Universal Mechanics

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Attack Level[edit]

Attacks in each game do standardized amounts of hitstun, blockstun, etc. depending on their Attack Level, but there are exceptions (and they will be listed in the frame data).

Each attack's level is listed in each character's frame data.


For more information in each game
BlazBlue: Chrono Phantasma, Guilty Gear: Accent Core + R, Persona 4 Arena


Barrier Block[edit]

Barrier Block is a type of blocking that costs meter, increases blockstun, and increases pushback.


For more information in each game
BlazBlue: Chrono Phantasma, Guilty Gear: Accent Core + R

Burst[edit]

Bursts are an invincible attack that can be done while getting hit in order to interrupt the opponent's combo or stop the opponent's offensive pressure. Bursts use a separate gauge and is very expensive to gain and use.

Bursts often have a secondary use as an offensive tool to continue combos or gain full meter.


For more information in each game
BlazBlue: Chrono Phantasma, Guilty Gear: Accent Core + R, Persona 4 Arena

Clash[edit]

Clashes happen when two opposing hitboxes touch each other. During a clash each character can cancel the attack into any other attack at no cost, but you must be fast to react to it. Thus when clashes happen either the players are unable to react to it because it is unexpected, or they understand how the attacks interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!


For more information in each game
BlazBlue: Chrono Phantasma, Guilty Gear: Accent Core + R, Persona 4 Arena

Counter Hit Carry[edit]

Multi-hit attacks have a property where if the first hit is a counter hit, then all the followup hits will also be counter hit. This means that you can hitconfirm off multi-hitting attacks more easily as well as do combos that might otherwise be difficult (or impossible) without Counter Hit Carry.

For more information in each game
BlazBlue: Chrono Phantasma, Persona 4 Arena


Counter Assault[edit]

Counter Assaults are an invincible attack that deal little to no damage that blow the opponent away. Counter Assault costs meter and can help a player who is in a defensive position reverse the momentum of a match.


For more information in each game
BlazBlue: Chrono Phantasma, Guilty Gear: Accent Core + R, Persona 4 Arena

Dead Angle Attack[edit]

See Counter Assault

Fatal Counter[edit]

Some attacks have the Fatal Counter property. Counter Hitting the opponent with one of these attacks increases hitstun and untechable time to all subsequent attacks in the combo, allowing for otherwise impossible combos or loops.

A few rare attacks don't even need Counter Hit to cause Fatal!


For more information in each game
BlazBlue: Chrono Phantasma, Persona 4 Arena


Faultless Defense[edit]

See Barrier Block


Guard Bonus[edit]

If you are stuck in blockstun for over a few seconds straight (meaning there's not even a 1 frame hole in the opponent's attacks for a few seconds), you automatically begin instant-blocking all attacks and the words "Guard Bonus" will appear on the side of the screen.

Typically, Guard Bonus occurs after being stuck in blockstun for 6 seconds.


For more information in each game
BlazBlue: Chrono Phantasma, Persona 4 Arena


Guard Cancel Attack[edit]

See Counter Assault


Instant Block[edit]

Start blocking a moment before the opponent's attack connects to perform an instant block. Your character will flash white if you did this correctly.

The benefits of this include reduced blockstun, reduced pushback, and gaining meter.


For more information in each game
BlazBlue: Chrono Phantasma, Guilty Gear: Accent Core + R, Persona 4 Arena


Negative Penalty[edit]

If a character runs away for too long, then the character enters Negative Penalty. Keep-away or run-away tactics will not incur Negative Penalty if the player is actively using some form of offense. Even if it's passive, it's more than enough to not get penalized.

The effect varies from game to game, but the results are always negative:

  • In the Guilty Gear XX series, you lose all meter and meter gain is reduced significantly for a period of time
  • In BlazBlue: CP, you lose all Barrier Meter, and get placed in Danger State
  • In Persona 4 Arena, you take more damage when you get hit


For more information in each game
BlazBlue: Chrono Phantasma, Guilty Gear: Accent Core + R, Persona 4 Arena

Same Move Proration[edit]

A system mechanics where using the same attack twice (or more) in a combo adds additional damage scaling or hitstun decay. This is meant to discourage the use of the same attack multiple times in one combo.


For more information in each game
BlazBlue: Chrono Phantasma, Persona 4 Arena