Each attack in the game has an attribute. Attributes are broken up into four broad categories: strike, projectile, throw, and doll. 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. Generally, grounded moves are Body unless they look like they hit low (even if they don't actually need to be blocked low) and virtually all air attacks are Head.
- Strike attacks are the most common in the game and can clash with each other.
- Projectile Attribute
- Each projectile has a clash level. When two projectiles of equal level 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.
- The frame data will list the clash level alongside its attribute. For example, a projectile with clash level 2 will show P2.
- Projectiles cannot clash with strikes or throws, unless the strike also has the projectile attribute.
- Attacks can be projectile attribute without a strike attribute, even if they are not actual projectiles separate from the character. Projectile-attribute strikes are not considered true projectiles and cannot be cut by Hakumen to create a void.
- 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 without triggering a Purple Throw. These moves typically have other restrictions in place, however. Typically throw attacks cannot hit opponents in certain states, such as crouching or airborne opponents.
- Throws generally cause both characters to become temporarily invincible to other attacks. For example, throwing Carl while Nirvana is performing Rhapsody of Memories (the multi-punching super) will allow you to avoid Nirvana's punches!
- The throw attribute also does not necessarily imply the move is unblockable or can be jumped out of, each move is different.
- Doll Attribute
- The Doll attribute is uncommon and is used primarily by Carl and Relius as they have partners (Nirvana and Ignis) that don't technically count as projectiles, but do move independently. For all intents and purposes, the Doll attribute has no mechanical effect on gameplay and can be completely ignored; any unique properties of doll and doll-attribute attacks is specific to the move/character.
- Multi-Attribute Strikes
- As alluded to above, attacks may have multiple attack attributes, including multiple strike attributes or a mix of strike and throw/projectile attributes.
- Some attacks are invincible to or automatically guard against attacks with certain attributes. For example, Ragna's 6A has head attribute invincibility, so it functions very well as an anti-air since most jump attacks, air specials, etc., have the Head attribute.
- Interacting with strikes and throws functions under an "all or nothing" system. An attack must be invincible to all of the strike or throw attributes in order for it to work. For example, Ragna's 6D has foot attribute invincibility, but it will lose to Hakumen's 2D which is foot and throw attribute. Almost every move in CF only has one strike/throw attribute, with the exceptions being able to be counted on one hand.
- Strikes with the Projectile attribute are generally able to clash with projectiles, but otherwise mostly function like normal strikes; moves with projectile invulnerability only will still be hit by strike-projectile attacks, while moves with strike invulnerability will not (this also applies to projectile-throws). On the other hand, non-projectile attacks with only the Projectile attribute will be unable to hit moves with only projectile invulnerability, while being able to hit moves with strike invulnerability. A very small number of moves are vulnerable to regular strikes but invulnerable to strike/projectile attacks, but this is a special property different from the usual attribute invincibility which will be specifically noted.
- 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. Jin's 6B is invulnerable to Foot attacks and throws, but not on the first frame, meaning a Foot attribute attack active on the first frame of 6B will hit Jin out of 6B. This is especially important with regard to anti-air attacks: anti-airs often have a bit of startup before they gain their Head invuln frames, so a jump attack that's already active will Counter Hit an opponent for attempting to anti-air too late.
- Finally (and in mild contraction to above...), Bursts have their own "Burst" attribute. Almost all attacks with invincibility and guard point are still vulnerable to Bursts. Blocking normally still works however, so they aren't perfect.
- In most cases, invuln listed on the wiki as "All" does not include Burst. The following actions are universally Burst invulnerable:
- Burst itself
- The pre-flash frames of Overdrive activation
- Astral Heat, if it has invuln (noted separately if the Burst invuln timing/duration is different from other invuln)
- Actions other than these with Burst invulnerability will have it specifically noted.
- 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 albeit with some differences; when an attack hits an invincible opponent, it is as though the attack whiffed, meaning the attack cannot be cancelled and the attacker will be left open during their recovery; an attack that hits autoguard is considered "blocked" and the attacker retains all "cancel on block" options. Conversely, if a move still has active frames when normal invincibility ends, the move will hit, however for guard point, once a move is blocked by it, that hit is consumed even if it would otherwise remain active after the guard ends (each hit of a multihit attack needs to be blocked by a guard point individually, as normal). On the whole, invincibility tends to be better overall.
Like invincibility, Guard Points can be specific to attributes, such as only blocking Body attacks, but unlike normal guards, guard points possess some other properties. All guard points have the following:
- Guard points prevent all chip damage normally inflicted
- Guard points cannot be guard crushed
- They can block Crush Triggers and will not consume any barrier doing so.
- Guardpointing an attack treated the same as blocking it for the purposes of heat gain for both players.
Guard points may or may not have the following properties, depending on the move:
- Some Guard Points may also be vulnerable to attacks that must be blocked high or low. For example, Bang's 5D has Body, Foot and Projectile Guard point but will normally not guard against attacks that must be blocked low, even though these attacks are usually Foot attribute. Conversely, Jubei's 6B will only block moves that must be blocked low.
- Most Guard Points are vulnerable to unblockables, but some are not.
- Successfully blocking can be a trigger for some other property or move to activate or become available, such as opening up Bang's Drive followups or immediately activating Hakumen's Drives.
- Rarely, Guard Points can have an upper limit of total damage they can block. If the limit is exceeded, the move hitting acts like it had hit normally with the exception that only the excess damage needed to beat the guard point is inflicted. This uses the base damage of each hit rather than any combo scaling or damage bonuses.
- Very rarely, guard point can simply allow damage to go through while still "blocking" the attack; damage inflicted this way is again unscaled and can still end a round.
- Even more rarely, this otherwise unscaled damage can be modified, such as by being cut in half.
- The normal blockstop duration of the attack can be overwritten by the guard point, for one or both characters.
- The blockstop duration can be set to different amounts for the attacker and defender. For example, when Jin or Hakumen catch a strike with their Yukikaze, they are inflict very long blockstop on the attacker but not themselves, effectively freezing the opponent in place while they attack freely.
- 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 3C: Jin crouches down and is able to avoid projectiles like Hishouken, as well as attacks that hit straight forward like Azrael's 5C. This is not actual invincibility (Jin's 3C does not make him attribute invincible to Azrael's 5C) but a function of hitbox and hurtbox placement, as well as his lowered height during 3C.
- 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 3C low profiles Ragna's 5B. Again, this is simply due to hitbox/hurtbox placement: Ragna's 5B extends his hurtbox, while Jin's 3C shrinks his below 5B's hitbox, and the attack hitbox for Jin's 3C does not overlap his hurtbox.
- In Blazblue Dustloop pages, Hitbox Invincibility does not count as invincibility (unlike in Guilty Gear Pages), hence they will not be listed in the invul section of the frame data. Nevertheless, they are important in certain matchups and characters (such as Taokaka which have a lot of Low Profile moves). Refer to each characters' pages for more detail.
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|
|Crumple (Crumple Hits Only)||20||22||24||27||29||31|
|Crumple Fall (Crumple Hits Only)||30||32||34||37||39||41|
|Untechable (Air Hit)||12||12||14||17||19||21|
|Untechable (Air Counter Hit)||+11||+12||+12||+14||+15||+16|
- Blockstun (Air) = Ground Blockstun + 2
- Hitstun (Crouching) = Standing Hit Stun + 2
- Crumple (Counter Hit) = Crumple × 2
- Crumple Fall (Counter Hit) = Crumple Fall Start × 1.5
- Spin Fall = Standing Hit Stun + 16F Fall animation
- Fatal Counter = Hitstun / Untechable + 3
- Instant Block Blockstun (Ground) = Blockstun - 3
- Instant Block Blockstun (Air) = Air Blockstun - 6
- Barrier Guard Blockstun = Blockstun + 1
- Additional hitstop on Counter Hit only applies to the person being hit
- Jumping moves almost universally have an override of 80% P1 from the default.
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15
Hitting Two Opponents With the Same Attack
One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH Carl and Nirvana.
Normally, when an attack touches the opponent, the remaining active frames can not hit the opponent again. 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 5B hitting Nirvana, then a moment later, Carl 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 the instant it touches an opponent, this effect is much harder to take advantage of.
- Misc Notes
- With regards to cancels on hit/block, hitting assist characters 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 Counter Assaults
- All Crush Triggers
- All Distortion Drives
- All Exceed Accels
- 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 (Even if it would be a "purple" throw). Throw Counters do not gain any additional histun, damage or other special properties.
Some moves have the Fatal Counter property. If you counter hit the opponent with a move that has this property, all subsequent attacks in the combo will have 3 frames of additional hitstun / untechable state. This means that you can do combos that you normally couldn't do and it also offsets the effect of hitstun decay, allowing combos to continue longer than normal.
For example: Jin can combo 5C > 6C on standing Fatal hit.
You'll know which moves have this property because the announcer will say "fatal" and the words "Fatal Counter" will appear on the side of the screen if you land a counter hit with one.
A few rare attacks like Hakumen's max charge 6C are special: they will cause Fatal status on normal hit!
Fatal status does not stack, so doing two Fatals in one combo still only adds 3 frames instead of 6.
There's no hard and fast rule as to which moves have Fatal Counter property, you just need to learn which ones they are for each character. They can occur on any non-throw move, but generally moves that have slow startup and big initial damage are likely to have this property.
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.
For example, if Nu gets a CH with j.C, the opponent will be unable to recover for a long time even if the j.C did multiple hits. This allows Nu to combo off CH j.C much easier.
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.
An example of this is Jin's Counter Hit 5B > 6C. 5B > 6C works if done on the first hit of 5B, but not the second. This is due to the fact that the additional hitstop gives you more "hitstun" to combo into the 6C.
Finally counterhit carry only applies to moves that multi-hit regardless of hitting, blocking or missing. Moves that have automatic followups that activate only when the first part hits (like throws, Exceed Accels and various other special moves) do not carry counter damage or hitstun.
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); crouching hitstun has a shorter hitbox, but lasts 2 frames longer than standing hitstun.
- Furthermore, some attacks have unique properties that force an opponent into a specific type of hitstun. For example, Noel's 6B forces the opponent into crouching hitstun on ground hit.
- 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 can emergency tech or roll.
- 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
- "Sweeps" everyone's 3C 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!" 22C move)
- The frame data will write "Launch" to denote moves that forces air state.
- 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. For example, Tager's j.B move behaves in the normal way for all grounded hits and normal air hits, but air counterhits launch his opponent downwards with considerable speed and ground bounces (See below).
- 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 stuck 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.
- Freeze is a unique hitstate - you'll be surrounded by ice, and be stuck in hitstun for a fixed amount of time: characters like Jin, Nine Kokonoe have these moves. The amount of time depends on each attack, and after the effect has elapsed, you'll automatically recover. Additionally, if you're frozen in mid-air and land while frozen, you will then be treated as standing. This allows for air combos that go to freezing, to a high/low mixup.
Moves that can freeze have two additional values: Freeze Count and Freeze Duration
- Freeze Count: Determines the limit of when a move can trigger the freeze effect in a combo. Most freeze moves have Freeze Count 1, so they can only be the first Freeze in a combo, else they just do regular hitstun. Certain attacks have higer Freeze Counts, for example Jin's EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit.
- Freeze Duration: This value determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is always the same.
- Additional Freeze Details
- If an opponent is crouching or airborne when frozen, they will be forced into a standing state. This makes freeze useful for setting up resets.
- If an attack hits the attacker while the opponent is frozen, the opponent will recover from the freeze effect immediately.
- Opponents will automatically break free from the freeze effect if they are hit by a non-freezing attack.
- Ground Slide
- Slide is a hitstate where the character is knocked/slammed into the ground and then slides towards the corner. Note that although the slide state is ground untechable, if the air untechable time expires, then you'll be able to use wake-up options except for Quick Tech.
- Once you stop sliding, you'll transition to a hard knockdown state, whereupon you'll be unable to do anything for 19F. After that, all wake-up options will be available to you.
- Hard Knockdown
- A knockdown that can be combined with any other hit that disables Emergency Teching on air hit. This usually allows for longer combos and more time to setup an offense. An example of this is Ragna's 3C on Counter hit.
- Guard Crush
- Guard Crushes puts the opponent into a stunned state where you can them combo them for free. More details on Guard Crush are located here.
Frame advantage is the concept of who is free to act first after an interaction.
This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? Frame Advantage has the answer! A negative value means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other. For example:
- frame Advantage -5 means the defender is free to move 5 frames before the attacker.
- frame Advantage +2 means the attacker can move 2 frames before the defender.
Each character's Full Frame Data page shows both the Frame Advantage when an attack is blocked. Air attacks don't have Frame Advantage listed since that value is heavily influenced by when the attacker lands after an attack. Frame advantage also assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
For more information on using frame data, see here.
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 5A compared to his Jayoku Houtenjin (236236B) . 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! If an object also happens to have some other property such as a guard point or invulnerability while frozen by hitstop will have that property extended by the duration of the hitstop as well, so it will always end at the same point in the move as it usually would.
- 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 more hitstop that the defender, and the defender can attack before the attacker can reach the ground and guard!
Hakumen's 5D 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!
- Assist Characters
Hitting assist characters (like Carl's or Relius's dolls) 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 5D) don't behave like normal projectiles and also put the attacker into hitstop
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- Active Flow
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- Attack Attributes
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