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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.
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) |
- 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.)
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 5AGuardAllStartup8Recovery16Advantage-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 GlyphGuardAllStartup60RecoveryTotal: 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 |
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 To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent..
- 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 |
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 8CGuardAllStartup18Recovery8+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 ShardGuardAllStartup60RecoveryTotal: 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 projectilesGuardAllStartup15RecoveryTotal: 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 5BBGuardAllStartup21RecoveryTotal 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+DGuardAir 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 |
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 ZiodyneGuardAllStartup5+(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