BBTag/Defense: Difference between revisions

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==Blocking==
==Blocking==
When blocking an attack, your character will be stuck in a state where you can not move, severely limiting your options. The amount of time you are locked inot a blocking state called '''blockstun'''. Different attacks deal different amounts of blockstun, and can be affected by other factors.
===Ground Blocking===
===Ground Blocking===
[[File:BBTag_GroundBlocking.png|thumb|250px|]]
[[File:BBTag_GroundBlocking.png|thumb|250px|]]
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===Air Blocking===
===Air Blocking===
[[File:BBTag_AirBlocking.png|thumb|250px]]
[[File:BBTag_AirBlocking.png|thumb|250px]]
Hold any backward direction while in the air to block. There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture: going airborne is a risk since jumps have a lot of vulnerability on start-up and you need to deal with cross-ups and cross-unders.
Hold any backward direction while in the air to block. There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture: going airborne is a risk since jumps have a lot of vulnerability on start-up and you need to deal with cross-ups and cross-unders. Air blocking has 2 more frames of blockstun compared to normal blocking.
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===Unblockable Attacks===
===Unblockable Attacks===
Some attacks are unblockable (in certain circumstances or completely), meaning the only way to avoid getting hit is to move out of the way! For example, Makoto's Sirius Joltis(236C) is ground unblockable.  
Some attacks are unblockable (in certain circumstances or completely), meaning the only way to avoid getting hit is to move out of the way! For example, Makoto's Sirius Joltis(236C) is ground unblockable if you're not in blockstun and Hakumen's Yukikaze is fully unblockable if triggered.


====Air Unblockable Attacks====
====Reversal Action====
Ground Reversal Actions normally cannot be blocked in the air, you will see a blue exclamation mark if you attempt to air block one. However these attacks can be blocked under certain circumstances:
Ground Reversal Actions normally cannot be blocked in the air (even if you're in blockstun), you will see a blue exclamation mark if you attempt to air block one. However these attacks can be blocked under certain circumstances:
*Have at least 1 Skill Gauge
*Be in blockstun from an assist/projectile while having 1 Skill Gauge
**This does not cost Skill Gauge, you need only possess it
 
*Reject Guard right before the attack hits you
*Reject Guard right before the Reversal Action hits you
 
====Comboable Throws, Anti Air Throws====
Some throw-like moves can be comboed into, but can be dodged in other ways. For example Noel's Muzzle Flitter can only hit standing opponents, so you can dodge it by crouching or jumping. Tager's Atomic Collider can only hit airborne opponents, but can be dodged by staying on the ground or using a throw invincible move in the air.
 
====High-Low Unblockable====
There is also a class of unblockable attacks that exist because the opponent and their partner hit you with a high ''and'' low attack at the same time. Because you can not block high and low simultaneously, you are guaranteed to get hit. There is no icon to show when this happens, though you will see an exclamation mark showing that you blocked "incorrectly". For example, Nine use Morganite of Malice (1st hit whiff) and do a j.B to make a high-low unblockable.<br/>
High-low unblockables are rare and do not exist outside of certain set-ups, which most of the time can be escaped using Reject Guard. However if assists are involved then the mixup could be very tricky to react to.
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===Reject Guard===
===Reject Guard===
[[File:BBTag_RejectGuard.png|thumb|250px]]
[[File:BBTag_RejectGuard.png|thumb|250px]]
While blocking an attack, press {{A}}+{{D}} at the same time to perform a Reject Guard, which will push the opponent away from you. Reject Guard costs 1 Skill Gauge, but when strategically used, it can bring a quick end to your opponent's offensive pressure by pushing them to a distance where it would be very difficult to continue pressure. Reject Guard only pushes away one character, depending on which character's attack you are blocking.
While blocking an attack, hold {{4}} and press {{A}}+{{D}} to Reject Guard. Reject Guard will push the opponent away from you. Reject Guard costs 1 Skill Gauge, but when strategically used, it can bring a quick end to your opponent's offensive pressure by pushing them to a distance where it would be very difficult to continue pressure.
 
After Reject Guarding an attack, you will recover in 16 frames. The Skill Gauge will be in [[BBTag/Gauges#Skill Gauge Cooldown|cooldown]] for 300F. So it is not the best idea to oftenly use these, especially if you're low in resources.  


Intelligent use of Reject Guard can be used to create opening in the opponent's offense for you to punish the opponent or to prevent the opponent from setting up scary mixups.
Reject Guard is primarily used for two things:
*Avoid mixup by pushing the opponent away and be out of range of the mixup
*Punish opponent's predictable blockstrings by Reject Guarding right before the opponent does a move with lots of recovery, giving you time to run up and punish the attack's recovery
Intelligent use of Reject Guard can be used to create opening in the opponent's offense for you to punish the opponent or to prevent the opponent from setting up scary mixups, but carries it's own risk
*Reject Guard will only push away one character
**(ie: the opponent's partner will be pushed back while their point character is unaffected)
*will not push away an opponent who does a normal throw, and you will be in Throw Reject Miss state for ?? frames after Reject Guard.
**While you are in Throw Reject Miss state, you can still do all other actions.
===Guard Bonus===
Guard Bonus is not very well understood, but if you are stuck in blockstun for a long time (speculation is ?? seconds), you will begin gaining Skill Gauge at double the rate of normal.
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==Duo Change==
[[File:BBTag_Duo_Change.png|thumb|250px]]
Press {{D}} to quickly change to your partner character, allowing your previously active character to recover on the sidelines and gradually recover any lost red health. Duo Change has some recovery for the incoming character, so using it haphazardly while close to your opponent will lead to your incoming character getting punished.
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==Throw Escape==
==Throw Escape==
[[File:BBTag_ThrowEscape.png|thumb|250px|Ragna breaking a normal throw.]]
[[File:BBTag_ThrowEscape.png|thumb|250px|Jin breaking a normal throw.]]
A green exclamation mark will appear when a character can break a throw. Press {{B}}+{{C}} to break the throw and escape.
A green exclamation mark will appear when a character can break a throw. Press {{B}}+{{C}} to break the throw and escape. The throw escape window is ?? frames.
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===Throw Counter===
===Throw Counter===
[[File:BBTag_ThrowCounter.png|thumb|250px|You won't be able to break a throw if the opponent throws you while you are attacking them.]]
[[File:BBTag_ThrowCounter.png|thumb|250px|You won't be able to break a throw if the opponent throws you while you are attacking them.]]
This happens when you are thrown while in a Counter Hit state, preventing you from attempting a Throw Escape. For example, getting thrown out of an attack with a lot of start-up. Your character will glow red, a red X will appear over the exclamation mark and the words "Throw Counter" will appear on the side of the screen.
This happens when you are thrown while in a Counter Hit state, preventing you from attempting a Throw Escape. For example, getting thrown out of an attack with a lot of start-up. Your character will glow red, a red X will appear over the exclamation mark and the words "Throw Counter" will appear on the side of the screen.
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===Throw Reject Miss===
===Throw Reject Miss===
[[File:BBTag_ThrowRejectMiss.png|thumb|250px|If you try to break a throw early, then you will automatically fail to break throws for a while.]]
[[File:BBTag_ThrowRejectMiss.png|thumb|250px|You can't break throws after certain actions]]
If you input a Throw Escape during a separate action right before you are thrown, then you will automatically fail the Throw Escape. Your character will glow red, a red X will appear over the exclamation mark and the words "Throw Reject Miss" will appear on the side of the screen.
After inputting a Reject Guard or Throw Escape (or pressing {{B}}+{{C}} during any other action), you will be locked out of Throw Escaping for a while. If you get thrown during this lockout period, a red X will appear over the exclamation mark and the words "Throw Reject Miss" will appear on the side of the screen. TRM state lasts for ?? frames after a Reject Guard/Trow Escape attempt.


Tricking the opponent into attempting a Throw Escape early, then actually throwing them is a common offensive technique in high-level play.
Tricking the opponent into attempting a Throw Escape or Reject Guard early, then actually throwing them is a common offensive technique in high-level play.
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==Reversal Action==
==Reversal Action==
[[File:BBTag_RAction.png|thumb|250px|]]
[[File:BBTag_ReversalAction.png|thumb|250px|Invincible attack! Any punish to this is un-burstable]]
Press {{A}}+{{D}} to make your character perform a Reversal Action, a fully invincible attack functioning much like a Street Fighter-style Shoryuken or a counter like Hakumen from BlazBlue. This varies from character to character, but they are all mostly used for the same purpose: to stop the opponent's offensive momentum. Ground Reversal Actions also function as potent anti-airs, as they are air unblockable. You can tell that a character performed a Reversal Action by the red silhouette graphical effect that'll be appear around the move. You cannot call your partner during a Reversal Action, nor can you Cross Burst if your Reversal Action is punished. Reversal Actions only deal red health on hit.
Press {{A}}+{{D}} to make your character perform a Reversal Action, a fully invincible attack functioning much like a Street Fighter-style Shoryuken or a counter like Hakumen from BlazBlue. This varies from character to character, but they are all mostly used for the same purpose: to stop the opponent's offensive momentum.  
 
Ground Reversal Actions also function as potent anti-airs, as they are air unblockable. You can tell that a character performed a Reversal Action by the red silhouette graphical effect that'll be appear around the move. You cannot call your partner during a Reversal Action, nor can you Cross Burst if your Reversal Action is punished. Reversal Actions only deal red health on hit.
 
Reversal Action and Reject Guard are performed with the same buttons, so when blocking, players may accidentally get Reject Guard when they want Reversal Action. However there is a way to not accidentally get Reject Guard: do not hold back when pressing {{A}}+{{D}}. This carries its own risk since if you don't press {{A}}+{{D}} fast enough, you will get hit by the opponent's attack.
 
You can '''NOT''' use Active Partner Skills during the Reversal Action.
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==Cross Burst==
==Cross Burst==
[[File:BBTag_CrossBurst.png|thumb|250px]]
[[File:BBTag_CrossBurst.png|thumb|250px|You can do this while blocking or getting hit]]
While blocking or being hit, press {{D}}+{{P}} to have your partner do their incoming attack to break the combo and become the point character. Cross Burst requires 100% of the Cross Gauge to activate, but using it can save your character from losing a lot of health and possibly dying when they're in a bad situation. Be warned that your incoming character is neither fully invulnerable nor safe on block, so try not to Burst at points where the opponent can readily cancel into an attack with head attribute invulnerability or block and punish.
While blocking or being hit, press {{D}}+{{P}} to have your partner do their incoming attack to break the combo and become the point character. Cross Burst costs 100% of your Cross Gauge to activate. Using it can save your character from losing a lot of health and possibly dying when they're in a bad situation. Be warned that your incoming character is neither fully invulnerable nor safe on block, so try not to Burst at points where the opponent can readily cancel into an attack with head attribute invulnerability or block and punish.
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*Cross Burst has startup 0+8F
*Super flash duration 21F
*Startup post super flash assumes opponent stays at approximately the same altitude


===Disabling Cross Burst===
===Disabling Cross Burst===
[[File:BBTag_DisabledCrossBurst.png|thumb]]
[[File:BBTag_DisabledCrossBurst.png|thumb|This means Cross Burst is disabled]]
Cross Bursts can be forcibly disabled under the following conditions:
Cross Bursts can be temporarily locked out during the following conditions:
*Getting hit by a throw or throw-like move
*Getting hit by a throw or throw-like move (such as Tager's Atomic Collider or Hakumen's Yanagi)
*Getting hit by a Distortion Skill
*Getting hit by a Distortion Skill
*Getting hit during the recovery of a Reversal Action
*Getting hit during the recovery of a Reversal Action
*Getting hit by a Reversal Action
*Getting hit by a Reversal Action
*Getting hit while your partner is on screen
*Getting hit while your partner is on screen
*Being in hitstun while the opponent is in [[BBTag/Offense#Resonance Blaze|Resonance Blaze]]
*Being in hitstun/blockstun while the opponent is in [[BBTag/Offense#Resonance Blaze|Resonance Blaze]]


The Cross Gauge will be crossed out during these situations.
The Cross Gauge will be crossed out during these situations.
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----
==Throw Escape [[Notation#Gameplay Related Terms|Option Select]]s==
Due to there being several button combination actions in the game, it's possible to press three or even four buttons simultaneously to layer various options depending on the opponent's action. These option selects are often performed at a timing when you expect the opponent to have done something, and can help defuse more basic mixup or staredown situations where a throw attempt is possible but not guaranteed.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Option Select Examples
|-
! Input !! Opponent does nothing !! Opponent attacks guard !! Opponent grabs
|-
| 1ABCD || Reversal Action || Reject Guard || Throw Escape
|-
| 17ABCD || Instant Air Backdash || Reject Guard || Throw Escape
|-
| 171ABC || Instant Air Backdash || Nothing; continue guarding || Throw Escape
|-
| 171BC || Instant j.C || Nothing; continue guarding || Throw Escape
|-
| 1B~C || 2B || Nothing; continue guarding || Throw Escape
|}
 
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 05:44, 16 October 2019

Blocking

When blocking an attack, your character will be stuck in a state where you can not move, severely limiting your options. The amount of time you are locked inot a blocking state called blockstun. Different attacks deal different amounts of blockstun, and can be affected by other factors.

Ground Blocking

BBTag GroundBlocking.png

Hold Template:4 to block high attacks and hold Template:1 to block low attacks. Mid attacks can be blocked in any direction. As a general rule for ground blocking:

  • Block low until you see an overhead, then block high
  • Most air attacks must be blocked high
  • Every Clash Assault must be blocked high
  • React to throws with Throw Escape or attacks, depending on how risky you feel

If you block incorrectly, an exclamation mark will appear to show that you made a mistake, specifically a red exclamation mark for blocking an overhead low and a yellow exclamation mark for blocking a low attack high.

Because there are relatively few grounded overheads in BBTAG, it's best to block low and react to jumps or the start-up of Clash Assaults. Not all jump attacks are overheads, however; Be sure to check each character's wiki page for details.

Air Blocking

BBTag AirBlocking.png

Hold any backward direction while in the air to block. There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture: going airborne is a risk since jumps have a lot of vulnerability on start-up and you need to deal with cross-ups and cross-unders. Air blocking has 2 more frames of blockstun compared to normal blocking.

Unblockable Attacks

Some attacks are unblockable (in certain circumstances or completely), meaning the only way to avoid getting hit is to move out of the way! For example, Makoto's Sirius Joltis(236C) is ground unblockable if you're not in blockstun and Hakumen's Yukikaze is fully unblockable if triggered.

Reversal Action

Ground Reversal Actions normally cannot be blocked in the air (even if you're in blockstun), you will see a blue exclamation mark if you attempt to air block one. However these attacks can be blocked under certain circumstances:

  • Be in blockstun from an assist/projectile while having 1 Skill Gauge
  • Reject Guard right before the Reversal Action hits you

Comboable Throws, Anti Air Throws

Some throw-like moves can be comboed into, but can be dodged in other ways. For example Noel's Muzzle Flitter can only hit standing opponents, so you can dodge it by crouching or jumping. Tager's Atomic Collider can only hit airborne opponents, but can be dodged by staying on the ground or using a throw invincible move in the air.

High-Low Unblockable

There is also a class of unblockable attacks that exist because the opponent and their partner hit you with a high and low attack at the same time. Because you can not block high and low simultaneously, you are guaranteed to get hit. There is no icon to show when this happens, though you will see an exclamation mark showing that you blocked "incorrectly". For example, Nine use Morganite of Malice (1st hit whiff) and do a j.B to make a high-low unblockable.
High-low unblockables are rare and do not exist outside of certain set-ups, which most of the time can be escaped using Reject Guard. However if assists are involved then the mixup could be very tricky to react to.

Reject Guard

BBTag RejectGuard.png

While blocking an attack, hold Template:4 and press A.png+GGD.png to Reject Guard. Reject Guard will push the opponent away from you. Reject Guard costs 1 Skill Gauge, but when strategically used, it can bring a quick end to your opponent's offensive pressure by pushing them to a distance where it would be very difficult to continue pressure.

After Reject Guarding an attack, you will recover in 16 frames. The Skill Gauge will be in cooldown for 300F. So it is not the best idea to oftenly use these, especially if you're low in resources.

Reject Guard is primarily used for two things:

  • Avoid mixup by pushing the opponent away and be out of range of the mixup
  • Punish opponent's predictable blockstrings by Reject Guarding right before the opponent does a move with lots of recovery, giving you time to run up and punish the attack's recovery

Intelligent use of Reject Guard can be used to create opening in the opponent's offense for you to punish the opponent or to prevent the opponent from setting up scary mixups, but carries it's own risk

  • Reject Guard will only push away one character
    • (ie: the opponent's partner will be pushed back while their point character is unaffected)
  • will not push away an opponent who does a normal throw, and you will be in Throw Reject Miss state for ?? frames after Reject Guard.
    • While you are in Throw Reject Miss state, you can still do all other actions.

Guard Bonus

Guard Bonus is not very well understood, but if you are stuck in blockstun for a long time (speculation is ?? seconds), you will begin gaining Skill Gauge at double the rate of normal.

Throw Escape

Jin breaking a normal throw.

A green exclamation mark will appear when a character can break a throw. Press B.png+C.png to break the throw and escape. The throw escape window is ?? frames.

Throw Counter

You won't be able to break a throw if the opponent throws you while you are attacking them.

This happens when you are thrown while in a Counter Hit state, preventing you from attempting a Throw Escape. For example, getting thrown out of an attack with a lot of start-up. Your character will glow red, a red X will appear over the exclamation mark and the words "Throw Counter" will appear on the side of the screen.

Throw Reject Miss

You can't break throws after certain actions

After inputting a Reject Guard or Throw Escape (or pressing B.png+C.png during any other action), you will be locked out of Throw Escaping for a while. If you get thrown during this lockout period, a red X will appear over the exclamation mark and the words "Throw Reject Miss" will appear on the side of the screen. TRM state lasts for ?? frames after a Reject Guard/Trow Escape attempt.

Tricking the opponent into attempting a Throw Escape or Reject Guard early, then actually throwing them is a common offensive technique in high-level play.

Reversal Action

Invincible attack! Any punish to this is un-burstable

Press A.png+GGD.png to make your character perform a Reversal Action, a fully invincible attack functioning much like a Street Fighter-style Shoryuken or a counter like Hakumen from BlazBlue. This varies from character to character, but they are all mostly used for the same purpose: to stop the opponent's offensive momentum.

Ground Reversal Actions also function as potent anti-airs, as they are air unblockable. You can tell that a character performed a Reversal Action by the red silhouette graphical effect that'll be appear around the move. You cannot call your partner during a Reversal Action, nor can you Cross Burst if your Reversal Action is punished. Reversal Actions only deal red health on hit.

Reversal Action and Reject Guard are performed with the same buttons, so when blocking, players may accidentally get Reject Guard when they want Reversal Action. However there is a way to not accidentally get Reject Guard: do not hold back when pressing A.png+GGD.png. This carries its own risk since if you don't press A.png+GGD.png fast enough, you will get hit by the opponent's attack.

You can NOT use Active Partner Skills during the Reversal Action.

Cross Burst

You can do this while blocking or getting hit

While blocking or being hit, press GGD.png+GGP.png to have your partner do their incoming attack to break the combo and become the point character. Cross Burst costs 100% of your Cross Gauge to activate. Using it can save your character from losing a lot of health and possibly dying when they're in a bad situation. Be warned that your incoming character is neither fully invulnerable nor safe on block, so try not to Burst at points where the opponent can readily cancel into an attack with head attribute invulnerability or block and punish.

  • Cross Burst has startup 0+8F
  • Super flash duration 21F
  • Startup post super flash assumes opponent stays at approximately the same altitude

Disabling Cross Burst

This means Cross Burst is disabled

Cross Bursts can be temporarily locked out during the following conditions:

  • Getting hit by a throw or throw-like move (such as Tager's Atomic Collider or Hakumen's Yanagi)
  • Getting hit by a Distortion Skill
  • Getting hit during the recovery of a Reversal Action
  • Getting hit by a Reversal Action
  • Getting hit while your partner is on screen
  • Being in hitstun/blockstun while the opponent is in Resonance Blaze

The Cross Gauge will be crossed out during these situations.

Throw Escape Option Selects

Due to there being several button combination actions in the game, it's possible to press three or even four buttons simultaneously to layer various options depending on the opponent's action. These option selects are often performed at a timing when you expect the opponent to have done something, and can help defuse more basic mixup or staredown situations where a throw attempt is possible but not guaranteed.

Option Select Examples
Input Opponent does nothing Opponent attacks guard Opponent grabs
1ABCD Reversal Action Reject Guard Throw Escape
17ABCD Instant Air Backdash Reject Guard Throw Escape
171ABC Instant Air Backdash Nothing; continue guarding Throw Escape
171BC Instant j.C Nothing; continue guarding Throw Escape
1B~C 2B Nothing; continue guarding Throw Escape