BBTag/Weiss Schnee

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Overview[edit]
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.


"My name is Weiss Schnee. You would do well to remember it."
Lore:Weiss Schnee, the second member of team RWBY, is the heiress to the prestigious Schnee Dust Company. A wealthy, privileged young lady, on the surface she is dignified, arrogant and harsh, while compassionate, loyal and kind-hearted to her core, especially to her friends. The Schnee Dust Company was once a cherished and respected company but in the founder's (Weiss' grandfather) failing health, control of the company was passed to his son-in-law Jacques Schnee, Weiss' controlling and abusive father. He greatly improved the profits of the company but at the cost of its reputation by introducing many unethical practices, including forced labor of many Faunus workers (much to Blake's disapproval). In order to restore the honor and integrity of the Schnee name lost by the actions of her father while also fighting to protect the innocent, Weiss decides to become a Huntress, following in the footsteps of her older sister Winter, a respected but strict military specialist. Her journey to become a Huntress eventually leads her to Beacon academy where she would meet Ruby, Blake and Yang and form team RWBY. Weiss wields a Multi Action Dust Rapier called Myrtenaster. Inside its guard is a revolving chamber of 6 slots filled with dust that she uses in combat. Combined with her semblance, this gives Weiss a wide arsenal of tools at her disposal to fight during battles. She also possesses the ability to summon mighty foes she has previously slain in combat, using their strength to overwhelm and destroy her opponents.
Playstyle
Pros Cons
  • Long-ranged normals
  • Great pressure tools
  • Good defensive tools
  • Strong mixup potential with black glyphs
  • Proficient corner game
  • Landcancels allow her to extend combos, continue pressure, maintain momentum, and/or stay defensive
  • One of the few characters who can parry attacks (22C), and the only character able to convert into a combo off of it
  • Offers tools that can help against sandwich pressure (22C, DP)
  • Can setup fake corners anywhere she likes on-screen with Ice pillar (22A/B)
  • Projectiles track but can miss easily
  • Play style involves sacrificing damage in order to set up glyphs
  • Steep learning curve; requires a good understanding of neutral to play
Semblance: Glyphs
Weiss' semblance allows her to set magical glyphs around the stage by using Ice Shard. She can use the glyph by doing it by first doing Glyph Dash Strike or Snowfall, and then pressing (or holding down) 8A, 8B, or 8C once she is physically in contact with one. These glyphs placed on screen give Weiss additional options to followup her Glyph Dash Strike special with 3 specials that make use of the glyph and completely differ from each other.

Normal Moves[edit]

4A[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 8 3 19 -5 -
5AA 800, 1500 All 12 6(2)5 16 -4 -
5AAA 1700 All 14 3 23 -7 -
5AAAA 2000 All 25 3 Total: 65 -4 -

[edit]

  • Has decent horizontal reach.
  • Max range distance is about the same as match start positioning distance.

5A is your primary poking tool that boasts good reach and fast startup. If input as 6A, she'll microdash while doing it. Pay attention in the range she's in when throwing this out 5A>5AA is viable now even from the tip of the sword.


  • Slams down an airborne opponent.

5AA's ground slam properties on airborne characters helps with connecting to Weiss's other ground normals to extend your combo. Unsafe on pushblock. Since it's travel distance changes based on how far you hit with 5A go nuts with this move.


  • Good in combos for corner carry.

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 summons an ice pillar on the opponent's position.
  • Cannot be cancelled into any other move.

5AAAA is the smart combo ender. Weiss's smart combo is one of the higher damaging ones at 4.1k. While you cannot cancel this move into any other move, you can use a Partner Skill to extend your combo beyond 5AAAA.

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 14 3 21 -5 4-16 H
5BB 1700 All 13 3 27 -11 -

[edit]

  • Head-invuln
  • Jump-cancelable on block

The animation for 5B makes the range look deceptively short, but in truth it has almost as much range as 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. Make sure to backstep while the enemy is in the air to successfully hitconfirm with it. One of Weiss' strongest starters, especially on CH. A great tool for dodging incoming enemy "DOWN" strikes if she wants to play aggressive and/or doesn't want to give the enemy time to recover.


  • Weiss slashes upward.
  • Launches the enemy, making air combos possible.
  • Jump-cancelable on hit.
  • Jump-cancelable on block

5BB opens up a lot of options for Weiss in combos with its float properties on hit. Be mindful of your range when chaining 5B into this, because 5BB's hitbox is leaner than 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 j.B than j.A, as starting with j.A can potentially whiff due to its hitbox. You can chain this into 2B, 2C, or 5C on block to keep the pressure going.

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1000 High 9 7 20 - -
j.AA 1500 High 11 3 28 - -

[edit]

  • Its horizontal reach makes it a good tool for air-to-air.
  • The hitbox extends all the way down to her knee so it is possible to hit crouching opponents.

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. If timed properly, it can be used as a jump-in rather j.b because of the increased active frames where the sword will "catch" the enemy underneath. You can consider this move more often against characters with tall or big hurtboxes, like Tager, Wald or Azrael.


Hits downwards; it is, in essence, her j.5B. Only use this during blockstrings or a confirm. Jump-cancelable on hit.

j.B[edit]

j.C[edit]



Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Snow Globe[edit]

5A+D



Skills[edit]

Ice Shard[edit]

236A/B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1500 All 60 Until Hit Total: 46 [Total: 35] - -
B 1500 All 60 Until Hit Total: 46 [Total: 35] - -

[edit]

  • Tracks to the opponent's location.
  • When charged, the Ice Shard won't come out and leave the Glyph on the screen instead to use for Glyph Dash Strike followups.
  • 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 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.


236B summons the Glyph above Weiss, positioned slightly behind the A variation. Like 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.

Glyph Dash Strike[edit]

214A/B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1800 All 14~28 3 18 [Total: 32] -4 -
B 1800, 1200 All 22~36 3 <(12)12> 16 <24+0L> [Total: 40] -2 -

[edit]

  • 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.

214A can be a decent poke in neutral or to punish whiffs.


  • Good for combos w/assists

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, 214B acts as a feint but slower, compared to 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.

Snowfall[edit]

j.214A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1500 All Until L+4 3 18 -4 -
B 1700 All Until L+4 3 24 -10 -

[edit]

  • 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 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.

Twisting Air Step[edit]

8+A during select moves

Piercing Air Step[edit]

8+B during select moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2200 All 34 6 12L +6 11-36 B
Air 2350 All 22 Until L 17L - 1-Landing B

[edit]

  • 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 5A or Yosuke's 5B). Great starter on CH, though on normal hit you can follow up wit 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 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.

Pirouette[edit]

8+C during select moves

Ice Pillar[edit]

22A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A - - 13 132 Total: 39 - -
B - - 19 132 Total: 53 - -

[edit]

  • Stays on the screen for a while after appearing
  • Can not be moved through
  • Will stop 1 attack before breaking

Summons a chunk of ice. 22A allows her to 4A/5A more safely, as can hop over it afterwards regardless of hit or block. It is ideal to use this after pushblocking or after 2B or 2C. Cancels out most projectiles, like Tager's Spark Bolt and Ruby's 236A, but doesn't fully cancel out Hyde's 236A (which is a multi-hitting projectile). Note, because it places farther away than Ice Pillar B, using it after 2C or 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
  • Will stop 2 attacks before breaking
  • Has armor against projectiles
  • Placed closer than Ice Pillar A

Summons a bigger chunk of ice. Has slower startup than 22A, but has a taller hurtbox and is much sturdier than 22A, albeit cannot be hopped over. Interesting to note is that specifically vs Hyde, it is an invaluable tool as 22B blockades him from hitting you during his incoming down attack. It can be used after 2B or 2C, but the only difference with this version is that it will keep the enemy away from her.


Extra Skills[edit]

EX Ice Shard[edit]

236C (Chargeable)

Glyph Dash Triple Strike[edit]

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1450*3 All 14~22 3(12)3(9)3 19+9L -24 -

[edit]

  • 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 8A/8B/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.

Snowstorm[edit]

j.214C

Precision Parry[edit]

22C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Catch - - - - 55 - 4-39 Guard HBFP
Attack 1850 All 14 5 21 -7 1-39 All

[edit]

  • 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 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 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 5B or Blake 5BB. Excellent reaction tool, but be careful not to heavily rely on this move, as you can get thrown out during its animation.


Partner Skills[edit]

5P[edit]

Glyph Dash Triple Strike

6P[edit]

Ice Shard

4P[edit]

B Glyph Dash Strike


Distortion Skills[edit]

Glacial Torrent[edit]

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4400
[4400, 2500]
All 1+(43 Flash)+6 Until Hit Total: 76 -36 1-9 All

[edit]

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.

Snow Flurry[edit]

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000, 1250*4
[2000, 1250*4, 570*4]
All 1+(70 Flash)+14 9 33 -23 1-23 All

[edit]

  • 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 5BB but use e.g. 5B2B instead. Can also whiff sometimes when enemy is in last quarter of it's range.


Distortion Skill Duo[edit]

Glacial Torrent[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

White Night[edit]

222B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 1+(60 Flash)+10 21 34 -36 1-27 All

[edit]

  • Weiss forms a large Glyph on the ground in front of her
  • 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: 5A>5AA>5AAA>Astral, and Throw>214[A]>Astral. Every other case will cause the astral to whiff out of bounds.


External References[edit]

Navigation[edit]


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