Each attack in the game has an attribute. Attributes are broken up into four broad categories: strike, projectile, throw, and doll. These attributes interact with each other to trigger certain effects like invincibility and guard point.
- Strike Attribute
- Strike attributes are broken up into three groups: head, body and foot. Generally, grounded moves are body unless they look like they hit low (even if they don't actually need to be blocked low) and virtually all air attacks are Head
- Strike attacks are the most common in the game and can clash with each other.
- Projectile Attribute
- Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.
- Projectiles cannot clash with strikes or throws.
- The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show P2
- Throw Attribute
- The throw attribute is not exclusive to standard throws! Some attacks, such as Tager's Atomic Collider and Noel's Muzzle Flitter, do not behave like normal throws as you can combo into them without triggering a Purple Throw. These moves typically have other restrictions in place, however. Typically throw attacks cannot hit opponents in certain states, such as crouching or airborne opponents.
- Throws generally cause both characters to become temporarily invincible to other attacks. For example, throwing Carl while Nirvana is performing Rhapsody of Memories (the multi-punching super) will allow you to avoid Nirvana's punches!
- The throw attribute also does not necessarily imply the move is unblockable or can be jumped out of, each move is different.
- Doll Attribute
- The Doll attribute is uncommon and is used primarily by Carl and Relius as they have partners (Nirvana and Ignis) that don't technically count as projectiles, but do move independently.
- Multi-Attribute Strikes
- Some strikes actually have attributes from other categories, like Strike-Projectile, or Strike-Throw
- A common instance of this is strikes can interact with projectiles and take on the properties of both.
- For example, Jin's 5D is both Body attribute and Projectile attribute and has the following properties
- Can clash with strikes
- Can clash with projectiles
- Can not be cut by Hakumen's sword or absorbed by Azrael's Growler Field
- Some attacks are invincible to or automatically guard against attacks with certain attributes. For example, Ragna's 6A has head attribute invincibility, so it functions very well as an anti-air since most jump attacks, air specials, etc., are considered Head attribute.
- Interacting with Strikes function under an "all or nothing" system. An attack must be invincible to all of the strike attributes in order for it to work. For example, Ragna's 6A has head attribute invincibility, but it will lose to an attack that has both head and body attribute. In previous iterations of Blazblue, this was much more common, however in CentralFiction most moves only have one strike attribute.
- Invincibility with multi-attribute strikes function on a "at least one" system. An attack need only be invincible to at least one of the attributes in order for it to work. For example, Noel's Muzzle Flitter (214A) is both Head and Throw attribute. Meaning both Terumi's 6A and 6B are invincible to it since 6A is head invincible and 6B is throw invincible.
- Most attacks with attribute invincibility are invincible only for a certain number of frames, meaning you can hit them before or after the attribute invincibility window. Jin's 6B is invulnerable to Foot attacks and throws, but not on the first frame, meaning a Foot attribute attack active on the first frame of 6B will hit Jin out of 6B. This is especially important with regard to anti-air attacks: anti-airs often have a bit of startup before they gain their Head invuln frames, so a jump attack that's already active will Counter Hit an opponent for attempting to anti-air too late.
- Finally (and in mild contraction to above...), Bursts have their own "Burst" attribute. Almost all attacks with invincibility and guard point are still vulnerable to Bursts. Blocking normally however, still works.
- Guard Point
- "Guard point" (also known as autoguard) allows attacks to automatically guard against other attacks. Guard point allows a move to come out while automatically guarding the opponent's attack, so it can be used similar to invincibility. Autoguard is inherently weaker than invincibility, however, as when an attack hits an invincible opponent, it is as though the attack whiffed, meaning the attack cannot be cancelled and the attacker will be left open during their recovery; an attack that hits autoguard is considered "blocked" and the attacker retains all "cancel on block" options. This doesn't make autoguard useless, but it is not the same as in invincibility and can even cause attacks to clash.
- Some Guard Point attacks only guard against certain attacks of certain attributes. For example, Bang's 5D does not have guard point against attacks that must be blocked low and such attacks will not trigger 5D's autoguard (they will simply hit Bang).
- Super Armor
- Very similar to guardpoint in that the armour may only protect against certain attributes. However instead of being blocked, each hit against armour still acts like it has hit the armoured player and they still recieve damage, but their attack is not interrupted. For example, Tager's 6A is armoured against Projectile, Head and Body but it is still strangely possible to end the round if Tager runs out of hitpoints while absorbing damage on the armour.
- Hitbox invincibility is a property of certain moves, where parts of the character's "body" (i.e., their 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. Certain attacks remove or shrink their hurtbox, so they cannot be hit by an attack, even if their body appears to occupy that space. An example of this is Jin's 3C: Jin crouches down and is able to avoid projectiles like Hishouken, as well as attacks that hit straight forward like Azrael's 5C. This is not actual invincibility (Jin's 3C does not make him attribute invincible to Azrael's 5C) but a function of hitbox and hurtbox placement, as well as his lowered height during 3C.
- Attacks that shrink a character's hurtbox under an opposing hitbox and allow the character to hit the attacker are commonly said to "low profile" attacks; in other words, Jin's 3C low profiles Ragna's 5B. Again, this is simply due to hitbox/hurtbox placement: Ragna's 5B extends his hurtbox, while Jin's 3C shrinks his below 5B's hitbox, and the attack hitbox for Jin's 3C does not overlap his hurtbox.
Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that some moves override these default values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.
|Lvl 0||Lvl 1||Lvl 2||Lvl 3||Lvl 4||Lvl 5|
|Hitstop (Counter Hit)||+0||+0||+1||+2||+5||+8|
|Hitstun (Ground Counter Hit)||+4||+4||+4||+5||+5||+6|
|Untechable (Air Hit)||12||12||14||17||19||21|
|Untechable (Air Counter Hit)||+11||+12||+12||+14||+15||+16|
- Blockstun (Air) = Ground Blockstun + 2
- Hitstun (Crouching) = Standing Hit Stun + 2
- Fatal Counter = Hitstun / Untechable + 3
- Instant Block Blockstun (Ground) = Blockstun - 3
- Instant Block Blockstun (Air) = Air Blockstun - 6
- Barrier Guard Blockstun = Blockstun + 1
- Additional hitstop on Counter Hit only applies to the person being hit
- Jumping moves almost universally have an override of 80% P1 from the default.
- Air hitstun is the same as ground hitstun by default.
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15
Hitting Two Opponents With the Same Attack
One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH Carl and Nirvana.
Normally, when an attack touches the opponent, the remaining active frames are converted into recovery frames. However, if there is a second hittable character, then the remaining active frames can still hit him!
This leads to visually strange situations like Ragna's 5B hitting Nirvana, then a moment later, Carl jumps into the active frames and gets hit. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!
This even applies to projectiles like Jin's Hishouken, but since the projectile will shatter the instant it touches an opponent, this effect is much harder to take advantage of.
A counter hit (CH) typically occurs when you hit an opponent who is starting an attack. The opponent will flash red and the announcer will say "Counter". In CH state, the attack does 10% more damage and the opponent suffers more hitstun, air untechable time, and hitstop (opponent only) allowing you more time to notice you've hit your opponent, and also allowing you to use a move to follow up that hit that wouldn't normally combo. Additionally some attacks gain additional properties on a counter hit like Wallbounce or Hard Knockdown.
All attacks are in CH state during an attack's startup and active time, most attacks are not in a counterhit state during recovery, but there are exceptions:
- All normal throws
- Most command throws
- All Counter Assaults
- All Crush Triggers
- All Distortion Drives
- All Exceed Accels
- All Astral heats
- Moves with invulnerable or guard point startups.
- Some other moves, noted in frame data.
Naturally, attacks with long counter states put you at more risk of being Counter hit, so be aware of this when using such risky moves. Naturally, since most moves are in a counterhit state during their active time, situations where both players hit each other at the same time will normally result in both characters recieving a counterhit.
Further, if you throw an opponent who is in counter state, then a Throw Counter will occur, and they will be unable to break the throw (Even if it would be a "purple" throw). Throw Counters do not gain any additional histun, damage or other special properties.
Some moves have the Fatal Counter property. If you counter hit the opponent with a move that has this property, all subsequent attacks in the combo will have 3 frames of additional hitstun / untechable state. This means that you can do combos that you normally couldn't do and it also offsets the effect of hitstun decay, allowing combos to continue longer than normal.
For example: Jin can combo 5C > 6C on standing Fatal hit.
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 if you land a counter hit with one.
A few rare attacks like Hakumen's max charge 6C are special: they will cause Fatal status on normal hit!
Fatal status does not stack, so doing two Fatals in one combo still only adds 3 frames instead of 6.
There's no hard and fast rule as to which moves have Fatal Counter property, you just need to learn which ones they are for each character. They can occur on any non-throw move, but generally moves that have slow startup and big initial damage are likely to have this property.
Counter Hit Carry
Most multi-hit attacks (but not throws) have a property where if the first hit is a counter hit, then the remaining hits are also counter hit. This is known as the Counter Hit Carry property. 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 this property. Moves with Counter Hit Carry also do the bonus damage that CH normally confers as well.
For example, if Nu gets a CH with j.C, the opponent will be unable to recover for a long time even if the j.C did multiple hits. This allows Nu to combo off CH j.C much easier.
However, note that the additional hitstop the opponent incurs on counter hit does not carry over to the followup hits with Counter Hit Carry. This means that even with Counter Hit Carry, some combos are still only possible on the first hit of an attack.
An example of this is Jin's Counter Hit 5B > 6C. 5B > 6C works if done on the first hit of 5B, but not the second. This is due to the fact that the additional hitstop gives you more "hitstun" to combo into the 6C.
Finally counterhit carry only applies to moves that multi-hit regardless of hitting, blocking or missing. Moves that have automatic followups that activate only when the first part hits (like throws, Exceed Accels and various other special moves) do not carry counter damage or hitstun.
Miscellaneous Hit Effects
- Ground Hit
- "Ground hit" is when you are hit while standing or crouching and suffer hitstun. When ground hitstun finishes, you will be 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 has a shorter hitbox, but lasts 2 frames longer than standing hitstun.
- Furthermore, some attacks have unique properties that force an opponent into a specific type of hitstun. For example, Noel's 6B forces the opponent into crouching hitstun on ground hit.
- Air Hit (Untechable State)
- Naturally enough, air hit is a hit state when hit while airborne. The main difference from ground hits is that you can only return to a regular aerial state if you recover, or "tech" out, after the attack's 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.
- Forcing air state
- There are lots of moves that force the airborne state in some way or another, meaning they behave the same regardless of whether they hit someone grounded or airborne. They typically come in two forms
- "Launchers" typically launching the opponent upwards
- "Sweeps" everyone's 3C attack as well as some others, they usually don't knock the opponent very high, but area often cancelled into an air combo of some kind, these are special in that they force the "downed" state to the combo, enabling some moves that require you to down your opponent first (For example, Ragna's "Not over yet!" 22C move)
- Knockback force and direction
Most grounded hits cause your opponent to be pushed away slightly, and most air hits cause your opponent to be knockded backwards and upwards slightly. However various moves add other types of forces instead. In a general sense, any move can be programmed to give more, less, or even negative knockback effects (where they're hit towards you instead of away, or downwards instead of upwards). These can change based on if the hit was grounded, airborne or counterhit, with the latter usually exaggerating knockback effects. For example, Tager's j.B move behaves in the normal way for all grounded hits and normal air hits, but air counterhits launch his opponent downwards with considerable speed and ground bounces (See below).
- Bounce Effects
- There are Various types of bounce effects: floorbounce, wallbounce, and cornerbounce.
- Floorbounce is a hitstate where you get hit to the ground and then rebound off it, floating up into the air. The amount bounced varies by move and can also vary based on starting height.
- Wallbounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield. Full wallbounce rebounds the player back out to approximately the same place they started when they were hit.
- Wallbound is similar to wallbounce, with the exception that instead of bouncing all of the way back out, they drop in place after hitting the wall, usually meaning followups are only possible if you were already in the corner.
- Wallstick, similar to wallbound, with the exception that the player is stick to the wall for a short while before falling down, allowing more time for followups.
- Cornerbounce is when you're blown back into and then rebound off of the corner of the field.
- In all cases, bouncing in this way resets the untechable time for that move.
- Crumple is a type of hitstate where the character is stunned and slowly falls to the ground. The character can end crumple with crumple recovery. Immediately after being put into crumple, the character is considered standing, and after falling forward to the ground, the character is put into an hard knockdown state. Once the untechable time passes, the character recover immediately into a standing state. However some moves also combine the hard knockdown property, meaning that they have to wait until they fall over and recover from a fully downed state.
- Crumple time scales with hitstun scaling, but there are some attacks which have fixed crumple times.
- Freeze is a unique hitstate - you'll be surrounded by ice, and be stuck in hitstun for a fixed amount of time. The amount of time depends on each attack, and after the effect has elapsed, you'll automatically recover. Additionally, if you're frozen in mid-air and land while frozen, you will then be treated as standing. This allows for air combos that go to freezing, to a high/low mixup.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration
- Freeze Count: Determines the number of times that an opponent may be frozen in a single combo. Jin's normal Drive attacks have Freeze Count 1 so they can only be the first Freeze in a combo, else they just do regular hitstun. However, EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit.
- Freeze Duration: This value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is always the same.
- Additional Freeze Details
- If an opponent is crouching or airborne when frozen, they will be forced into a standing state. This makes freeze useful for setting up resets.
- If an attack hits Jin while the opponent is frozen, the opponent will recover from the freeze effect immediately.
- Opponents will automatically break free from the freeze effect if they are hit by a non-freezing attack, if Jin goes over the Freeze Count limit, and after the Freeze Duration expires.
- Ground 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 except for Quick Tech.
- Once you stop sliding, you'll transition to a hard knockdown state, whereupon you'll be unable to do anything for 19F. After that, all wake-up options will be available to you, including Neutral Tech.
- Hard Knockdown
- A knockdown that can be combined with any other hit that disables Emergency Teching on air hit. This usually allows for longer combos and more time to setup an offense. An example of this is Ragna's Crush Trigger on air hit.
- Guard Crush
- Guard Crushes puts the opponent into a stunned state where you can them combo them for free. More details on Guard Crush are located here.