BBCF/Weiss Schnee: Difference between revisions

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| 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;"]]
| 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;"]]
| hitbox=[[file:Rwi6bhit.png|220px|test caption]][[file:Rwi6blandhit.png|220px|test caption]]
| 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  
|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=
* Provides a dragdown effect. Stabilizes air confirms and allows her to chain into other normals without worry.
* Provides a dragdown effect. Stabilizes air confirms and allows her to chain into other normals without worry.
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The damage shown in the above table is unscaled. If both hits connect it does a maximum of 836 damage.<br>
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]]
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.
}}
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Revision as of 14:38, 31 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.

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.

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.

Overdrive

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.
  • 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.
  • 22A/B becomes Ice Shatter, a freeze attack similar to Jin Kisaragi's 2D instead of Ice Pillar
  • Gains access to 8D Glyph Step, which works similar Izanami's hover, allowing Weiss to extend combos and blockstrings.


Smallweissicon.png Weiss is a mid-range setplay character who uses her long normals and burst mobility to control space and create setplay opportunities with her semblance or 22A/B/D.
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 7 3 12 -1 Body
  • Jump cancellable on hit.
  • Startup is two frames faster than 5B, and can OTG.


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 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.


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

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


A primary anti-air tool for Weiss, the animation for 5C deceptively makes the range look longer than it is. However, due to Weiss stepping forward before the slash its effective range is nearly as long as 5B . Be careful when using this in a blockstring or combo. As it is susceptible to barrier and it will whiff when linked from a max range 5B unless you're in the corner.


It struggles against anything directly above her, and is easily whiff punished.


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

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.


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

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 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.


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

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.


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

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 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, making oki ambiguous.

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.


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

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.


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

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

Drive Normals

Ice Shard/Gravity Glyph

5D, 2D, 4D, 6D, j.D, j.2D} 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

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

Precision Parry

22C Template:BBTag Move Card

Glyph Step

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

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