Weiss/Es stuff


I played around 15-20 hours of BBTag at Anime Ascension and I was running Weiss/Es the entire time trying to find everything I can.

Overall Thoughts
-These two characters are very good and synergies well together!
-Amazing normals and zoning.
-A lot of corner carry with assist extensions with either character on point.

Weiss
-5A has great reach and pretty good upward hitbox, good for air confirms
-5AA Cartwheel normal (2hits) this is very good since it confirms no matter the height after 5A
-5AAA Sword thrust good for corner carry, can be followed up by 214X
-4A faster than 5A but slightly smaller hitbox.
-2A typical low 2A (relatively fast to other 2A's)
-5B head invul. very good anti air that leads to big damage (The God Button)
-5BB go to launcher into air combos, whiffs frequently if not spaced correctly after 5B so not recommended to use on a blockstring.
-2B good range low.
-5C universal overhead rather slow and easy to react to
-2C sweep, great range and special cancelable.
-236X fireball, long startup but tracks opponent. 236C costs 1 bar.
-236X (Hold) puts a sigil on the screen, these serve as follow ups after 214X with 8A/B.
-8A follow up: overhead move can cross up and extended with assist
(Ex. of corner cross up https://twitter.com/tenpai_miko/status/980575189888000002)
-8B follow up: back hop into j.214A can follow up with 2A on hit.
-214X forward thrusting move (similar to Ranga's hell's fang) safe on block. 214B has an uppercut follow up with full untech time. 214C costs one bar.
-22A/B Summons ice wall (similar to Jin's 2D) cannot walk through it, absorbs 2 enemy projectiles.
-22C Parry (Similar to Hakumen's 236236D) can be followed up if proc'd. Costs 1 bar.
-j.214X Dive special (Similar to I-No's) no hitbox until it reaches the ground, good way to get in when covered by an assist. A/B/C changes angles, C costs 1 bar has an uppercut follow up.
-236B+C Ice super reaches full screen, costs 2 bars
-214B+C Fully invul. dash into cinematic super, costs 2 bars
-Supers cannot be performed in the air

Assists (Weiss)
-Back Assist: uppercut followup from 214B
-Neutral Assist: 214C (lots of hits and corner carry, forced wallbounce)
-Forward Assist: 236B just her regular fireball

BnB's (Weiss)
-5AAA > 214X
-5AA > 5BB > j.b > jc > j.b > j.c > j.214A
-5AA > 5B > 2C > Super

Es
Note: All of her drive moves proc instantly similar to her 5D
-5A: 5B
-5AA: 5C
-5AAA: 6C
-4A: 5A
-2A: 2B
-5B: 5D
-5BB: 2D
-2B: 2C
-5C: 6A (Universal Overhead)
-2C: 3C
-j.AA: j.BB (can be whiff canceled)
-j.B: j.C (Can be used for instant overhead)
-j.C: j.D
-236A/B: Same to their CF counterparts
-236C: instantly throws upgraded fireball, costs 1 bar
-214A: Same to the CF counterpart
-214B: Same to the CF counterpart
-214C: Same to the CF counterpart
-j.236A/B: Same to their CF counterpart
-j.236C: rapidly throws j.A and j.B fireball, costs 1 bar
-236B+C: 632156A (usable in the air)
-214B+C: 632146C

Assists (Es)
-Back Assist: 6D (Insanely good assist!!)
-Neutral Assist: 214C (follow up on hit)
-Forward Assist: 236A > 236B (Another insanely good assist!!)

BnB's (Es)
-5AAA > 2C > 214CC
-(From air confirm) 5AA > 2B > j.AA > jc > j.A > j.B > j.C, whiff for oki.

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