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Health bars are more "dense" the lower the remaining health

Each character has varying amounts of health. See each character's page for exact values or view the System Data for a table to compare between the cast.

The health bar is slightly misleading; it's not exactly linear, it's denser near the end to give the effect that a player is barely surviving a "fatal" blow, and thus more dramatic.

Recoverable Health

The red part can be recovered if they tag out and rest

When characters take damage, a percentage of that damage can be healed if they are able to tag out (colloquially called red health).

There are a few ways to regain red health:

  • Partner regains red health while offscreen at the rate 3 Health/frame (180 Health/second)
    • During Powered Up State, it is doubled
    • After changing characters, health regeneration begins 60F after Partner Skill is available.
  • Point character regains health during Resonance Blaze

The amount of recoverable damage each attack deals depends on the context:

Recoverable Health
Context % Recoverable
Combos that start with a Reversal Action 100%
Reversal Action Mid-combo 100%
Extra Skills 0%
Cross Combo (excluding Distortion Skills) 0%
All other attacks 50%

Damage Scaling

As more attacks are added to a combo, each attack progressively does less damage due to damage scaling (also known as damage proration).

To determine how much damage the second hit onwards (the first hit always deals 100% damage) in a combo will deal, there is a formula:

Damage = (Base Damage of the attack) × (Character Combo Rate) × (P1 of the first hit) × (P2 of all the preceeding hits in a combo) × (any special prorations)
Proration Type Description Applies To
P1 Applied only when the first hit of a combo Next hit onwards
P2 Applied to every hit of a combo.

Multi-hit attacks only apply P2 one time after the attack hits.
For some multi-hit attacks, each hit is basically considered a separate attack and P2 will be applied to each hit. These will be noted in the frame data with multiple P2 values.

Next attack onwards
Bonus Only some moves have Bonus Proration. Proration value of greater that 100%.

Using the move 2+ in a combo will not add bonus proration.

Next attack onwards
Combo Rating Applied 2nd hit onward. 80% for all characters. 2nd hit onwards
Special Only some moves have Special Proration.
See character frame data for details.
Some attacks ignore this damage scaling. For example Tager's Gadget Finger always does 100 damage, regardless of scaling. Most Distortion Skills do at least 20% of their base damage. Multi-target Distortion Skill Duos do 2000 damage and single-target do 2500 damage. These values increase to 2500/3000 damage respectively during Cross Combo. See the Minimum Damage section for details. Some attacks also ignore the character combo rate.

Minimum Damage

The following actions all deal a minimum amount of damage on hit, regardless of proration:

Minimum Damage
Attack Type Minimum Damage %
Normals 0%
Reversal Actions, Skills, Partner Skills 5%
Extra Skills 10%
Cross Raid 100%
Distortion Skills Varies, defaults to 20%
Distortion Skill Duo, Astral Heat 100%

Bonus Damage

Counter hits increase damage of the one attack by 10%. The damage counter will be more red in this situation. Hitting Partner characters will show in a smaller font.

Other Damage

Chip Damage

In BlazBlue Cross Tag Battle (and most other fighting games), Skills and all variations thereof deal small amounts of damage even if they are blocked. This damage is all red health so it can be recovered by tagging out or using Resonance Blaze.

Most Skills and up deal 5% of their base damage on block, but during Resonance Blaze, chip damage is increased and normals will also start to deal chip damage. Hyde's sword normals will also always deal chip damage. Chip damage can not be prevented, but it will not kill you in any circumstances. Chip damage is all recoverable. Also, there are certain moves that are defined to do more or less chip damage. Ragna's Soul Eater property causes chip damage which is ALSO absorbed by Ragna and converted into health.

Persona Damage

Characters from the Persona series use their Personas for various attacks. These Personas can be hit, and will deal damage to the character! Specifically, a character takes 2.5% of their max health as recoverable damage whenever their Persona gets hit.

Combo System

Hitstun Decay

How much hitstun decay is there? just look at the background! None (top), -10 (middle), reduced to 1 (bottom)

As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds:

Hitstun/Untechable Decay vs. Time
Combo Duration 0~359F 360~599F 600F~
Decay None -10F Reduced to 1F

You can tell how far you are into the combo by looking at the combo HUD. The background of it will change at each time threshold. Players can use this to tell how far into a combo they are and cut it off early before the hitstun decays too much. The background even acts as a countdown timer! When you are 240F away from the next threshold, additional diamonds will appear in 60F intervals.


The first "hit" of a throw, including command throws, is always 0 damage. For these cases, the first damaging hit (that is, the second hit on the combo counter) is treated as the start of the combo with regards to hitstun decay.

Ignoring Hitstun Decay

Some attacks are unaffected Hitstun Decay

  • Distortion Skills and Distortion Skill Duos
  • Throws and Hit Grabs
  • All attacks during Cross Combo
    • Combo timer still runs during Cross Combo, so hitstun decay will kick back in after Cross Combo ends.
  • Combo timer is paused during super freeze

Hit Effects

Ground Hit
When a character is hit standing or crouching they 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, the first 3 hits of Jin's 5AAA forces the opponent into standing 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 recovery is not automatic - characters need to 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".
Falling to the ground without recovering will end the air hit and characters can ground recover.
Forcing air state and ground state
Many attacks force the airborne state in some way or another, meaning they behave the same regardless of whether they hit someone grounded or airborne.
The frame data will write "Launch" to denote moves that forces air state.
Rarely some attacks will do the opposite and force an airborne opponent into standing state. These usually are used by attacks that go into a throw-like animation on hit.
Knockback force and direction
Most grounded hits push the opponent away slightly, and most air hits push the opponent away 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.
Bounce Effects
There are various types of bounce effects: floorbounce, wallbounce, and cornerbounce.
  • Floorbounce is a hitstate where characters get hit into the ground and then bounce, floating up into the air. The height 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 character is stuck to the wall for a short while before falling down, allowing more time for followups.
  • Cornerbounce is when the character is 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 hitstate where the character struggles to keep standing and eventually falls to the ground.
Attacks that can crumple have two additional values: Crumple Duration and Crumple Fall
Crumple Duration is the amount of time until they can recover. This value decays with hitstun decay, but there are some attacks which have fixed Crumple Duration.
Crumple Fall is the amount of time until they fall to the ground and enter Hard Knockdown state with default duration 10F.
Most attacks allow the defender to recover before Crumple Fall, but some attacks have enough Crumple Time to guarantee a Crumple Fall. Counter Hits increase both the Crumple Duration and the Crumple Fall, see the Attack Level table for details.
Ground Slide
Slide is a hitstate where the character is slammed into the ground and then slides along it.
Each attack that inflicts slide state also has a slide duration until knockdown. Characters can Emergency Tech if the untechable time ends mid-slide, but if the character slides for the full duration, they will transition to a Hard Knockdown State.
The maximum slide duration is listed in the Frame Data notes for each attack and the Hard Knockdown transition takes 9F, and if not specified in the Frame Data, the Hard Knockdown lasts for 10F.
Hard Knockdown
A knockdown that temporarily disables Ground Recovery. Hard Knockdowns can be combined with standard air hits, Cumples, Slides, and more.
A Hard Knockdown from the air also includes a untechable mini-ground bounce (usually 13F). Crumples and Slides have their own unique transition animations.
Hard Knockdowns do not decay with hitstun decay - it is constant.
Freeze is a unique hitstate - characters are encased in ice, and are in hitstun for a fixed amount of time (called the Freeze Duration).
After the Freeze Duration, characters automatically recover. If 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 standing combo or a high/low mixup.

Moves that can freeze have two additional values: Freeze Count and Freeze Duration

  • Freeze Count is the limit of when an attack 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.
  • Freeze Duration 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 attack hits the attacker while the defender is frozen, the defender will recover from the freeze immediately.
  • Freeze immediately ends if the defender is hit by a non-freezing attack.

Valid vs. Invalid Combo

a valid vs. an invalid combo. The number next to the 'no symbol' shows which hit was invalid.

Because characters can delay their air recovery, this leads to the possibility of combos that work only if the opponent did not recover. This means that some combos are not "true" combos; the game's HUD differentiates between the two classes of combos by showing the hit counter as red for a valid combo and blue for an invalid combo. The invalid combo HUD also show which hit was invalid.

Invalid combos still behave the same as normal combos for the purposes of damage scaling, hitstun reduction, etc.

Sometimes player on defense will intentionally delay air recovery (or wait until landing to Ground Recover) to avoid a mixup or a reset. For example, players often avoid air recovery while Tager's Atomic Collider is active because air recovering will let Tager hit the opponent with an unblockable air throw and start a new combo! Delaying air recovery is a low risk tactic since a few extra hits at the end of an already long, heavily scaled combo are unlikely to actually add much more damage. The same is true for Crumple Recovery.



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