BBTag/Weiss Schnee/Combos

From Dustloop Wiki
Jump to navigation Jump to search
Weiss Schnee


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Template-info.png This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo

5A>5BB>(dl)j.B~B~C>j.2146B>5BB>j.BB>j.C>>214B
Weiss' normal land cancel combo.

5BB>j.BB(jc)>j.BB>j.C>j.214A
This also works if 5B hits in the air.

Throw>214B>2A>5A>5BB>j.BB>j.C>j.214A
If 214B launches high enough after the throw wallbounce, picking up with 2A is possible.
If this is hard to time, you can also call assist after 214B instead.

CH j.A>jc>j.A>j.C>j.214A
Confirming a combo off CH j.A by landing first is difficult due to short hitstun, so you can reliably follow up with a short air string instead.
Extending the combo by calling assist after j.214A is also possible.

With Assists

5AA[4P]>2C[4P hit]>214[A]>5B>214A>8C
~6185 dmg.

5AA[4P]>2C>[4P hit](>22B)>5B>214B>4A>5AA>2C>214B+C
~8645 dmg. High damage combo using 4A pickup after 214B. 22B is optional. Adding a partner super raises the damage to over 10k.

5AAA[6P]>214B>[6P hit]5BB>j.BB>j.C>j.214A
5AAA[6P]>214B[Active Change]>[6P hit]>continue with switched-in char
Assist combos possible with late-hitting assist attacks (e.g. Jin/Nu 6P).

5A>5B>2C[assist]>236[A]>dash5AA(>2C)
>214A>8C>5A(4A)>5BB>sjc.JC>J214B

~7574 dmg. Good meterless damage with lots of corner carry. 2C doesnt work with some assists. Use 4A after 8c if timing is off. (e.g. Hyde/Yu/Jin 5p, Susanoo 4p)


Corner

Solo

(With A glyph set)5AAA>214B>8C>4AAA>etc.
~6300 dmg. Converting into this string is possible from both 2A and j.BB but lowers the damage.

Air CH 5B>5AA>5BB>214B>4AAA>etc.
Hitting the opponent in the air with 5AA allows a 4A pickup after 214B.

Throw > 236[B] > 5A > 5B > 214B > 4A > 5B > 214B > 4AA > 236[A]

Damage: 4995
Notes:
  • A throw combo that sets up 2 Glyphs that can be used for offense or combos afterwards

(With A glyph set)Throw>5B>214B>(dl)8C>4AAA>etc.
~4700 dmg. Corner throw route using an already-set glyph instead of an assist.

With Assists

5AAA[5P]>236[A][5P hit]>5B>214B>(dl)8C>4AAA>etc.
~6500 dmg. Converting into this string is possible from both 2A and j.BB but will lower the damage to ~4800 for this string.

5B>2B>2C[4Por5P]>236[A][4Por5P hit]>5AAA>214B>(dl)8C>4AAA>etc.
~6800 dmg. High damage punish string using 5B starter.

Throw>2C[5P]>236[A][5P hit]>5B>214B>(dl)8C>4AAA>etc.
~5000 dmg. Corner throw route for damage by using assist to place a glyph. Mind the timing of the throw wallbounce for the 2C pickup.



Combo Theory

5AA>5B>2C(>214A)
Basic string. Inputting 4P before 2C allows you to pick up with 5B.
5AA does not reach from the max range of 5A, so use 5A>5B instead.
Since you can feint 214A by inputting 214[A], you can hit-confirm the above string and cancel it with 214[A] on block.

5AA>5BB>etc.
Basic solo launcher.

(corner, anti-air)5AA>5BB>214B>4A>etc.
In the corner, you can pickup with 4A after 214B. This is also a good opportunity to call an assist.

(high anti-air)5B>214B>4AA>5B>2C
On high air hit you can do the same 214B>4A pickup even midscreen.

~j.BB(jc)>j.BB>j.C>j.214A
~j.AA(jc)>j.AA>j.C>j.214A
Basic air string, using Snowfall ender. Snowfall has a long recovery but causes the opponent to slide, allowing you to easily pickup with an assist.
Pressing j.AA results in j.A>j>B and pressing j.BB results in j.B>j.A.
j.BB is stronger in most cases and floats the opponent, so use this version when possible.
Occasionally j.AA will not combo if j.A floats the opponent too high for j.B.
If need be you can omit inputs for consistency (e.g. j.B(jc)>j.B>j.C>j.214A).
In the corner you can use j.214B ender for more damage.


Video Examples

Basic Weiss Combos by Meno

External Documents and References

Complete list of current Weiss combos including land cancels

https://docs.google.com/spreadsheets/d/1mqjCZ-BgA2V7sbBoKoiXnhbdbyYw_BkL7nS7f8kR4NQ/edit?usp=sharing

Navigation

Weiss Schnee