BBCF/Weiss Schnee: Difference between revisions
Crimsongaia (talk | contribs) No edit summary |
Crimsongaia (talk | contribs) No edit summary |
||
Line 287: | Line 287: | ||
{{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. | {{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. | ||
}} | |||
===<big>Glyph Dash Triple Strike</big>=== | |||
{{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. | |||
}} | }} | ||
Line 302: | Line 314: | ||
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. | 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. | ||
}} | |||
===<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 | |||
}} | }} | ||
Line 366: | Line 390: | ||
}} | }} | ||
===<big>Ice | ===<big>Ice Summon: Sword</big>=== | ||
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}} | {{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}} | ||
{{BBTag Move Card|game=BBTag | {{BBTag Move Card|game=BBTag | ||
Line 386: | Line 410: | ||
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>Ice Shatter</big>=== | |||
===<big> | {{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}} | ||
{{InputBadge|{{clr| | |||
{{BBTag Move Card|game=BBTag | {{BBTag Move Card|game=BBTag | ||
|input= | |input=22A,22B | ||
|versioned=input | |versioned=input | ||
|description= | |description= | ||
* Can be | * Stays on the screen for a while after appearing | ||
* Can not be moved through | |||
* Has 150 health before breaking | |||
Summons | 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. | |||
{{ | |||
| | |||
}} | }} | ||
<br style="clear:both;"/> | |||
= | |||
===<big>Precision Parry</big>=== | ===<big>Precision Parry</big>=== | ||
Line 446: | Line 452: | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Drives== | |||
==Distortion | |||
===<big>Glacial Torrent</big>=== | ===<big>Glacial Torrent</big>=== | ||
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}} | {{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}} | ||
Line 493: | Line 461: | ||
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. | 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>Snow Flurry</big>=== | ===<big>Snow Flurry</big>=== | ||
Line 506: | Line 473: | ||
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. | 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. | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Revision as of 08:29, 31 May 2023
< Back to Blazblue Centralfiction Mods
This page is under construction, please ignore it for the time being
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.
Pros | Cons |
|
|
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
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
Universal Mechanics
Ground Throw
Air Throw
Counter Assault
Crush Trigger
Specials
Ice Shard
236A/B (Chargeable) Template:BBTag Move Card
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
Ice Shatter
22A/B
Template:BBTag Move Card
Precision Parry
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. |