BBTag/Offense

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Normal Attacks

BBTag NormalAttack.png

There are two primary normal attack buttons in BlazBlue Cross Tag Battle, A.png and B.png. A attacks are primarily weak but fast, while B attacks are stronger but slower.

Normal attacks can usually cancel into one another, generally following the order A.png > B.png > C.png. However, this is not a steadfast rule. Consult the Revolver Action section of your character's frame data for exact details. Also note that Under Night In-Birth characters are typically capable of canceling normals in reverse order.

Smart Combo

By repeatedly pressing A.png or B.png while standing, you will perform a Smart Combo. Subsequent inputs of the same button will result in normal attacks that are unique, analogous to the follow-up attacks that Nu's GGD.png normals or Tsubaki's B.png and C.png normals have in BlazBlue or the A.pngA.png and A.pngA.pngA.png normals unique to Auto Combos in Persona 4: Arena. These attacks cannot be performed individually.

Note that BlazBlue characters have a unique Template:4A.png normal that will not initiate the A.png Smart Combo but can be canceled into Template:5A.png on hit or block to initiate it that way, and Persona 4: Arena characters (as well as Tager from BlazBlue) have a unique Template:4A.png normal that initiates an entirely different Smart Combo. Weiss also has a Template:4A.png that continues into the same Smart Combo as Template:5A.png by holding Template:4 as you press A.png the second time or cancels directly into Template:5A.png by releasing Template:4 as you press A.png the second time.

Clash Assault

Universal Overhead

By pressing C.png while standing, your character will perform a Clash Assault. A Clash Assault is a universal overhead that on hit will have a special unique super followup where your two characters will perform a combination attack on the opponent. The entire sequence does a good amount of damage on its own and is one of the few options available to all characters to break an opponent's guard so it can be useful. However, most Clash Assaults also send the opponent a fullscreen away, resetting the situation back to neutral.

When the Clash Assault animation occurs, a notification will appear with "Crash!", indicating that you can input C.png again for bonus damage and Skill Gauge gain. The indication of timing can be given with "Good!", "Excellent!!", and "Marvelous!!" which increases the damage done with Clash Assault.

Note: If your partner has died or is already on screen due to an existing partner action, your partner will not join you for the follow-up sequence, resulting in decreased damage.

Clash Assault Damage
Participants Initial Hit Follow-Up Sequence Good Excellent Marvelous
Solo 800 640, 640 960 (3040 total) 1200 (3280 total) 1440 (3520 total)
Pair 800 640, 320, 640, 320 960+320 (4000 total) 1200+320 (4240 total) 1440+320 (4480 total)


Skills

Skills are usually performed by doing a motion plus a button (such as Template:236A.png) and typically have special properties compared to normal attacks. Skills have properties that may vary depending on which attack button was used.

Extra Skills

BBTag Extra Skills.png

In addition to normal skills, characters also have powered-up skills called Extra Skills that are performed by doing a motion plus the C Button (such as Template:236C.png). Many of these Extra Skills are variations of the skill attached to the same motion, but there are also Extra Skills that are their own unique special move. Extra Skills cost 1 Skill Gauge and create a light blue silhouette behind the character. Damage dealt by an Extra Skill does not convert to recoverable life. These can be very powerful and useful for turning the tides of a match so be sure to consult your character's overview page to find out what their Extra Skills do and how they can help you in battle.

Partner Skills

Press GGP.png to call out your partner to help you by performing an action. Each partner has 3 different Partner Skills that can be used by inputting Template:5GGP.png, Template:6GGP.png or Template:4GGP.png. Consult your character's overview page to learn what Partner Skills they have and decide how best to use them. Partner Skills ignore hitstun decay on hit. Also, after performing their Partner Skill, your partner will remain on the screen for a bit of time, essentially locking you out from using them again for a small period of time.

Active Partner Skills

Performing a Partner Skill while your character is already in the middle of an action results in an Active Partner Skill, a Partner Skill that costs 50% of the Cross Gauge and can only be used once per combo. As well as extending combos, Active Partner Skills can also be used to cover your character after performing an unsafe action. Be sure to use Active Partner Skills at the most strategic times to make the most of them.

Active Change

By pressing GGD.png during a Partner Skill, your partner will strike a pose, after which control will switch over to them and your other character will leave the screen after staying on the screen for a while. Your character will gain a red aura after changing, indicating a temporary increase in Skill Gauge gain and the speed that a Partner heals recoverable health.

Cross Combo

By pressing GGP.png+GGD.png during a Partner Skill, you activate a Cross Combo, allowing your partner to remain in-play and use additional Partner Skills. This requires at least 50% of your Cross Gauge and will drain it slowly; when it empties, your partner will leave the screen. Additionally, taking damage with either of your characters ends Cross Combo early.

While Cross Combo is active, any attacks you make will cause your partner will execute their Partner Skill corresponding to the direction you are holding; for example, inputting Template:5A.png causes your partner to use their Template:5GGP.png; inputting Template:1B.png causes your partner to use their Template:4GGP.png. Holding down GGP.png while executing attacks prevents them from attacking, but they are also fully invincible so long as they are not attacking.

Additionally, hitstun decay will be ignored for the duration that Cross Combo is active, damage dealt will be unrecoverable, and performing a Distortion Skill during Cross Combo will grant you an enhanced version similar to Resonance Blaze at the cost of ending the Cross Combo immediately on use. Note however, that calling in your partner for a Distortion Skill Duo will always grant the enhanced version so long as the first Distortion Skill is enhanced and the first character isn't in the process of leaving.

Distortion Skills

Ragna performing a Distortion Skill.

Distortion Skills are powerful attacks that costs 2 Skill Gauge to use, performed by pressing Template:236B.png+C.png or Template:214B.png+C.png. Typically, a Distortion Skill is a powerful attack that deals a lot of damage, perfect for adding at the end of a combo to maximize the damage you'll do to an opponent. However, there are a few Distortion Skills that can be used for other purposes. For example, Distortion Skills like Chie's Agneyastra are perfect for limiting an opponent's options so you can close the gap between you and your opponent more easily.

Distortion Skills can normally only be canceled into from normals and throws, but during Resonance Blaze you'll be able to cancel into Distortion Skills from Skills as well.

Distortion Skill Duo

Press GGP.png during a Distortion Skill to make your partner come out and follow-up with their own Distortion Skill, switching control over to them as you bring them in. Your partner must not already be active when attempting to activate Distortion Skill Duo. The Distortion Skill that your partner will do is pre-determined and may not be a Distortion Skill they can use on their own. Please check the character's overview page to figure out which Distortion Skill will be used. Distortion Skill Duo costs an 2 additional Skill Gauges.

Throws

Throws are a special type of attack that are unblockable, but they have other restrictions in place:

  • Throws cannot hit characters who are in hitstun or blockstun
  • Ground throws can not hit airborne opponents or opponents who are in jump start-up


Normal Throws

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Every character has normal throws and throws are a key part of your offense to stop opponents who simply block and refuse to do anything else! Press B.png+C.png while on the ground to perform a forward throw or Template:4B.png+C.png while on the ground to perform a back throw. If you are far away from the opponent, then your character will run forward a bit before executing a throw.

Command Throws

BBTag CommandThrow.png

Command throws are a special type of throw (usually a Skill) that can not be escaped by inputting B.png+C.png to break the throw. In order to escape these type of throws, you must either:

  • Jump if it's a ground command throw
  • Not be in the space that they hit if it's a command throw that hits in the air

Command throws are more powerful than throws at breaking the guard of opponents who simply block but they usually pay the price by having more recovery when they miss, making them easier to punish.

Resonance Blaze

BBTag ResonanceBlaze.png

When one of your characters die, your remaining character will have the option to enter Resonance Blaze by pressing GGP.png.

  • Resonance Blaze activation is fully invincible
    • This makes it useful as a reversal, although there is a long start-up period after the super freeze
    • You cannot perform Resonance Blaze while in blockstun
  • Resonance Blaze activation has startup ?+?
  • The timer is paused while Resonance Blaze is active
  • During Resonance Blaze, your character will have the following benefits for the next 15 seconds:
    • Red health regenerates slowly over time
    • Skill Gauge increases rapidly over time
    • Maximum Skill Gauge increases
    • Normals deal chip damage
    • Chip damage increases
    • Skills can be canceled into Distortion Skills and Astral Heat
    • Distortion Skills gain enhanced properties during Resonance Blaze
    • Opponent cannot Cross Burst while in hitstun

Your maximum Skill Gauge limit during Resonance Blaze depends on how much you've filled up the Resonance Gauge, the small diamond shaped gauge on the opposing side of the Cross Gauge to the Skill Gauge. This gauge fills up the more you use your partner, increasing your Resonance Blaze level once one of your characters dies. When you enter Resonance Blaze, the maximum Skill Gauge you'll be able to obtain will be the usual maximum of 5 + your current Resonance Blaze level.

Resonance Blaze level also determines the rate of Skill Gauge gain, the rate of red health regeneration and how much chip damage attacks deal.

See Resonance Gauge for how to level up your Resonance Gauge.

Once you run out of Resonance Blaze, your maximum Skill Gauge will return to 5 and your Cross Gauge will disappear for the remainder of the match.

Astral Heat

BBTag AstralHeat.png
This means you can Astral

During Level 4 Resonance Blaze, reaching the maximum of 9 Skill Gauges when your opponent is down to one character will cause the Skill Gauge to glow gold. At this point, pressing Template:2Template:2Template:2B.png+C.png will activate your character's Astral Heat. Successfully landing an Astral Heat will result in an Astral Finish, winning the match for you automatically regardless of the opponent's remaining health.