clr|2|5B}} in that case. In most cases you will get a CH off this so feel free to confirm with the big moves. Will reach moves with long range, such as Gordeau {{clr|2|5B}} or Blake {{clr|2|5BB}}. Excellent reaction tool, but be careful not to heavily rely on this move, as you can get thrown out during its animation.
===<big>Crush Trigger</big>===
}}
{{InputBadge|{{clr|4|5A}}+{{clr|2|B}} (chargeable)}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Specials==
===<big>{{clr|5|5P}}</big>===
{{InputBadge|Glyph Dash Triple Strike}}
{{BBTag Move Card|game=BBTag
|input=5P
|description=
* Wall bounces, Good for extending combos
* Followup hits only come out on hit


Performs a quick slashing strike that is very safe on block. On hit, it offers a wallbounce that can be followed up. However, she cannot loop her {{clr|5|5P}} unless the enemy is in a certain height mid-air.
===<big>Glyph Dash Strike</big>===
{{InputBadge|{{clr|4|214A}}/{{clr|2|B}} (Chargeable)}}


}}
===<big>Snowfall</big>===
{{InputBadge|{{clr|4|j.214A}}/{{clr|2|B}}}}


===<big>Ice Pillar</big>===
{{InputBadge|{{clr|4|22A}}/{{clr|2|B}}}}


===<big>{{clr|5|6P}}</big>===
===<big>Twisting Air Step</big>===
{{InputBadge|Ice Shard}}
{{InputBadge|{{clr|4|8A}} under certain conditions}}
{{BBTag Move Card|game=BBTag
|input=6P
|description=
* Tracking projectile


Weiss summons a projectile that tracks the opponent. Useful after a hard knockdown to "check" the opponent, and can shake the enemy off of you mid-confirm.
===<big>Piercing Air Step</big>===
{{InputBadge|{{clr|2|8B}} under certain conditions}}


}}
===<big>Pirouette</big>===
{{InputBadge|{{clr|3|8C}} under certain conditions}}


===<big>Glyph Dash Triple Strike</big>===
{{InputBadge|{{clr|5|214D}} requires 25 heat}}


===<big>{{clr|5|4P}}</big>===
===<big>Snowstorm</big>===
{{InputBadge|{{clr|2|B}} Glyph Dash Strike}}
{{InputBadge|{{clr|5|j.214D}} requires 25 heat}}
{{BBTag Move Card|game=BBTag
|input=4P
|description=
* Very high launch on hit


Weiss does the rising strike portion of the B version of her Glyph Dash Strike. Hops over the enemy on whiff and sideswitches. On hit, knocks them very high into the air, allowing Weiss to active switch and continue, her partner to capitalize on the hit, or setup Cross Combo potential.
===<big>Summon: Sword</big>===
{{InputBadge|{{clr|5|22D}} requires 25 heat}}


}}
===<big>Precision Parry</big>===
<br style="clear:both;"/>
{{InputBadge|{{clr|5|236D}} requires 25 heat}}


==Distortion Skills==
===<big>Ice Shatter</big>===
===<big>Glacial Torrent</big>===
{{InputBadge|{{clr|4|22A}}/{{clr|2|B}} during overdrive}}
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=236BC
|description=
Summons a wall of ice spikes. During resonance, it finishes with her summoning an ice sword to strike the opponent. Has some invul at the start. The further away, the higher the hitbox increases in height. An effective reactive tool to use when you find a gap in the enemy's blockstring and/or movements, and can even end matches with the precise call.
A glitch occurs with the RB version of this move: if the opponent lunges towards you but then active switches before you 236BC, they will recover before the 2nd part comes out and they can punish you afterwards. Only use this move when you absolutely have to.
}}


===<big>Glyph Step</big>===
{{InputBadge|{{clr|5|j.8D}} during overdrive}}


===<big>Snow Flurry</big>===
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=214BC
|description=
* Despite its appearance, it does not go full screen
* It ignores projectiles
* During resonance, it finishes with a downward strike
This move only travels about 3/4s of the full screen, so don't use this move if they are completely fullscreen. In the corner, you can use this move to get out free should they jump. On block, it is unsafe, so be careful. It does very rarely hit on enemies in the air, so don't cancel into it from {{clr|2|5BB}} but use e.g. 5B2B instead. Can also whiff sometimes when enemy is in last quarter of it's range.
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==Distortion Skill Duo==
==Distortion Drives==
===<big>Glacial Torrent</big>===
===<big>Glacial Torrent</big>===
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill }}
{{InputBadge|{{clr|3|236236C}} requires 50 heat}}
{{BBTag Move Card|game=BBTag
|input=Distortion Skill Duo
|description=
Because of the fast speed of the attack depending on the super can be used as a combo extender. An excellent complimentary move to follow up supers like Yu's Ziodyne (236BC), Ruby's Petal Dance (214BC), Yukiko's Agidyne (236BC), and so on.
 
}}


===<big>Snow Flurry</big>===
{{InputBadge|{{clr|3|632146C}} requires 50 heat}}
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==Astral Heat==
==Astral Heat==
===<big>White Night</big>===
===<big>White Night</big>===
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}}}}
{{InputBadge|{{clr|5|3412361D}} doesn't exist yet lol :)}}
{{BBTag Move Card|game=BBTag
{{BBTag Move Card|game=BBTag
|input=222BC
|input=222BC
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* Can be combo'ed into  
* Can be combo'ed into  


Weiss traps her enemy into a large Glyph, bombarding them with various projectiles before gracefully disintegrating them with the sword of her Arma Gigas. Whiffs if the opponent is directly in front of Weiss or not within the hitbox of the giant grounded glyph. Her astral can be combo'ed into anywhere on the screen. There are only two routes you are allowed to confirm into this in the corner: {{clr|1|5A}}>{{clr|1|5AA}}>{{clr|1|5AAA}}>Astral, and Throw>{{clr|1|214[A]}}>Astral. Every other case will cause the astral to whiff out of bounds.
Weiss traps her enemy into a large Glyph, bombarding them with various projectiles before gracefully disintegrating them with the sword of her Arma Gigas. Whiffs if the opponent is directly in front of Weiss or not within the hitbox of the giant grounded glyph. Her astral can be combo'ed into anywhere on the screen. There are only two routes you are allowed to confirm into this in the corner: {{clr|4|5A}}>{{clr|4|5AA}}>{{clr|4|5AAA}}>Astral, and Throw>{{clr|4|214[A]}}>Astral. Every other case will cause the astral to whiff out of bounds.
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==External References==
==External References==

Latest revision as of 07:40, 20 March 2024

< Back to Blazblue Centralfiction Mods

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

Overview

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.

Smallweissicon.png Weiss is a mid-range character who uses her long normals and burst mobility to control space and create setplay oki with her semblance or Ice Pillar.
Pros Cons
  • Long-ranged normals
  • Great pressure tools
  • Proficient corner game
  • Land cancels allow her to extend combos, continue pressure, maintain momentum, and/or stay defensive
  • Can use Ice pillar (22A/B) to wall out specific characters, force an approach, or cut off rolls on wakeup
  • 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
  • Weak defensive options: Weiss lacks a reversal outside of her EA. Her closest option is Ice Parry (236D), which doesn't have invul until frame 4 and costs meter.
  • 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





Semblance: Glyphs

Weiss' semblance allows her to set magical glyphs around the stage by using her Drive normals, holding different directions to control the location the glyph is spawned at.

  • By tapping the D button she will place a White Ice Shard Glyph, which launches a projectile after a delay before disappearing. The timing of the shot depends on the version used.
  • By holding the D button she will place a Black Gravity Glyph which can then be used during Glyph Dash Strike or Snowfall, by pressing (or holding down) 8A, 8B, or 8C once she is in close proximity to a gravity glyph. These glyphs won't disappear unless a new glyph of the same type (near/far/air) is used.


Weiss also has access to a set of special moves that consume 25% Heat. Similar to Jin Kisaragi, all of these specials use the D button.

Overdrive

Weiss' Overdrive powers up many aspects of her semblance. Enhancing some moves that utilize glyphs, and giving her some new ones to boot.

  • Weiss no longer has to pick between Ice Shard or a Gravity Glyph. Using any D normals will summon both on top of each other. All white glyphs created during OD will fire the Ice Shard on frame 70.
  • Weiss can cancel into 8A Twisting Air Step, 8B Piercing Air Step, or 8C Pirouette from any normal on-hit or on-block assuming a black gravity glyph is nearby.
  • Instead of Ice Pillar, 22A/B becomes Ice Shatter, a long range freeze attack.
  • Gains access to 8D Glyph Step, which works similar Izanami's hover, allowing Weiss to extend combos and blockstrings.




Normals

5A

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
375 All 7 3 12 -1 Body
  • Jump cancellable on hit.
  • Startup is two frames faster than 5B, and can OTG.


Secondary poke tool. Unlike 5B, can hit some crouching opponents. It being a 7 frame option allows for her to contest stronger round starts and hit low profiling moves.


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5B

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
640 Mid 9 3 19 -5 Body
  • Jump cancellable on hit.
  • Excellent horizontal poke.
  • Excellent round starter, being able to hit most characters at round start.


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.


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5C

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
800 Mid 14 3 21 -5 Body 7~18 Head
  • Jump-cancelable on block and on hit.
  • If cancelled into from 6B, frames 1-6 are skipped


ayo i need to changee the head invul that is way too much


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2A

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
300 All 7 3 12 -1 Foot
  • Jump-cancelable on block and on hit.
  • Chains into itself 3 times like most 2A.


Larger than average range for a 2A; one of Weiss' greatest tools. During neutral you'll want to mix this with 5A against a grounded opponent to keep them from getting up, close and personal. One of Weiss' strongest pressuring tools, as it allows for potential TRM setups/tickthrows, frametraps, and even callouts.


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2B

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
700 Low 12 3 18 -4 Foot

Low poke with really good range. Mostly used either during blockstrings or to extend combos. Not so much a move to consider while in neutral, as it has long startup and hits really low, leaving her wide open if jumped over. This move is highly susceptible to barrier, as it can cause 5C and 3C followups to whiff.


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2C

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
800 Mid 13 3 27 -11 Body 11~16 Head
  • Jump-cancelable on block and on hit.
  • Has the same range as 5A.
  • On-hit allows for safe Glyph setup.


Weiss leans forward and performs a wide sweeping slash. Slow startup, and a small hitbox.


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Command Normals

6A

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
777 Low 12 3 23 -7 Foot
  • Great in land cancel combos


Weiss jumps forward before dropping low and stabbing with Myrtenaster. The jump travels relatively far horizontally and goes further with momentum.

Although it can only be cancelled into from 5A, 5B and 2A, 6A is a great fakeout tool when used in stagger pressure. On hit, this move sends the opponent sliding, making it a decent combo ender [or extender with black glyphs]. Weiss can choose whether or not she wants to set up a glyph/pillar or safejump afterwards.

On Counterhit, Weiss can setup a black glyph AND still have time to chain into 214A/B/D Glyph Dash Strike, leading into massive damage.


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6B

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
500, 700 Mid 12 6(2), 3 16 -4 Head, Body
  • Provides a dragdown effect. Stabilizes air confirms and allows her to chain into other normals without worry.
  • Can buffer an input to cancel into 5C or 3C, skipping the first 6 frames of each.


Weiss leaps forward whilst backflipping and kicks down hard on the landing. Horizontal jump distance increases with distance from the opponent and can go more than half screen at max range. Weiss' main way to resist barrier, 6B is a staple of combos and blockstrings alike.

The damage shown in the above table is unscaled. If both hits connect it does a maximum of 836 damage.
The startup shown in the above table refers to the first hit. The second hit always happens when Weiss lands, the timing of which can vary if used during Glyph Step.
The active frames shown in the above table can be a bit confusing. 6(2) means that the first hit lasts 6 frames continuously, but is divided between 2 frames of animation, each lasting 3 frames. The 3 refers to the second hit.


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6C

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
880 High 23 3 6+15L -2 Head
  • Land cancellable
  • Fatal Counter
  • Because Weiss is airborne, most lows will miss.


Weiss' only standing overhead. Sends the opponent sliding on hit.


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3C

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
800 Low 16 3 27 -11 Foot
  • Has the same range as 5A
  • Great combo ender, allows for safe glyph setup on hit


Weiss leans forward and performs a wide sweeping slash.

6C is Weiss' main combo ender when she isn't cashing out. Allowing her to safely place a glyph or 22A/B Ice Pillar in time to meaty the opponent's wakeup.

NEVER use this on block. 6C has slow startup, and a surprisingly small hitbox, making it reactable and susceptible to whiffing at mid range.


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Air Normals

j.A

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
300 High 7 3 15 Head
  • Double-jump cancellable on block and on hit.
  • Chains into itself 3 times, although the range is such that hitting even 2 before landing is difficult on most characters.


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j.B

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
700 High 11 3 28 Head
  • Double-jump cancellable on block and on hit.
  • Can crossup
  • Your go-to jump-in normal
  • Can cancel into j.6B by just pressing B.

Unlike j.6B, she hits downwards. This is a move you'll want to keep in mind more often, as it is the stronger overhead, crossup tool, and combo extender compared to j.6B.


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j.6B

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
500 High 9, 16 7, 5 16 Head, Body
  • Double-jump cancellable on block and on hit.
  • Extremely active, making it a great air to air.
  • Can cancel into j.B by just pressing B.

Weiss stabs straight forward, leaving a lingering hitbox as she holds out her sword. The second hitbox can multihit, and also covers her leg which can lead to character specific combos. Due to how long the move lasts, it is extremely likely that you will land before it ends even if used while rising, making it effectively more plus on block. This makes it j.6B excellent for facilitating air-ground block pressure


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j.C

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
600 High 13 3 Until L+21L Head
  • Slightly propels Weiss up if she is falling beyond a certain speed.
  • Causes a hard knockdown on hit, making it essential for routing.
  • Is an IOH in some matchups, but whiffs on short characters.
  • +1 if land cancelled.

Once inputted, Weiss must commit to this move until she lands. However, with the power of 214A/214B landcanceling, you can omit this rule and act freely as desired. 17 frame overhead, and offers high/low potential in specific matchups. From this point, you can land-cancel (214~x A/B). Can confirm rising hit with land cancel 5A or 6B, and can go into heavy damage if a Black Gravity Glyph is nearby.

As Forward Air Dash moves her upwards, she won't be moving fast enough to cause the upwards propulsion after an IAD, making this for great jump-ins leading into land cancel pressure.

Learn to land cancel and dramatically expand your offense: https://www.youtube.com/watch?v=N_D0biRm_-Q


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Drive Normals

Close Glyph

2D, 4D (Chargeable)

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
700 All 2D:60
4D:70
OD:70
Until Hit White:40
Black:36
Projectile
  • Only 1 Close Glyph can exist at the same time.

Ice Shard (White Glyph) Press D

  • Fatal Counter
  • White Glyphs summon a projectile that tracks the opponent.
  • Close White Glyphs lock you out of using 2D and 4D until they disappear.

2D and 4D shoot the shot on frame 60 and 70 respectively, making 2D the fastest out of all of Weiss' drive versions. This is somewhat offset by the fact that they will likely spawn farther from your opponent. These traits can be used to make certain approaches safer by having the Ice Shard cover your startup or recovery.

Gravity Glyph (Black Glyph) Hold D

  • Black Glyphs are required to use Twisting Air Step, Piercing Air Step, and Pirouette.
  • Black Glyphs last forever, but don't lock you out of 2D or 4D. Instead, they disappear when a new Close Glyph is placed or when consumed by 8A , 8B or 8C.

[2D] and [4D] are incredibly useful midscreen oki tools. Forcing the opponent to face glyph pressure on wakeup or roll. It can also be used to enable quick approaches with 8A , 8B or 8C when backed up by an Ice Shard. [2D] should be your go to when placing a Black Glyph.

Ice Shard + Gravity Glyph Press D during overdrive

During OD, Weiss places down a white glyph and a black glyph on top of each other. The white glyph will be on top until it disappears, but the black glyph is still there underneath.
The white glyph shoots its shot on frame 70.


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Far Glyph

5D, 6D (Chargeable)

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
700 All 90
OD:70
Until Hit White:40
Black:36
Projectile
  • Only 1 Far Glyph can exist at the same time.

Ice Shard (White Glyph) Press D

  • Fatal Counter
  • White Glyphs summon a projectile that tracks the opponent.
  • Far White Glyphs lock you out of using 5D and 6D until they disappear.

5D and 6D both shoot the shot on frame 90, which is the longest out of all of Weiss' drive versions, making it even harder to use these in neutral. This is somewhat offset by the fact that they will likely spawn closer to your opponent. The long startup also makes it useful for block pressure after oki, especially in the corner.

Gravity Glyph (Black Glyph) Hold D

  • Black Glyphs are the resource required to use Twisting Air Step, Piercing Air Step, and Pirouette.
  • Black Glyphs last forever, but don't lock you out of 5D or 6D. Instead, they disappear when a new Far Glyph is placed or when consumed by 8A , 8B or 8C.

Glyphs can't go past the wall, so don't worry about overshooting and making your black glyph unusable.

Ice Shard + Gravity Glyph Press D during overdrive

During OD, Weiss places down a white glyph and a black glyph on top of each other. The white glyph will be on top until it disappears, but the black glyph is still there underneath.
The white glyph shoots its shot on frame 70.


Starter Rating P1 P2 Attack Level On Overdrive
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Air Glyph

j.D, j.2D (Chargeable)

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
700 All 90
OD:70
Until Hit White:43
Black:36
Projectile
  • Only 1 Air Glyph can exist at the same time.
  • 5D is placed at the same height as Weiss
  • 2D is always placed at the same height relative to the ground.

Ice Shard (White Glyph) Press D

  • Fatal Counter
  • White Glyphs summon a projectile that tracks the opponent.
  • Air White Glyphs lock you out of using j.D and j.2D until they disappear.
  • Weiss jumps off her platform after using this move.

j.D and j.2D both shoot the shot on frame 90, which can leave enough time to come down with an air-ground and perform a riskier blockstring once landed with protection from the shot. Somewhat niche as the hop at the end can make it awkward.

Gravity Glyph (Black Glyph) Hold D

  • Black Glyphs are the resource required to use Twisting Air Step, Piercing Air Step, and Pirouette.
  • Black Glyphs last forever, but don't lock you out of 5D or 6D. Instead, they disappear when a new Far Glyph is placed or when consumed by 8A , 8B or 8C.

ALWAYS use [j.2D] before coming down with Snowfall if you have the time. The angle it's placed at ensures you will be in range to use the black glyph.

[j.D] is usually only used right before landing or when you want to use [5D] but need the Far Glyph slot open for Ice Shard.

Ice Shard + Gravity Glyph Press D during overdrive

During OD, Weiss places down a white glyph and a black glyph on top of each other. The white glyph will be on top until it disappears, but the black glyph is still there underneath.
The white glyph shoots its shot on frame 70.


Starter Rating P1 P2 Attack Level On Overdrive
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Universal Mechanics

Forward Throw

5B+C

Back Throw

4B+C

Air Throw

j.B+C

Counter Assault

6A+B while Blocking

Crush Trigger

5A+B (chargeable)

Specials

Glyph Dash Strike

214A/B (Chargeable)

Snowfall

j.214A/B

Ice Pillar

22A/B

Twisting Air Step

8A under certain conditions

Piercing Air Step

8B under certain conditions

Pirouette

8C under certain conditions

Glyph Dash Triple Strike

214D requires 25 heat

Snowstorm

j.214D requires 25 heat

Summon: Sword

22D requires 25 heat

Precision Parry

236D requires 25 heat

Ice Shatter

22A/B during overdrive

Glyph Step

j.8D during overdrive


Distortion Drives

Glacial Torrent

236236C requires 50 heat

Snow Flurry

632146C requires 50 heat

Astral Heat

White Night

3412361D doesn't exist yet lol :) 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