Each attack in the game has an attribute. Attributes are broken up into three broad categories: strike, projectile, and throw. 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. As a rule of thumb, standing attacks are body, crouching attacks are foot and jumping attacks are head, but that is not always the case. Generally, grounded moves are body unless they look like they hit low (even if they don't actually need to be blocked low).
- 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, but typicality have other restrictions in place such as being unable to hit opponents in certain states, such as crouching or airborne opponents.
- Throws can not hit assist characters and on hit cause both characters to become temporarily invincible to other attacks.
- 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, Noel's j.A is both Head 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, Tager's 2A 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 5B has head attribute invincibility, but it will lose to an attack that has both head and body attribute. In older versions of Blazblue, this was much more common, however in BBTag most moves only have one strike attribute.
- 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. Noel's 4B is invulnerable to Body attacks, but not on the first frame, meaning a Body attribute attack can hit Noel out of 4B if done fast enough. This is especially important with regard to anti-air attacks: anti-airs often have a bit of startup before they gain their Head invul frames, so a jump attack that's already active will Counter Hit an opponent for attempting to anti-air too late.
- 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. As a rule of thumb, autoguard is weaker than invincibility because 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, Tager's 5B does not have guard point against attacks that must be blocked low and such attacks will simply hit Tager.
- 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 2C: Jin crouches down and is able to avoid projectiles like Hishouken, as well as attacks that hit straight forward like Azrael's 5B. This is not actual invincibility (Jin's 2C does not make him attribute invincible to Azrael's 5B) but a function of hitbox and hurtbox placement, as well as his lowered height during 2C.
- 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 2C low profiles Azrael's 5B. Again, this is simply due to hitbox/hurtbox placement: Jin's 2C shrinks his hurtbox below 5B's hitbox to dodge the attack.
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||+11||+12||+14||+15||+16|
- Blockstun (Air) = Ground Blockstun + 2
- Additional hitstop on Counter Hit only applies to the person being hit
- Air hitstun is the same as ground hitstun by default.
Hitting Two Opponents With the Same Attack
One attack can hit multiple targets assuming they are within range.
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 5A hitting the first character, then a moment later, another character 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 after hitting an opponent, this effect is much harder to take advantage of.
Assists can not be thrown, and while some hit-grab attacks (like Merkava's 214A) can hit assists, they won't go into the followup grab animation on hit. Other hit-grab's will simply miss (like Tager's 236A).
- Misc Notes
- With regards to cancels on hit/block, hitting Parnter characters counts as the opponent getting hit, while hitting a Persona counts as the opponent blocking an attack
- If two opponents are in range of your attack, they are hit on the same frame
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 Crush Attacks
- All Reversal Actions
- All Distortion Drives
- 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. Throw Counters do not gain any additional histun or other special properties.
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.
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.
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)
- Furthermore, some attacks have unique properties that force an opponent into a specific type of hitstun.
- 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 will ground tech.
- 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, usually 2B or 5B, depends on character
- "Sweeps" everyone's 2C attack as well as some others, they usually don't knock the opponent very high, but are 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!" 5BBBB 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.
- 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.
- Ground Slide
- Slide is a hitstate where the character is knocked/slammed into the ground and then slide.
- Once you stop sliding, you'll transition to a knockdown state, whereupon you can ground ukemi as normal.
- Hard Knockdown
- A knockdown that can be combined with any other hit that disables Ground Teching. This usually allows for longer combos and more time to setup an offense. An example of this is Hakumen's 5A on air hit.
When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as hitstop and can vary in duration, like Hazama's 4A compared to his Jayoku Houtenjin (236BC) . Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends.
Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.
Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Jin's projectile hits the opponent, Jin does not experience hitstop, only the projectile and the opponent do. From Jin's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun!
- Uneven Hitstop
When an attack hits an objects, both usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, or normal vs counter hit.
The most common example of this is counter hit - the defender experiences a few extra frames of hitstop compared to the attacker! These extra frames of hitstop can be thought of as extra hitstun since only the defender experiences them.
- Armor and Parry Stances
Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat safe jumps; they force the attacker into enough uneven hitstop that the defender can attack before the attacker can reach the ground and guard!
Hakumen's Reversal Action is an example of this.
As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!
- Partner Characters
Hitting partner characters (assists) works the same as hitting any character with regards to hitstop.
- Miscellaneous Hitstop Notes
- Amount of Hitstop
- The amount of hitstop an attack deals depends on its attack level, but certain attacks can override these default values.
- Getting Hit While in Hitstop
- Hitstop does not confer any invincibility - your state carries over from what you were doing before. If you were invincible/hitstun/blockstun before hitstop, then you will still be in that state during hitstop. If you are hit while experiencing hitstop, then the previous hitstop ends and the new hitstop begins.
- Hitting Two Opponents With One Attack
- For each hit, the attacker only experiences hitstop the first time they hit an opponent. Both opponents will experience hitstop each time they get hit.
- Projectiles where the Attacker Also Experiences Hitstop
- While very rare, some projectiles (like Nu's 5B) don't behave like normal projectiles and also put the attacker into hitstop