Arcana Heart 3/AH3X/Weiß

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Weiß

Profile

A Valkyrie who was brought into existence by the Japanese branch of the Drexler Institute, she is the product of their experiments in creating artificial angels. Trained almost since birth to be the perfect soldier by the Institute, she was freed by Petra after she brought down Drexler and put an end to their nefarious schemes.

Now under the care of Petra, Weiss is currently in the process of being rehabilitated and re-introduced into normal society. However, she knows nothing of the real world and often has trouble interacting with those around her. Though she seems emotionless, her feelings come out when she is in the midst of battle.

Soon after Petra extended her offer to take in Weiss, Scharlachrot mysteriously vanished while at the same time a number of unexplained phenomena began to be reported. Guessing that Scharlachrot is behind the occurrences, Weiss sets off in order to discover the truth.

Overview

Standard rush-down character with fantastic normals and one of the best DPs in the game. Can also play defensively vs other rush-down characters by using her superior air normals to stop their approaches.

Recommended Arcana


Normal Moves

5A
5A
AH3 Weiss 5A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
400 All - 3 3 11 -4 A

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.

5B
5B
AH3 Weiss 5B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000 All - 6 5 19 -8 B

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.

5C
5C
AH3 Weiss 5C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2600 All - 15 2 24 -3 C

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.

5E
5E
AH3 Weiss 5E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2000 Mid - 15 9 21 -3 D
Charged 2400 Unb - 45 9 21 - E

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

2A
2A
AH3 Weiss 2A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
400 All - 4 2 14 -4 A

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.

2B
2B
AH3 Weiss 2B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
800 Low/Air - 6 2 24 -10 B

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.

2C
2C
AH3 Weiss 2C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1600 Low/Air - 11 9 18 -4 C

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

2E
2E
AH3 Weiss 2E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2000 Mid - 15 7 22 -4 D
Charged 2500 Unb - 45 7 23 - E

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.

4B
4B
AH3 Weiss 4B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1300 Low/Air - 5 1 22 -7 B

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.

6C
6C
AH3 Weiss 6C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1900 All - 19 3 22 -4 C

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

j.A
j.A
AH3 Weiss j.A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500 High/Air - 3 3 19 - A

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

j.B
j.B
AH3 Weiss jB.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1100 All - 5 3 23 - 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.

j.C
j.C
AH3 Weiss jC.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600 2100 All - 5 4(4)4 20 - 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.

j.E
j.E
AH3 Weiss jE.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2200 High/Air - 11 7 20 - D

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.

j.4B
j.4B
AH3 Weiss j4B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000 High/Air - 6 9 10 - B

Rising air kick. Relatively safe poke.

Equipped Normals

5A
5A
AH3 Weiss 5As.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
400 All - 3 3 11 -4 A

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.

5B
5B
AH3 Weiss 5Bs.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000 All - 6 5 19 -8 B

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.

5C
5C
AH3 Weiss 5Cs.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2600 All - 15 2 24 -3 C

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.

2A
2A
AH3 Weiss 2As.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
400 All - 4 5 11 -4 A

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.

2B
2B
AH3 Weiss 2Bs.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
800 Low/Air - 6 4 22 -10 B

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.

6C
6C
AH3 Weiss 6Cs.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1900 All - 19 3 22 -4 C

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
j.A
AH3 Weiss j.As.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500 High/Air - 3 5 17 - A

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

j.B
j.B
AH3 Weiss jBs.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1100 All - 5 5 21 - 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
j.C
AH3 Weiss jCs.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600 2100 All - 5 4(4)4 20 - 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.

Throws

Neutral Throw
Throw
AH3 Weiss 5C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Throw - 5 1 23 - -

Leaves opponent airborne.

Lever Throw
Lever Throw
AH3 Weiss Throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 Throw - 3 1 23 - -

Sideswaps and knocks down the opponent

Air Throw
Air Throw
AH3 Weiss ThrowAir.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 Throw - 3 1 23 - -

Knocks opponent down.


Special Moves

Sword - Charging Gleiten
Sword - Charging Gleiten
236X
AH3 Weiss 236X1.png
AH3 Weiss 236X2.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 1000, 1500 All, Low/Air - 6 6 19 ±0 D

A rush attack. If it hits, a follow-up double slash that hits low will be performed.

B 1000, 1800 All, Low/Air - 6 9(7)2 23 ±0 D

Travels farther than A, and the second hit comes out automatically. Seen mostly in combos.

C 300*3, 2000 All, Low/Air - 6 12(13)2 23 ±0 D

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.

Sword - Piercing Fliegen
Sword - Piercing Fliegen
623X (air OK)
AH3 Weiss Piercing.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 400, 1000*4 Mid, All*4 - 4 1(2)? 58 Total -39 B

Fast, short invincible DP with some clash attached

B 800, 1000*6 Mid, All*6 - 7 1(2)? 74 Total -41 B

Still fast, better travel distance, more damage.

C 1200, 1000*8 Mid, All*8 - 11 1(2)? 87 Total -52 B

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.

j.A 400, 210*6 All - 3 1(2)? Till L+13 - B

Usable after j.E in air combos. Can homing cancel after first hit in air combos to add more damage.

j.B 400, 700*9 All - 5 1(2)? Till L+13 - B

A is the better choice for j.E combos and C is the better choice for damage.

j.C 400, 1100*10 All - 8 1(2)? Till L+13 - B

The go to air ender for maximum damage.

Sword - Equip Sein
Sword - Equip Sein
22X
AH3 Weiss Equip.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - 46 Total - -

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.

Sword - Set Minen
Sword - Set Minen
214X
AH3 Weiss Set.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
- - - - - A: 30 Total
B: 35Total
C: 37Total
- -

Set swords at your feet. This is mostly an okizeme tool that you can use in conjunction with different arcana moves. Distance swords are set changes depending on the version used..

Sword - Release Tatigkeit
Sword - Release Tatigkeit
214X after Set Minen
AH3 Weiss Release.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600*9 All - 23 - 32 Total +7 B

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. The direction the swords are discharged in changes with each version used.

Sword - Follow Jurgen
Sword - Follow Jurgen
214X after Release Tatigkeit
AH3 Weiss Follow.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600*9 All - - - 26 Total - B

Putting in the command a third time will cause the swords to turn around and track the opponent. Can be used for lockdown.

Sword - Legion Greifen
Sword - Legion Greifen
632146X
AH3 Weiss Legion.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 Unb - 6 1 28 - -

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.

Super Moves

Assault Sword - Charging Zahlreich
Assault Sword - Charging Zahlreich
236AB
AH3 Weiss Zahlreich.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
5000 All - 3 18 34 -50 -

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.

Drill Sword - Piercing Zentrum
Drill Sword - Piercing Zentrum
623AB
AH3 Weiss Zentrum.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000, 4500
[1000, 1800, 6400] 
Mid, All - 1 1(3)21 46 + 13L -55 A, E
  • Values in [] are if first hit connects.

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.

Cavalry Sword - Giant Meteore
Cavalry Sword - Giant Meteore
j.63214AB
AH3 Weiss Meteore.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
4500 All - 5+0 Till it hits the ground or a wall 56 -33 E

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

Restriction Unleashed - War Sword Himmelfahrt
641236AB while Equip Sein is active
AH3 Weiss Himmelfahrt.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 11277 All - 14 2 31 -8 E
Extend Force 12763 All - 12 2 27 -1 E

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.


General
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