BBTag/Movement: Difference between revisions

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:Some normal attacks can be canceled into a jump or high jump. This is used in combos as well as block strings and mix-up. Most attacks can only be jump canceled on hit.
:Some normal attacks can be canceled into a jump or high jump. This is used in combos as well as block strings and mix-up. Most attacks can only be jump canceled on hit.
;Distortion Skill Duo Cancel
;Distortion Skill Duo Cancel
By pressing S during the startup of your character's Distortion Skill, you can cancel your characters Distortion Skill into your partner's Distortion Skill for 1 additional Skill Gauge.
By pressing P during the startup of your character's Distortion Skill, you can cancel your characters Distortion Skill into your partner's Distortion Skill for 1 additional Skill Gauge.
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Revision as of 13:05, 30 March 2018

Ground Movement

Dash
To run forward, press or hold Template:6 on the ground
Backdash (Backstep)
To perform a backdash, press Template:4Template:4 quickly
Ground Recovery (Ground Tech)

When your character is knocked to the ground, press any single button to recover, causing your character to flash white and flip off the ground. This entire animation is invincible, but it is slow, thus giving your opponent time to set up a mixup. You can hold any button to ground tech as soon as the possibility becomes available.

Air Movement

Air Option
Air movement in Blazblue Cross Tag Batlle (and most Arc System Works titles) work on a either/or system - you can either double jump or air dash, but not both. Doing either is called using an air option, and most characters only have one air option. Air options are regained once the character touches the ground, Air Recovery, or after air blocking.
Jump/Double Jump
Press any of the upward directions to jump. Ground jumps have X frames of startup where you are still considered on the ground and are invincible to throws and command throws.
High Jump (Super Jump)
To High Jump, start from Template:5, then quickly press any downward direction, then any upward direction. High Jumps have startup just like normal jumps. They are used to create vertical distance between you and your opponent as well as to run away; High Jump over the opponent, then air dash away!


Air Dash Forward/Backward
While airborne, press Template:66 to perform an air dash forward, and Template:44 to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.
A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs are performed by pressing Template:9Template:5Template:6 for a forward air dash and Template:7Template:5Template:4 for a backward air dash. The idea is that the jump includes a directional input that also counts as an input for the air dash command.
Air Recovery (Air Tech)
File:BBTag Air Ukemi.png
Hold a button and pick a direction with Template:4, Template:6, or Template:5
After getting hit in the air, hold the button down while you are getting hit in the air and you will Air Ukemi as soon as possible. By holding left, right, or no direction at all, you can choose the direction you recover.
Air Ukemi takes X frames and you are fully invincible the entire time.
If you touch the ground before you air ukemi, you can perform an Emergency Tech.
Usually, you will want to ukemi immediately when possible, but opponents can take advantage of this behavior by setting up a mixup that you will be forced to block when you ukemi. A common counter to this tactic is to delay your ukemi in order to throw off the opponent's mixup timing, but this carries some risk;


Cancels

Arc System Works games typically have a lot of types of cancels, but they mostly serve the same purpose: to let you freely create combos and blockstrings. Don't be too overwhelmed, these will come second nature to you after playing enough.

Smart Combo
Each character has a combo that can be done by rapidly pressing the A or B button. More information can be found here.
Special Cancel
Most normal attacks can be canceled into special moves. This is generally used to extend or finish combos, but can have other applications as well.
Distortion Skill Cancel

Placeholder

Jump Cancel
Some normal attacks can be canceled into a jump or high jump. This is used in combos as well as block strings and mix-up. Most attacks can only be jump canceled on hit.
Distortion Skill Duo Cancel

By pressing P during the startup of your character's Distortion Skill, you can cancel your characters Distortion Skill into your partner's Distortion Skill for 1 additional Skill Gauge.

Input Buffer

Advanced Input