From Dustloop Wiki

Ground Movement

Hold either left or right to walk forward/backward. This is the slowest form of movement, but also presents the least risk.
To run forward, press 66 in quick succession when on the ground and keep holding 6 to continue running forward. When you stop running your character will slide to a halt. You can not block during this sliding animation but you can cancel the slide into attacks, jumps, and Barrier Defense.
Tager can not run or Forward Step (poor Tager).
Forward Step
Some characters do not run forward: instead they perform a quick step forward that goes a preset distance. Some characters can cancel this step into attacks, jumps, etc. Examples of this include Hazama, Carl, and Azrael.
Dash/Run Brake
Because runs and dashes normally have a vulnerable sliding animation at the end, players typically cancel the run into Barrier Guard briefly, then continue doing whatever they wanted to do. This is a very powerful technique to maintain a specific range vs the opponent, and you should be in the habit of doing it every time you want to stop running.
To perform a backstep, press 44 quickly. All backsteps have some invincibility at the start (Although sometimes only to some attributes), so they are useful for escaping enemy attacks if timed correctly. With the exception of Hakumen, backsteps can not be canceled into anything; you must wait for the entire backstep to finish before performing any further action. This means that while backsteps can evade attacks, they can be baited if the opponent performs a slow, long-reaching attack, or if the opponent anticipates the backstep and moves forward to hit you out of the backstep's recovery.
As such backsteps are often used to avoid mixup on wakeup or to escape opponent's pressure.
Each character's backstep is different and is listed in the system data.

Air Movement

Air Option
Air movement in BlazBlue (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.
Some characters have additional movement options like Taokaka, and thus can mix and match double jumps and air dashes (ex: double jump > air dash or air dash > air dash). However it's best to think of this on a case-by-case basis, as these characters are rare and often have other restrictions. For example, Bang can air dash twice in the air, but not triple jump, while Taokaka doesn't have this restriction.
Jump/Double Jump
Press any of the upward directions to jump. All characters except Tager can also perform a double jump by jumping again while midair. Ground jumps have some startup where you are still considered on the ground, are invincible to throws, can not block, and can cancel the jump startup into ground Special Attacks.
Keep in mind momentum is conserved: a running 9 will move much farther than simply 9 at neutral.
High Jump (Super Jump)
Quickly 5 1/2/3 before jumping from the ground.
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! Note that unlike Guilty Gear or Persona 4 Arena, you CAN double jump after a high jump.
Air Dash Forward/Backward
While airborne, press 66 to perform an air dash forward, and 44 to perform an air dash backward. This is used to cover large distances quickly, but is vulnerable during startup, often being cancellable into attacks earlier than you are able to block.
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 can be performed by pressing 956 for a forward air dash or 754 for a backward air dash. The idea is that the jump includes a directional input that can also count as an input for the air dash command.

Jumps and High Jumps are not instantaneous - before going airborne, your character will enter a state called prejump, where you can not block, but are invincible to throws. If you are hit during prejump, you will enter standing hitstun.
Characters can have different amount of prejump frames, but in BBCF the majority of characters have 4 frames of prejump. Exact values for prejump can be found in each character's frame data.
It is actually possible to cancel prejump into Specials, Distortion Drives and Overdrive. The main reason this exists is so that attacks that involve an Up input, such as Tager's Gigantic Tager Driver (360A), can be used from a neutral state, without doing tricks to hide the jump input (such as whiffing moves beforehand). However, it also allows for some cancels/options that would otherwise be impossible.
Landing Recovery
Some airborne moves have landing recovery like Jin's air Hishouken. This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable for the specified amount of time.
What's unique is that even for moves that don't have a specified landing recovery - like most air normals, or just jumping, there is still a unique 5F landing recovery that disables certain actions for limited amounts of time.
1F after landing you can cancel into all actions except forward/backward walk, all jumps, and backdash
5F after landing all actions are possible

Another quirk about landing is that the frame before landing, you are considered grounded meaning you can be hit by ground throw during the last frame of jumping and getting hit on the last frame will result in ground hitstun.

Ground and Air Recovery

Ground Recovery

Unlike most other 2D fighting games, characters are vulnerable when they are lying on the ground. However, you can roll in different directions to escape an approaching opponent. You will automatically perform a Quick Tech after 68 frames if no action is taken.

Unlike the other tech options, a Neutral tech can also be performed when touching the floor after being hit. This is called an Emergency Tech
You can delay the Emergency tech for up to 8F after you hit the ground in order to throw off the opponent's attack timing, but this carries some risk; After these 8 frames, you can not Emergency Tech or Roll for 15 frames. The opponent can hit you during this time and continue the combo, though the HUD will show that the combo was invalid (since you could have escaped earlier). This is used in many attack patterns to "force" the opponent to emergency tech or else they will eat a combo!
The following time table shows a character's options and status during a knockdown.


Hard Knockdown
Certain moves like Ragna's 6B do a hard knockdown, which prevents emergency teching. Therefore using such a move, and then hitting the character again before they can move again is a legitimate combo and the HUD will not turn blue.
Crumple Recovery
Some attacks place the opponent in a crumple state such as Jin's Sekkajin. The crumple state is vulnerable to attacks and after a period of time you will fall to the ground if you do not recover. To recover from crumple, press A/B/C. Crumple recovery takes 8 frames.
If you are attacked during the recovery, you will be automatically block the attack high/low as appropriate. However, if you are thrown during frames 6-8 of recovery, you will be considered out of hitstun (for the purpose of differentiating between green and purple throws). If you are thrown by a command throw during frames 6-8, it will be inescapable, so watch out!
Air Ukemi (aka Air Tech)
Hold a button and pick a direction with 4, 6, or 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 15 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; the opponent can simply hit you before you ukemi and continue to combo you!
Unlike other games from Arc System Works, you do not normally regain your air option after an air ukemi! Keep that in mind, as once a character has used up their double jump/ air dash, they need to touch the ground before they can use those options again. This is useful for punishing the opponent once the situation arises; their movement is much more restricted and it's much easier to position yourself to punish the opponent.


Special Cancel
Most normal attacks can be canceled into specials and Distortion Drives. This is generally used to create combos, but can have other applications as well.
Jump Cancel
Some normal attacks can be canceled into jump and super jump. This is used in combos as well as pressure. Some attacks can only be jump canceled on hit.
Rapid Cancel
Press A+B+C to cancel any attack that does not whiff (in other words, any attack that touches the opponent) to cancel the attack and bring yourself back into a neutral state. These cancels are very powerful for making new frame traps, new combos, or making your attacks safe. More detailed information can be found here.
Dash Cancel
Some attacks can be canceled into a forward run that goes a preset distance, such as Jin's 5D or Ragna's 22C. This forward run cannot be canceled into anything else. Some attacks can also be backdash canceled like Kagura's 5D~A
Revolver Action
Normal attacks can be canceled into other normal attacks and jump. Each character has different rules as to which normals can cancel into what other actions (some attacks can't be canceled at all!). This is analogous to Guilty Gear's Gatling or Persona 4 Arena's P Combo System. The general flow is that attacks cancel from A > B > C > D. You can find your character's exact rules in the Frame Data section.
BBCP Clash.png
A clash happens when attacks hit each other in a way that both attacks are nullified. See here for a more detailed visual example. During a clash each character can cancel the attack into any other attack at no cost (but not movement options such as jump, dash, block, etc.), but you must be fast to react to it. Thus when clashes happen either the players are unable to react to it because it is unexpected, or they understand how the attacks interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!

Input Buffer

Advanced Input

When you hold down an attack button, the game repeats the button input every frame for as long as the button is held down for up to 4 frames. This means that difficult links are easier to do by holding the button a little earlier than usual. That one specific 1f timing usually becomes a 5f link.

The technique is useful for punishing opponent's blocked attacks as quickly as possible.

If you input a run within 4F of the end of an attack's recovery, then regardless of any directional inputs after that, you will begin dashing as soon as recovery ends. This can also be done any time while your character can not move, such as during blockstun, on wakeup, etc.

Similarly, the same principle can be applied to backdash and airdashes

This technique is especially useful for runs because it gives your attacks more range for free; by buffering both an attack and a run, you will attack 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 this property to link a running 5A/B/C/D or else the combo wouldn't work.

Super Flash Buffer

Supers are easily reactable...

During an opponent's super flash/freeze (when they perform a super attack, the screen freezes briefly), you can input commands and they will be executed immediately after the super flash ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to an opponent's super attacks with an attack of your own.

This buffer is often used to execute an invincible attack (such as an Overdrive, or your own super) that will avoid the opponent's attack! This is because supers usually have a bit of startup even AFTER the super flash. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack!

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

Super attacks list their startup values as:

startup pre-flash + (super flash duration) + startup post-flash

For example, 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 supers are special: they have no additional startup after the super flash. This means that super flash buffer is useless against these supers because the attack will already be active immediately following the super freeze - you can think of the superflash as just a formality, the super has already become active.
Tager's Super Throw (Genesic Emerald Tager Buster) 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.