Hold either left or right to walk forward/backward. This is the least effective form of movement, but also presents the least risk.
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, jumps, 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.
Because runs typically have a vulnerable period at the end, 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 every time you want to stop running.
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.
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 range.
To jump, hold the joystick in any upward direction. In general, when you jump, you will go through a jump start-up phase and then leap up. While in jump start-up, you can not block, 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.
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.
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).
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.
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 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.
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-canceled, so check your character's Revolver Action Table beforehand.
For certain regular and special attacks, the recovery can be canceled on contact by jumping. If you jump cancel, you can smoothly combo into air attacks, so it's very handy for air combos.
Jump canceling inherits the properties of jumping, so you can use jump canceling to connect attacks into special attacks that would have otherwise been impossible (save for RCing), as well as canceling attacks into gold bursts.
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.
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.
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!
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).
When Knocked down:
hold 6 while pressing A/B/C
hold 4 while pressing A/B/C
hold 2 while pressing A/B/C
don't hold any direction while pressing A/B/C
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 Tech.
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.
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 section explains the situation in more detail.
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.