Controls
Like most arcade fighting games, this game uses an 8 way direction joystick (or pad), and buttons. There are 4 attack buttons in total: (weak),
(medium),
(strong),
(Drive).
And, as with other 2D fighters, BlazBlue uses Numpad Notation.
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Arcade Layout
There are two layouts that you can select when you are at the arcades: Type A and Type B.
The taunt button does not have a defined location, but is generally to the upper right of the other buttons. You don't have to enforce this layout when playing at home; any layout that is comfort to you is good.
Macros
As certain moves requires multiple button presses, BBCT also presents macros for the home release. These include:
+
: Barrier/Counter Assault;
+
: Throws;
+
+
: Rapid Cancel;
+
+
+
: Barrier Burst.
As for the common question on "is there a dash macro?", the answer is no.
Movement
Walk
- Hold
or
- The most basic movement option. The character approaches or retreats from the opponent slowly.
Crouch
- Hold
or
or
- Put the character in a crouching position, lowering their hurtboxes. Note that the hurtboxes don't shrink immediately; the character can still be hit by moves normally whiffing on crouchers until they actually crouch.
Dash (or Step)
- Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second
to do so. Certain characters cannot run; certain characters will have step, which moves them forward for a distance and stops.
Backdash
- Backdashes move the character back for a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.
Jump
or
or
- Makes the character jump into the air. Pressing
or
will have them jump backward or forward respectively.
High Jump
or
or
- Makes a higher jump into the air. You can use any downward direction for the
input - doing
or
will still give you a High Jump.
Double Jump
or
or
while in the air
- Jump again while in the air. Not all characters can perform a double jump.
Air Dash
or
while in the air
- Dash in the specified direction in mid-air. Backward air dash is a moderate option for keeping away from the opponent. Not all characters can perform an Air Dash.
Instant Air Dash (IAD)
or
- Instant Air Dash is a way to perform an air dash as soon as possible after a jump.
Common Offense and Defense actions
Normal Attacks
- (
or
)
,
or
- Press either
,
or
to attack. You can combine these buttons with
to perform another set of attacks.
- As a rule of thumb,
attacks are fast and less vulnerable but deals less damage, while
attacks are slower and more vulnerable but deals greater damage.
attacks are a balance in between
and
. Some character ignore this rule however.
Command Normals
- certain direction +
,
or
- Characters can combine certain direction with
,
or
to perform a special set of attacks. For example,
is usually a low hitting sweep attack that knocks your opponent over.
Drive Moves
- (certain direction) +
- Press
(possibly with a direction) to use your drive moves. Drive are what defines BlazBlue characters, and as such they ranges very wildly from character to character. Refer to character' pages for more detail.
Special Moves
- (certain input) + a button
- Special moves are moves that require a more elaborate command input, and have unique effects and properties. For example, Ragna's
+
will perform a straight punch.
- Special moves range from standard projectiles to invincible attacks, and the list goes on. Refer to character' pages for more details.
Ground Blocking
- hold
or
- Hold
or
to block high or low.
- High block will not block lows. A yellow exclamation mark will show if you didn't block the low.
- Low block will not block overheads. A red exclamation mark will show if you didn't block the high.
- Throws are not blockable.
Air Blocking
- hold
in the air
- Hold
will allow you to block in the air. There is no difference on blocking high or low when in the air.
- Most grounded attacks are not blockable by simple Air Blocking. A blue exclamation mark will show if you attempt to block an attack that cannot be simply Air Blocked.
- Air Throws (or throws that hits airborne) are not blockable.
Barrier Block
or
+
, air OK
- Barrier Block is a stronger form of blocking that pushes back the opponent more, in the cost of Barrier Gauge.
- Barrier Block inflicts more pushback than normal block.
- Using Barrier Block will allow you to block all grounded attacks.
- If the Barrier Gauge is empty, you cannot perform Barrier Block.
- Barrier Block does not allow you to make "illegal" blocks: you still must block high/low correctly.
Forward Throw
+
- Press
+
to perform a throw, a type of unblockable attack. Throws, in general, will only hit in very close range.
Backward Throw
+
- Backward Throw is also a throw but will toss the opponent to the other side. This is useful for swapping corner positions.
- Forward Throw and Backward Throw are consider Ground throws, meaning they can only hit grounded opponents.
Air Throw
+
in the air
- Press
+
in the air to perform an Air Throw. As the name suggests, they can only hit airborne opponents.
Throw Reject
+
while in the thrown state
- Throws do not inflict damage immediately however; there is a brief window where you can avoid the attack. Press
+
to break the throw and escape. You will see a big double exclamation marks when you are allowed to do this.
- There are some situations where you can't reject the throw.
Teching
Teching is the action of getting back in the stage after being hit. Various method of teching forms the special flow of how Blazblue is played.
Neutral Tech
- hold or press
,
or
while laying on the ground
- Press no direction and hold any button while laying on the ground to get back on your feet. You will be invincible while you neutral tech (also known as ukemi).
- You can delay their neutral tech to throw off the opponent's timing should they try to go for a mixup or block string.
Forward Roll
+ hold or press
,
or
while laying on the ground
- Forward Roll will position you closes to the opponent while trying to get back on. Forward Roll also can pass through the opponent, if possible.
- Note that Forward Rolls is not fully invincible in the full duration of action. Use wisely!
Backward Roll
+ hold or press
,
or
while laying on the ground
- Backward Roll try to get away from your opponent while trying to get back on. Backward Rolls also is not fully invincible in the full duration of action.
Quick Tech
+ hold or press
,
or
while laying on the ground
- Quick Tech allows you to get back on your feet more quick than the options above while sacrificing all the invincibility. It can be useful for throwing off your opponent's timing and sneaking in an attck of your own.
Air Ukemi (Air Tech)
,
or
+ hold or press
,
or
while in the air
- Hold any button while getting hit in the air and you will recovery with a bit of invincibility as soon as the possible in the air. You can also hold
or
to choose which direction you will recover.
- You can delay your air ukemi to throw off the opponent's timing should they try to go for a reset or block string.
Crumple Recovery
- press
,
or
while in Crumple state
- Crumple is a special state where your character slightly lean forward as if they are hit by a strong attack. In such cases, press
,
or
to recover from the crumble.
Other Universal Offensive Actions
Distortion Drive COSTS AT LEAST 50 HEAT
- certain input
- Distortion Drives (commonly called Super Attacks) is an even stronger version of Special attacks that deal large amounts of damage or have other special properties, like invincibility or powering up the character.
- Each character's supers are unique and are explained in more detail in each character's page.
Rapid Cancel COSTS 50 HEAT
+
+
when an attack lands
- Rapid Cancels cancels your attack and returns you to a neutral state. This can be used to extend combos, create offensive situations, or reduce the risk of other situations.
Astral Heat COSTS 100 HEAT
- certain input UNDER certain criterions
- An Astral Heat is an attack that will instantly defeat the opponent if it connects. To use your character's Astral, there are certain conditions that need to be fulfilled:
- You must have 100 Heat.
- You are on match point (if you win this round, you win the match)
- Your opponent's health is below 35% when the combo starts.
Other Defensive Actions
Instant Block
- blocking right before an attack lands
- Instant Block rewards you for predicting your opponents' attacks precisely, by giving you more Heat and less blockstun, allowing you to escape or find a gap to counterattack the opponent.
- Your character will flash white if you did this correctly. Instant Block does not allow you to make "illegal" blocks: you still must block high/low correctly.
Counter Assault COSTS 50 HEAT
+
when blocking
- Counter Assault is an invincible attack that does zero damage, but blows away the opponent and stops their offensive momentum.
Burst REQUIRES FULL OVERDRIVE GAUGE
+
+
+
when got hit
- Bursts is an invincible attack that is used to stop the opponent's offensive momentum or to act as a combo breaker.
- Bursts can be temporarily disabled under certain conditions.
Negative Penalty
- a state that automatically activates when performing too many defensive actions in a row without performing any offensive actions
- Negative Penalty is a debuff that punishes inoffensive play. When you are close to Negative Penalty, the message "Negative Warning" will appear next to the character.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State