BBTag/Weiss Schnee: Difference between revisions

From Dustloop Wiki
 
(149 intermediate revisions by 19 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
==Overview==
!Weiss Schnee
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Weiss_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=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.
||
{{#lsth:BBTag/Weiss Schnee/Data|SystemData}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run


;Playstyle
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.
:Mid-range flexible


;Team role
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.
:Point
}}
|}
{{BBTag/Infobox
<div style="float:left; margin-right:25px;">
| fastestAttack = [[#4A|4A]] (7F)<br/>[[#2A|2A]] (7F)
{{TOC limit|2}}
| reversal = [[#Snow Globe|A+D]] (14F)<br/>[[#Glacial Torrent|236B+C]] (7F)<br/>[[#Snow Flurry|214B+C]] (15F)
}}
{{ProsAndCons
|intro=
|pros=
* 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({{clr|3|22C}})
* Can use Ice pillar to wall out specific characters and force an approach({{clr|1|22A}}/{{clr|2|B}})
* Fantastic corner carry
|cons=
* 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 {{clr|3|j.C}} (In specific matchups), has no real way of opening opponents guard without using risky options (IAD in, glyph, etc.)
}}
</div>
</div>
==Overview==


''"My name is Weiss Schnee. You would do well to remember it."''
{{card|width=4
|header=Semblance: Glyphs
|content=
Weiss' semblance allows her to set magical glyphs around the stage by using [[#Ice Shard|Ice Shard]]. She can use the glyph by doing it by first doing [[#Glyph Dash Strike|Glyph Dash Strike]] or [[#Snowfall|Snowfall]], and then pressing (or holding down) {{clr|1|8A}}, {{clr|2|8B}}, or {{clr|3|8C}} once she is physically in contact with one. These glyphs placed on screen 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.  
}}


===Backstory===
==Normal Moves==
===<big>{{clr|1|4A}}</big>===
{{BBTag Move Card|game=BBTag
|input=4A
|description=
A secondary {{keyword|poke}} alongside {{clr|1|5A}} due to its properties.


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 poor treatment of the Faunus that were employed to work in their dust mines. In order to restore the honor and integrity of the Schnee name lost by the actions of her father, Weiss decides to become a Huntress, following in the footsteps of her older sister, Winter. Her journey to become a Huntress eventually leads her to Beacon academy where she would meet Ruby, Blake and Yang and form team RWBY.
{{clr|1|4A}} has less less range {{clr|1|5A}} but has faster startup, recovery and can't be {{keyword|low profile}} at close range. This makes it a better poke at times like at round start against certain characters like {{Character Label|BBTag|Ragna the Bloodedge|label=Ragna's}} {{MiniMoveCard|game=BBTag|chara=Ragna the Bloodedge|input=5A|label={{clr|1|5A}}}}.
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.
 
{{clr|1|4A}} also makes for a great {{keyword|pressure}} starter thanks to its good frame advantage as well as having every possible cancel option.
*Can hit {{keyword|otg}} so it sees use in certain combos.
*Jump and throw cancellable
* Autocombos into {{clr|1|5AA}} if 4 is held. Otherwise, it links into {{clr|1|5A}}.


===Playstyle===


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.


===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* 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)
| style="width: 50%;"|
* 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
|-
|}
<br clear=all/>


===Semblance: Glyphs===
}}


Weiss' semblance ability allows her to setup magical glyphs which allow her to rapidly shift her momentum mid-attack. After setting up a glyph by holding down 236A (grounded) or 236B (aerial), she can then access it by first press 214A/214B or j.214A/j.214B, 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.
===<big>{{clr|1|5A}}</big>===
<br clear=all/>
{{BBTag Move Card|game=BBTag
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=
Your best and main {{keyword|poke}} and one of your key neutral tools.


{{clr|1|5A}} has the perfect balance of range and speed while being {{keyword|disjoint}}ed making it hard to beat. This makes it an excellent roundstart option as most characters either have to hold it or do something risky.


{{#lst:BBTag/Weiss Schnee/Data|Links}}
Its also good for {{keyword|stagger pressure}} up close and pressure reset at max range.
<br clear=all/>
*Jump and throw cancellable.
*Can be {{keyword|low profile}}ed.
----
Another good tool for combos and {{keyword|block string}}.


==Normal Moves==
{{clr|1|5AA}} on air hit causes a ground bounce, letting it stabilize air confirms and go into her other normals without worry.


====== <font style="visibility:hidden" size="0">4A</font> ======
It also moves her forward and cancels to {{clr|1|2A}}, making it good for blockstrings when you start to get pushback. It's unsafe on pushblock tho so don't get reckless
{{MoveData
----
|image=BBTag_Weiss_4A.png |caption=
One of your main combo tools thanks to its knockdown.
|name=4A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|4A}}
{{!}}-
{{Description|6|text=
* Weiss makes a small slashing motion with her rapier.
* Has a slightly faster startup than 5A, at the expense of a shorter reach.
* Autocombos into 5AA if 4 is held. Otherwise, it links into 5A.


Primary poke tool. Unlike 5A, can hit some crouching opponents such as Makoto 2C and Kanji 2C. Can cancel into 2A on block, making it useful in "checking" opponents and keeping them from getting in her face. }}
When used as a combo ender, you have the choice of either doing a {{keyword|safejump}} or set up a {{MiniMoveCard|game=BBTag|chara=Weiss Schnee|input=236A|label=Glyph}} making {{keyword|oki}} ambiguous


{{clr|1|5AAA}} causes a groundslide on hit giving it good corner carry, especially when combined with her 214X.
*Can't be cancelled into other normals, unlike most {{clr|1|5AAA}}.
----
Like with most {{clr|1|A}} autocombo enders, only useful for [[BBTag/Mechanics#Cross_Raid|Cross Raid]] for when you want to kill or need to switch to your partner.
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Weiss_5A.png |caption=
|input=5B,5BB
|image2=BBTag_Weiss_5AA.png |caption2= Finally I can hit people with this!
|versioned=input
|image3=BBTag_Weiss_5AAA.png |caption3=
|description=
|image4=BBTag_Weiss_5AAAA.png |caption4=
Your primary {{keyword|anti-air}} and good blockstring tool albeit somewhat risky.
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Weiss Schnee/Data|5A}}
{{!}}-
{{Description|7|text=
* Weiss stabs with her rapier. Has decent horizontal reach.
* Max range distance is about the same as match start positioning distance.


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.
{{clr|2|5B}} has good range, the head {{keyword|invul}} comes in early and lasts awhile. It's great against horizontal approaches like {{keyword|IAD}} but struggles against opponents directly above her. Weiss also moves forward which can enemies to land behind her and its long recovery makes {{clr|2|5B}} easily punishable when baited/whiffed.
}}
{{!}}-
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Weiss Schnee/Data|5AA}}
{{!}}-
{{Description|7|text=
* Weiss flips forward and kicks twice.
* Will whiff if 5A connected from max range.
* 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.
{{clr|2|5B}} is jump cancelable on block which makes it a good branching point for blockstrings. Be careful tho since if the previous gets pushblock {{clr|2|5B}} can be punished.
}}
----
{{!}}-
Important combo filler.
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Weiss Schnee/Data|5AAA}}
{{!}}-
{{Description|7|text=
* Weiss crouches down and thrusts her rapier.
* Good in combos for corner carry.


Unlike most 5AAAs in CTB, 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.  
{{clr|2|5BB}} launches opponents opening many combo options making it central to Weiss's basic combo routing. {{clr|2|5BB}}'s {{keyword|hitbox}} is leaner than {{clr|2|5B}} so while its consistent when using {{clr|2|5B}} as an anti-air, {{clr|2|5BB}} will whiff if used at {{clr|2|5B}} max range.
}}
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Weiss Schnee/Data|5AAAA}}
{{!}}-
{{Description|7|text=
* Weiss summons an ice pillar on the opponent's position.
* Cannot be cancelled into any other move.


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.
While {{clr|2|5BB}} is also jump cancelable on block, you have fewer cancel options and is even more unsafe on block/whiff than {{clr|2|5B}} so while you can use it in pressure, it's not a good idea.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Weiss_5B.png |caption=Stay out of my skies.
|input=5C
|image2=BBTag_Weiss_5BB.png |caption2=
|description=
|name=5B
[[BBTag/Mechanics#Crash Assault|{{keyword|Universal Overhead}}]].
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Weiss Schnee/Data|5B}}
{{!}}-
{{Description|7|text=
* Weiss steps forward and slashes downward.
* 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.
Like the other RWBY characters, Weiss's {{clr|3|5C}} has long startup but has long range, is safe on block and makes her airborne letting her {{keyword|low crush}}/avoid throws.
}}
{{!}}-
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Weiss Schnee/Data|5BB}}
{{!}}-
{{Description|7|text=
* Weiss slashes upward.
* Launches the enemy, making air combos possible.
* Jump-cancelable on hit.
* Jump-cancelable on block


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.
As a {{keyword|mix-up}} option, its long startup lets your enemy easily stuff it out so try to use it sparingly when you've conditioned them to expect other options.
}}
 
She can combo into {{clr|3|5C}} after a {{keyword|counterhit}} {{clr|2|5B}}. If the opponent has low health this is a good way to deal unburstable damage especially if you spend 1 bar to do Extra Assault.
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Weiss_5C.png |caption= ''F I N E S S E''
|input=2A
|name=5C
|description=
|data=
One of your best pressure tools.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|5C}}
{{!}}-
{{Description|6|text=
* Weiss leaps forward and slashes using her j.C.
* Because Weiss is airborne, most lows will miss.


Weiss' Crash Assault. On a 4A, 5A or 5B CH, she can convert into 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.
{{clr|1|2A}} has every possible cancel option including jump (rare for {{clr|1|2A}}) making it great for blockstrings as it allows for {{keyword|tick throw}}s, {{keyword|frame trap}}s and {{keyword|stagger pressure}}.
}}
*Chains into itself 3 times,even on {{keyword|whiff}}.
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Weiss_2A.png |caption=
|input=2B
|name=2A
|description=
|data=
Another alternative poke to {{clr|1|5A}}.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|2A}}
{{!}}-
{{Description|6|text=
* Weiss performs a side kick.
* Chains into itself 3 times like most 2A.
* Jump cancellable


Low poke with nice range; one of Weiss' greatest tools. During neutral you'll want to mix this with 4A 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.
{{clr|2|2B}} has more startup and less range than {{clr|1|5A}} but in exchange it can't be {{keyword|low profile}}d and 1 less frame of recovery. This makes it a decent poke in certain matchups like {{Character Label|BBTag|Chie Satonaka|label=Chie}}.
}}
 
Outside of that, it can be used in blockstrings as an additional low and in certain combos.
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Weiss_2B.png |caption=OW MY '''''TOE'''''
|input=2C
|name=2B
|description=
|data=
{{clr|3|2C}} is probably Weiss least used move as anything it does, other normals do better. As such it's mostly just used to end combos to safely set up Glyphs.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|2B}}
{{!}}-
{{Description|6|text=
* Weiss thrusts her rapier downward.
* 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.
{{clr|3|2C}} has slightly more range than {{clr|1|5A}} but has 8 more frames of startup and recovery making easily whiff punishable, unsafe on block and more prone to being stuffed. Although you can special cancel, none of the cancels Weiss can do will let her keep up the pressure so using {{clr|3|2C}} signifies the end of her turn without assists.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Weiss_2C.png |caption=A strong concept of "don't touch me."
|input=j.A,j.AA
|name=2C
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
A great {{keyword|air-to-air}} and nice for controlling air space.
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|2C}}
{{!}}-
{{Description|6|text=
* Has the same range as 5A.
* Causes a hard knockdown.
* On-hit allows for safe Glyph setup.


Weiss leans forward and performs a wide sweeping slash. A bit slow startup, but makes up for it in its massive range. With the right partner, she can setup unblockable high/low setups with little to no problem.
Its disjointed hitbox and long {{keyword|active}} frames let it contest airborne opponents and when combined with {{clr|2|5B}}, encourage them to stay grounded.
}}
 
Can chain back into itself on block after {{clr|1|j.AA}} making it fantastic at dragging down opponents during upback attempts. It also makes Weiss one of the few characters who can reliably ladder down into a {{keyword|fuzzy jump}} regardless of most heights and convert into a strong mixup, forcing the opponent to pushblock and waste meter to avoid it.
*The hitbox extends down to her knee to hit crouching opponents.
*Whiffs on crouch at max range.
*Jump cancellable.
 
----
* Double-jump cancellable.
{{clr|1|j.AA}} is, in essence, her {{clr|2|j.5B}}. Only use this during blockstrings or a {{keyword|hit confirm}}.
* Double-jump cancellable.
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|2|j.B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Weiss_jA.png |caption=
|input=j.B,j.BB
|image2=BBTag_Weiss_jB.png |caption2=
|versioned=input
|name=j.A
|description=
|data=
Your primary jump-in/air-to-ground normal.
{{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
{{clr|2|j.B}} has a much better hitbox for hitting grounded opponents making it better as a jump in. The hitbox also allows it to {{keyword|crossup}} and makes it more consistent in combos.
{{AttackVersion|name=j.A}}
 
{{#lsth:BBTag/Weiss Schnee/Data|j.A}}
However, for neutral, its long recovery means doing it high in the air can get Weiss punished for it.
{{!}}-
 
{{Description|7|text=
* Weiss stabs with her rapier.
* Its horizontal reach makes it a good tool for air-to-air.
* Has a rather high hitbox, making it impossible to hit most crouching opponents and less than ideal for starting an air combo off 5BB.


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. You can consider this move more often against characters with tall or big hurtboxes, like Tager, Wald or Azrael.
}}
}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Weiss Schnee/Data|j.AA}}
{{!}}-
{{Description|7|text=


Hits downwards; it is, in essence, her j.5B. Only use this during blockstrings or a confirm. Jump-cancelable on hit.
===<big>{{clr|3|j.C}}</big>===
}}
{{BBTag Move Card|game=BBTag
|input=j.C
|description=
A key move for Weiss in combos, pressure and even mixups.
 
{{clr|3|j.C}} causes a {{keyword|HKD}} on hit, making it essential for combo routing. Almost all her air combos will go into {{clr|3|j.C}} before doing something else, usually j.214X.
 
By doing j.214X right before landing after doing {{clr|3|j.C}} you can cancel the landing recovery giving her additional combo options (like {{clr|3|j.C}}>land>{{clr|2|5B}} which normally isn't possible) on hit and making her {{keyword|plus}} 1 on block letting her continue pressure. Learn how to land cancel to dramatically expand your offence by going to the
[[/Resources|Resources]] page.
 
In certain matchups, a {{clr|3|j.C}} done right after jumping will hit crouching opponents letting you use it as a mixup option which is extremely useful for Weiss.
*Slightly propels Weiss up, making it difficult to use for jump-ins
*Is a 17 frame IOH against {{Character Label|BBTag|Ragna the Bloodedge|label=Ragna}} in {{keyword|blockstun}}, {{Character Label|BBTag|Iron Tager|label=Tager}}, {{Character Label|BBTag|Jubei|label=Jubei}}, {{Character Label|BBTag|Waldstein|label=Wald}}, {{Character Label|BBTag|Gordeau|label=Gord}}, {{Character Label|BBTag|Mika|label=Mika}}, {{Character Label|BBTag|Blitztank|label=Tank}}.   
 
 
}}
}}
<br style="clear:both;"/>
==Universal Mechanics==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=BC
|description=
Weiss's primary form of {{keyword|mix-up}} is strike/throw as her kit is great for punishing the opponent's reluctance (or lack thereof) to counter her pressure.


====== <font style="visibility:hidden" size="0">j.B</font> ======
The optimal conversion midscreen is to do throw > delay > {{clr|2|214B}} > {{keyword|link}} {{clr|1|4A}}. You need to time it so that the {{clr|2|214B}} hits right after they hit the wall. An easier method is to just run up and do {{clr|1|5A}}.
{{MoveData
|image=BBTag_Weiss_jB.png |caption=
|image2=BBTag_Weiss_jA.png |caption2=
|name=j.B
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.B}}
{{#lsth:BBTag/Weiss Schnee/Data|j.B}}
{{!}}-
{{AttackVersion|name=j.BB}}
{{#lsth:BBTag/Weiss Schnee/Data|j.BB}}
{{!}}-
{{Description|7|text=
* Weiss slashes downward in the air
* Can crossup
* Your go-to jump-in normal


Like j.5AA, she hits downwards. Offering high/low unblockable potential with the right partner, ''this'' is the move you'll want to keep in mind more often, as it is the stronger overhead, crossup tool, and combo extender compared to j.5A. Its only weakness in that regard is that its air game is weaker.
In the corner, you can cancel the throw into a charged Ice Shard to set up a Glyphs to get an extended combo.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>Snow Globe</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}}
|image=BBTag_Weiss_jC.png |caption=
{{BBTag Move Card|game=BBTag
|name=j.C
|input=AD
|data=
|description=
{{AttackDataHeader-BBTag}}
[[BBTag/Mechanics#Reversal_Action | Universal {{keyword|Dragon Punch}}]].
{{!}}-
 
{{#lsth:BBTag/Weiss Schnee/Data|j.C}}
Weiss's DP hits on both sides of her letting it beat left/right mixups and crossups. However, it has poor horizontal and vertical so it's not great as an anti-air and as with all dp's it's very punishable on block/whiff so use it with caution.
{{!}}-
{{Description|6|text=
* Weiss does a mid-air flip and slashes downward
* Slightly propels Weiss up, making it difficult to use for jump-ins
* Causes a hard knockdown on hit


Once inputted, Weiss must commit to this move until she lands. However, with the power of 214A/214B landcanceling, you can omit this rule and act freely as desired. Overhead, and offers high/low unblockable potential with the right partner.
}}
}}
}}
<br style="clear:both;"/>


==Skills==
===<big>Ice Shard</big>===
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Chargeable)}}
{{BBTag Move Card|game=BBTag
|input=236A,236B,236[A],236[B]
|versioned=input
|description=
Ice Shard serves an important part of Weiss's gameplan in neutral and pressure.


<br clear=all/>
The uncharged version fires a projectile that tracks the opponent's position ''' when it fires''' so it can still miss if they keep moving. It's still good as a long-range attack in {{keyword|neutral}} to force them to do something. Weiss also recovers before the projectile fires letting her approach from afar and start combos/pressure up close.


==Universal Mechanics==
The charged version places a black glyph that lets Weiss use follow-up attacks from 214x and j.214x during their startup, active and recovery frames when she's near them. Weiss has faster recovery letting her to deceive her opponents mid-pressure and punish them in case they attempt a counterattack so try to mix up the two versions to throw off your opponent.
*Glyphs stay on screen even after switching, but disappear when used or when the corresponding Ice Shard skill is used.
----
;{{clr|1|236A}}
The Glyph is summoned a distance in front of Weiss. This is the version you'll mainly use for glyph setups to due the way the follow-ups work.
----
;{{clr|2|236B}}
Summons the glyph above Weiss, positioned slightly ahead the {{clr|1|A}} version.


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
This is the version you'll want for Ice Shard as its position is better for hitting airborne opponents.
{{MoveData
|image=BBTag_Weiss_GroundThrow.png |caption= At least she was polite about it.
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|BC}}
{{!}}-
{{Description|6|text=
* Weiss slashes and blasts the opponent away.
* Requires you to dash forward to be able to connect 5A from midscreen. Cancelling into 236A Ice Shard gives slightly more damage and more untech-time.
* Fullscreen requires cancel into 236A followed by a 214B that can convert into a 2A.
* In corner can cancel into 236[A] glyph setup to make extended combo (and end again in a glyph setup).


Can convert into 214B>2A but only when the glyph turns black, so pay attention, or you'll whiff the 2A. An alternative, easier method is simply dash 6A into a confirm. Also, be careful when throwing into astral--if you input 222BC too soon, the astral will whiff. You'll need to take a brief beat before inputting. In the corner, you'll have to do throw>214[A]>222BC.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Snow Globe</font> ======
===<big>Glyph Dash Strike</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Chargeable)}}
|image=BBTag_Weiss_SnowGlobe.png |caption=The kind you ''don't'' wanna pick up and shake.
{{BBTag Move Card|game=BBTag
|name=Snow Globe
|input=214A,214B,214[A],214[B]
|input=5A+D
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
;{{clr|1|214A}}
{{!}}-
Good combo tool in the corner and way to safely end {{keyword|block string}}s.
{{#lsth:BBTag/Weiss Schnee/Data|AD}}
{{!}}-
{{Description|6|text=
Weiss summons a wall of ice around her.


Weiss' DP. Hits all around her as well as in the air, but its range it short, so it doesn't reach ''that'' high up. Great for active switch bypassing, and can be used as an aerial unblockable setup. Like all other DPs, its very unsafe on block, so use this with care.
Thanks to its low recovery, {{clr|1|214A}} can be used as a combo extender in corner letting you get loops.
}}
}}


Holding down the button will make Weiss fake the attack. This lets her bait out the opponent's reactions while staying safe during pressure.
----
;{{clr|2|214B}}
Another good combo tool especially with assists or during [[BBTag/Mechanics#Cross_Combo|Cross Combo]].


<br clear=all/>
{{clr|2|214B}} has a second rising hit which lets you get a {{keyword|safejump}} which makes it your primary ender for ground combos. This also makes it a good point to call an assist to extend or to swap to your partner during cross combo.


==Skills==
You can feint {{clr|2|214B}} as well but it's slower than the {{clr|1|214A}} feint giving you little reason to use it.


====== <font style="visibility:hidden" size="0">Ice Shard</font> ======
{{MoveData
|image=BBTag_Weiss_IceShard.png |caption=Press for projectiles, hold for a Glyph.
|input=236A/B (Chargeable)
|name=Ice Shard
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Weiss Schnee/Data|236A}}
{{!}}-
{{Description|7|text=
* 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.


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.


}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Weiss Schnee/Data|236B}}
{{!}}-
{{Description|7|text=
The Glyph is summoned 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Glyph Dash Strike</font> ======
===<big>Snowfall</big>===
{{MoveData
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
|image=BBTag_Weiss_GlyphDashStrike.png |caption= "Too slow!"
{{BBTag Move Card|game=BBTag
|image2=BBTag_Weiss_GlyphDashStrike-2.png |caption2=
|input=j.214A,j.214B
|input=214A/B (Chargeable)
|versioned=input
|name=Glyph Dash Strike
|description=
|data=
Weiss's primary air combo ender and good combo piece in partner combos.
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Weiss Schnee/Data|214A}}
{{!}}-
{{Description|7|text=
* 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.


Can be a decent poke in neutral or to punish whiffs.
Weiss dives downward and attacks once she reaches the ground. As such she doesn't have a {{keyword|hitbox}} mid-air so it can't be used as a dive kick.
}}
 
{{!}}-
Still, it helps add extra damage to combos after {{clr|3|j.C}} as well as a good point to call an assist to extend or to swap to them.
{{AttackVersion|name=B}}
----
{{#lsth:BBTag/Weiss Schnee/Data|214B}}
;{{clr|2|j.214B}}
{{!}}-
Has more {{keyword|startup}} and {{keyword|recovery}} but has a more horizontal trajectory than the {{clr|1|A}} variant and deals more damage.
{{Description|7|text=
 
* Good for combos w/assists
{{clr|2|j.214B}} has all the same uses as the {{clr|1|A}} version but it can {{keyword|whiff}} in combos depending Weiss's height when she used {{clr|3|j.C}}.


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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Snowfall</font> ======
===<big>Twisting Air Step</big>===
{{MoveData
{{InputBadge|{{clr|1|8A}} during select moves}}
|image=BBTag_Weiss_Snowfall.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.214A/B/C
|input=214A/B > 8A,j.214A/B > 8A
|name=Snowfall
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
Weiss crosses to the overside of the opponent and does an attack that hits {{keyword|overhead}}. An additional {{keyword|mix-up}} tool, solo and with a partner.
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Weiss Schnee/Data|j.214A}}
{{!}}-
{{Description|7|text=
* Not an overhead.


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's fast startup and {{keyword|frame advantage}} which lets her keep her turn even if it's blocked means its the main option that makes glyphs scary. She gets a left/right when combined with {{MiniMoveCard|game=BBTag|chara=Weiss Schnee|input=214A/B > 8C|label={{clr|3|8C}}}} but with an assist, you can get even stronger mix-ups. Keep in mind that going into {{clr|3|8A}} will never be a true blockstring so your opponent can reversal out.


}}
You can convert into a combo by {{keyword|link}}ing {{clr|1|2A}}.
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Weiss Schnee/Data|j.214B}}
{{!}}-
{{Description|7|text=
* Has a more horizontal trajectory than the A variant.


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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Twisting Air Step</font> ======
===<big>Piercing Air Step</big>===
{{MoveData
{{InputBadge|{{clr|2|8B}} during select moves}}
|image=BBTag_Weiss_TwistingAirStep.png |caption=
{{BBTag Move Card|game=BBTag
|input=8+A during select moves
|input=214A/B > 8B,j.214A/B > 8B
|name=Twisting Air Step
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
Weiss leaps back and dives down on the enemy, similar to her j.214x specials. Your {{keyword|reversal}} bait tool and a minor piece in combos.
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Weiss Schnee/Data|214A/B > 8A}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Weiss Schnee/Data|j.214A/B > 8A}}
{{!}}-
{{Description|7|text=
* Accessible during any of Weiss's 214x and j.214x specials when near a Glyph.
* Causes a hard knockdown on hit.
* Overhead.


Weiss crosses up the opponent and hits them with a downward slash similar to j.C. Must be blocked high, so it has high/low unblockable setup potential. Since the move lifts her upward, if there is another glyph above her afterwards, she can immediately act off of that glyph right away. Can be followed up with 2A.
Weiss has {{keyword|invul}} to body attacks during the move. This makes it great for punishing an opponent who tries to reversal through {{clr|1|8A}} and even if it's blocked, you're +6 so you can continue pressure. The opponent can delay their reversal to catch but you can delay the move in response.


}}
It's a great stater on {{keyword|counterhit}} but on normal hit you can still follow up with {{clr|1|4A}}/{{clr|1|2A}} which makes it good for extending combos after {{clr|2|214B}}, {{clr|3|214C}} or {{clr|3|j.214C}}.
}}
}}


====== <font style="visibility:hidden" size="0">Piercing Air Step</font> ======
===<big>Pirouette</big>===
{{MoveData
{{InputBadge|{{clr|3|8C}} during select moves}}
|image=BBTag_Weiss_PiercingAirStep.png |caption=
{{BBTag Move Card|game=BBTag
|input=8+B during select moves
|input=214A/B > 8C,j.214A/B > 8C
|name=Piercing Air Step
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
Your main combo and pressure extender when you have a glyph up or can't use assist.
{{!}}-
 
{{AttackVersion|name=Ground}}
{{clr|3|8C}} has the fastest startup out of all glyph options, moves Weiss forward, launches the opponent away and is plus +3 on block. These make it great for extending combos and your pressure.
{{#lsth:BBTag/Weiss Schnee/Data|214A/B > 8B}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Weiss Schnee/Data|j.214A/B > 8B}}
{{!}}-
{{Description|7|text=
* Accessible during any of Weiss's 214x or j.214x specials when near a Glyph
* Not an overhead


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.
Additionally, this is the option you'd use after conditioning the opponent to block {{clr|1|8A}} on reaction to 214's blockstun and/or animation to mix them up.
}}
*Despite being a {{clr|3|C}} special, costs no meter.
}}
}}


====== <font style="visibility:hidden" size="0">Piruetto</font> ======
===<big>Ice Pillar</big>===
{{MoveData
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}}
|image=BBTag_Weiss_Piruetto.png |caption=
{{BBTag Move Card|game=BBTag
|input=8+C during select moves
|input=22A,22B
|name=Pirouette
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
Ice Pillar is an '''under-utilized tool''' Weiss kit but can be quite effective when used properly.
{{!}}-
 
{{AttackVersion|name=Ground}}
Weiss creates an ice wall that '''can't be moved through''' and can '''stop attacks including projectiles before breaking'''. This combined with {{MiniMoveCard|game=BBTag|chara=Weiss Schnee|input=236A|label=Ice Shard}} and Weiss's mid-range {{keyword|poke}}s lets you keep the opponent away which is great when you want to stall for time or for your partner to recover health. Mobile characters like {{Character Label|BBTag|Blake Belladonna|label=Blake}} can easily get around the wall but slower ones like {{Character Label|BBTag|Iron Tager|label=Tager}} can struggle to get around it.
{{#lsth:BBTag/Weiss Schnee/Data|214A/B > 8C}}
 
{{!}}-
It also hinders characters like {{Character Label|BBTag|Es|label=Es}} who are reliant {{MiniMoveCard|game=BBTag|chara=Es|input=236A|label=projectiles}} for {{keyword|neutral}} and as a genaral anti-zoning.
{{AttackVersion|name=Air}}
 
{{#lsth:BBTag/Weiss Schnee/Data|j.214A/B > 8C}}
*Can be cancelled into 236X.
{{!}}-
----
{{Description|7|text=
;{{clr|1|22A}}
* Accessible during any of Weiss's 214x and j.214x specials when near a Glyph.
The pillar is small and can take 1 hit before breaking.
* Despite being a C special, it costs no meter.
* Mainly used in combos


Safe on block. The aerial version has Weiss jump from screen to screen, so it's nice to consider if you want to get away from the opponent (and set up a 22B pillar afterwards).
{{clr|1|22A}} is good after push blocking to make it harder for them to get back in as well as for the aforementioned slow characters.
}}
----
}}
;{{clr|2|22B}}


====== <font style="visibility:hidden" size="0">Ice Pillar</font> ======
The wall is bigger, can take 2 hits, places the pillar closer to her than the {{clr|1|A}} version and has a longer total animation.
{{MoveData
|image=BBTag_Weiss_IcePillar.png |caption=
|input=22A/B
|name=Ice Pillar
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Weiss Schnee/Data|22A}}
{{!}}-
{{Description|7|text=
* 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. 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).
This one is better for covering you when you try to set glyphs especially since cancelling {{clr|2|22B}} into a charged glyph takes the same amount of time as doing {{clr|2|22B}} in its entirety.
}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Weiss Schnee/Data|22B}}
{{!}}-
{{Description|7|text=
* Can not be moved through
* Slower and taller than A version
* Will stop 2 attacks before breaking
* Has armor against projectiles


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.
}}
}}
}}
<br style="clear:both;"/>


<br clear=all/>
==Extra Skills==
===<big>EX Ice Shard</big>===
{{InputBadge|{{clr|3|236C}} (Chargeable)}}
{{BBTag Move Card|game=BBTag
|input=236C,236[C]
|versioned=input
|description=
Weiss summons 2 glyphs behind the opponent. A great neutral tool for starting your offense and meter investment.


==Extra Skills==
Since there are 2 glyphs and they are behind the opponent, {{clr|3|236C}} is harder to avoid than its meterless versions which makes it better as a {{keyword|zoning}} option. Weiss can run up from nearly fullscreen and start a blockstring should they block it.
 
When charged Weiss will create 2 black glyphs. You're trusting that the glyphs you set up will eventually be worth the meter you spend, either for combos or pressure.


====== <font style="visibility:hidden" size="0">EX Ice Shard</font> ======
{{MoveData
|image=BBTag_Weiss_ExIceShard.png |caption=
|input=236C (Chargeable)
|name=EX Ice Shard
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|236C}}
{{!}}-
{{Description|6|text=
* Can be held down to set as Glyphs.


Summons two tracking projectiles behind the opponent. If held down, two glyphs are summoned behind the opponent instead and she recovers very fast.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Glyph Dash Triple Strike</font> ======
===<big>Glyph Dash Triple Strike</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}}}}
|image=BBTag_Weiss_GlyphDashTripleStrike.png |caption=
{{BBTag Move Card|game=BBTag
|input=214C
|input=214C
|name=Glyph Dash Triple Strike
|description=
|data=
Your combo extender when glyphs or assist aren't available and still a great option when they are.
{{AttackDataHeader-BBTag}}
 
{{!}}-
{{clr|3|214C}} has fast startup and goes about 3/4 of the screen which makes it very easy to combo into and the wall bounce lets you combo out of it with almost anything. It has great corner carry and can even lead to corner-to-corner combos and the 3 hits make it a good point to call your partner and swap to them.
{{#lsth:BBTag/Weiss Schnee/Data|214C}}
 
{{!}}-
However, combo extensions is the only thing {{clr|3|214C}} as it serve no real purpose in neutral and is very unsafe on block giving it no use in pressure.
{{Description|6|text=
*Does a 2-hit follow-up on hit OR block.
* Startup of and approximate range of A, but does a 2-hit followup similar to B on hit OR block
*Can use glyph followups during the move.
* Combo tool
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Snowstorm</font> ======
===<big>Snowstorm</big>===
{{MoveData
{{InputBadge|{{clr|3|j.214C}}}}
|image=BBTag_Weiss_Snowstorm.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.214C
|input=j.214C
|name=EX Snowstorm
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
{{clr|3|214C}} but in the air. Great for combos and nothing else.
{{!}}-
 
{{#lsth:BBTag/Weiss Schnee/Data|j.214C}}
{{clr|3|j.214C}} goes at the same trajectory as {{clr|2|B}} variant but Weiss then goes into a rising strike. This lets you extend combos with {{clr|1|4A}}/{{clr|1|5A}} after {{clr|3|j.C}}.
{{!}}-
 
{{Description|6|text=
Like {{clr|3|214C}}, this serves no purpose in neutral, pressure, etc.
* 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 8A/8B/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 4A/2A allowing for better extensions/enders when used mid-combo
}}
}}
}}


====== <font style="visibility:hidden" size="0">Precision Parry</font> ======
===<big>Precision Parry</big>===
{{MoveData
{{InputBadge|{{clr|3|22C}}}}
|image=BBTag_Weiss_PrecisionVolley.png |caption=
{{BBTag Move Card|game=BBTag
|input=22C
|input=22C,22C Attack
|name=Precision Parry
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
A unqine defensive option for getting out of pressure and ignoring situtions other characters would have to hold.
{{!}}-
 
{{AttackVersion|name=Catch}}
A {{keyword|counter}} where if Weiss gets hit by a physical attack, she'll do a completely {{keyword|invulnerable}} version of {{clr|2|5B}} that groundbounces. If she is hit by a projectile,then the counterattack doesn't come out but the recovery of {{clr|3|22C}} becomes invulnerable.
{{#lsth:BBTag/Weiss Schnee/Data|22C}}
{{!}}-
{{AttackVersion|name=Attack}}
{{#lsth:BBTag/Weiss Schnee/Data|22C Attack}}
{{!}}-
{{Description|7|text=
* Negates projectiles
* Parry


Counterattacks if the opponent touches the shield. Also works on supers and astrals. Does not work on command grabs.
{{clr|3|22C}} is great against moves with reactable startup including [[BBTag/Mechanics#Cross_Burst|{{keyword|Burst}}]] since it leads to a full combo and oki. There are also some setups where on the opponents {{keyword|wake up}} you do {{clr|3|22C}} and call your assist. If the opponent does a {{keyword|reversal}} then {{clr|3|22C}}  will parry it. If they don't then the assist will keep them blocking.
 
Finally, {{clr|3|22C}} can get you out of left/right mixups that are usally safe against reversals since even if the opponent swaps and the counterattacks misses, you can't be punished.
 
However, the counter is not frame 1, loses to throws and against air attacks,depending on your spacing, Weiss will cross under the opponent and miss so don't heavily rely on {{clr|3|22C}}.
*On grouned hit follow up with {{clr|1|5A}}, on air hit follow up with {{clr|2|5B}}.


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.


Thank you Sol, the only Weiss player that uses it.
}}
}}
}}
 
<br style="clear:both;"/>
<br clear=all/>


==Partner Skills==
==Partner Skills==
===<big>{{clr|5|5P}}</big>===
{{InputBadge|Glyph Dash Triple Strike}}
{{BBTag Move Card|game=BBTag
|input=5P
|description=
Your main combo extender assist.


====== <font style="visibility:hidden" size="0">5P</font> ======
{{clr|5|5P}} is {{clr|3|214C}} so it has its fast startup, great range and its 3 hits and wall bounce make it super easy for your point to continue the combo.
{{MoveData
|image=BBTag_Weiss_GlyphDashTripleStrike.png |caption=
|input=Glyph Dash Triple Strike
|name=5P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|5P}}
{{!}}-
{{Description|6|text=
* Wall bounces, Good for extending combos
* Followup hits only come out on hit


Performs a quick slashing strike that is very safe on block. On hit, it offers a wallbounce that can be followed up. During Cross Combo, she can loop repeatedly into her 5P until the timer runs out.
If the opponents at a certain height mid-air, Weiss {{clr|5|5P}} can loop into self during Cross Combo.
*Followup hits only come out on hit.


}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|5|6P}}</big>===
{{MoveData
{{InputBadge|Ice Shard}}
|image=BBTag_Weiss_6P.png |caption=
{{BBTag Move Card|game=BBTag
|input=Ice Shard
|input=6P
|name=6P
|description=
|data=
A decent neutral and pressure assist.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|6P}}
{{!}}-
{{Description|6|text=
* Tracking projectile


Weiss summons a projectile that tracks the opponent. Useful after a hard knockdown to "check" the opponent, and can shake the enemy off of you mid-confirm.
Although it has poor startup, its tracking makes it a serviceable option for covering an approach or giving your opponent something to dodge.
 
Additionally, as long as you time it right, if you active switch to Weiss the projectile will still come out making her plus on block. The long startup also good for having Weiss on screen for active switch potential.
*If you swap too early, the projectile won't come out.


}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|{{clr|2|B}} Glyph Dash Strike}}
|image=BBTag_Weiss_GlyphDashStrike.png |caption=
{{BBTag Move Card|game=BBTag
|input=B Glyph Dash Strike
|input=4P
|name=4P
|description=
|data=
A great combo option and niche and pressure tool.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|4P}}
{{!}}-
{{Description|6|text=
* Very high launch on hit


Weiss does the rising strike portion of the B version of her Glyph Dash Strike. Hops over the enemy on whiff and sideswitches. On hit, knocks them very high into the air, allowing Weiss to active switch and continue, her partner to capitalize on the hit, or setup Cross Combo potential.
{{clr|5|4P}} on hit send the opponent very high in the air, giving your point plenty of time to combo or to swap to Weiss and have her convert.


}}
Weiss moves up and forward during {{clr|5|4P}}. This when combined with moves that vacuum like {{Character Label|BBTag|Hilda|label=Hilda's}} {{MiniMoveCard|game=BBTag|chara=Hilda|input=5BB|label=
{{clr|2|5BB}}}} can create left/right mixups and put them in a situation where they’re forced to waste resources to escape.
}}
}}
<br style="clear:both;"/>
==Distortion Skills==
===<big>Glacial Torrent</big>===
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=236BC
|description=
A decent {{keyword|reversal}} and combo ender and not much else.
{{clr|2|236B}}+{{clr|3|C}} is tied with {{clr|1|2A}} and {{clr|1|4A}} for Weiss's fastest attack. This combined with its range makes it a good option for breaking out of blockstrings when {{MiniMoveCard|game=BBTag|chara=Weiss Schnee|input=AD|label={{clr|1|5A}}+{{clr|4|D}}}} or {{clr|2|214B}}+{{clr|3|C}} would fail. It can also be made safe on block and start combos on hit with assists thanks to its short duration.
Its fast startup also lets you combo into it in scenarios where {{clr|2|214B}}+{{clr|3|C}} would fail like after a low to the ground {{clr|3|j.C}}.


<br clear=all/>
{{clr|2|236B}}+{{clr|3|C}} is NOT an anti-{{keyword|zoning}} as it loses to many projectiles and the short invul can lead to Weiss being hit before the attack connects.
*The further away, the higher the hitbox increases in height.


==Distortion Skills==
====== <font style="visibility:hidden" size="0">Glacial Torrent</font> ======
{{MoveData
|image=BBTag_Weiss_GlacialTorrent.png |caption=You better not miss.
|image2=BBTag_Weiss_GlacialTorrent2.png |caption2=Enhanced version only
|input=236B+C
|name=Glacial Torrent
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|236BC}}
{{!}}-
{{Description|6|text=
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Snow Flurry</font> ======
===<big>Snow Flurry</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|image=BBTag_Weiss_SnowFlurry.png |caption=On your mark, get set...
{{BBTag Move Card|game=BBTag
|input=214B+C
|input=214BC
|name=Snow Flurry
|description=
|data=
Weiss's main super for ending combos, {{keyword|punish}}ing and defence.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|214BC}}
{{!}}-
{{Description|6|text=
* 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.
{{clr|2|214B}}+{{clr|3|C}} deals the most damage out of Weiss's 2 supers which along with its respectability make it your go-to ender when you want to cash out or guarantee a kill. It has poor vertical range making whiff against airborne opponents unless they're low to the ground.
}}
 
It also serves as your actual anti-zoning and whiff punish attack. However, despite its appearance, it does not go full screen but instead, 3/4s so don't use it if they are completely fullscreen.
 
Finally, it can allow Weiss to escape the corner on whiff should they jump helping it as a reversal.
*The enhanced version can cause you to lose the corner in combos depending on their height when hit.
}}
}}
 
<br style="clear:both;"/>
<br clear=all/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Glacial Torrent</big>===
|image=BBTag_Weiss_GlacialTorrent2.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill }}
|input=P during Main Character's Distortion Skill  
{{BBTag Move Card|game=BBTag
|name=Glacial Torrent
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
A standard [[BBTag/Mechanics#Distortion Skill Duo| {{keyword|DHC}}]].
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=
* Important points go here


Because of the fast speed of the attack depending on the super can be used as a combo extender
Use it if it will kill or if your point has low health and you need to swap.


}}
It also has a short duration letting you extend combo with supers like {{Character Label|BBTag|Yu Narukami|label=Yu's}} {{MiniMoveCard|game=BBTag|chara=Yu Narukami|input=236BC|label=Ziodyne}} or use them to go for mixups.
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>White Night</big>===
|image=BBTag_Weiss_WhiteNight.png |caption=...and what a beautiful night it is.
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Weiss_WhiteNight2.png |caption2=
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=White Night
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Weiss Schnee/Data|222BC}}
{{!}}-
{{Description|6|text=
* Weiss forms a large Glyph on the ground in front of her
* Weiss forms a large Glyph on the ground in front of her
* Can be combo'ed into  
* 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. Her astral can be combo'ed into anywhere on the screen.
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: {{clr|1|5A}}>{{clr|1|5AA}}>{{clr|1|5AAA}}>Astral, and Throw>{{clr|1|214[A]}}>Astral. Every other case will cause the astral to whiff out of bounds.
}}
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>
 
==Colors==
*[https://blazblue.wiki/wiki/Weiss_Schnee#Palettes Color Palettes on https://blazblue.wiki]
 
==Navigation==
==Navigation==
{{#lsth:BBTag/Weiss Schnee/Data|Links}}
<center>{{Character Label|BBTag|Weiss Schnee|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Weiss Schnee/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Weiss Schnee]]
{{BBTag/Navigation}}

Latest revision as of 22:24, 21 January 2024


BBTag Construction.png
Requesting backup!

The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.

We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.

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


BBTag Weiss Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
4A (7F)
2A (7F)
Reversals
A+D (14F)
236B+C (7F)
214B+C (15F)
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.)


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 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.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 7 3 12 -1 B

A secondary poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. alongside 5A due to its properties.

4A has less less range 5A but has faster startup, recovery and can't be low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. at close range. This makes it a better poke at times like at round start against certain characters like  Ragna's 5ABBTag Ragna the Bloodedge 5A.pngGuardAllStartup8Recovery16Advantage-7.

4A also makes for a great pressure To attack the opponent continuously and leave little room for counter attacks. starter thanks to its good frame advantage as well as having every possible cancel option.

  • Can hit otg The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." so it sees use in certain combos.
  • Jump and throw cancellable
  • Autocombos into 5AA if 4 is held. Otherwise, it links into 5A.
Level P1 P2
2 100 75

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 3 19 -5 B
5AA 800, 1500 All 12 6(2)5 16 -4 H, B
5AAA 1700 All 14 3 23 -7 B
5AAAA 2000 All 25 3 Total: 65 -4 P1

Your best and main poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. and one of your key neutral tools.

5A has the perfect balance of range and speed while being disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.ed making it hard to beat. This makes it an excellent roundstart option as most characters either have to hold it or do something risky.

Its also good for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. up close and pressure reset at max range.

  • Jump and throw cancellable.
  • Can be low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.ed.

Another good tool for combos and block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense..

5AA on air hit causes a ground bounce, letting it stabilize air confirms and go into her other normals without worry.

It also moves her forward and cancels to 2A, making it good for blockstrings when you start to get pushback. It's unsafe on pushblock tho so don't get reckless


One of your main combo tools thanks to its knockdown.

When used as a combo ender, you have the choice of either doing a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. or set up a GlyphBBTag Weiss IceShard.pngGuardAllStartup60RecoveryTotal: 46 [Total: 35]Advantage- making oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. ambiguous

5AAA causes a groundslide on hit giving it good corner carry, especially when combined with her 214X.

  • Can't be cancelled into other normals, unlike most 5AAA.

Like with most A autocombo enders, only useful for Cross Raid for when you want to kill or need to switch to your partner.

Version Level P1 P2
5A 3 100 80
5AA 2, 3 100 80
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:

  • Maximum Slide duration 30F


5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 All 14 3 21 -5 B 4~16 H
5BB 1700 All 13 3 27 -11 B

Your primary anti-air A grounded attack that hits the opponent out of the air and good blockstring tool albeit somewhat risky.

5B has good range, the head invul Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. comes in early and lasts awhile. It's great against horizontal approaches like IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. but struggles against opponents directly above her. Weiss also moves forward which can enemies to land behind her and its long recovery makes 5B easily punishable when baited/whiffed.

5B is jump cancelable on block which makes it a good branching point for blockstrings. Be careful tho since if the previous gets pushblock 5B can be punished.


Important combo filler.

5BB launches opponents opening many combo options making it central to Weiss's basic combo routing. 5BB's hitbox A general term showing where an attack can hit the opponent and where the character is vulnerable to attack. is leaner than 5B so while its consistent when using 5B as an anti-air, 5BB will whiff if used at 5B max range.

While 5BB is also jump cancelable on block, you have fewer cancel options and is even more unsafe on block/whiff than 5B so while you can use it in pressure, it's not a good idea.

Version Level P1 P2
5B 4 90 85
5BB 4 100 75

5B:
5BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 1+17L -4 B

Universal Overhead An overhead that all characters in a specific game have bound to the same input. Guilty Gear's 5D Dust attack is one of the earliest examples..

Like the other RWBY characters, Weiss's 5C has long startup but has long range, is safe on block and makes her airborne letting her low crush A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability./avoid throws.

As a mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. option, its long startup lets your enemy easily stuff it out so try to use it sparingly when you've conditioned them to expect other options.

She can combo into 5C after a counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. 5B. If the opponent has low health this is a good way to deal unburstable damage especially if you spend 1 bar to do Extra Assault.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 3 13 -4 F

One of your best pressure tools.

2A has every possible cancel option including jump (rare for 2A) making it great for blockstrings as it allows for tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s, frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s and stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals..

  • Chains into itself 3 times,even on whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack..
Level P1 P2
1 90 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 12 3 18 -4 F

Another alternative poke to 5A.

2B has more startup and less range than 5A but in exchange it can't be low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d and 1 less frame of recovery. This makes it a decent poke in certain matchups like  Chie.

Outside of that, it can be used in blockstrings as an additional low and in certain combos.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 16 3 27 -11 F

2C is probably Weiss least used move as anything it does, other normals do better. As such it's mostly just used to end combos to safely set up Glyphs.

2C has slightly more range than 5A but has 8 more frames of startup and recovery making easily whiff punishable, unsafe on block and more prone to being stuffed. Although you can special cancel, none of the cancels Weiss can do will let her keep up the pressure so using 2C signifies the end of her turn without assists.

Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 9 7 20 H
j.AA 1500 High 11 3 28 H

A great air-to-air A jumping attack that hits the opponent out of the air and nice for controlling air space.

Its disjointed hitbox and long active The active frames of an attack refers to the amount of time an attack can hit the opponent. frames let it contest airborne opponents and when combined with 5B, encourage them to stay grounded.

Can chain back into itself on block after j.AA making it fantastic at dragging down opponents during upback attempts. It also makes Weiss one of the few characters who can reliably ladder down into a fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. regardless of most heights and convert into a strong mixup, forcing the opponent to pushblock and waste meter to avoid it.

  • The hitbox extends down to her knee to hit crouching opponents.
  • Whiffs on crouch at max range.
  • Jump cancellable.

  • Double-jump cancellable.

j.AA is, in essence, her j.5B. Only use this during blockstrings or a hit confirm This keyword does not have an entry in the Glossary.

  • Double-jump cancellable.
Version Level P1 P2
j.A 2 80 75
j.AA 3 80 80

j.A:
j.AA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1500 High 11 3 28 H
j.BB 1000 High 9 7 20 H

Your primary jump-in/air-to-ground normal.

j.B has a much better hitbox for hitting grounded opponents making it better as a jump in. The hitbox also allows it to crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. and makes it more consistent in combos.

However, for neutral, its long recovery means doing it high in the air can get Weiss punished for it.

Version Level P1 P2
j.B 3 80 80
j.BB 2 80 75

j.B:
j.BB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 13 3 Until L+21L +1 Land Canceled, -23 at best otherwise H

A key move for Weiss in combos, pressure and even mixups.

j.C causes a HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit, making it essential for combo routing. Almost all her air combos will go into j.C before doing something else, usually j.214X.

By doing j.214X right before landing after doing j.C you can cancel the landing recovery giving her additional combo options (like j.C>land>5B which normally isn't possible) on hit and making her plus When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin. 1 on block letting her continue pressure. Learn how to land cancel to dramatically expand your offence by going to the Resources page.

In certain matchups, a j.C done right after jumping will hit crouching opponents letting you use it as a mixup option which is extremely useful for Weiss.

  • Slightly propels Weiss up, making it difficult to use for jump-ins
  • Is a 17 frame IOH against  Ragna in blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.,  Tager,  Jubei,  Wald,  Gord,  Mika,  Tank.
Level P1 P2
4 80 85


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1000×2 Throw 7~30 3 23 T

Weiss's primary form of mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. is strike/throw as her kit is great for punishing the opponent's reluctance (or lack thereof) to counter her pressure.

The optimal conversion midscreen is to do throw > delay > 214B > link To perform a second action after the first action completely finishes its animation. 4A. You need to time it so that the 214B hits right after they hit the wall. An easier method is to just run up and do 5A.

In the corner, you can cancel the throw into a charged Ice Shard to set up a Glyphs to get an extended combo.

Level P1 P2
0, 3, 5 100 50
  • Mininum damage 2000

Snow Globe

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2100 Air Unblockable 14 3 48 -32 B 1~16 All

Universal Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion..

Weiss's DP hits on both sides of her letting it beat left/right mixups and crossups. However, it has poor horizontal and vertical so it's not great as an anti-air and as with all dp's it's very punishable on block/whiff so use it with caution.

Level P1 P2
4 80 60
  • Minimum Damage 105


Skills

Ice Shard

236A/B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 60 Until Hit Total: 46 [Total: 35] P
236[A] Total: 35
236B 1500 All 60 Until Hit Total: 46 P
236[B] Total: 35

Ice Shard serves an important part of Weiss's gameplan in neutral and pressure.

The uncharged version fires a projectile that tracks the opponent's position when it fires so it can still miss if they keep moving. It's still good as a long-range attack in neutral When neither player is in an advantageous position in terms of stage position. to force them to do something. Weiss also recovers before the projectile fires letting her approach from afar and start combos/pressure up close.

The charged version places a black glyph that lets Weiss use follow-up attacks from 214x and j.214x during their startup, active and recovery frames when she's near them. Weiss has faster recovery letting her to deceive her opponents mid-pressure and punish them in case they attempt a counterattack so try to mix up the two versions to throw off your opponent.

  • Glyphs stay on screen even after switching, but disappear when used or when the corresponding Ice Shard skill is used.

236A

The Glyph is summoned a distance in front of Weiss. This is the version you'll mainly use for glyph setups to due the way the follow-ups work.


236B

Summons the glyph above Weiss, positioned slightly ahead the A version.

This is the version you'll want for Ice Shard as its position is better for hitting airborne opponents.

Version Level P1 P2
236A 3 80 80
236[A]
236B 3 80 80
236[B]

236A:

  • Minimum Damage 75


236[A]:
236B:

  • Minimum Damage 75


236[B]:

Glyph Dash Strike

214A/B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1800 All 14~28 3 18 -4 B
214[A] Total: 32
214B 1800, 1200 All 22~36 3 <(12)12> 16 <24+0L> -2 B
214[B] Total: 40
214A

Good combo tool in the corner and way to safely end block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.s.

Thanks to its low recovery, 214A can be used as a combo extender in corner letting you get loops.

Holding down the button will make Weiss fake the attack. This lets her bait out the opponent's reactions while staying safe during pressure.


214B

Another good combo tool especially with assists or during Cross Combo.

214B has a second rising hit which lets you get a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. which makes it your primary ender for ground combos. This also makes it a good point to call an assist to extend or to swap to your partner during cross combo.

You can feint 214B as well but it's slower than the 214A feint giving you little reason to use it.

Version Level P1 P2
214A 3 80 80
214[A]
214B 3 80 80
214[B]

214A:

  • Minimum Damage 90


214[A]:
214B:

  • Values in [] are for hold version
  • Only does followup attack (values in <>) on hit
  • Minimum Damage 90, 60 (150)


214[B]:

Snowfall

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 1500 All Until L+4 3 18 -4 F
j.214B 1700 All Until L+4 3 24 -10 F

Weiss's primary air combo ender and good combo piece in partner combos.

Weiss dives downward and attacks once she reaches the ground. As such she doesn't have a hitbox A general term showing where an attack can hit the opponent and where the character is vulnerable to attack. mid-air so it can't be used as a dive kick.

Still, it helps add extra damage to combos after j.C as well as a good point to call an assist to extend or to swap to them.


j.214B

Has more startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. and recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. but has a more horizontal trajectory than the A variant and deals more damage.

j.214B has all the same uses as the A version but it can whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack. in combos depending Weiss's height when she used j.C.

Version Level P1 P2
j.214A 3 80 80
j.214B 3 80 80

j.214A:

  • Minimum Damage 75
  • Maximum Slide duration 25F


j.214B:

  • Minimum Damage 85
  • Maximum Slide duration 32F

Twisting Air Step

8A during select moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A/B > 8A 1750 High 19 5 5+6L +3 H
j.214A/B > 8A 1900 High 20 5 Until L+15L H

Weiss crosses to the overside of the opponent and does an attack that hits overhead An attack that the opponent must block high.. An additional mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. tool, solo and with a partner.

It's fast startup and frame advantage The difference in time an attacker and a defender can begin moving again after blocking an attack. which lets her keep her turn even if it's blocked means its the main option that makes glyphs scary. She gets a left/right when combined with 8CBBTag Weiss Piruetto.pngGuardAllStartup18Recovery8+5LAdvantage+3 but with an assist, you can get even stronger mix-ups. Keep in mind that going into 8A will never be a true blockstring so your opponent can reversal out.

You can convert into a combo by link To perform a second action after the first action completely finishes its animation.ing 2A.

Version Level P1 P2
214A/B > 8A 4 80 85
j.214A/B > 8A 4 80 85

214A/B > 8A:

  • Minimum Damage 87


j.214A/B > 8A:

  • Minimum Damage 95

Piercing Air Step

8B during select moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A/B > 8B 2200 All 34 6 12L +3~6 H 11~36 B
j.214A/B > 8B 2350 All 22 Until L 17L H 1~Landing B

Weiss leaps back and dives down on the enemy, similar to her j.214x specials. Your reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. bait tool and a minor piece in combos.

Weiss has invul Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. to body attacks during the move. This makes it great for punishing an opponent who tries to reversal through 8A and even if it's blocked, you're +6 so you can continue pressure. The opponent can delay their reversal to catch but you can delay the move in response.

It's a great stater on counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. but on normal hit you can still follow up with 4A/2A which makes it good for extending combos after 214B, 214C or j.214C.

Version Level P1 P2
214A/B > 8B 4 80 75
j.214A/B > 8B 4 80 75

214A/B > 8B:

  • Minimum Damage 110


j.214A/B > 8B:

  • Minimum Damage 117

Pirouette

8C during select moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A/B > 8C 1300×2 All 18 3(6)3 8+5L +3 H
j.214A/B > 8C 1400×2 All 18 3(6)3 Until L+5L H

Your main combo and pressure extender when you have a glyph up or can't use assist.

8C has the fastest startup out of all glyph options, moves Weiss forward, launches the opponent away and is plus +3 on block. These make it great for extending combos and your pressure.

Additionally, this is the option you'd use after conditioning the opponent to block 8A on reaction to 214's blockstun and/or animation to mix them up.

  • Despite being a C special, costs no meter.
Version Level P1 P2
214A/B > 8C 4 90 85
j.214A/B > 8C 4 90 85

214A/B > 8C:

  • Minimum Damage 65×2 (130)


j.214A/B > 8C:

  • Minimum Damage 70×2 (140)

Ice Pillar

22A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 13 132 Total: 39
22B 19 132 Total: 53

Ice Pillar is an under-utilized tool Weiss kit but can be quite effective when used properly.

Weiss creates an ice wall that can't be moved through and can stop attacks including projectiles before breaking. This combined with Ice ShardBBTag Weiss IceShard.pngGuardAllStartup60RecoveryTotal: 46 [Total: 35]Advantage- and Weiss's mid-range poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.s lets you keep the opponent away which is great when you want to stall for time or for your partner to recover health. Mobile characters like  Blake can easily get around the wall but slower ones like  Tager can struggle to get around it.

It also hinders characters like  Es who are reliant projectilesBBCF Es ShooterBreunor.pngGuardAllStartup15RecoveryTotal: 42Advantage-8 for neutral When neither player is in an advantageous position in terms of stage position. and as a genaral anti-zoning.

  • Can be cancelled into 236X.

22A

The pillar is small and can take 1 hit before breaking.

22A is good after push blocking to make it harder for them to get back in as well as for the aforementioned slow characters.


22B

The wall is bigger, can take 2 hits, places the pillar closer to her than the A version and has a longer total animation.

This one is better for covering you when you try to set glyphs especially since cancelling 22B into a charged glyph takes the same amount of time as doing 22B in its entirety.

Version Level P1 P2
22A
22B

22A:

  • 13-24F can cancel into Ice Shard


22B:

  • 19-30F can cancel into Ice Shard


Extra Skills

EX Ice Shard

236C (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1700×2 All 60 Until Hit Total: 46 P
236[C] Total: 35

Weiss summons 2 glyphs behind the opponent. A great neutral tool for starting your offense and meter investment.

Since there are 2 glyphs and they are behind the opponent, 236C is harder to avoid than its meterless versions which makes it better as a zoning The act of denying the opponent the ability to approach, jump, or other movement options. option. Weiss can run up from nearly fullscreen and start a blockstring should they block it.

When charged Weiss will create 2 black glyphs. You're trusting that the glyphs you set up will eventually be worth the meter you spend, either for combos or pressure.

Version Level P1 P2
236C 3 80 85×2
236[C]

236C:

  • Minimum Damage 170×2 (340)


236[C]:

Glyph Dash Triple Strike

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1450×3 All 14~22 3(12)3(9)3 19+9L -24 B, H×2

Your combo extender when glyphs or assist aren't available and still a great option when they are.

214C has fast startup and goes about 3/4 of the screen which makes it very easy to combo into and the wall bounce lets you combo out of it with almost anything. It has great corner carry and can even lead to corner-to-corner combos and the 3 hits make it a good point to call your partner and swap to them.

However, combo extensions is the only thing 214C as it serve no real purpose in neutral and is very unsafe on block giving it no use in pressure.

  • Does a 2-hit follow-up on hit OR block.
  • Can use glyph followups during the move.
Level P1 P2
4 80×3 75
  • Minimum Damage 145×3 (435)

Snowstorm

j.214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214C 1500, 500×4 All Until L+4 3(15)2,2,2,2 29+6L -18 F, H×4

214C but in the air. Great for combos and nothing else.

j.214C goes at the same trajectory as B variant but Weiss then goes into a rising strike. This lets you extend combos with 4A/5A after j.C.

Like 214C, this serves no purpose in neutral, pressure, etc.

Version Level P1 P2
j.214C 4 80 85

j.214C:

  • Minimum Damage 150, 50×4 (350)

Precision Parry

22C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22C 55 4~39 Guard HBFP
22C Attack 1850 All 14 5 21 -7 B 1~39 All

A unqine defensive option for getting out of pressure and ignoring situtions other characters would have to hold.

A counter A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. where if Weiss gets hit by a physical attack, she'll do a completely invulnerable A state where a character cannot be hit. A common component of reversal moves. version of 5B that groundbounces. If she is hit by a projectile,then the counterattack doesn't come out but the recovery of 22C becomes invulnerable.

22C is great against moves with reactable startup including Burst An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. since it leads to a full combo and oki. There are also some setups where on the opponents wake up The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends. you do 22C and call your assist. If the opponent does a reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. then 22C will parry it. If they don't then the assist will keep them blocking.

Finally, 22C can get you out of left/right mixups that are usally safe against reversals since even if the opponent swaps and the counterattacks misses, you can't be punished.

However, the counter is not frame 1, loses to throws and against air attacks,depending on your spacing, Weiss will cross under the opponent and miss so don't heavily rely on 22C.

  • On grouned hit follow up with 5A, on air hit follow up with 5B.
Version Level P1 P2
22C
22C Attack 4 80 75

22C:

  • On Guard Point, hitstop for Weiss is 14F. Opponent hitstop is 29F


22C Attack:

  • Minimum Damage 185


Partner Skills

5P

Glyph Dash Triple Strike

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 1500 All (18)+13~27 3 [(12)3(6)4] 36 [14+12L] -21 B

Your main combo extender assist.

5P is 214C so it has its fast startup, great range and its 3 hits and wall bounce make it super easy for your point to continue the combo.

If the opponents at a certain height mid-air, Weiss 5P can loop into self during Cross Combo.

  • Followup hits only come out on hit.
Level P1 P2
3 70 80
  • Minimum Damage 50×2, 75 (175)

6P

Ice Shard

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+51 Until Hit Total: 59 P

A decent neutral and pressure assist.

Although it has poor startup, its tracking makes it a serviceable option for covering an approach or giving your opponent something to dodge.

Additionally, as long as you time it right, if you active switch to Weiss the projectile will still come out making her plus on block. The long startup also good for having Weiss on screen for active switch potential.

  • If you swap too early, the projectile won't come out.
Level P1 P2
3 70 80
  • Minimum Damage 75

4P

B Glyph Dash Strike

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1750 All (18)+20~22 12 22+12L -21 H

A great combo option and niche and pressure tool.

4P on hit send the opponent very high in the air, giving your point plenty of time to combo or to swap to Weiss and have her convert.

Weiss moves up and forward during 4P. This when combined with moves that vacuum like  Hilda's 5BBBBTag Hilda 5BB.pngGuardAllStartup21RecoveryTotal 46Advantage-7 can create left/right mixups and put them in a situation where they’re forced to waste resources to escape.

Level P1 P2
3 70 80
  • Minimum Damage 87


Distortion Skills

Glacial Torrent

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
4400
[4400, 2700]
All 1+(43 Flash)+6 Until Hit Total: 76 -36 P2 1~9 All

A decent reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. and combo ender and not much else.

236B+C is tied with 2A and 4A for Weiss's fastest attack. This combined with its range makes it a good option for breaking out of blockstrings when 5A+DBBTag Weiss SnowGlobe.pngGuardAir UnblockableStartup14Recovery48Advantage-32 or 214B+C would fail. It can also be made safe on block and start combos on hit with assists thanks to its short duration.

Its fast startup also lets you combo into it in scenarios where 214B+C would fail like after a low to the ground j.C.

236B+C is NOT an anti-zoning The act of denying the opponent the ability to approach, jump, or other movement options. as it loses to many projectiles and the short invul can lead to Weiss being hit before the attack connects.

  • The further away, the higher the hitbox increases in height.
Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 1232 [1232, 175 (1407)]

Snow Flurry

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000, 1250×4
[2000, 1250×4, 570×4]
All 1+(70 Flash)+14 9 33 -23 B 1~23 All

Weiss's main super for ending combos, punish Attacking someone when they are unable to block, making the damage guaranteed.ing and defence.

214B+C deals the most damage out of Weiss's 2 supers which along with its respectability make it your go-to ender when you want to cash out or guarantee a kill. It has poor vertical range making whiff against airborne opponents unless they're low to the ground.

It also serves as your actual anti-zoning and whiff punish attack. However, despite its appearance, it does not go full screen but instead, 3/4s so don't use it if they are completely fullscreen.

Finally, it can allow Weiss to escape the corner on whiff should they jump helping it as a reversal.

  • The enhanced version can cause you to lose the corner in combos depending on their height when hit.
Level P1 P2
4, 3×4, 80 100 [100, 60]
  • Values in [] are for Enhanced version
  • Minimum Damage: 700, 312×4 (1948) [700, 312×4, 57×4 (2176)]
  • [Plunging attack is considered a separate attack with P2: 60%]


Distortion Skill Duo

Glacial Torrent

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(93 Flash)+1 3 61 -23 B 1~4 All

A standard DHC A term that describes when a character performs a super attack in a team game and tags into another characters super..

Use it if it will kill or if your point has low health and you need to swap.

It also has a short duration letting you extend combo with supers like  Yu's ZiodyneBBTag Yu Ziodyne.pngGuardAllStartup5+(33 Flash)+13Recovery52Advantage-34 or use them to go for mixups.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

White Night

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(60 Flash)+10 21 34 -36 F 1~27 All
  • 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.

Level P1 P2
4


Colors

Navigation

 Weiss Schnee
To edit frame data, edit values in BBTag/Weiss Schnee/Data.


Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information