BBTag/Gauges
Health[edit]
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 in BlazBlue Cross Tag Battle 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[edit]
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)
- After an Active Change, this increases to 6 Health/frame (360 Health/second)
- 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:
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% |
Skill Gauge[edit]
The Skill Gauge is like a traditional "super meter" in other fighting games. Skill Gauge is used to perform Extra Skills, Distortion Skills, Reject Guards, etc. The Skill Gauge starts at 1 at the beginning of a match.
The formula for Skill Gauge Gain depends on the situation:
Situation | Formula |
---|---|
Opponent getting hit | Scaled Damage * 0.72 |
Getting hit | Scaled Damage * 0.4 |
Opponent blocking attack | Base Damage * 0.18 |
Blocking attack | Base Damage * 0.18 (* 0.36 during Guard Bonus) |
- Each Gauge is 5,000 units, so 5,000 units = 1 Skill Gauge
- Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35
- Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units)
- Distortion Skills do not build any Skill Gauge for the attacker, however, Extra Skills do
- Note: Formula for hitting opponent is suspected to be Scaled Damage * 1.2 * Character Combo Rate
Based on this, we can note some basic facts:
- Skill Gauge gained from hitting the opponent/getting hit is directly proportional to damage. Thus you can approximate the amount of Skill Gauge you and the opponent have gained based on how much damage a combo does, though rounding errors make this inexact.
- As a few quick rules of thumb, dealing 7000 damage will earn 1 Skill Gauge, while taking 12500 damage will will earn 1 Skill Gauge
- Exceptions
Some moves ignore the formula and build a specific amount of Skill Gauge, like getting an "Excellent!!" or "Marvelous!!" during Clash Assaults.
Skill Gauge Cooldown[edit]
After performing an ability that consumes the Skill Gauge (such as Extra Skills, Distortion Skill, Reject Guards), you will gain 75% less Skill Gauge for a set amount of time.
Action | Cooldown Time | Notes |
---|---|---|
Extra Skills | 180F |
|
Extra Assault | ?? | |
Distortion Skills | 180F |
|
Reject Guard | 300F |
|
- Cooldown timer starts when Skill is used
- Combos that are started during the cooldown period will suffer reduced Skill gain throughout the entire combo, even if it lasts beyond the cooldown period.
- Doing 2 moves with cooldown in a row will cause the later to take priority
- EX: Reject Guard > Distortion Skill will only have the Distortion Skill's cooldown
Skill Gauge Increase[edit]
After an Active Change your character will have a red/blue silhouette. During this time, the amount of Skill gained from attacking is increased by 50% (aka no bonus from blocking or getting hit). This effect lasts for 479 frames.
Rampage Time[edit]
Once the time is down to 80, both players start gaining Skill automatically! This gain is still affected by Skill Gauge Cooldown.
Cross Gauge[edit]
The Cross Gauge is used for various actions that involve your partner.
Action | Cross Gauge Used |
---|---|
Partner Skill | 0% |
Active Partner Skill | 50% |
Cross Combo | All Remaining (min 50% required) |
Cross Raid | All Remaining (can be used even at 0%) |
Cross Burst | 100% |
Cross Gauge Cooldown[edit]
After using your Partner, the Cross Gauge will stop recovering for a while. As a rule of thumb, the more "intense" the action, the longer the cooldown.
Action | Partner Skill Available | Cooldown Until Cross Gauge Begins Recovering |
---|---|---|
Duo Change | Available on 24F of Duo Change. Duo Change is 33F total. | when Partner Skill is available |
Partner Skill | 110F after taunt animation begins | when Partner Skill is available |
Distortion Duo | 106F after taunt animation begins | when Partner Skill is available |
Active Partner Skill | 110F after taunt animation begins | 30F after Partner Skill available |
Active Change | 110F after taunt animation begins | Cooldown equal to whatever type of Partner Skill was used for Active Switch |
Cross Combo | 110F after taunt animation begins | 150F after Partner Skill available |
Cross Burst | 132F after super flash ends (takes longer when done in the air) | 300F after Partner Skill available. Point character must also return to neutral state after Cross Burst. |
- If you do any of the above actions during the Cooldown of another action, cooldown is not reset - it will use whichever cooldown value is bigger.
- For example, if you do a Cross Burst (300F cooldown), then wait 50F and use a Partner Skill (0F cooldown), then the cooldown after the Partner Skill is 250F.
Resonance Gauge[edit]
This diamond shaped gauge is used for Resonance Blaze. The efficacy of Resonance Blaze will increase the higher the Resonance Level. You start the match at level 1 and max is level 4, with each level adding a mini-diamond to the gauge. To increase your Resonance Level, use partner actions such as Clash Assault, Partner Skills, Cross Combo, Cross Burst and Distortion Skill Duo.
Below is a table showing the amount each action raises your Resonance Gauge.
Resonance Gauge | Clash Assault | Clash Assault + Extra Assault | Raw Partner Skill | Active Partner Skill | Cross Raid | Cross Combo | Cross Burst | Distortion Skill Duo |
---|---|---|---|---|---|---|---|---|
Level Percentage | 60% | 100% | 45% | 30% | 30% | 30% | 30% | 60% |
Total Percentage | 20% | 33.33% | 15% | 10% | 10% | 10% | 10% | 20% |
Notes:
- Resonance Gauge gain carries over into the next level, so you may need one action fewer for a later level
- Clash Assault only builds Resonance Gauge if your partner participates during the follow-up sequence
- Clash Assault builds the same amount of Resonance Gauge regardless of whether you get a Good!, Excellent!! or Marvelous!! rating
- Raw Partner Skill calls and Active Partner Skill calls build the same amount of Resonance Gauge regardless of the version of the Partner Skill (
,
,
)
Azrael [★]
Celica A. Mercury [★]
Es [★]
Hakumen [★]
Hazama [★]
Iron Tager [★]
Izayoi [★]
Jin Kisaragi [★]
Jubei [★]
Mai Natsume [★]
Makoto Nanaya [★]
Naoto Kurogane [★]
Nine the Phantom [★]
Noel Vermillion [★]
Platinum the Trinity [★]
Rachel Alucard [★]
Ragna the Bloodedge [★]
Susano'o [★]
Nu-13 [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Skill/Cross/Resonance Gauge •
Misc •