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* Projectiles track but can miss easily | * 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 | * Steep learning curve; requires a good understanding of neutral to play | ||
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===Semblance: Glyphs=== | ===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. | 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. | ||
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{{#lst:BBTag/Weiss Schnee/Data|Links}} | {{#lst:BBTag/Weiss Schnee/Data|Links}} | ||
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==Normal Moves== | ==Normal Moves== | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Weiss flips forward and kicks twice. | * Weiss flips forward and kicks twice. | ||
* Slams down an airborne opponent. | * Slams down an airborne opponent. | ||
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* Weiss stabs with her rapier. | * Weiss stabs with her rapier. | ||
* Its horizontal reach makes it a good tool for air-to-air. | * Its horizontal reach makes it a good tool for air-to-air. | ||
* | * The hitbox extends all the way down to her knee so it is possible to hit crouching opponents. | ||
Weiss pokes outward across from her, strengthening her air game. Technically counts as an overhead and offers safejump potential, but it ultimately works best against characters aerially facing or slightly above her. You can consider this move more often against characters with tall or big hurtboxes, like Tager, Wald or Azrael. | Weiss pokes outward across from her, strengthening her air game. Technically counts as an overhead and offers safejump potential, but it ultimately works best against characters aerially facing or slightly above her. If timed properly, it can be used as a jump-in rather j.b because of the increased active frames where the sword will "catch" the enemy underneath. You can consider this move more often against characters with tall or big hurtboxes, like Tager, Wald or Azrael. | ||
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{{!}}- | {{!}}- | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Weiss slashes and blasts the opponent away. | * Weiss slashes and blasts the opponent away. | ||
* Requires you to dash forward to be able to connect 5A from midscreen | * Requires you to dash forward to be able to connect 5A from midscreen. | ||
* In corner can cancel into 236[A] glyph setup to make extended combo (and end again in a glyph setup). | * In corner can cancel into 236[A] glyph setup to make extended combo (and end again in a glyph setup). | ||
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==Skills== | ==Skills== | ||
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* The Glyph is summoned a distance in front of Weiss. | * 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. | * Glyphs stay on screen even after partner switch, but disappear when used or when the corresponding Ice Shard skill is used. | ||
* There will be a delay before the projectile fires | |||
Weiss summons a projectile that tracks the opponent. When holding down this move, Glyph Setup allows Weiss to create a black Glyph that stays in places and she recovers faster compared to Ice Shard input, allowing her to deceive her opponents mid-pressure and punish them in the case they attempt a counterattack. Setting glyphs is still unsafe against fast and long reaching moves though and is best used after a hard knockdown from 2C or with Assist coverage. Ice Shard is a great move to keep in mind after setting up an ice pillar. Try to mix up Ice Shard and Glyph setup during pressure to throw off your opponent and punish any challenges they may try to make. | 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. | ||
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{{Description|7|text= | {{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. | 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. This version is the one that you'll reserve for her Ice Shard as its a good tool for oki. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Not an overhead. | * Not an overhead. | ||
* Does not have an active hitbox in mid-air so be careful. | |||
Weiss dives downward. On CH she can follow up. She can also use this move as an assist crossup tool before she hits the ground. Can be used as an air combo finisher after j.C, and can cancel into an Astral while in Resonance Blaze. | Weiss dives downward. On CH she can follow up. She can also use this move as an assist crossup tool before she hits the ground. Can be used as an air combo finisher after j.C, and can cancel into an Astral while in Resonance Blaze. It is advised not to use this unless its used to end a combo since she can easily be hit out of this attack. | ||
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* Accessible during any of Weiss's 214x or j.214x specials when near a Glyph | * Accessible during any of Weiss's 214x or j.214x specials when near a Glyph | ||
* Not an overhead | * Not an overhead | ||
* Has invincibility against body attribute attacks | |||
Weiss leaps back and dives down on the enemy, similar to her j.214x specials. Since Weiss creates space between her and the enemy, you'll use this move to bait out DPs, hard-hitting grounded attacks, or moves with poor recovery (such as Yukiko's 5A or Yosuke's 5B). Great starter on CH, though on normal hit you can follow up wit 2A just as well. The aerial version of this move has Weiss take a brief beat before lunging at the opponent. | Weiss leaps back and dives down on the enemy, similar to her j.214x specials. Since Weiss creates space between her and the enemy, you'll use this move to bait out DPs, hard-hitting grounded attacks, or moves with poor recovery (such as Yukiko's 5A or Yosuke's 5B). Great starter on CH, though on normal hit you can follow up wit 2A just as well. The aerial version of this move has Weiss take a brief beat before lunging at the opponent. The window to input 8B is fairly large, which works well when combined with this move and its mid-invulnerable properties, so keep that in mind when utilizing it. | ||
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* Mainly used in combos | * 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). | 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). Since it's plus on block, it's a good way to continue your pressure, so its a good choice to use instead of Twisting Air Step. | ||
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* Will stop 1 attack before breaking | * 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). | Summons a chunk of ice. 22A allows her to 4A/5A more safely, as can hop over it afterwards regardless of hit or block. It is ideal to use this after pushblocking or after 2B or 2C. Cancels out most projectiles, like Tager's Spark Bolt and Ruby's 236A, but doesn't fully cancel out Hyde's 236A (which is a multi-hitting projectile). Note, because it places farther away than Ice Pillar B, using it after 2C or 2B will box the enemy in so if you want to create space for yourself then this move should not be used. | ||
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* Will stop 2 attacks before breaking | * Will stop 2 attacks before breaking | ||
* Has armor against projectiles | * Has armor against projectiles | ||
* Placed closer than Ice Pillar A | |||
Summons a bigger chunk of ice. Has slower startup than 22A, but has a taller hurtbox and is much sturdier than 22A, albeit cannot be hopped over. Interesting to note is that specifically vs Hyde, it is an invaluable tool as 22B blockades him from hitting you during his incoming down attack. | Summons a bigger chunk of ice. Has slower startup than 22A, but has a taller hurtbox and is much sturdier than 22A, albeit cannot be hopped over. Interesting to note is that specifically vs Hyde, it is an invaluable tool as 22B blockades him from hitting you during his incoming down attack. It can be used after 2B or 2C, but the only difference with this version is that it will keep the enemy away from her. | ||
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==Extra Skills== | ==Extra Skills== | ||
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* Startup of and approximate range of A, but does a 2-hit followup similar to B on hit OR block | * Startup of and approximate range of A, but does a 2-hit followup similar to B on hit OR block | ||
* Combo tool | * Combo tool | ||
* Wall bounces the enemy | |||
Weiss dashes forward slashing with her rapier, slashes the opponent into the air, and then thrusts them away. Because it has an 214X input, she is able to access Glyph followup moves 8A/8B/8C at any time. Good for corner carry. Does have no feint version. Is highly situational and very unsafe on-block and on-whiff, making it mostly only useful for combo enders. | 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. | 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. | ||
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====== <font style="visibility:hidden" size="0">Precision Parry</font> ====== | ====== <font style="visibility:hidden" size="0">Precision Parry</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Weiss_PrecisionVolley.png |caption= | |image=BBTag_Weiss_PrecisionVolley.png |caption=Thank you Sol, the only Weiss player that uses it. | ||
|input=22C | |input=22C | ||
|name=Precision Parry | |name=Precision Parry | ||
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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. | 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. | ||
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==Partner Skills== | ==Partner Skills== | ||
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====== <font style="visibility:hidden" size="0">4P</font> ====== | ====== <font style="visibility:hidden" size="0">4P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Weiss_GlyphDashStrike.png |caption= | |image=BBTag_Weiss_GlyphDashStrike-2.png |caption= | ||
|input=B Glyph Dash Strike | |input=B Glyph Dash Strike | ||
|name=4P | |name=4P | ||
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==Distortion Skills== | ==Distortion Skills== | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
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}} | }} | ||
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==Astral Heat== | ==Astral Heat== | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Weiss Schnee/Data|Links}} | {{#lsth:BBTag/Weiss Schnee/Data|Links}} |
Revision as of 08:03, 18 September 2019
Weiss Schnee |
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Overview
"My name is Weiss Schnee. You would do well to remember it."
Backstory
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. Weiss wields a Multi Action Dust Rapier called Myrtenaster. Inside its guard is a revolving chamber of 6 slots filled with dust that she uses in combat. Combined with her semblance, this gives Weiss a wide arsenal of tools at her disposal to fight during battles. She also possesses the ability to summon mighty foes she has previously slain in combat, using their strength to overwhelm and destroy her opponents.
Playstyle
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
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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.
Normal Moves
4A
4A |
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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. |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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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. |
2B
2B |
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Low poke with really good range. Mostly used either during blockstrings or extend combos. Not so much a move to consider while in neutral (especially if the enemy has super meter), as it hits really low and may leave her wide open if jumped over. Unsafe on pushblock. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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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. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C |
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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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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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. |
Snow Globe
Snow Globe 5A+D |
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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. |
Skills
Ice Shard
Ice Shard 236A/B (Chargeable) |
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Glyph Dash Strike
Glyph Dash Strike 214A/B (Chargeable) |
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Snowfall
Snowfall j.214A/B/C |
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Twisting Air Step
Twisting Air Step 8+A during select moves |
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Piercing Air Step
Piercing Air Step 8+B during select moves |
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Piruetto
Pirouette 8+C during select moves |
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Ice Pillar
Ice Pillar 22A/B |
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Extra Skills
EX Ice Shard
EX Ice Shard 236C (Chargeable) |
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Summons two tracking projectiles behind the opponent. If held down, two glyphs are summoned behind the opponent instead and she recovers very fast. |
Glyph Dash Triple Strike
Glyph Dash Triple Strike 214C |
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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. |
EX Snowstorm
EX Snowstorm j.214C |
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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 |
Precision Parry
Precision Parry 22C |
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Partner Skills
5P
5P Glyph Dash Triple Strike |
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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. |
6P
6P Ice Shard |
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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. |
4P
4P B Glyph Dash Strike |
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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. |
Distortion Skills
Glacial Torrent
Glacial Torrent 236B+C |
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Summons a wall of ice spikes. During resonance, it finishes with her summoning an ice sword to strike the opponent. Has some invul at the start. The further away, the higher the hitbox increases in height. An effective reactive tool to use when you find a gap in the enemy's blockstring and/or movements, and can even end matches with the precise call. A glitch occurs with the RB version of this move: if the opponent lunges towards you but then active switches before you 236BC, they will recover before the 2nd part comes out and they can punish you afterwards. Only use this move when you absolutely have to. |
Snow Flurry
Snow Flurry 214B+C |
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This move only travels about 3/4s of the full screen, so don't use this move if they are completely fullscreen. In the corner, you can use this move to get out free should they jump. On block, it is unsafe, so be careful. It does very rarely hit on enemies in the air, so don't cancel into it from 5BB but use e.g. 5B2B instead. Can also whiff sometimes when enemy is in last quarter of it's range. |
Distortion Skill Duo
Glacial Torrent P during Main Character's Distortion Skill |
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Because of the fast speed of the attack depending on the super can be used as a combo extender |
Astral Heat
White Night 222B+C |
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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. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
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