BBCF/Weiss Schnee: Difference between revisions

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{{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.
{{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.
}}
}}
=Command Normals=
===<big>{{clr|2|6A}}</big>===
{{BBTag Move Card|game=BBTag
|input=5B
|description=
* Good in combos for corner carry.
* Gives safejump before 6-second timer ends.
* One of Weiss' main combo enders.
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>===
{{BBTag Move Card|game=BBTag
|input=5B
|description=
* Provides a dragdown effect. Stabilizes air confirms and allows her to chain into other normals without worry.
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>===
{{BBTag Move Card|game=BBTag
|input=5C
|description=
* Because Weiss is airborne, most lows will miss.
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.
}}


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
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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 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.  
}}
=Command Normals=
===<big>{{clr|2|6A}}</big>===
{{BBTag Move Card|game=BBTag
|input=5B
|description=
* Good in combos for corner carry.
* Gives safejump before 6-second timer ends.
* One of Weiss' main combo enders.
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>===
{{BBTag Move Card|game=BBTag
|input=5B
|description=
* Provides a dragdown effect. Stabilizes air confirms and allows her to chain into other normals without worry.
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>===
{{BBTag Move Card|game=BBTag
|input=5C
|description=
* Because Weiss is airborne, most lows will miss.
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.
}}
}}



Revision as of 23:43, 30 May 2023

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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.





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





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.)

Normals

5A

Damage Guard Startup Active Recovery Frame Advantage Attribute Invulnerability
375 All 6 3 10 -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

Template:BBTag Move Card


5C

Template:BBTag Move Card

2A

Template:BBTag Move Card


2B

Template:BBTag Move Card


2C

Template:BBTag Move Card

Command Normals

6A

Template:BBTag Move Card

6B

Template:BBTag Move Card

6C

Template:BBTag Move Card


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


Snow Globe

5A+D Template:BBTag Move Card

Skills

Ice Shard

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

Glyph Dash Strike

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


Snowfall

j.214A/B 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

Extra Skills

EX Ice Shard

236C (Chargeable) Template:BBTag Move Card


Glyph Dash Triple Strike

214C Template:BBTag Move Card


Snowstorm

j.214C Template:BBTag Move Card


Precision Parry

22C Template:BBTag Move Card

Partner Skills

5P

Glyph Dash Triple Strike Template:BBTag Move Card


6P

Ice Shard Template:BBTag Move Card


4P

B Glyph Dash Strike Template:BBTag Move Card

Distortion Skills

Glacial Torrent

236B+C Template:BBTag Move Card


Snow Flurry

214B+C Template:BBTag Move Card

Distortion Skill Duo

Glacial Torrent

P during Partner's Distortion Skill 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