Weir

Weir is a secret character in Dissidia Calamitas Infinita associated with the story Knightstuff. He is a Bureau officer who worked his way from the bottom- a lowly hunter. With his current position, he seeks to correct the direction the Bureau is heading, as well as mending the increasingly volatile relationship between his current organization and the Hunters. Honest to a fault and with a deeply ingrained sense of justice, Weir operates according to his own convictions and beliefs.
Weir can be unlocked by clearing Argence, Ruger, and Faye's storyline or defeating all three of them in Nelo Must Die.
==Appearance==
Weir has clean-cut and hardy face with a manly physique. He wears a white formal coat and fights with a pair of specialized gauntlets that allows him to fire out Aether payloads.
==Battle==
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WeirDreadnought – It's a character about smashing faces.
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Weir can be summed up as: close range, big damage. Some of Weir's attacks are prioritized as Grab-Unblockable, which bypasses the Guard-action of all characters. The instant Weir's grab connect however, the opponent can attempt break free by pressing either or (depends on which attack type Weir performs). The throw eject will not work if:
*The opponent is pressing any other button than / (Ex: If the opponent is guarding and he/she get grabbed, he/she has to immediately release guard and press /).
*The opponent is grabbed while he/she is in hitstun/stagger animation
*The grab attack is a Counter-hit.
Weir possesses only 2 HP attacks (1 for ground, 1 for air), while this limits his options, both attacks are capable of obliterating the opponent's BRV counter on a neutral execution in a single blow. Weir is also a unique character who does not posses an Ex Mode. Pressing R while performing any of his attacks will result in him performing Ex-Attacks, which are stronger variants of his attacks with altered properties. Performing an Ex-Attack depletes 20% of Weir's Ex Gauge. Keep in mind, this also means he cannot regenerate health via Regen or use Ex-Act cancels.
Weir can also absorb 2 hits of any BRV attack prioritized Mid or lower while he's running/jumping/descending.
==Personal==
Move 	Type 	Input 	Priority 	Effect 	Damage type 	 	
If you do this enough the theme of God Hand will play.	Ground 	 	N/A 	Self 	N/A 	 	
If you do this enough the theme of God Hand will play.	Weir taunts the opponent with an armored bicep-polishing gesture. Applies Counter property to all of Weir's Melee Attacks for the next 15 seconds.	Weir taunts the opponent with an armored bicep-polishing gesture. Applies Counter property to all of Weir's Melee Attacks for the next 15 seconds.	Weir taunts the opponent with an armored bicep-polishing gesture. Applies Counter property to all of Weir's Melee Attacks for the next 15 seconds.	Weir taunts the opponent with an armored bicep-polishing gesture. Applies Counter property to all of Weir's Melee Attacks for the next 15 seconds.	Weir taunts the opponent with an armored bicep-polishing gesture. Applies Counter property to all of Weir's Melee Attacks for the next 15 seconds.	Weir taunts the opponent with an armored bicep-polishing gesture. Applies Counter property to all of Weir's Melee Attacks for the next 15 seconds.	Weir taunts the opponent with an armored bicep-polishing gesture. Applies Counter property to all of Weir's Melee Attacks for the next 15 seconds.
<tabber>
Awakening Shade=
;BRV Attacks
Move 	Type 	Input 	Priority 	Effect 	Damage type		
BA-HF-AW Strike	Ground	Varies	Melee Mid 	Varies 	Physical 		
BA-HF-AW Strike	Weir's basic face-smashing combo. Different timing of button inputs have him performing different variations. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
*, , 
:Strike A:[Close]Weir performs a jab, a short kick, then finishing with a slow, forward palm strike that staggers the opponent for 2 seconds. 
::;Ex Finisher: Weir has a faster start-up, increased damage output and stun time is increased to 3.5 seconds.
*, —, , 
:Strike B:[Close]Weir performs a jab, an upwards claw strike, then finishing with a roundhouse kick that sends the opponent flying. Initiates Chase. 
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and adds the effect of Wall Rush.
*, —, —, 
:Strike C:[Close]Weir performs a jab, an arm sweep, then finishing powerful downwards chop that creates an energy geyser. Causes Wall Rush.
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	Weir's basic face-smashing combo. Different timing of button inputs have him performing different variations. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
*, , 
:Strike A:[Close]Weir performs a jab, a short kick, then finishing with a slow, forward palm strike that staggers the opponent for 2 seconds. 
::;Ex Finisher: Weir has a faster start-up, increased damage output and stun time is increased to 3.5 seconds.
*, —, , 
:Strike B:[Close]Weir performs a jab, an upwards claw strike, then finishing with a roundhouse kick that sends the opponent flying. Initiates Chase. 
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and adds the effect of Wall Rush.
*, —, —, 
:Strike C:[Close]Weir performs a jab, an arm sweep, then finishing powerful downwards chop that creates an energy geyser. Causes Wall Rush.
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	Weir's basic face-smashing combo. Different timing of button inputs have him performing different variations. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
*, , 
:Strike A:[Close]Weir performs a jab, a short kick, then finishing with a slow, forward palm strike that staggers the opponent for 2 seconds. 
::;Ex Finisher: Weir has a faster start-up, increased damage output and stun time is increased to 3.5 seconds.
*, —, , 
:Strike B:[Close]Weir performs a jab, an upwards claw strike, then finishing with a roundhouse kick that sends the opponent flying. Initiates Chase. 
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and adds the effect of Wall Rush.
*, —, —, 
:Strike C:[Close]Weir performs a jab, an arm sweep, then finishing powerful downwards chop that creates an energy geyser. Causes Wall Rush.
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	Weir's basic face-smashing combo. Different timing of button inputs have him performing different variations. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
*, , 
:Strike A:[Close]Weir performs a jab, a short kick, then finishing with a slow, forward palm strike that staggers the opponent for 2 seconds. 
::;Ex Finisher: Weir has a faster start-up, increased damage output and stun time is increased to 3.5 seconds.
*, —, , 
:Strike B:[Close]Weir performs a jab, an upwards claw strike, then finishing with a roundhouse kick that sends the opponent flying. Initiates Chase. 
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and adds the effect of Wall Rush.
*, —, —, 
:Strike C:[Close]Weir performs a jab, an arm sweep, then finishing powerful downwards chop that creates an energy geyser. Causes Wall Rush.
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	Weir's basic face-smashing combo. Different timing of button inputs have him performing different variations. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
*, , 
:Strike A:[Close]Weir performs a jab, a short kick, then finishing with a slow, forward palm strike that staggers the opponent for 2 seconds. 
::;Ex Finisher: Weir has a faster start-up, increased damage output and stun time is increased to 3.5 seconds.
*, —, , 
:Strike B:[Close]Weir performs a jab, an upwards claw strike, then finishing with a roundhouse kick that sends the opponent flying. Initiates Chase. 
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and adds the effect of Wall Rush.
*, —, —, 
:Strike C:[Close]Weir performs a jab, an arm sweep, then finishing powerful downwards chop that creates an energy geyser. Causes Wall Rush.
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	Weir's basic face-smashing combo. Different timing of button inputs have him performing different variations. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
*, , 
:Strike A:[Close]Weir performs a jab, a short kick, then finishing with a slow, forward palm strike that staggers the opponent for 2 seconds. 
::;Ex Finisher: Weir has a faster start-up, increased damage output and stun time is increased to 3.5 seconds.
*, —, , 
:Strike B:[Close]Weir performs a jab, an upwards claw strike, then finishing with a roundhouse kick that sends the opponent flying. Initiates Chase. 
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and adds the effect of Wall Rush.
*, —, —, 
:Strike C:[Close]Weir performs a jab, an arm sweep, then finishing powerful downwards chop that creates an energy geyser. Causes Wall Rush.
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	Weir's basic face-smashing combo. Different timing of button inputs have him performing different variations. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
*, , 
:Strike A:[Close]Weir performs a jab, a short kick, then finishing with a slow, forward palm strike that staggers the opponent for 2 seconds. 
::;Ex Finisher: Weir has a faster start-up, increased damage output and stun time is increased to 3.5 seconds.
*, —, , 
:Strike B:[Close]Weir performs a jab, an upwards claw strike, then finishing with a roundhouse kick that sends the opponent flying. Initiates Chase. 
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and adds the effect of Wall Rush.
*, —, —, 
:Strike C:[Close]Weir performs a jab, an arm sweep, then finishing powerful downwards chop that creates an energy geyser. Causes Wall Rush.
::;Ex Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.
Storm Maul 	Ground	↑+ 	Melee Mid 	Chase 	Physical 		
Storm Maul 	[Mid]Weir crosses his arms and performs a charging tackle forward, then outstretches his arms in a clawing motion. The charging tackle cannot force Weir into stagger on Block/Attack clash, but the opponent will not enter stagger either. Weir can also absorb up to 3 hits of any BRV attacks during the charging tackle sequence. Even if the followup misses, the followup will always create an invisible force that slightly pushes the opponent away. Weir can cancel the followup sequence by holding down input, leaving the opponent rolling. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he is utterly invincible during the first 10 frames of the charging tackle sequence. Cancelling the followup refunds Weir 10% of the used Ex. Weir can also initiate Ex-Attack of the second sequence from a normal execution; simply perform Storm Maul, then perform the Ex-version of Storm Maul's input before Weir automatically performs the normal version's followup.	[Mid]Weir crosses his arms and performs a charging tackle forward, then outstretches his arms in a clawing motion. The charging tackle cannot force Weir into stagger on Block/Attack clash, but the opponent will not enter stagger either. Weir can also absorb up to 3 hits of any BRV attacks during the charging tackle sequence. Even if the followup misses, the followup will always create an invisible force that slightly pushes the opponent away. Weir can cancel the followup sequence by holding down input, leaving the opponent rolling. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he is utterly invincible during the first 10 frames of the charging tackle sequence. Cancelling the followup refunds Weir 10% of the used Ex. Weir can also initiate Ex-Attack of the second sequence from a normal execution; simply perform Storm Maul, then perform the Ex-version of Storm Maul's input before Weir automatically performs the normal version's followup.	[Mid]Weir crosses his arms and performs a charging tackle forward, then outstretches his arms in a clawing motion. The charging tackle cannot force Weir into stagger on Block/Attack clash, but the opponent will not enter stagger either. Weir can also absorb up to 3 hits of any BRV attacks during the charging tackle sequence. Even if the followup misses, the followup will always create an invisible force that slightly pushes the opponent away. Weir can cancel the followup sequence by holding down input, leaving the opponent rolling. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he is utterly invincible during the first 10 frames of the charging tackle sequence. Cancelling the followup refunds Weir 10% of the used Ex. Weir can also initiate Ex-Attack of the second sequence from a normal execution; simply perform Storm Maul, then perform the Ex-version of Storm Maul's input before Weir automatically performs the normal version's followup.	[Mid]Weir crosses his arms and performs a charging tackle forward, then outstretches his arms in a clawing motion. The charging tackle cannot force Weir into stagger on Block/Attack clash, but the opponent will not enter stagger either. Weir can also absorb up to 3 hits of any BRV attacks during the charging tackle sequence. Even if the followup misses, the followup will always create an invisible force that slightly pushes the opponent away. Weir can cancel the followup sequence by holding down input, leaving the opponent rolling. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he is utterly invincible during the first 10 frames of the charging tackle sequence. Cancelling the followup refunds Weir 10% of the used Ex. Weir can also initiate Ex-Attack of the second sequence from a normal execution; simply perform Storm Maul, then perform the Ex-version of Storm Maul's input before Weir automatically performs the normal version's followup.	[Mid]Weir crosses his arms and performs a charging tackle forward, then outstretches his arms in a clawing motion. The charging tackle cannot force Weir into stagger on Block/Attack clash, but the opponent will not enter stagger either. Weir can also absorb up to 3 hits of any BRV attacks during the charging tackle sequence. Even if the followup misses, the followup will always create an invisible force that slightly pushes the opponent away. Weir can cancel the followup sequence by holding down input, leaving the opponent rolling. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he is utterly invincible during the first 10 frames of the charging tackle sequence. Cancelling the followup refunds Weir 10% of the used Ex. Weir can also initiate Ex-Attack of the second sequence from a normal execution; simply perform Storm Maul, then perform the Ex-version of Storm Maul's input before Weir automatically performs the normal version's followup.	[Mid]Weir crosses his arms and performs a charging tackle forward, then outstretches his arms in a clawing motion. The charging tackle cannot force Weir into stagger on Block/Attack clash, but the opponent will not enter stagger either. Weir can also absorb up to 3 hits of any BRV attacks during the charging tackle sequence. Even if the followup misses, the followup will always create an invisible force that slightly pushes the opponent away. Weir can cancel the followup sequence by holding down input, leaving the opponent rolling. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he is utterly invincible during the first 10 frames of the charging tackle sequence. Cancelling the followup refunds Weir 10% of the used Ex. Weir can also initiate Ex-Attack of the second sequence from a normal execution; simply perform Storm Maul, then perform the Ex-version of Storm Maul's input before Weir automatically performs the normal version's followup.	[Mid]Weir crosses his arms and performs a charging tackle forward, then outstretches his arms in a clawing motion. The charging tackle cannot force Weir into stagger on Block/Attack clash, but the opponent will not enter stagger either. Weir can also absorb up to 3 hits of any BRV attacks during the charging tackle sequence. Even if the followup misses, the followup will always create an invisible force that slightly pushes the opponent away. Weir can cancel the followup sequence by holding down input, leaving the opponent rolling. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he is utterly invincible during the first 10 frames of the charging tackle sequence. Cancelling the followup refunds Weir 10% of the used Ex. Weir can also initiate Ex-Attack of the second sequence from a normal execution; simply perform Storm Maul, then perform the Ex-version of Storm Maul's input before Weir automatically performs the normal version's followup.
Meteo Cracker 	Ground	↓+ 	Block High 	N/A 	Magical 		
Meteo Cracker 	[Mid]Weir braces his hand and fires a wall of energies that repels oncoming attacks, slowly moving forward before fading out. While it is a guard-type attack, the opponent will still take damage if coming in contact with the wall. 
;Ex-Attack: Weir rapid fires two Meteo Crackers in a row, and the first wall transforms into a flying brick wall that actively pushes the opponent away, while the second wall retains its original properties.	[Mid]Weir braces his hand and fires a wall of energies that repels oncoming attacks, slowly moving forward before fading out. While it is a guard-type attack, the opponent will still take damage if coming in contact with the wall. 
;Ex-Attack: Weir rapid fires two Meteo Crackers in a row, and the first wall transforms into a flying brick wall that actively pushes the opponent away, while the second wall retains its original properties.	[Mid]Weir braces his hand and fires a wall of energies that repels oncoming attacks, slowly moving forward before fading out. While it is a guard-type attack, the opponent will still take damage if coming in contact with the wall. 
;Ex-Attack: Weir rapid fires two Meteo Crackers in a row, and the first wall transforms into a flying brick wall that actively pushes the opponent away, while the second wall retains its original properties.	[Mid]Weir braces his hand and fires a wall of energies that repels oncoming attacks, slowly moving forward before fading out. While it is a guard-type attack, the opponent will still take damage if coming in contact with the wall. 
;Ex-Attack: Weir rapid fires two Meteo Crackers in a row, and the first wall transforms into a flying brick wall that actively pushes the opponent away, while the second wall retains its original properties.	[Mid]Weir braces his hand and fires a wall of energies that repels oncoming attacks, slowly moving forward before fading out. While it is a guard-type attack, the opponent will still take damage if coming in contact with the wall. 
;Ex-Attack: Weir rapid fires two Meteo Crackers in a row, and the first wall transforms into a flying brick wall that actively pushes the opponent away, while the second wall retains its original properties.	[Mid]Weir braces his hand and fires a wall of energies that repels oncoming attacks, slowly moving forward before fading out. While it is a guard-type attack, the opponent will still take damage if coming in contact with the wall. 
;Ex-Attack: Weir rapid fires two Meteo Crackers in a row, and the first wall transforms into a flying brick wall that actively pushes the opponent away, while the second wall retains its original properties.	[Mid]Weir braces his hand and fires a wall of energies that repels oncoming attacks, slowly moving forward before fading out. While it is a guard-type attack, the opponent will still take damage if coming in contact with the wall. 
;Ex-Attack: Weir rapid fires two Meteo Crackers in a row, and the first wall transforms into a flying brick wall that actively pushes the opponent away, while the second wall retains its original properties.
Mach Strike 	Ground	↓,↑+ 	Grab-Unblockable	Wall Rush 	Physical 		
Mach Strike 	[Close]Weir thrusts his hand forward. On hit, he shoves the opponent at highspeed until they reach the corner of the stage/obstacle, which creates an powerful impact of explosion dealing tremendous damage. During the shoving sequence, Weir will not stop even if the traveling path has a drop point/ledge; instead, he'll fly off and continue charging until he hit a corner/obstacle. No effect if Weir misses the initial grab. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence. While shoving the opponent, Weir will also smash through any obstacles (dealing extra damage) until they reached the corner of the stage. On impact explosion, the opponent's Ex Gauge will also scatter out as Ex Forces, and he/she sticks on the wall for 1 second. If throw ejected, Weir recovers 10% of his spent Ex. Weir also have a much faster recovery animation if he misses the initial grab.	[Close]Weir thrusts his hand forward. On hit, he shoves the opponent at highspeed until they reach the corner of the stage/obstacle, which creates an powerful impact of explosion dealing tremendous damage. During the shoving sequence, Weir will not stop even if the traveling path has a drop point/ledge; instead, he'll fly off and continue charging until he hit a corner/obstacle. No effect if Weir misses the initial grab. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence. While shoving the opponent, Weir will also smash through any obstacles (dealing extra damage) until they reached the corner of the stage. On impact explosion, the opponent's Ex Gauge will also scatter out as Ex Forces, and he/she sticks on the wall for 1 second. If throw ejected, Weir recovers 10% of his spent Ex. Weir also have a much faster recovery animation if he misses the initial grab.	[Close]Weir thrusts his hand forward. On hit, he shoves the opponent at highspeed until they reach the corner of the stage/obstacle, which creates an powerful impact of explosion dealing tremendous damage. During the shoving sequence, Weir will not stop even if the traveling path has a drop point/ledge; instead, he'll fly off and continue charging until he hit a corner/obstacle. No effect if Weir misses the initial grab. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence. While shoving the opponent, Weir will also smash through any obstacles (dealing extra damage) until they reached the corner of the stage. On impact explosion, the opponent's Ex Gauge will also scatter out as Ex Forces, and he/she sticks on the wall for 1 second. If throw ejected, Weir recovers 10% of his spent Ex. Weir also have a much faster recovery animation if he misses the initial grab.	[Close]Weir thrusts his hand forward. On hit, he shoves the opponent at highspeed until they reach the corner of the stage/obstacle, which creates an powerful impact of explosion dealing tremendous damage. During the shoving sequence, Weir will not stop even if the traveling path has a drop point/ledge; instead, he'll fly off and continue charging until he hit a corner/obstacle. No effect if Weir misses the initial grab. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence. While shoving the opponent, Weir will also smash through any obstacles (dealing extra damage) until they reached the corner of the stage. On impact explosion, the opponent's Ex Gauge will also scatter out as Ex Forces, and he/she sticks on the wall for 1 second. If throw ejected, Weir recovers 10% of his spent Ex. Weir also have a much faster recovery animation if he misses the initial grab.	[Close]Weir thrusts his hand forward. On hit, he shoves the opponent at highspeed until they reach the corner of the stage/obstacle, which creates an powerful impact of explosion dealing tremendous damage. During the shoving sequence, Weir will not stop even if the traveling path has a drop point/ledge; instead, he'll fly off and continue charging until he hit a corner/obstacle. No effect if Weir misses the initial grab. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence. While shoving the opponent, Weir will also smash through any obstacles (dealing extra damage) until they reached the corner of the stage. On impact explosion, the opponent's Ex Gauge will also scatter out as Ex Forces, and he/she sticks on the wall for 1 second. If throw ejected, Weir recovers 10% of his spent Ex. Weir also have a much faster recovery animation if he misses the initial grab.	[Close]Weir thrusts his hand forward. On hit, he shoves the opponent at highspeed until they reach the corner of the stage/obstacle, which creates an powerful impact of explosion dealing tremendous damage. During the shoving sequence, Weir will not stop even if the traveling path has a drop point/ledge; instead, he'll fly off and continue charging until he hit a corner/obstacle. No effect if Weir misses the initial grab. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence. While shoving the opponent, Weir will also smash through any obstacles (dealing extra damage) until they reached the corner of the stage. On impact explosion, the opponent's Ex Gauge will also scatter out as Ex Forces, and he/she sticks on the wall for 1 second. If throw ejected, Weir recovers 10% of his spent Ex. Weir also have a much faster recovery animation if he misses the initial grab.	[Close]Weir thrusts his hand forward. On hit, he shoves the opponent at highspeed until they reach the corner of the stage/obstacle, which creates an powerful impact of explosion dealing tremendous damage. During the shoving sequence, Weir will not stop even if the traveling path has a drop point/ledge; instead, he'll fly off and continue charging until he hit a corner/obstacle. No effect if Weir misses the initial grab. 
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence. While shoving the opponent, Weir will also smash through any obstacles (dealing extra damage) until they reached the corner of the stage. On impact explosion, the opponent's Ex Gauge will also scatter out as Ex Forces, and he/she sticks on the wall for 1 second. If throw ejected, Weir recovers 10% of his spent Ex. Weir also have a much faster recovery animation if he misses the initial grab.
Aerial Impact 	Aerial	, , 	Melee Mid 	Wall Rush/Chase	Physical 		
Aerial Impact 	[Close]Weir performs punch, a downwards kick, finishing with a double fisted slam downwards. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
;Ex-Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	[Close]Weir performs punch, a downwards kick, finishing with a double fisted slam downwards. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
;Ex-Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	[Close]Weir performs punch, a downwards kick, finishing with a double fisted slam downwards. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
;Ex-Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	[Close]Weir performs punch, a downwards kick, finishing with a double fisted slam downwards. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
;Ex-Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	[Close]Weir performs punch, a downwards kick, finishing with a double fisted slam downwards. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
;Ex-Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	[Close]Weir performs punch, a downwards kick, finishing with a double fisted slam downwards. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
;Ex-Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.	[Close]Weir performs punch, a downwards kick, finishing with a double fisted slam downwards. Using the Ex-version on any hit that is not a finisher counts as 1 single use, which grants Weir surperarmor that auto-guards any attacks with priority lower than mid. Finisher has their own unique versions and additional Ex cost.
;Ex-Finisher: Weir has a faster start-up, priority is bumped to Melee High and knocks the opponent directly in front of Weir, in addition to Wall Rush.
People's Elbow 	Aerial	↑+ 	Melee High 	Wall Rush 	Physical 		
People's Elbow 	[Dive]CAN YOU SMELL WHAT WEIR IS COOKING. Ignores armor.
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence.	[Dive]CAN YOU SMELL WHAT WEIR IS COOKING. Ignores armor.
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence.	[Dive]CAN YOU SMELL WHAT WEIR IS COOKING. Ignores armor.
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence.	[Dive]CAN YOU SMELL WHAT WEIR IS COOKING. Ignores armor.
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence.	[Dive]CAN YOU SMELL WHAT WEIR IS COOKING. Ignores armor.
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence.	[Dive]CAN YOU SMELL WHAT WEIR IS COOKING. Ignores armor.
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence.	[Dive]CAN YOU SMELL WHAT WEIR IS COOKING. Ignores armor.
;Ex-Attack: Weir has a faster start-up, increased damage output and he can absorb 1 hit of any BRV attack during the entire sequence.
;HP Attacks
Move 	Type 	Input	Priority 	Effect 	Damage type 		
Battleship Busterground	Ground	 	Grab-Unblockable	Wall Rush	Physical-Magical		
Battleship Busterground	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.
Battleship Bustermidair	Aerial	 	Grab-Unblockable	Wall Rush	Physical-Magical		
Battleship Bustermidair	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.	Weir reach out to grab the opponent. On hit, he performs a backbreaker with his gauntlets in flames, then followup by launching both him and the opponent airborne before dropping down with another more powerful variant of the backbreaker, creating an impact of explosion before throwing the opponent away. The attack deals HP damage the moment Weir performs the second backbreaker, and extra BRV damage during the finisher if the thrown opponent hits the floor/wall. Regardless of opponent's size, Weir will perform the backbreakers as long as the initial grab connects.
;Ex-Attack: The initial sequence becomes a 1F startup grab, and the first backbreaker has triple the amount of the normal version's damage output. On the second backbreaker impact, the opponent's Ex meter will also empty out as Ex Forces. Ex-version of Battleship Buster cannot be throw-ejected, and Weir can instant cancel any action into this version of attack. Weir also have a much faster recovery animation if he misses the initial grab.
</tabber>
==Ex Burst==
Despite not possessing an Ex Mode, Weir possesses an Ex Burst. The Ex Burst prompt will only show up if:
*Weir has 100% Ex Meter.
*The HP attack he currently uses has a BRV value of at least 40% higher than the opponent's current HP.
If the requirements are fulfilled, Weir will perform Sunrise Bringer, a simple, direct straight-punch. Just one punch that will instantly kill the opponent regardless of their personal buffs, support skills, match ruleset, etc, etc. If used on a boss-type opponent with multiple stages, the fight will proceed to the last stage regardless of how many health both characters have (instant kills the boss if otherwise if it's already the last stage).
==Equipment==
Weir can equip the following: Grappling, Bows, Hats, Armor, Clothes, and Robes 
===Exclusive Weapons===
Name 	Description
Anti-flash	If I die in a combat zone, tell the people in homeland that I did my best.
Gainsboro 	If I die in a combat zone, tell all my best friends that I died standing.
Isabelline	If I die in a combat zone, I don't need my name on my grave.
Clear 	Etch instead that there was; A man who lived, fought and died.
===Related Accessories===
Name 	Description 	Effect	Obtained
Sewn button 	Example is leadership. 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
Toolbox 	A man does not have to be an angel to be a saint.	LUK+4 	Battlegen from the Ethan Friend Card
Grappler's Desire	N/A 	LUK+1 	Battlegen
Grappler's Dream 	N/A 	LUK+2 	Battlegen
Grappler's Hopes 	N/A 	LUK+3 	Battlegen
==Stage==
Central Office
==Musical Themes==
*Main Theme: Proud Soldier
*World Map Theme: Roux
*Battle: Starchaser
===Rival Battle===
*Vs Argence: Keep The Flag Flying
==Quotes==
<tabber>
Default=
;Encounter
*"Time to get to work."
*"Let's finish this well."
*"Grit your teeth."
*"Pick your moment."
*"It's gonna take more than that to kill me!"— If HP is low
*"Show me your strength!"— when opponent is stronger
*"You're no mere punk, huh?"— when opponent is stronger
*"Why don't you think about surviving."— when opponent is weaker
*"You asked for it."— when opponent is weaker	
;Victory
*"This is how I work!"
*"Making good progress."
*"You were adequate."
*"You won't be moving for awhile."
*"Survival comes down to the moves you make."— If HP is low
*"That was pretty good there!"— If HP is low
*"Show me you have more than that!"— when opponent is stronger
*"You can wax-on, wax off all you want..."— when opponent is stronger
*"You honestly think you can take me out?"— when opponent is weaker
*"If you get up your wounds will reopen."— when opponent is weaker	
;Defeat
*"Agh."
*"One push isn't good enough..."
*"Admirable skill! I'll remember you."— when opponent is stronger
*"An embarrassment."— when opponent is weaker	
;Taunt
*"You want some of this?"
*"Don't be a fool."
*"Let's see what you got!"
*"Use all your strength!" — against Argence
*"One punch...and it's all over!" — if fulfill all requirements for Ex Burst
|-|
Default specific (A)=
|-|
Default specific (B)=
|-|
Default specific (C)=
*Ragnarok: 
*Genesis:	
*Eris: 
*The Embodiment:	
*Amaterasu:
</tabber>
Category: Characters