Table of Contents
Movement
Offense
Damage System
Throws
Guard Primer System
Defense
Using the Heat Gauge
Miscellaneous

Basic Movement
Directional Commands
NumpadDirection
789
456 N
123

Run/Dash
To run forward, press 656 in quick succession when on the ground, and keep holding 6 to continue running forward. You can cancel the run into attacks and Barrier Guard. If you stop running and don't cancel into anything, you will slide to a stop. This slide animation is completely vulnerable.

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.
Run/Dash Brake
Because runs typically have a vulnerable period after they are done, players typically cancel the run into Barrier Guard briefly, then continue doing whatever they wanted to do. This is a very powerful technique to maintain a specific range vs the opponent, and you should be in the habit of doing it everytime you want to stop running.
Backstep
to perform a backstep, press 454 quickly. Most backsteps have a bit of invulnerability at the start, so they are useful for escaping enemy attacks if timed correctly.
Jump
To jump, hold the joystick in any upward direction. In general, when you jump, you will go through a jump start-up phase ("preparation action") and then leap up. While in jump start-up, your hitbox is considered grounded, you are invulnerable to ground throws, and it's possible to cancel into things like special attacks or gold burst.
High Jump
To high jump (also known as super jump), start from 5, then quickly press any downward direction, then any upward direction. High Jumps have startup just like normal jumps.
Double Jump
To double jump, press any upward direction, when in the air. You can not perform a double jump if you already performed an air dash. Taokaka can triple jump, and Tager can not double jump at all (poor Tager).

Air Dash
To air dash, press 656 or 454 twice in quick succession when in the air. Bang and Taokaka can double air dash, and Tager can not air dash at all.
Instant Air Dash
This is a technique done that allows people to perform an air dash immediately after jumping. To instant air dash press 956 to IAD forward, press 754 to IAD backward.

Momentum When Running
When performing attacks and jumps while running, some of the momentum is carried over to your next action. For example, running forward then jumping forward makes jump much farther than if you were to do a normal forward jump. If you do an attack while running, your character will slide a bit while performing an attack. This property is used often in combos to give them more reach.

Air Movement Rules
Whenever you go into the air you can do either an air dash or a double jump, but not both. Being able to do either command is called having an "air option".
You do not regain you air options until you touch the ground again.

Canceling
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.

Revolver Action
Revolver Most normal attacks can cancel into each other, however this is different from character to character. This act of canceling normals into other normals is called Revolver Action. As a general rule, weak attacks can cancel into stronger attacks (though they may not always combo), but they vary greatly from character to character. Study your character's Revolver Action to figure out when you can cancel into desired moves like overheads, or jump cancelable moves. If you study your opponent's revolver actions, you can find out at what times the opponent can cancel his attack into an overhead or a low, thus making blocking less guessing, and more anticipatory.
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.

Jump Cancel

Jump Cancel 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.

Jump cancelling inherits the properties of jumping, so you can use jump cancelling to connect attacks into special attacks that would have otherwise been impossible (save for RCing), as well as cancelling attacks into gold bursts.






Dash Cancel

Dash Cancel 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.










Rapid Cancel

Rapid Cancel 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.

Rapid Cancels allows you to immediately interrupt your current action (most of the time), and is useful for allowing follow-ups to special attacks, or enhancing combos.

When you rapid cancel, the only thing possible on the next frame immediately after hitstop ends is guarding -- even if you RC and connect as quickly as possible into the next attack, there will be a 1F delay, so keep that in mind.

For attacks that make your hitbox airborne, if you RC, then aside from being able to throw out aerial attacks, you can also use double-jump and air dash. Not only that, but RCing also gets rid of any landing recovery, so RCing makes it easier to combo into ground attacks.


Advanced Input
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
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.
Lvl 0Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5
Hitstop101112131415
Hitstop (Counter Hit)+0+0+2+3+7+10
Hitstun (Standing)101214161921
Hitstun (Ground Counter Hit) +4+4+4+5+5+5
Untechable (Air Hit)121414171921
Untechable (Air Counter Hit) +10+11+12+14+15+16
Blockstun (Ground)91113161820
Blockstun (Air)111315182022
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Hitstop on Counter Hit only applies to the opponent

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 20 + 1 - 6 = 15

Heat Gauge
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
The amount of Heat gained through various actions in the game can be calculated by the formula described below.

Heat Gauge- Total 10,000 units. (so 100 units = 1%)
Damage x Situation Rating x Character Rating

DamageThe base amount of damage the attack deals. This value is not affect by damage scaling in combos so a move will always gain the same amount of heat no matter how much damage it actually does in a combo.
Situation RatingHitting the enemy = 1.8
Making the enemy block an attack = 0.9
Taking a hit = 1.0
Blocking an enemy attack = 0.5
Character RatingMakoto and Tsubaki are 0.2
Hakumen is 0.3
All other char are 0.23

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.

Heat Gauge Cooldown
After performing an ability that consumes 25% or more of the heat gauge (such as Rapid Cancels, Counter Assaults, and Jin's D Special Attacks), you will gain 75% less heat and auto heat gain will stop for a set amount of time (usually 180F). The frames are counted during hitstop and super flash as well, making "longer" moves less affected.
Some attacks have longer cooldowns, such as Makoto's Particle Flare (420F).


Automatic Heat Gain
When your health bar is under 35%, your Heat Gauge will slowly gain Heat automatically at the rate of 1 unit per frame. Hakumen normally gains 3 units per frame, but when he has less then 35% health, he gains 4 units per frame.
The heat meter will have a flashing icon when this occurs.
Heat Gain

Hit Effects
Ground Hit
"Ground hit" is a type of hitstate where you are hit on the ground and suffer some "hitstun", being pushed away by the opponent's attack. When ground hitstun finishes, you will be forcibly returned to your previous state (i.e. standing or crouching). Ground hitstun is divided into standing and crouching hitstun: standing hitstun is easier to hit for attacks with high hitboxes (note: the animation differs slightly depending on whether you get in the upper or lower half of your hitbox); crouching hitstun is shorter, but lasts 2 frames longer than standing hitstun.

Furthermore, there are also some attacks that have unique properties/effects when you force an opponent into crouching hitstun on ground hit.

Air Hit (Untechabe State)
Naturally enough, "air hit" is a hitstate incurred when hit in the air. The main difference from being ground hit is that you can only return to a regular aerial state if you recover, or "tech" out, after the attack's fixed "untechable" window passes -- if you don't tech out, the opponent will be able to combo you and create an "invalid combo". Sometimes people prefer not to tech and allow the opponent to get an invalid combo so they do not reset damage scaling. For example, some people decide to not air tech versus Tager's Atomic Collider and let the invalid combo continue rather than tech and get hit by the Atomic Collider and reset the damage scaling. If you continue to not tech, then you'll simply fall to the ground at which point you can emergency tech or roll.
Invalid

Bounce Effects
There are three types of bounce effects in BBCS2: floorbounce, wallbounce, and cornerbounce. Floorbounce is a hitstate where you get knocked down to the ground and then rebound off of it, floating up into the air. Wallbounce occurs after you're blown back into, and then rebound off of, the edge of the visible part of the (battle)field. Cornerbounce is when you're blown back into, and then rebound off of, the corner of the field. Basically speaking, you can tech out after the untechable window of the attack received, but there are moves which completely change the untechable window if they cause a bounce.

Stagger
"Stagger" is a type of hitstate where the character is stunned and appears to cower in place, unable to do anything for a set amount of time, then falling to the ground. Immediately after being put into stagger, the hitbox is grounded, and after falling forward to the ground, the character is put into a ground untechable knockdown state. After exceeding the amount of time where the character can't do anything, pushing any button except for D will cause the character to recover.
Stagger time decreases under the influence of combo proration factors, but there are some attacks which have fixed stagger times.

Freeze
"Freeze" is a hitstate caused by getting hit by any of Jin's drive attacks. For a fixed amount of time, you'll be surrounded by ice, and be completely unable to do anything (except green burst). The amount of time depends on each attack, and after the effect has elapsed, you'll automatically recover. Recovery provides no invincibility of any kind, and throws against you will be considered green throws after you recover. Additionally, if you're frozen in mid-air and land while frozen, you will then be treated as grounded.
On a related note, attacks on frozen characters are unaffected by combo proration factors, and the length is always the same (per attack).

Slide
"Slide" is a hitstate where the character is knocked/slammed into the ground and then slides towards the corner. Note that although the slide state is ground untechable, if the air untechable time expires, then you'll be able to use wake-up options aside from Quick Tech.
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

Counter 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.

Throw Counter
Further, if you use a throw attack on an opponent who is in counter state, then a "Throw Counter" will occur, and they will be unable to throw break, but there is no increased stun in this case.


Fatal Counter

Fatal Counter 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.
You'll know which moves have this property because the announcer will say "fatal" and the words "Fatal Counter" will appear on the side of the screen.
Example: Jin hitting the opponent with 2C counter hit will allow you to combo 5C into 6C on standing opponents.


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!

Counter Hit Carry
Some multi-hit moves have a property where if the first hit is a counter hit, all the following hits will be normal hits. However there are also multi-hit moves where if the first hit is a counterhit, all the following hits will also be counterhit. The latter type of attacks are said to have the "Counter Hit Carry" property. However, the hitstop increase only registers for the first hit that was a CH. In fact, all hits after the first have shorter hitstop, so be careful when trying to combo.

Counter Carry 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

Throw 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
To perform a forward throw, press neutral or forward +B+C while standing on the ground.
To perform a back throw, press back + B+C while standing on the ground.
To perform an air throw press B+C while airborne.




  • Ground throws can not throw enemies in the air, or enemies starting a jump. Air throws can only throw enemies in the air.
  • Unlike other games, you can throw enemies in hit stun and block stun. However the enemy can escape the throw much more easily. See the throw break section for more details.
  • After being thrown, normal throws can be escaped by pressing B+C.
  • When you successfully throw your opponent, you are completely invincible through the entire throw.
Command Throws

Command 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.






Throw + Throw or Throw + Attack situations
Usually, when both players' attacks collide at the same time, a "trade" occurs, but if both players time their throws at the same time, or one attacks right when the other throws, the game follows this rule: the character that was doing the hitting (i.e. the attacker) always loses the throw + throw / throw + attack "trade" situation.

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
Throw Break
When thrown an exlamation mark will appear. When that happens, you can press B+C to escape the throw. This action is known as "breaking throws".

!
Under normal conditions, you will see 1 green exclamantion mark and have a 13 frame window to break the throw.
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.

Command Throw Break
Note that command throws like Tager's Tager Buster and Hazama's Bloody Fangs can not be escaped under normal conditions, BUT can be escaped if they throw you when in block stun or hit stun. More simply, command throws ignore green exclamation marks, but are still subject to purple exclamation marks.

Throw Counter
ThrowCounter
This happens when you are thrown as a counter. For example, getting thrown out of an attack with a lot of startup will not let you attempt a throw break. The game will show a big red X when you are thrown and the words "Throw Counter" when this happens.

Throw Reject Miss

TRM 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.
Throw Reject Miss occurs if you're thrown between 4-30 frames AFTER inputting your throw break attempt. However, if you "whiff" your throw break and the regular throw animation/motion comes out, then only frames 17-30 (after the throw break input) will be the "Throw Reject Miss".

In addition, for the purpose of considering a simultaneous input of B+C as a throw break attempt, pushing B and C at the same time in other situations will also cause a Throw Reject Miss state. (e.g. A+B+C for executing an RC; teching using B+C; etc.)



Barrier Throw Break: 4+A+B+C or 1+A+B+C
If the opponent tries to throw you and you time this input correctly, you'll get a throw break; if the opponent tries to hit you, then you'll just use your barrier. However, using this method, a throw break will only work up to 3F before being thrown. The trick is to input it somewhat late, but nevertheless, if the opponent delays his throw timing, this, too, will put you into a Throw Reject Miss state.

Attack Attributes
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).
Physical Attributes
Physical attributes are broken up into 3 groups: head, body and foot. Attacks with the head attribute are usually attacks that hit high up, like jump attacks, air specials, etc.; body attribute attacks usually hit around a characters body, but there is also some overlap, here, with the other attribute types; foot attribute attacks are primarily crouching attacks and other moves that hit lower down.

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.

Type Attributes
Type attributes are also broken up into 3 groups: strike, projectile, and throw. Some moves, like Noel's 5C or Rachel's 5B, have two type attributes, and inherit characteristics of both types of attacks. (For example, strike attacks cause hitstop to both players, whereas projectile attacks usually only cause hitstop to the defender; hence, an attack with both strike and projectile attributes will cause hitstop to the attacker as well, even during its projectile portion. Additionally, strike + projectile attacks will offset other projectile attacks, which is usually not possible for strike-only attacks.)
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.

Attribute Invincibility
There is one point of note with regard to type attribute invincibility: whereas physical attribute invincibility functions under an "all or nothing" system of determining whether move X beats move Y, type attribute invincibility functions under an "at least one" system. For example, consider Tager's Sledge Hammer, which has a projectile autoguard (i.e. projectile invul) property, and Noel's 5C, which has both strike and projectile attributes: since the 5C has "at least" the projectile attribute assigned to it, Sledge Hammer can plow through 5C.
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.

Physical Invincibility
Physical invincibility is a property of certain moves, wherein part of the character's "body" (i.e. hitbox), such as their feet or upper body, disappears. This type of invincibility is *separate* from attribute invincibility, and is purely a matter of hitboxes.

Guard Point

Guard Point "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.
One last point: among the moves with guard point, there are moves that only provide a specific kind of guard point: protecting against only certain attribute-imbued attacks; protecting against only lows (or only highs); etc. There are also some moves with guard point in only certain parts of the hitbox, so keep that in mind when checking a character's frame data and attack explanations.


Blocking
Blocking is an integral part of any traditional 2D fighting game. In BlazBlue, there are quite a few different types of blocking:
Blocking

High BlockHold back to block high and mid attacks.
Low BlockHold down-back to block mid and low attacks.
Air BlockHold back to block attacks when in the air. Some attacks are normally unblockable in the air unless you use Barrier Block. In addition to that, some attacks are compeltely air unblockable like Carl's (or rahter Nirvana's) Fermata.
Instant BlockBegin blocking within 8 frames before the attack touches you. You will flash white if you did this correctly. Note that for multi-hit attacks, IBing the first hit will automatically cause you to IB the rest of the hits, but your heat gauge will NOT increase for any of the hits past the first.
Barrier BlockWhen blocking, hold A + B. You should see a green barrier appear if you do this correctly. Barrier Blocking consumes the Barrier Gauge.

RegularInstantBarrier
Prevent Chip DamageNoNoYes
Guard Stun+0Ground = -3 Frames
Air = -6 Frames
+1 Frame
Prevent Guard CrushNoNoYes
PushbackNormalSmallLarge
Meter GainSmallLargeSmall

Guard Bonus
If you are stuck in blockstun for over 6 seconds straight (meaning there's not even a 1 frame hole in the opponent's attacks for 6 seconds), you automatically begin instant-blocking all attacks and the words "Guard Bonus" will appear on the side of the screen. This doesn't happen often, but it's good to keep it in mind.

Break Burst
Burst
Break Bursts (normally just called Bursts) are a special type of attack in BlazBlue; they do no damage, are invincible until recovery, and can be done at almost anytime. You start off the match with 1 Burst, and if you lose a round then you get another, but you do not get one if a round ends in a draw. Note that you can only have 2 bursts total in the entire match, regardless of how many rounds are in the match.
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).
Bursts
P1P2StartupActiveRecoveryFrame Adv.UntechNotes
Gold Burst6511022627+4300
  • Projectile
  • If your opponent is hit, they will be launched high into the air and fall straight down, making them easy to hit
Green Burst108022627-1620
  • Projectile
  • You lose half your maximum Guard Primers rounded up for the entire round.
    Ex: Green Bursting with 5 max Guard Primers will reduce your max to 2

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:
  • While in any sort of hit state or knocked down, from the moment a throw attack, super, or Astral Heat starts (superfreeze included) until it ends
  • After getting thrown, being hit by a Distortion Drive, or Astral Heat, and until being hit by another attack
  • While performing any attack
Note that there are some times when you can not burst. Such as when you are being thrown, when you are being hit by a Distortion Drive, or when you are performing an attack.

Barrier Gauge
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.
Barrier Gauge
  • The Barrier Gauge is 10,000 units when full
  • Each usage of barrer block instantly consumes 130 units. For each frame past the initial expenditure (hitstop included), 20 units are consumed per frame.
  • If you barrier block an attack, the amount of barrier used up is equal to 10% of the incoming attack's base damage value
  • The Barrier Gauge starts to recover 124 frames after deactivation at the rate of 16 units every 10 frames.
  • If you use barrier to protect your last guard primer, you use up 3194 units of barrier.
  • When the Barrier Gauge is completely drained, you will be put in the Danger State for 600 frames. After this time is up, you will no longer be in Danger State and your Barrier Gauge will be restored to 5,000 units.


Counter Assault
Counter Assault
Counter assualts are a special type of attack done when in block stun and are invincible. To perform a Counter Assault, press forward + A+B with 50 heat when blocking an attack.

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
Astral
Astral Heat is an attack that automatically wins the match if you can hit the opponent with it. To actually use an Astral, there are certain conditions that need to be fulfilled first:
  • 100% Heat Gauge
  • one available Break Burst (not greyed out)
  • You are one round away from winning the match
  • Opponent's health bar is below 35%
Your character icon flashes white when you can use your Astral. Note you CANNOT use your Astral in a combo if the opponent started the combo at > 35% health. However you CAN use your Astral in a combo if you started the combo with less than 100% Heat and get up to 100% by the time you want to use your Astral. Once you perform you Astral (hit or miss), you will loose 100% of your Heat Gauge as well as your Burst.
Portrait

Teching/Recovering
Ground Rolling
Unlike most other 2D fighting games, you are vulnerable when you are lying on the ground. However, you can roll in different direcitons to escape an approaching opponent. You will automatically perform a Quick Tech if you do not pick any roll after a certain amount of time (68 frames).
Forward Rollhold 6 while pressing A/B/C
  • 1~3F Completely invulnerable
  • 4~17F Throw invulnerable, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
Back Rollhold 4 while pressing A/B/C
  • 1~10F Completely invulnerable
  • 11~17F Throw invulnerable, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
Quick Techhold 2 while pressing A/B/C
  • 1~13F Throw invulnerable, if hit you will be in the air
  • 14~19F Throw invulnerable, guard possible, special cancel possible, if hit will be in standing position
Neutral Rolldon't hold any direction while pressing A/B/C
  • 1~32F Completely Invulnerable
Note: Can pass through the opponent during 1~10F of Forward Roll and Back Roll

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.

Stagger Recovery
Some attacks place the opponent in a stagger state such as Ragna's "Not Over Yet". While in a stagger state you are vulnerable to attacks and after a period of time, fall to the ground if you do not recover. To recover from stagger, press any button except D. Stagger recovery takes 8 frames, you can cancel into gold burst during this time. Moreover, if you are attacked while recovering from stagger, you will be forced into the appropriate guardstate. Furthermore, if you are thrown during frames 6-8 of recovery, you will be considered out of hitstun (for the purpose of differentiating between green and purple throws).
If you are thrown by a command throw during frames 6-8, it will be throw unbreakable, so watch out!

Emergency Tech
When you are hit and falling from the air, press any button (except D) the moment you touch the ground and you will automatically do an Emergency Tech. The properties of an Ememrgency Tech are the same as a Neutral Roll.

Air Teching
When you are in the air are get hit, you are stuck in a vulnerable state. To recover from this state, press any button (except D) to "air tech". You will flash white when you do it and you can tech in 3 different directions: forward by holding 6 when teching, backward by holding 4 when teching, and neutral by holding no direction when teching. When you air tech, you are invulnerable to attacks (but not throws!) for frames 1~15 and you can only burst during that time. If you do not tech, you will eventually fall to the ground and become knocked down. The following diagram explains the situation in more detail.

Midair Knockdown
When you are in an untechable state and touch the ground (such as after sweeps and air combos), you will be knocked down if you don't do anything. The following time table shows your options and status during a knockdown.
Time -->
LandingAerial HitboxAuto Quick Tech
8F window
Emergency Techable
18F Window
No actions can be performed
40F Window
Any type of wakeup can be performed
Combo proration still in effect10F Window
Combo proration still in effect
Combo proration ends

Guard Primers
Guard Primers
Guard Primers are the multiple bullet-shaped icons lined up under your life gauge toward the center of the screen. Primers are removed whenever you block certain attacks The maximum number of Primers is different per character, and are removed when you block specific attacks (also different per character). When the opponent's Guard Primers are reduced to zero, they will be Guard Crushed. A Guard Crush will leave them completely vulnerable to attack, giving you the chance to land a combo.

  • When blocking an attack that removes Guard Primer(s), the Primer will be removed no matter how you block.
  • If blocking the attack would reduce your Primers to zero, you can Barrier Guard to retain 1 Guard Primer, but you will lose approximately 1/3 of your Barrier Gauge.
  • Guard Primers recover very slowly over time; 625 frames to recover 1 guard primer.
  • After getting hit by or blocking your opponent's attack, Guard Primer recovery will temporarily stop. Guard Primer recovery will not resume until 120 frames have passed after hit stun, block stun, or after recovering in the air.
  • Whenever you lose a Guard Primer, the 625 frame recovery timer is reset.
  • Some attacks remove more than 1 Guard Primer at once. For example the last hit of Taokaka's Hexa-Edge removes 2 guard primers on block. Barrier Guarding one of these attacks when you have 1 or 2 Primers left will reduce you to 1 Primer and consume 1/3 of your Barrier Gauge.
  • 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.
  • Arakune's Astral (n to infinity) will automatically Guard Crush if blocked normally. You can avoid being Guard Crushed by Barrier Guarding, but you will be reduced to 1 Guard Primer, so be careful.

Guard Crush

Guard Break 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.
A mid-air Guard Crush will cause wall-bounce, and the player will not be able to Emergency Tech, so you can attack them while they are in a lying on the ground.
Upon guard crushing your opponent, the damage from the next attack with will not incur its P1 proration value, so use an attack with a high P2 value. Note that a 90% damage proration value will be applied to this first attack, instead, but this proration has no effect on the air untechability time. Additionally, throw attacks cannot be broken out of, and since the throw damage will be 100%, characters with command throws should take advantage of this situation.




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
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)
CharactersCombo Rate
Rachel, Taokaka, Lambda85%
Mu, Makoto, Platinum, Valkenhayn,
Ragna, Jin, Noel, Litchi, Carl, Arakune
80%
Tsubaki, Hazama70%
Hakumen60%
Tager40%

Proration Types
Proration TypeDescriptionApplies ToHitstun/Untech Time
P1Applied only when the first hit of a comboNext attack onwardsHas an effect
P2Applied to every hit in the comboNext attack onwards
RepeatOnly some moves have Repeat Proration.
Applied when the same move is used 2+ times in a combo
Current attack onwards
BonusOnly some moves have Bonus Proration. Proration value of greater that 100%.
Using the move 2+ in a combo will not add bonus proration.
Next attack onwards
Combo RatingApplied 2nd hit onward. Varies with each character2nd hit onwardsHas no effect
Guard CrushApplied to attacks taken while guard crushedAll attacks
SpecialOnly some moves have Special Proration. See character frame data for detailsAll attacks
Negative PenaltyApplied to combos when in Negative Penalty StateAll attacks
Danger StateApplied to combos while in Danger StateAll attacks

Example: Lambda Act Parser: Zwei > 5D > 5D > Act Parser: Zwei > 5D
AttackBase DamageP1P2RepeatForumlaActual Damage
#1 Zwei15008094--1500
#2 5D480-89-Combo Rating * (P1 from #1) * (P2 from #1)306
#3 5D > D200-94-Combo Rating * (P1 from #1) * (P2 from #1, #2)113
#4 Zwei1500-9475Combo Rating * (P1 from #1) * (P2 from #1 - #3) * Repeat600
#5 5D480---Combo Rating * (P1 from #1) * (P2 from #1 - #4) * Repeat180

Exceptions
Some attacks ignore this damage scaling. For example all throw do their full damage and ignore any damage scaling. Most Distortion Drives do at least 20% of their damage. See the Minimum Damage section for details.

How Damage Proration Affects Tech Time
ProrationGroundAir
32%0F-2F
27%0F-3F
22%-2F-4F
18%-3F-5F
14%-4-6F
10%-5F-8F
7%-7F-10F
4%-10F-13F
2%-14F-17F
< 2%auto techauto tech
As a combo continues, the proration applied to affects how much hitstun the opponent recieves. Hitstun duration is affected solely by four types of proration: Start Proration (P1), Proration Multiplier (P2), Same Move Proration, and Bonus Proration. When the combined calculated proration value of these goes below 37% (on the ground) or 27% (in the air), the hit-stun duration begin to drop. This means that when you add attacks that have lenient proration into your combo, not only will you net more damage, it'll be easier to lengthen the combo with more attacks.

Chip Damage
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
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
"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:
  • Normal attacks can be overwritten by special attacks or barrier usage
  • Special attacks can be overwritten by barrier usage
On a related note, if you are at close range, then instead of using barrier, you can just use normal blocking to "overwrite" any attack input.

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
Clash
Occasionally when 2 physical attacks touch, they clash. When a clash occurs purple lightning will appear on screen and a clapping sound can be heard. During a clash, both you and your opponent's attacks are negated, and you each can cancel your attack into another attack at no cost (but not a jump, dash, block, etc.). If the clashed move has mulitiple hits and you do not cancel your attack, the latter attacks will come out.

Projectile Clash Projectile Clash 2

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
Danger State
Danger State
When in the Danger State, the word DANGER will appear overlayed on your health bar, and you take more damage: 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.

Negative Penalty

Negative Penalty 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.
Negative Penalty happens when you perform too many "Defeinsive Actions" in a row without performing any "Offensive Actions". Performing Backsteps, walking backwards, air dashing backwards all count as Defensive Actions. Running towards the opponent, attacking the opponent, etc. cout as Offensive Actions. Your character will flash red and the screen will show the text "Negative Warning" before you actually get Negative Penalty, so use that as a sign to stop turtling!


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
Life Drain
Bang's Poison Nail slowly drains the opponent's life until either the maximum amount of life has been dealt (800 damage) or the opponent hits Bang. Poison can also never kill the opponent. Bang's Poison Nail is currently the only attack that deals poison status in the entire game.

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
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.
Hitting Twice