Arcana Heart 3/AH3LM/Weiß

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Weiß
ヴァイス


Health Modifier
-2%
Guts Threshold
~90%
Maximum Guts
~20%
Guts Factor
~8%
Base EHP
~25565

Introduction

Only Weiss can bring a knife to a fight like this. Weiss, the protagonist of AH3, sports a wide array of moves for rushing down and getting out of pressure.


Weiß's Story

Weiß's Frame Data

Weiß's Movelist Card

Starting Out

1 - Homing Approach
j.C is a good move to use with neutral homing. It hits two times and the second hit is relatively easy to confirm off. On counter hit, all you have to do is jump to follow it up with another j.C and then homing to add more damage.

2 - Neutral Spacing
Put your sword on. Weiss has a move (22X) that allows her to equip a materialized sword. While equipped, all of her normal moves besides the ones that use her feet will be powered up (5A 2A 5C 5B 2B 6C j.A j.B j.C). Not only does it double the reach of these normals, she doesn't have her own hitbox in them, making them extremely strong for spacing. Make sure you are either full screen from your opponent or get a knockdown set up, it takes a while to recover from equip. One way to do this is to end combos with j.C; while they are still trapped in untech time from the second hit of j.C, land and equip your sword. While equipped, rising j.A becomes a delicious tool as it has double the reach and is already part of the "baller-j.A" team.

3 - Hit Confirms
j.A will be a source of air-to-air confirms. It easily ties with j.B > j.C > 623X into a jump cancel for more damage. When you force the opponent to block j.As in the air when low to the ground, use j.C before landing to keep them up there and hit them with the air unblockable 5C for the guard break. When Weiss is equipped, 2A becomes a good combo starter from almost all ranges.

4 - Defense
Weiss has a decent 2A to poke out with so use that if you find an opportunity. If you're already equipped, it will increase the chances to use it. You could even use it as an anti air in some situations. Besides that, Weiss also has 623A+B super. This might be the best super reversal in the game as it has tons of invincibility and good upward reach. It also comes out on frame 1. This move is menacing for opponents trying to IAD on you or run okizeme. Like all reversals, you need to be careful because there is the risk of being read well and punished; it's not 100% safe. If it gets blocked, HC to save yourself, if it hits, you can easily follow it up with a HC. It is also great when used aggressively off a 6D guard cancel.

Strategy

fluff

Arcana Selection

fluff

Base Combos

Target Combos

Weiss can generally substitute the A > B portion of her combos with the stand or crouch version. This can be applied to all of the below combos.


  • 2A 5B and/or 2B 5C (6C) 236X
No meter of any kind combo, for when the force gauge and arcana gauge is empty.
  • 2A 5B 2B 5C (6C) 236B [6HC] 2A 5B 5C [sjc] j.A j.B j.4B [jc] j.C(2) j.E
Basic BNB, works at any range, try to confirm into the more advanced 623C BNB, but you'll find yourself using this quite a bit as well because of the distance dependence.
  • 2A 5B 2B 5C (6C) 236B [6HC] 2A 5B [jc] j.B [jc][NHC] j.C(1) (j.E) > [land] 5B 5C [sjc] j.A j.B j.4B [jc] j.C(2) j.E
Slightly more advanced version of the above BNB. When you can't get the 623C combo, go for this one.
  • 2A 5B 5C 4B 623C [6HC] 5B [jc] j.B [jc] [NHC] j.C(1) (j.E) > [land] 5B 5C [sjc] j.A j.B j.4B [jc] j.C(2) j.E
This is the more advanced BNB, distance dependent, have to be close enough for the 4B to hit, use when you can.
  • 623X [NHC] j.A j.B j.4B [jc] j.B j.C j.E
A follow up combo to 623X. Can substitute j.E with 623C for more damage.
  • 2A 5B 2B 5C (6C) 236C(1~3) [6HC] 2B 2C 22X
Basic safe equip combo for 1 bar.


EFC Combos

If already equipped, you can substitute 22X for 214X in safe equip combos if you choose stronger oki over higher damage combos.


  • 2A 5B (2B) 5C 236B or 2A 5B 5C 4B 623C > [EFC] DASH 5B 4B 5B 5C [sjc] j.C(2)j.E j.B [jc] j.B j.C j.E
Standard EFC combo, this should be one of the EFC combos you always go for.
  • 2A 5B (2B) 5C 236B or 2A 5B 5C 4B 623C > [EFC] DASH delay 5B 2B 5C 4B 5B 5C [sjc] j.C(2) j.E j.B [jc] j.C(2) j.E
Max damage EFC combo, character specific delay.
  • 2A 5B (2B) 5C (6C) 236B > [EFC] DASH 2A 5B [sjc] j.C j.B j.C j.E j.C (whiff j.E) > [land] 4B 2C 22X
Safe equip combo (doesn't work on Catherine).
  • 2A 5B 5C 4B 623C > [EFC] DASH 5B 4B 5B [sjc] j.C j.B j.C j.E j.C (whiff j.E) > [land] 4B 2C 22X
Better safe equip combo, no delay required on most characters (doesn't work on Catherine).
  • 2A 5B 5C 4B 623C > [EFC] DASH delay 5B 2B 5C 4B 5B [sjc] j.C j.B j.C j.E j.C (whiff j.E) > [land] 4B 2C 22X
Best safe equip combo, character specific delay (doesn't work on Catherine).
  • 2A 5B (2B) 5C 236B or 2A 5B 5C 4B 623C > [EFC] DASH delay 5B delay 5C [sjc] j.C j.B j.C j.E j.C (whiff j.E) [land] 4B 2C 22X
Lies only safe equip combo.


Air to Air Combos

These are for when you get a random air to air hit. Can replace j.E with 623C for more damage.


  • j.A j.B j.C(2) [NHC] j.C(1) j.E
  • j.A j.B j.4B [jc] j.C(2) j.E
  • CH j.C [land] [sj] j.C [NHC] j.A j.B j.4B [jc] j.C j.E
Only works on counter hit j.C, can't be too high in the air.
  • j.B delay j.4B delay [jc] j.C j.E 623A [NHC] j.C(1) (whiff j.E) > [land] 5B [jc] j.B [jc] [NHC] j.C(1) (whiff j.E) > [land] 5B 5C [sjc] j.A j.B j.4B [jc] j.C(2) j.E
Highest damage JB confirm, very specific delay timings, very specific height requirements.

Move List

Note: Click on the images of the moves to see the full frames.

Normal Moves

5A

LMWeiss5A.png

A quick standing jab that can cancel into itself. Great for pressure and stabilizing re-jump combos. Whiffs on most crouching hitboxes. This move cannot be counter hit.

2A

LMWeiss2A.png

Slightly slower then 5A, links into itself, does not hit low, frames 1-9 can reflect projectiles. Still a great tool for pressure and poking. Can confirm into all ground combos depending on spacing.

5B

LMWeiss5B.png

Weiß steps forward and slashes in front of her. Jump cancelable, hits crouchers, frames 6-10 can reflect projectiles. This move is the quintessential point in Weiß's mixup game. After you get them blocking 5B you can go to 2B for a low, jump homing cancel j.B for a high, or IAD j.E / empty jump 2B for a left/right high/low.

2B

LMWeiss2B.png

A swipe at the opponent's feet, this is your go to low. Useful for mixup and used in almost all combos. Very unsafe on block, so try not to end on this move during pressure.

4B

LMWeiss4B.png

A standing low that floats the opponent on hit, cannot tech until they hit the ground, lower invincibility and grab-proof from frames 1-5. Use in pressure to bait and punish throws or attempted 2A poke outs, can be confirmed into safe equip EFC combos.

5C

LMWeiss5C.png

An upwards swing with good reach. Air unblockable and super jump cancelable. Plus on block, but opponents can punish easily with 4D guard cancel. Use sparingly in pressure and go with the 5B mixup routes instead.

2C

LMWeiss2C.png

A basic sweep, hits low and causes hard knockdown. On hit can safely equip sword.

6C

LMWeiss6C.png

A downwards swing with similar reach to 5C, hits mid, very telegraphed and easily 4D'd. Only used in ground combos, chains into 236X.

5E

A mid-hitting spear attack, whiffs on the smallest crouching hitboxes, can reflect projectiles.

2E

A crouching upwards spear, charged version moves forward a few character lengths. A decent anti-air in some situations, but you'll mostly want to use 5A, 5C, 623X, or 623A+B instead.

j.A

LMWeissjA.png

A fast air jab, good for quick air to airs and to stabilize air combos.

j.B

LMWeissjB.png

A jumping slash that hits diagonally down and in front of Weiß. Your main air to ground attack and Weiß's strongest combo starter damage wise. Use in mixup off 5B jump cancel as well as j.B (whiff j.E) high/low/throw mixup.

j.C

LMWeissjC.png

Potentially Weiß's strongest normal, j.C is a 2 hit rising slash that can be used in a multitude of situations. The second hit, while not an overhead, is very active which makes it strong for air to air footsies, particularly against opponents who are above you. The untech time on the second hit was nerfed coming into Love Max, so adjust homing cancel / re-jump combos accordingly.

j.E

Weiß thrusts a spear diagonally down and in front of her. The move is very active and the hitbox is just as large as it looks. While relatively slow to come out, j.E can stuff a large number of anti-airs if spaced correctly. Useful for ending air combos to achieve knockdown as well as for deep j.E rising j.X fuzzy setups as well as IAD left/right mixups.

Equipped Normals

5A

A quick standing jab that can cancel into itself. Great for pressure and stabilizing re-jump combos. Whiffs on most crouching hitboxes. This move cannot be counter hit. Significantly more range than non-equipped 5A.

2A

Slightly slower then 5A, cancels into itself, does not hit low, frames 1-9 can reflect projectiles. A great tool for pressure and poking. Can confirm into most ground combos from any range due to the extra range from equip.

5B

Weiß steps forward and slashes in front of her. Jump cancelable, hits crouchers, frames 6-10 can reflect projectiles. This move is the quintessential point in Weiß's mixup game. After you get them blocking 5B you can go to 2B for a low, jump homing cancel j.B for a high, or IAD j.E / empty jump 2B for a left/right high/low. The additional range while equipped allows for safer spacing during mixup.

2B

A swipe at the opponent's feet, this is your go to low. Useful for mixup and used in almost all combos. Very unsafe on block, so try not to end on this move during pressure. Since Weiß's swords don't have their own hitboxes, you can auto-bait some character's DP's with this move on okizeme at max range.

5C

An upwards swing with amazing reach. Air unblockable and super jump cancelable. Plus on block, but opponents can punish easily with 4D guard cancel. Use sparingly in pressure and go with the 5B mixup routes instead. Your go to anti-air while equipped, can stuff almost any jump in with correct spacing.

6C

A downwards swing with similar reach to 5C, hits mid, very telegraphed and easily 4D'd. Only used in ground combos, chains into 236X. Not useful for spacing even while equipped.

j.A

A fast air jab, good for quick air to airs and to stabilize air combos. Potentially the best j.A in the game while equipped.

j.B

A jumping slash that hits diagonally down and in front of Weiß. Your main air to ground attack and Weiß's strongest combo starter damage wise. Use in mixup off 5B jump cancel as well as j.B (whiff j.E) high/low/throw mixup. Even better air to ground while equipped, rising j.B instant overheads now possible off deep j.E or 5B.

j.C

Potentially Weiß's strongest normal, j.C is a 2 hit rising slash that can be used in a multitude of situations. The second hit, while not an overhead, is very active which makes it strong for air to air footsies, particularly against opponents who are above you. The untech time on the second hit was nerfed coming into Love Max, so adjust homing cancel / re-jump combos accordingly. The additional range while equipped allows for slightly easier re-jump combos even with the untech time nerf.

Special Moves

Rush Greiten
「突剣グライテン」
236X

LMWeiss236X.png

A forward multihit rush attack, last hit hits low. Mostly combo filler but can be used in neutral as a full screen punish or corner escape tool.

  • A Version
Fastest startup but shortest traveling distance. Has mostly been replaced by B version in Love Max combos.
  • B Version
Still fast, better travel distance, and a hefty damage increase. The go to version for combos.
  • C Version
Longest startup, longest travel distance, most amount of hits before the slash. Useful in clash wars and full screen punishes. Very easy to confirm thanks to the amount of hits before the pop-up. Does less damage then B version, so avoid in combos if possible.

Drill Fliegen
「穿剣フリーゲン」
623X (Air OK)

LMWeiss623X.png

Weiß's DP. Invincible until she lifts off the ground, but it doesn't seem to be grab-proof. Can be made safe or converted off of with the use of homing and (in certain situations) EFC.

  • A Version
Fastest startup but shortest traveling distance.
  • B Version
Still fast, better travel distance, more damage.
  • C Version
Longest startup, longest travel distance, highest damage output. First hit is considered grounded allowing an EFC cancel point. This is the go to EFC combo route.
  • Air A Version
Usable after j.E in air combos. Can homing cancel after first hit in air combos to add more damage.
  • Air B Version
A is the better choice for j.E combos and C is the better choice for damage.
  • Air C Version
The go to air ender for maximum damage.

Group Greifen
「群剣グライフェン」
632146X

LMWeiss632146X.png

A command grab that is exactly the same regardless of version used (A, B, or C). You can combo afterwards but the damage scaling is pretty intense. A simple 2A 2B 2C 22X combo here might be the best choice allowing you to equip for no resources spent.

Set Miene
「設剣ミーネ」
214X

LMWeiss214X.png

Set swords at your feet. This is mostly an okizeme tool that you can use in conjunction with different arcana moves. All versions (A, B, or C) are exactly the same.

Release Tatigkeit
「動剣テーティヒカイト」
214X (While Miene Is Set)

LMWeiss214XActivate.png

Putting the command in again will have the swords come up in a 60 degree radius. The swords will keep going even if you are hit. Inputting the command a third time while the swords are in the air will have them redirect and change course flying straight towards your opponent's position. All versions (A, B, or C) are exactly the same.

Bind Zahn
「装剣ザイン」
22X

LMWeiss22X.png

Materializes a sword. This move will buff all of the normals that Weiss uses her hands for. It almost doubles the reach of these attacks, gives more clash frames, as well as better duration and recovery. It is always recommended to go into a safe equip combo whenever you have the chance if you aren't already equipped. Your sword will disappear if you are hit, thrown, get forcefully teleported by Evil's special, or even get hit by a burst. All versions (A, B, or C) are exactly the same.

Super Moves

Rush Leich Reich
「突攻剣ツァールライヒ」
236A+B

LMWeiss236A+B.png

A low kick into a rondo. Weiß blows the opponent away horizontally afterward, causes wall slam. Will catch airborne/juggle state enemies into the auto combo, unlike some of the standard rush supers.

Rupture Centrum
「穿孔剣ツェントルム」
623A+B

Weiß rides a sword that she materializes diagonally up for a DP that has invincibility and has clash in the beginning. If it hits then you can homing cancel it, so you can use this against opponents rushing in on you. At worst, if it is blocked you can still homing cancel it to save yourself.

Layer Meteora
「巨襲剣メテオーア」
63214A+B (Air Only)

Weiß rides a sword diagonally downward. You can use this as an air combo finisher, or to punish an opponent's long range arcana setup. Whether you can guard or not afterward depends on your height, so you can't just shoot this move off.

Critical Heart

Force Expansion Himmelfahrt
「軍剣展界ヒンメルファールト」
641236A+B (With Zahn Binded)

LMWeiss641236A+B.png

Weiß launches an attack moving forward similar to Rush Greiten. After it hits she summons an uncountable number of swords which then fly into the opponent. You can connect with this after 236X like you wold any other super. You must be equipped before activating this super.

Colors

Arcana Heart 3 Love Max!!!!!
General

ControlsFAQGame ModesGlossaryHUDLinksStorySystemTutorial

Characters

AkaneAngeliaCatherineClariceDorothyEkoElsaFionaHeartKamuiKiraKonohaLieselotteLilicaMaoriMei-FangNazunaPetraSakiScharlachrotWeißYorikoZenia

Arcana

DarkEarthEvilFenrirFireFlowerHaloIceLoveLuckMagnetismMetalMirrorPlantPunishmentSacredSinThunderTimeToneTyrWaterWind

Specific Mechanics

Arcana DataClashExtendFramesHealthHoming CancelProrationTeching