BBCF/Weiss Schnee: Difference between revisions
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==Specials== | ==Specials== | ||
===<big>Glyph Dash Strike</big>=== | ===<big>Glyph Dash Strike</big>=== | ||
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}} | }} | ||
===<big> | ===<big>Precision Parry</big>=== | ||
{{InputBadge|{{clr|1| | {{InputBadge|{{clr|3|22C}}}} | ||
{{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. | |||
Projectiles will trigger the invuln but not the counterattack. | |||
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>Glyph Step</big>=== | |||
{{InputBadge|{{clr|5|j.8D}} | |||
{{BBTag Move Card|game=BBTag | {{BBTag Move Card|game=BBTag | ||
|input=22A,22B | |input=22A,22B | ||
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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. | 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. | ||
}} | }} | ||
===<big> | ===<big>Ice Shatter</big>=== | ||
{{InputBadge|{{clr| | {{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}} | ||
{{BBTag Move Card|game=BBTag | {{BBTag Move Card|game=BBTag | ||
|input= | |input=22A,22B | ||
|versioned=input | |versioned=input | ||
|description= | |description= | ||
* | * Stays on the screen for a while after appearing | ||
* | * Can not be moved through | ||
* Has 150 health before breaking | |||
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. | |||
---- | |||
* Can not be moved through | |||
* Slower and taller than A version | |||
* Has 750 health before breaking | |||
* 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. | |||
}} | }} | ||
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Revision as of 10:04, 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.
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.
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.
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.
Weiss' Overdrive powers up many aspects of her semblance. Enhancing some moves that utilize glyphs, and giving her some new ones to boot. Not all of these are explicitly tied to the D button
- 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.
- 22A/B becomes Ice Shatter, a freeze attack similar to Jin Kisaragi's 2D instead of Ice Pillar
- Gains access to
Pros | Cons |
|
|
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
2A
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
Command Normals
6A
6B
6C
3C
Air Normals
j.A
j.B
j.C
Drive Normals
Ice Shard/Gravity Glyph
5D, 2D, 4D, 6D, j.D, j.2D} Template:BBTag Move Card
Universal Mechanics
Ground Throw
Air Throw
Counter Assault
Crush Trigger
Specials
Glyph Dash Strike
214A/B (Chargeable) Template:BBTag Move Card
Glyph Dash Triple Strike
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
Precision Parry
Glyph Step
{{InputBadge|j.8D Template:BBTag Move Card
Ice Shatter
22A/B
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
File:Ambox notice.png | To edit frame data, edit values in BBCF/Weiss Schnee/Data. |