Table of Contents | |
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Movement | |
Offense | |
Damage System | |
Throws | |
Guard Primer System | |
Defense | |
Using the Heat Gauge | |
Miscellaneous |
Basic Movement | ||||||||||||||||||||||||||||
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Note that some characters like Carl and Hazama perform a short step forward instead of a run. This means that you will always move forward a set distance unlike a typical run. You do not regain you air options until you touch the ground again. |
Canceling |
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Canceling is the act of bypassing (canceling) the animation of one attack and starting up another immediately. This makes it so that actions come out much faster and is the basis of combos, defensive options, etc. in BlazBlue.
Typically, a cancel is done by making the opponent block (or get hit by) an attack and then canceling into another action. Note that most attacks need to touch the opponent (they either hit or block the attack) in order to make it cancelable.
Some attacks can only be canceled if you actually hit the opponent. The "routes" are fixed, and there are also attacks that have a limit on the number of times they can be used in one sequence/chain (of revolver actions). For example, take Ragna's 5C or 2C: these can't be thrown out more than once per sequence/chain, so although 5C -> 2C and 2C -> 5C work, 5C -> 2C -> 5C does not. Moreover, there are also attacks that have a limit on the number of times they can be self-cancelled, so check your character's Revolver Action Table beforehand.
For certain regular and special attacks, the recovery can be cancelled on contact by jumping. If you jump cancel, you can smoothly combo into air attacks, so it's very handy for air combos.
Similar to jump cancel, a dash cancel is canceling your first action into a dash. Note that while the animations look the same, this isn't canceling into
a run; you are only running a set distance and you must wait for the dash to finish before performing any other actions.
A Rapid Cancel (RC) is performed by pressing A+B+C after your attack touches the opponent and consumes 50% of your Heat Gauge. Note that some attacks can not be
RCed, such as Tager's Tager Buster, but they are rare. |
Advanced Input |
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When you press and hold the button down, the game automatically repeats the button press for up to 5 frames.
This means that if you need to perform a link (do one move right after another without using cancels), it's best to press and hold down
the button a little before the exact time so you can take advantage of the advanced input. Note that Advanced Input won't help in cases where you can input a move too early. Advanced Input is also a common reason why people who mash all the buttons accidentally burst. If you input 66 ("forward", twice in a row) within 5F of the end of an attack's recovery, then regardless of the stick's direction after that, you will dash as soon as recovery ends. For dashing out of a crouching attack, however, you have to keep holding forward or it won't be able to come out. For backdash or "step type" (excluding Hazama), the advance input window is 3F. Moreover, you need to keep the stick in the desired direction until the movement comes out. Example: Ragna's "Not Over Yet" gives 5F advantage. Performing a 5A right afterwards would be fast enough to combo, but the problem is that you're too far away for it to reach. If you input 66->5A (mash) right before the recovery on "Not Over Yet" finishes, the 5A will connect now, because the 66->5A will give you the extra reach needed and the attack came out as soon as possible. This technique isn't only for linking, but also for counterattacking, so make sure to master it! |
Attack Level | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that there
are exceptions to this rule, and they will be noted in the frame data. In addition to these exceptions, some attacks have invincibility,
some attacks knock the enemy into the air, etc. As a general rule attacks with the same Attack Level share the same sound effects and
graphical effects.
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 20 + 1 - 6 = 15 |
Heat Gauge | ||||||
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The Heat Gauge is like a traditional "super meter" in other fighting games. Heat is used to perform Rapid Cancels, Distortions Drives,
Counter Assaults, etc. Under each character's frame data section, there is a column called "Heat Gain" -- this gives the amount
of heat gained when that attack hits the opponent (i.e. they do not block the attack correctly). Heat Gauge- Total 10,000 units. (so 100 units = 1%) Damage x Situation Rating x Character Rating
EX: Makoto hitting an opponent with Corona Upper: Makoto gains 820 * 0.2 * 1.8 = 295 units Opponent gains 820 * 0.2 * 1.0 = 164 units EX: Jin's 6D is blocked: Jin gains 712 * 0.23 * 0.9 = 147 units Opponent gains 712 * 0.23 * 0.5 = 81 units Some moves like Tager's Gadget Finger ignore this formula and gain a set amount of Heat. Refer to each move's Heat Column to know how much heat they gain. Instant block adds 3%. Each input only counts once. Some attacks have longer cooldowns, such as Makoto's Particle Flare (420F). The heat meter will have a flashing icon when this occurs. |
Hit Effects |
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Furthermore, there are also some attacks that have unique properties/effects when you force an opponent into crouching hitstun on ground hit. Stagger time decreases under the influence of combo proration factors, but there are some attacks which have fixed stagger times. On a related note, attacks on frozen characters are unaffected by combo proration factors, and the length is always the same (per attack). Once you stop sliding, you'll transition to a completely knocked down state, whereupon you'll be unable to do anything for 19F. After that, all wake-up options will be available to you, including Quick Tech. |
Counter Hit Effects |
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When the opponent is in a counter state and they get hit, they are put into counter hit (CH) state.
The opponent will flash red and the announcer will say "Counter". In CH state, things like hitstun, air
untechable time, and hit stop (opponent only) increase. Additionally, other effects will change/occur,
like hit effects, or ground untechability. Moreover, attacks with high attack levels get very large bonuses
to hitstop and hitstun on counterhit. Although different attacks may have different conditions for being put in counter state, the common tie between all attacks is that if you are hit during a move's start-up, you will be put in CH state. Naturally, moves with long counter states put you at more risk of being CH.
Some moves have the "Fatal Counter" property. If you counter hit the opponent with a move that has this property, the enemy will be in
hitstun / untechable state for 2 frames longer for all subsequet hits in the combo. This means that you can do combos that your normally couldn't do. Rachel and Taokaka are special: Rachel's Level 3 j.2C (when you do j.2C from very high) and Taokaka's max charge 2C will cause Fatal Counter on normal hit! Example: Noel's 2C on counter hit will allow you to combo into her 3C. 2C has the Count Hit Carry property, so the second hit of 2C will have additional hitstun which gives enough time to combo into 3C. |
Throws |
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To perform a normal throw, press B+C when near the opponent. There are 3 different types of normal throws: forward throw, back throw, and air throw
Command throws are a special type of throw that are performed as a special input such as Tager's Tager Buster and Hazama's Bloody Fangs.
These types of throws are special in that they can not be escaped normally. If use a command throw vs the enemy when they are in hitstun or blockstun, a purple exclamation mark will appear
and they can escape it. See the Throw Break section for more details. Example: consider an attacker using a pressure string with a 7F link between two attacks. If the defender sneaks in an attack that actives on its 7th frame, then a trade occurs; if the defender throws, however, then his throw will take priority. This also works for a command throw. However, if the attacker attempts to use a throw, and the defender times a throw so that the throws register at the same time, the game will interpret the situation as: defender throws -> attacker throw breaks. Furthermore, even if this decision crosses over [?] a round or match, the effect will continue, so be aware. [I'm not sure what this means; some in-game testing would help to explain this.] |
Throw Break |
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If you throw them when they are in block stun or hit stun (plus 6 frames afterwards on either), you will see 2 purple exclamation marks, and you have a 27 frame window to break the throw. Most regular throws have a start-up of 7, so in this situation you technically have 1F advantage to make a green throw.
If you input your throw break before you are thrown, the game will show big red X when you are thrown and the words "Throw Reject Miss" will appear when this happens. |
Attack Attributes |
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Every attack has an "attribute" property assigned to it, and there are two broad classes of attributes: attributes that refer to the
physical part of the character's body/hitbox (physical attributes), and attributes that refer to the type of attack (type attributes). On the flipside, there are attacks that are invulnerable to attacks with certain physical attributes. As an example, consider Ragna's 6A: this has head attribute invincibility, so it functions very well as an anti-air because most jump attacks, air specials, etc., won't hit Ragna. Additionally, moves that are good for footsies tend to have both head and body attributes, as they will beat out attacks that don't have BOTH head and body attribute invincibility. Furthermore, in the projectile attribute class, there is a "level" that represents the projectile's "strength" in the following way: projectiles of equal strength will cancel out upon contact, but if one projectile's level is higher than the other's, then the "weaker" projectile will be nullified and the "stronger" projectile will keep going. In the frame data, if a projectile does not have a level listed, it is assumed to be level 1. Finally (and in mild contraction to the opening of this section...), in addition to having the projectile attribute, burst's also have their own "burst" attribute, and among projectile invincibile attacks, there are some moves which are not burst invincible. Going back to the Sledge Hammer example, it is not burst-invul, so it will always lose to burst.
"Guard point" is a defensive feature that certain attacks are endowed with, which allows them to guard during the move. Guard point allows a move to come out while defending against an
attack from the opponent, so it has a similar feel to moves with invincibility, but from the opponent's perspective, the situation is handled as though you were blocking their attack,
which means that they can still cancel their attack. However, one important difference between blocking and guard point is that guard point incurs no hitstop (for the character using the guard
point move). Therefore, it's often the case that using a fast move with guard point will allow you to hit your opponent during their hitstop. |
Blocking | ||||||||||||||||||||||||||||||||||
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Blocking is an integral part of any traditional 2D fighting game. In BlazBlue, there are quite a few different types of blocking:
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Break Burst | |||||||||||||||||||||||||||
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To Burst, press A+B+C+D. There are 2 different types of bursts in the game: Gold and Green. You get a Gold Burst if you burst when you are at neutral (meaning you can move freely and attack). Bursting at any other time gives you a Green Burst (getting hit or blocking any enemy's attack).
Note: Frames 1~48 are compeletely invincibly, recovery for mid-air bursts is until landing. Note that there are some times when you can not burst:
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Barrier Gauge |
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Hold A+B while blocking to Barrier Block. Barrier Blocking consumes the Barrier Gauge, prevents Guard Crush, chip damage,
pushes the enemy further away, and increases block stun.
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Counter Assault |
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Typically, a counter assault is just a strike, but some characters have something special, for example Arakune's Counter Assault is a throw, and Noel's a sidestep that doesn't hit the opponent at all. Note that combos involving a Counter Assualt can NOT KO an opponent no matter what; the opponent will always survive with 1 health. |
Astral Heat |
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Teching/Recovering | ||||||||||||||||||||||||||||||||
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The only difference between neutral wake-up and "emergency" tech is input timing -- they are otherwise the same. Both have a total animation time of 32F, and are completely invulnerable. During either of these, you will green burst, but if you let the animation complete, there is a 2F window immediately afterwards wherein the burst will be gold, instead. If you are thrown by a command throw during frames 6-8, it will be throw unbreakable, so watch out!
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Guard Primers |
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Guard Crush |
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When your Guard Primers are reduced to zero, you will be Guard Crushed. If Guard Crushed while standing or
crouching, you will be in a standing state or crouching state respectively, and will be completely vulnerable
for 120 frames. Guard Primers will be restored to their maximum amount after a Guard Crush, but Guard Primers lost from doing a green Break Burst will not recover until the next round. Characters with a lower number of Guard Primers should be careful about using green Break Bursts. |
Damage Scaling | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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As you combo the opponent, you will notice that each attack does less damage than they would individually. This
is due to damage scaling, otherwise known as damage proration. To determine how much damage each hit in a combo will deal,
there is a formula: Damage = (Base Damage of the attack) *(Character Combo Rate) * (P1 of the first hit) * (P2 of all the preceeding hits in a combo) * (any special prorations)
Proration Types
Example: Lambda Act Parser: Zwei > 5D > 5D > Act Parser: Zwei > 5D
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Chip Damage |
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Special and Super attacks in BlazBlue (and most other fighting games) do small amounts of damage even if they are blocked. Most Special and Super attacks do 5% of their base damage on block. This chip damage can be prevented by usng Barrier Guard. Additionally, there are certain moves that are defined to do more or less chip damage (see move notes for details). Ragna's Soul Eater also does chip damage wich is ALSO absorbed by Ragna and coverted into health. Soul Eater can be prevented with Barrier Guard. |
Minimum Damage |
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Most Distortion Drives (supers) in BlazBlue will always do 20% of the damage of attack at minimum regardless of damage scaling. This
means that using supers at the end of combos is a good way to tack on some extra damage whereas in the previous version of BlazBlue, it would be
a waste of Heat since the super would do very, very little damage and the Heat would be better saved for later use. Note that this does not apply to time-based supers like Ragna's Blood Kain or Taokaka's Almost Becoming Two In addition, throws always do 100% of their original damage regardless of how much damage scaling has occured beforehand (assuming the opponent does not break your throw). Minimum damage is not affected by Character Combo Rate, Move-Specific Changes, Negative Penalty State, or Danger State prorations. |
Super Freeze Buffer |
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"Superfreeze" is the interval of time during the beginning of a Distortion Drive and Astral Heat where the passage of time is halted for both characters.
During superfreeze, the character which is not performing the super is subject to Advanced Input, and should be careful not to hit any
buttons they will regret after the superfreeze. That said, it's possible to "overwite" an attack input during the superfreeze, subject to the following rules:
Should you wish to, it's possible to use the superfreeze to your advantage and advance input a counterattack with some invincibility. However, if you wish to "overwrite" a special with another special, you have to first overwrite it with barrier, then do the other special's input. Incidentally, should you wish to gold burst during the superfreeze, you MUST hit all 4 buttons simultaneously, without even a single frame of delay between the button pushes, or you'll get a throw instead. To prevent this, hold back and then drum your fingers across ABCD -- however, because the Drive attacks of Taokaka, Bang and Hakumen can't be cancelled on frames 1-2, drumming your fingers will cause a D attack to come out. |
Physical Clashing and Projectile Clashing | ||
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When 2 projectiles clash, you will see a purple circle as well as hear a clapping sound. All projectiles in BlazBlue have a level as noted in the frame data. If no level is listed, then it is assumed to be level 1 (the lowest). If the projectiles are different levels, then the projectile with the lower level dissipates. If the projectiles are the same level, then they both disappear. |
Danger State and Negative Penalty |
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When in Negative Penalty, your character will have a bunch of vertical red lines around you and you will take more damage just like Danger State: the first hit of a combo does 1.5x more damage; all
subsequent hits deal 1.2x more damage. Throws still only do their base damage. Note that you can have both Danger State and Negative Penalty at the same time! This means that you can take 125% more damage if you have both effects at the same time! Be careful! |
Poison and Life Drain |
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Ragna's Blood Kain drains his life until his Blood Kain meter is depleted. Ragna can also not die from this life drain effect. |
Hitting Twice |
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Attacks can hit multiple targets assuming they are within range. For example an attack can hit BOTH Carl and Nirvana.
This even applies to projectiles like Jin's Ice Blades, but since the projectile will shatter the instant it touches Nirvana or Carl, this effect is much harder to take advantage of.
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