BBCF/Universal Strategy

From Dustloop Wiki

Preface

As you may probably infer, this page consists of explanations and breakdowns of common strategies and solutions to situations that occur very often in BlazBlue Centralfiction. This is intended to provide general insight on the metagame of BlazBlue, to players at novice and intermediate levels.

How to make Mix-Ups?

Stop Auto-piloting

Sometimes, pressing Gatlings is not the best option you can have. Like A > B > C > D > Special is cool, but you can't crack defense with this.

Strike-Throw

One first mixup you should try is the tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. mixup, which is mostly universal. This is done by doing 5A/2A, wait for the recovery, input 6 and Throw. If they use Barrier, you need to use dash to close in the distance for the throw.

Now the throw itself is not so scary as it can be chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.ed away, so how should we improve this? The answer is to use some frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. to catch the jump startup (which you can't block) if they tried to escape by jumping.

In this case, we will use Ragna's 2C to make a 2 frame gap. If they tried to jump, they will get hit. Try this on yourself: after blocking the first 5/2A, input 7 (jump block). You will get hit standing, and there is no blue exclamation marks; this is how you know you've done it right.

  • 2A, dash Throw, which beats grounding;
  • 2A > 2C, which beats jumping.

High-Low

High-Low mixups sometimes are built in Characters' normal chains so that it can become a natural guess. For example above, we can add two new mixes in addition to the examples above:

  • 2A > 2B, which beats blocking high.
  • 2A > 6B, which beats blocking low.

These two naturally couples with each other for a High-Low mix.

Congratulations! You've now learned how to mix your opponent!

How to escape pressure?

"Infinite blockstring"

Everyone had the same pain when you don't know how to face Susanoo's (5B > 6B)*n "infinite". Here's a general way on how you can improve your defense:

  • Instant block is an important first step. If your 2A is 7 frames, this mean you can only punish moves that is -7 or worse. With IB, this improves to -4.
This will allow you to punish Susanoo's 6B > 5B using 2A.
Tips: You don't need to IB on every hit, usually it is not easy to do so and mistimed the block can cost you the game. Start IBing when you see a repeating sequence, or a clear indication that the move you want to IB is comming.

Then, Susanoo will acknowledge the danger, so they will also mix in 6B > 2A to fish any abare attempts.

  • This is a good time to use barrier. If they continuing 5B > 6B then you are just blocking, and if then did 6B > 2A, they will be pushed out of range and you can jump and escape the pressure.
  • Even better, you can incorporate IB Barrier. Normal Barrier will cause extra 1 frame blockstun, but with IB Barrier you get more pushback and 2 frame less blockstun, allowing escape more easier.

These method also applies to staggering pressures (like Hazama), which is crucial to their gameplans.

Cheap moves

The same ideology above also applies to moves that are "cheap", for example Azrael's Gustav Buster. It is a +1 advancing move, which allows Azrael to do 5A after with minimal risk. However with IB, it becomes -2, which allows you to beat 5A with your own 5A/2A. With IB Barrier this is even better as the pushback stops Azrael from advancing.

Sideswap

Ground Sideswap OSCan catch some sideswaps and block


1AB
This is the most basic Option Select that can catch sideswaps (see sections below to get a glimpse on what is Option Select).

When 1AB is inputted:

  • If opponent does not sideswap, then 1AB is simply barrier.
  • If opponent does sideswap, then 1AB becomes 3AB. Provided that you are not in blockstun (as most sideswap does), it will simply become 2A, allowing you to hit the opponent out of the swap most of the time.

As the name suggests, Ground means that this only works' for grounded sideswaps, for example Azrael's forward dash.

Doll Okizeme, Ribcage or some weird shit

How to deal with DPs?

safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. is your keyword. Usually every character has a Safe Jump that can be easily performed, though it is character dependent. For example, Ragna's j.C if timed well, can be used to make a safe jump.

You can use the following Eddie Script to practice Safe Jumps, by setting the dummy to be Ragna.

configs\bb.json
[C] W30 ]C[
startmix
    option 75
        [4]+[A]+[B] W30
    option 25
        6 2 3+C 
        loop 8
            6+C 2 3+C
        endloop
endmix
]1[+]A[+]B[

In certain match-ups, you can also opt for DP Option Selects; see the section below.

How to get Okizemes?

How to deal with Rolls?

Rolls are not fully invincible and can be catch by quick moves. In general:

  • Forward Roll can be catch by 2A and 2B;
  • Backward Roll can be catch by 2B, most of the time you need dash momentum;
  • in the corner, 2A will catch both.

Of course you can use more rewarding moves to catch rolls, but you will lose more advantage on Oki if they just Emergency tech. Read opponents' behavior and try to catch them.

Rolls sounds scary; should I not use roll and just Emergency/Neutral Tech every time?

Then you are just playing Guilty Gear.
~ Sun Tzu

In general, you shouldn't roll in the corner; both rolls are easily catchable by 2A and your health will deplete faster. Otherwise, the key point is to be unpredictable with your wakeup options. If they try to chase, neutral tech so they get less advantage on Oki; if they assume you won't roll and tried a more heavy Oki, roll out the pressure if you are allowed to, or even Quick rise and DP.

What are Option Selects? How do they affect my gameplay?

Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations., simply put, is that you input a particular combination and then the system automatically decides what's the best for you. Sounds convenient, right?

Huge thanks to Matarakuja' videos, as all the contents here are basically a reword of his video.

Offensive OS

Hitstop OSBaits some of the casts' DP


2A, 4B in rapid succession
This is the most basic Option Select that can block DPs and punish the opponent. They however, can RC'd out.

When 2A is inputted, if they blocked, they've entered blockstun and experiences extra hitstop, allows 4B (or in most cases, 5B) to connect. However if 2A whiffs, 4B is inputted in the recovery frames of 2A, which results in nothing but 4 (blocking).

The limitation is that Hitstop OS can only punish DPs that has startup longer than the recovery frames of 2A, should you time it well.

Defensive OS

Barrier + Throw OSWins against immediate throw


When blocking, 1/4/7 A+B+C
This is the most basic Option Select that can dodge throws and push away the opponent. As pressing 3 button at once might be difficult, you can use the RC macro to perform this OS.

Depending on your opponent's actions, several things can happen:

  • If the opponent tries to throw you and you time this input correctly (within the first 3 frames the OS is inputted), you'll get a throw break;
  • If the opponent tries to hit you, then you'll just use your barrier.
  • If your opponent delays a throw and you time this early, you will be Throw Reject Miss A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.ed.

As the 3 frame window is short, the trick is to delay the input it somewhat late, until you see the attempt to throw.

fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. OSWins against throw, overheads and long gaps of attack


When blocking, 1~7~1 A+B
As we mentioned above, Fuzzy Jump can be used to escape a basic Strike-Throw mixup. Below is an analysis:

  • If the opponent goes for a throw, then you will jump out.
  • If the opponent goes for an overhead, then you will also jump out as they are slow.
  • If the opponent attempts a mid or a low, then depending on the timing you will either:
    • If the opponent times their attack to your jump startup, then you will be hit out of jump startup. However if the opening is too big, then you will jump and block the attack.
    • If the opponent did not leave an opening (i.e. still in blockstun), then you will block high for as long as you hold 7, then go back to crouch blocking.
      • This means that if you attempt a Fuzzy Jump during a blockstring that contains a low, you will be hit. Of course if you can pull 1~7~1 fast enough before the low lands, then you will block, but that's mostly inhuman.

To better illustrate the purpose of fuzzy jump, you can go into Training Mode and setup some dummy recordings. Set up Ragna as your training with the following recordings:

  1. 3C (knock down opponent), dash 2A, dash throw
  2. 3C (knock down opponent), dash 2A, dash 2B
  3. 3C (knock down opponent), dash 2A > 6B
  4. 3C (knock down opponent), dash 2A, dash 2A

Alternatively, you can use the following Eddienput script:

configs\bb.json
#3C (knock down opponent)
6 W1 [6] W10 3+C W60 5 6 W1 [6] W5 2+A 5 
startmix
    #dash 2A, dash throw
    option 25
    W20 6 W1 [6] W5 B+C

    #dash 2A, dash 2B
    option 25
    W20 6 W1 [6] W5 2+B

    #dash 2A > 6B
    option 25
    W5 6+B

    #dash 2A, dash 2A
    option 25
    W20 6 W1 [6] W5 2+A
endmix
5 W60

Set the dummy to replay the recordings with random playback. As you recover from the knockdown, perform a fuzzy jump. If timed right, you will be able to guard or jump out of all of these common situations.

Video Tutorial for Barrier and OD OS


OS Outcome Table

All specials have higher priority than blocking, throwing, or teching a throw

  • This may invalidate OSes for your character or provide new ones
Input Grab Attack Nothing 1F Gap Notes
1ABCD Throw Escape Barrier Block OD OD
1/4D~2/5/8ABC OD Block OD Counter Hit See Overdrive OS below.
1/4ABC Throw Escape Barrier Block Barrier Block Barrier Block See Barrier/Throw Tech OS below.
1~7ABC Throw Escape Barrier Block Barrier Block Barrier Block Will do [2]8 moves if 1 is charged.
7AB Thrown Barrier Block Barrier Block Barrier Block Barrier prevents jumping. Pokayoke for blocking high on wakeup.
421ABC Throw Escape Barrier Block Barrier Block Barrier Block Character Specific: When crossed up 421 will be come 623 resulting in a DP.


General Resource Management

Heat

There are several common uses of Heat. Below is a basic breakdown on how should you use it:

  • Crush Trigger COSTS 25 HEAT
This is mostly a bad option when used literally, as most of the casts' way to open up defense usually don't require this move. Its use is more in the corner, where you can follow-up the uncharged crush (merely +7 on crush!) with fast attacks to attempt closing the round.
As an attack itself, the Charged version of it does a nice chunk of damage, as well as having 100 P2, making it a nice damage addition in case you don't own 50 Heat to finish opponent off. Characters that gains more Heat like Hakumen or Terumi can use this move more often in their combos.
  • Distortion Drive COSTS AT LEAST 50 HEAT
This is mostly character dependent, but most character have at least one move that serves as a combo ender. Try to lab combos that leads to this ender and use it when your combo has a chance to kill.
  • Counter Assault COSTS 50 HEAT
For characters that does not have a 50 Heat equivalent reversal, this option is basically their only option to escape relatively safe.
  • Rapid Cancel COSTS 50 HEAT
RC is probably the most important usage of Heat, compared to above. You can use it to make DP safe (on block, of course), extend pressure and combos, and create new mixups.
For a new player, you should first learn to RC on moves that is very punishable.
  • Astral Heat COSTS 100 HEAT
And finally there is Astral. It is pretty conditional, but if your characters' Astral is comboable and does not come with weird motion inputs, you should prepare one or two Astral combos in your sleeve so it can be used.

Overdrive

Is Raw Overdrive better (or worse) than burst?

The answer depends on the character you used.

Is Overdrive Raid better (or worse) than burst?

In most of the cases, ODR is worse than burst, because the existence of OD Option Select (which comes with no extra startup and full OD time) and a lot of moves are not practically ODR-punishable as RC exists.

That being said, ODR are not entirely useless, for example it is useful for facing opponents that need to use big moves to open up. For example, if you've predicted that Ragna will do 5C > Gauntlet HadesBBCF Ragna the Bloodedge 214B.pngGuardHigh/AirStartup20Recovery28Advantage-12, you can ODR 5C so that GH whiffs and get a punish off. It will require you to get a hard read off opponent however, so use it wisely.

Barrier

For the most of the time, you will not run out of Barrier, since you don't block for that long, of course there are exceptions (for example, if opponent is Amane or you are using Izanami).

If you quite often run out of Barrier under only blocking, then use less Barrier. Barrier should be used when you want them away, and when they are away you should stop your barrier. Plus, they give you 1 frame of extra hitstun, so it is not "free".

Combo Notes

Proper Hit-Confirming

Frame Advantage

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? A negative value on block 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:

  • If a move is -5 on block, it means the defender is free to move 5 frames before the attacker.
  • If a move is +2 on block. it means the attacker can move 2 frames before the defender.

Each character's Frame Data subpage shows both the frame advantage when an attack is blocked as well as on hit. Air attacks don't have frame advantage listed since that value is varaiable and is heavily influenced by when the attacker lands after an attack.

Frame advantage 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. Hitting an attack later into its active frames is called making the move "meaty".

Read more about using frame data here.

Brake

Barrier while Running

While running, simply holding back will cancel a run into a vulnerable skid animation. Brake avoids the skid animation by immediately canceling into Barrier. This helps with advancing towards the opponent while minimizing time you can't guard.


Running Momentum

Performing actions while running will carry some momentum from the run into followup actions. This is a potent way to give attacks more range and make jumps move further, especially because this can used a frame immediately after starting a run. The run can even be buffered and immediately cancel into a followup action to gain running momentum without even running for a single frame! Characters with a run can use this technique, as can most characters with Step dashes (sorry Tager).

Attack
Characters will slide forward during the first few frames, giving the attack more range for free.
A few attacks do not allow running momentum to carry into the attack (eg normal ground throw), but most allow it.
Barrier
Canceling a run into Barrier will make the character slide forward.
Jump
Jump trajectories are affected by running momentum. A 8 jump will actually move forward slightly, and a forward jump will go further than normal. This is effectively a new set of jump trajectories that can be used to approach the opponent.
Susano'o's Run is Slow to Start
Unfortunately for Susano'o, his run has some delay before he gains any forward momentum and benefits from this technique. This limits how often he can use this technique since he needs to run for much longer before he can use running momentum.
Step Dash
Step dashes can only be canceled into followup actions during specific timing windows and only into specific options. How much these actions are affected by momentum are also specific to each character. Check each character's Frame Data page for details on each character's step dash.

Input Buffer

Advanced Input

Hold an attack button to repeat the button input every frame for up to 4 frames. This will make difficult links are easier to do -- hold the button a little early and that 1F link usually becomes a 4F link!

Inputting a run within 4F of returning to neutral (such as near the end of an attack's recovery, blockstun, wakeup, etc.) will also have the same effect; regardless of any directional inputs after that, your character will begin running as soon as recovery ends! The same principle can be applied to backdash and airdashes.

Advanced Input makes timing things as fast as possible easier, and is even better when buffering both an attack and a run. The attack will activate as soon as possible while sliding forward! This technique is useful for linking together combos as well as punishing things after blocking. In fact, some combos rely on Advanced Input to work.

Super Flash Buffer

Supers are easily reactable...

Some attacks briefly pause the game to make the startup of the attack more dramatic. This is known as Super Flash or Super Freeze.

When the opponent does an attack with super flash, commands inputted during super flash will be executed immediately after super flash ends.

Players often use this to execute an invincible attack (such as activating Overdrive or super) to counter the opponent's super. This is because supers usually have a bit of startup even AFTER the super flash, which allows the defender to input an attack of their own risk-free!

Every character can cancel the first few frames of startup of normal attacks into Barrier. If you are in those first few frames during super flash, then cancel your attack into Barrier to save yourself!

Attacks with super flash list their startup values as: startup pre-flash + (super flash duration) + startup post-flash

Ex: an attack with startup 5+(90 Flash)+5 has 5 frames of startup, then 90F super flash, then hits the opponent after 5 more frames for a total of 10 frames of startup.

Supers With No Startup After Super Flash
... unless they're active immediately after the super flash!

Some attacks are special: they have no additional startup after the super flash. Super Flash Buffer is useless against these attacks - you can think of the super flash as just a formality, the attack has already become active!

Tager's Super Throw (Genesic Emerald Tager BusterBBCF Iron Tager 720C 1.pngGuardThrowStartup5+(28 Flash)+0Recovery41Advantage-) is a prime example of this; you must already have some way to avoid Tager's Super Throw BEFORE the super flash or else it will be too late. You can identify such attacks in the frame data by looking at their startup post-flash, which should be 0.

Kara Throw

Certain characters can extend the range of their normal throws by taking advantage of properties of their other normal moves.

In order to make the inputs of throws slightly less strict, pressing B and C can have a small amount of time between each button press, so long as both buttons are ultimately depressed at the same time. This means that most characters's B and C moves can be cancelled into a throw very early into a throw to allow this leniency. Some characters have B or C moves that move them forward slightly during startup, meaning that if you deliberately press B and C slightly apart from each other, you start the normal move that moves you forward, move forward slightly, and then cancel it into a throw.

Overdrive Option Select

When blocking hold the D button then press A+B+C to perform this option select. Unlike Barrier OS, it is important to not hold 4, 1, or 7 while inputting A+B+C. Holding back will treat the input as Barrier + Throw Break and prevent Overdrive Activation. You can hold a neutral input (5 or 2) in order to block gapless overheads and lows.

These are the situations that can result from OD OS:

  • If your opponent throws you, you will tech the throw.
  • If your opponent has a long enough gap in their blockstring, you will activate a neutral Overdrive (NOT Guard cancel Overdrive).
    • If your opponent has ~1f gap in their blockstring, you will be Counter Hit.
  • If your opponent has a gapless blockstring, you will block.

This option select loses to opponents using less committal blockstrings or introducing small enough gaps in their pressure. For example, if Ragna does 5C > 2C, you can IB 5C to create a gap before 2C that can be DP'd. Because this gap is so small, inputting OD OS in it will cause you to get Counter Hit.

Activating Overdrive Shortcuts

Players that don't use button macros (or play in arcades) sometimes accidentally perform a Crush Trigger or Rapid Cancel instead of Overdrive due to the commands overlapping. To bypass this problem, hold down A or B or C, then press the remaining buttons!

When you press a button, the game checks to confirm whether all 4 buttons are being held down, and if so, counts it as an Overdrive activation. This means you don't need to press all of the buttons at the same time to go into Overdrive!

Example: Hold C, then press A+B+D
Example: Hold C+D, then press A+B
Example: Press and hold each button in rapid succession: [A]~[B]~[C]~[D]

While very useful, there are restrictions with this technique: it doesn't work while holding back because the game will treat it as inputting Barrier instead. For example, holding back + [A] + [B] ~ C + D won't activate Overdrive. In fact, it disables activating Overdrive until all buttons are released. This technique also doesn't work for the first few frames after ground neutral tech and Emergency Tech.

This shortcut is very useful during combos -- hold down A or B or C, then press the remaining buttons for Overdrive Cancel!

Do note that this shortcut is specifically for activating Overdrive, not for using Burst or Exceed Accel.

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