BBTag/Weiss Schnee/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:23F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1000 All 7 3 12 -1 B - 100 75 - 2 13 14 14 18 26 10 +0 +1 -
5A 1500 All 8 3 19 -5 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 800, 1500 All 12 6(2)5 16 -4 H, B - 100 80 (Once) - 2, 3 13, 16 14, 17 22 + GBounce, 17 + GBounce 18, 22 34 + GBounce, 31 + GBounce 3, 11 +0 +1, +2 -
5AAA 1700 All 14 3 23 -7 B - 100 85 - 4 18 Launch 30 + Slide 30 Launch 45 + Slide 30 12 +0 +5 -
5AAAA 2000 All 25 3 Total: 65 -4 P1 - 100 85 - 4 18 19 30 24 45 0/+18 +18 +23 -
2A 1000 Low 7 3 13 -4 F - 90 70 - 1 11 12 12 16 23 9 +0 +0 -
5B 1700 All 14 3 21 -5 B 4~16 H 90 85 - 4 18 19 24 24 39 12 +0 +5 -
5BB 1700 All 13 3 27 -11 B - 100 75 - 4 18 Launch 24 Launch 39 12 +0 +5 -
2B 1500 Low 12 3 18 -4 F - 90 80 - 3 16 17 17 22 31 11 +0 +2 -
5C 800+ High 26 3 1+17L -4 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 16 3 27 -11 F - 90 85 - 4 18 Launch 30 Launch 45 12 +0 +5 -
j.A
j.BB
1000 High 9 7 20 - H - 80 75 - 2 13 14 14 18 26 10 +0 +1 -
j.B
j.AA
1500 High 11 3 28 - H - 80 80 - 3 16 17 17 22 31 11 +0 +2 -
j.C 1700 High 13 3 Until L+21L - H - 80 85 - 4 18 Launch 60 + Down 23 Launch 75 + Down 23 12 +0 +5 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 1000*2 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 3, 5 - Launch 30, 40 + WBounce 60 - - - 0, 11, 0/+13 - -
  • Minimum Damage 100% (2000)
Snow Globe
Reversal Action
2100 Air Unblockable 14 3 48 -32 B 1~16 All 80 60 - 4 18 Launch 60 Launch 75 12 +10 +10 -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Ice Shard
236A
1500 All 60 Until Hit Total: 46 [Total: 35] - P - 80 80 - 3 16 17 40 22 54 8 +0 +2 -
  • Values in [] are for hold version
B Ice Shard
236B
1500 All 60 Until Hit Total: 46 [Total: 35] - P - 80 80 - 3 16 17 40 22 54 8 +0 +2 -
  • Values in [] are for hold version
A Glyph Dash Strike
214A
1800 All 14~28 3 18 [Total: 32] -4 B - 80 80 - 3 16 Launch 30 Launch 44 11 +0 +2 -
  • Values in [] are for hold version
B Glyph Dash Strike
214B
1800, 1200 All 22~36 3 <(12)12> 16 <24+0L> [Total: 40] -2 B - 80 80 (Once) - 3 16 Launch 60 Launch 60 11 +0 +2 -
  • Values in [] are for hold version
  • Values in <> are on hit
A Snowfall
j.214A
1500 All Until L+4 3 18 -4 F - 80 80 - 3 16 20 20 + Slide 25 25 34 + Slide 25 11 +0 +2 -
B Snowfall
j.214B
1700 All Until L+4 3 24 -10 F - 80 80 - 3 16 27 27 + Slide 32 32 41 + Slide 32 11 +0 +2 -
Twisting Air Step
214A/B > 8A
1750 High 19 5 5+6L +3 H - 80 85 - 4 18 Launch 30 + Down 23 Launch 45 + Down 23 12 +0 +5 -
Air Twisting Air Step
j.214A/B > 8A
1900 High 20 5 Until L+15L - H - 80 85 - 4 18 Launch 30 + Down 23 Launch 45 + Down 23 12 +0 +5 -
Piercing Air Step
214A/B > 8B
2200 All 34 6 12L +6 H 11~36 B 80 75 - 4 18 Launch 30 + Down 28 Launch 45 + Down 28 12 +0 +5 -
Air Piercing Air Step
j.214A/B > 8B
2350 All 22 Until L 17L - H 1~Landing B 80 75 - 4 18 Launch 30 + Down 28 Launch 45 + Down 28 12 +0 +5 -
Piruetto
214A/B > 8C
1300*2 All 18 3(6)3 8+5L +3 H - 90 85 (Once) - 4 18 Launch 30 Launch 45 6, 12 +0 +0 -
Air Piruetto
j.214A/B > 8C
1400*2 All 18 3(6)3 Until L+5L - H - 90 85 (Once) - 4 18 Launch 30 Launch 45 6, 12 +0 +0 -
A Ice Pillar
22A
- - 13 132 Total: 39 - - - - - - - - - - - - - - - -
  • 13-24F can cancel into Ice Shard
B Ice Pillar
22B
- - 19 132 Total: 53 - - - - - - - - - - - - - - - -
  • 19-30F can cancel into Ice Shard

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
EX Ice Shard
236C
1700*2 All 60 Until Hit Total: 46 [35] - P - 80 85 - 3 16 17 40 22 54 8 +0 +2 -
Glyph Dash Triple Strike
214C
1450*3 All 14~22 3(12)3(9)3 19+9L -24 B, H*2 - 80*3 75 (Once) - 4 18 Launch 35*2, 35 + WBounce 40 Launch 50*2, 50 + WBounce 40 3*2, 12 +0 +5 -
Snowstorm
j.214C
1500, 500*4 All Until L+4 3(15)2,2,2,2 29+6L -18 F, H*4 - 80 85 (Once) - 4 18 Launch 30, 60*4 Launch 45, 75*4 12, 3*4 +0 +5 -
Precision Volley (Catch)
22C
- - - - 55 - - 4~39 Guard HBFP - - - - - - - - - - - - -
  • On Guard Point, hitstop for Weiss is 14F. Opponent hitstop is 29F
Precision Volley (Attack) 1850 All 14 5 21 -7 B 1~39 All 80 75 - 4 18 Launch 39 + GBounce Launch 54 + GBounce 12 +5 +5 -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
Glyph Dash Triple Strike
1000*2, 1500 All (18)+13~27 3 [(12)3(6)4] 36 [14+12L] -21 B - 70 80 (Once) - 3 16 Launch 30*2, 30 + WBouce 40 - - 11 11*2, 9 - -
6P
Ice Shard
1500 All (18)+51 Until Hit Total: 59 - P - 70 80 - 3 16 17 40 - - 0/+8 +8 - -
4P
B Glyph Dash Strike
1750 All (18)+20~22 12 22+12L -21 H - 70 80 - 3 16 Launch 70 - - 6/+8 +8 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Glacial Torrent
236B+C
4400
[4400, 2500]
All 1+(43 Flash)+6 Until Hit Total: 76 -36 P2 1~9 All 100 60 (Once) - 4 18 Launch 60 Launch 75 0/+15 +40 [+40, +20] +40 [+40, +28] -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1232 [1232, 175 (1407)]
Snow Flurry
214B+C
2000, 1250*4
[2000, 1250*4, 570*4]
All 1+(70 Flash)+14 9 33 -23 B 1~23 All 80 100*4, 60 [*4 (Once)] - 4, 3*4, 18 19, Launch*4 [*8] 19, 60 + GBounce*4 [*8] 24, Launch*4 [*8] 34, 75 + GBounce*4 [*8] 12/ 12/+20, 1*3, 12, 3*4 +20, +2*4 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 700, 312*4 (1948) [700, 312*4, 57*4 (2176)]
Glacial Torrent
Distortion Skill Duo
2000 [2500] All 1+(93 Flash)+1 3 61 -23 B 1~4 All 100 100 - 5 20 Launch 60 Launch 76 0/+20 +20 +20 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
White Night
222B+C
- All 1+(60 Flash)+10 21 34 -36 F 1~27 All - - - 4 18 - - - - 12 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[1] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA and 4AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA - - Special, Super
5AAAA - - - -
2A[3] 4A, 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 5BB, 2B 5C, 2C Jump[-], Special, Super
2B[1] - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A and j.BB j.AA j.B j.C Jump, Special, Super
j.B and j.AA j.A j.BB j.C Jump, Special, Super
j.C - - - Special, Super
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • 5AA and 4AA cancels are on last hit

Sources[edit]

Early Proration Data from Hima based on the Beta
Link

Navigation[edit]

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