BBCSE/Offense

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Hit Effects[edit]

Ground Hit
"Ground hit" is when you are hit while standing or crouching and 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 histun. For example, Noel's 6B forces the opponent into crouching hitstun on ground hit.


Air Hit (Untechabe State)
valid vs. invalid combo
Naturally enough, "air hit" is a hitstate when hit while airborne. The main difference from ground hits is that you can only return to a regular aerial state if you 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".
Sometimes people prefer not to tech and allow the opponent to get an invalid combo so they do not reset damage scaling. For example, some people decide to not air tech versus Tager's Atomic Collider and let the invalid combo continue rather than tech and get hit by the Atomic Collider and reset the damage scaling.
If you continue to not tech, then you'll simply fall to the ground at which point you can emergency tech or roll.


Bounce Effects
There are three types of bounce effects in BBCSE: floorbounce, wallbounce, and cornerbounce. Floorbounce is a hitstate where you get hit to the ground and then rebound off it, floating up into the air. Wallbounce occurs after you're blown back into, and then rebound off of, the edge of the visible part of the battlefield. Cornerbounce is when you're blown back into, and then rebound off of, the corner of the field.
Some attacks actually add untech time if they cause a bounce such as Bang's Unstoppable Double Palm Thrust.


Crumple
"Crumple" is a type of hitstate where the character is stunned and slowly falls to the ground. Immediately after being put into crumple, the character is considered grounded, and after falling forward to the ground, the character is put into an untechable knockdown state. Once the untechable time passes, pushing any button except for D will cause the character to recover.
Crumple time scales with hitstun scaling, but there are some attacks which have fixed crumple times.


Freeze
"Freeze" is a hitstate caused by getting hit by any of Jin's Drive attacks. You'll be surrounded by ice, and be stuck in hitstun for a fixed amount of time. The amount of time depends on each attack, and after the effect has elapsed, you'll automatically recover. Additionally, if you're frozen in mid-air and land while frozen, you will then be treated as grounded.
On a related note, freeze time is unaffected by hitstun scaling, and the length is always the same (per attack).


Slide
"Slide" is a hitstate where the character is knocked/slammed into the ground and then slides towards the corner. Note that although the slide state is ground untechable, if the air untechable time expires, then you'll be able to use wake-up options except for Quick Tech.
Once you stop sliding, you'll transition to a hard knockdown state, whereupon you'll be unable to do anything for 19F. After that, all wake-up options will be available to you, including Quick Tech.

Counter Hit Effects[edit]

BBCounter.png
BBThrowCounter.png

A counter hit (CH) typically occurs when you hit an opponent who is starting an attack. The opponent will flash red and the announcer will say "Counter". In CH state, things like hitstun, air untechable time, and hit stop (opponent only) increase. Additionally, other effects will change/occur, like hit effects, or ground untechability. Moreover, attacks with high attack level get very large bonuses to hitstop and hitstun on counterhit.
Although different attacks may have different conditions for being put in counter state, the common tie between all attacks is that if you are hit during an attack's start-up, you will be put in CH state. Naturally, attacks with long counter states put you at more risk of being CH.

Further, if you use throw an opponent who is in counter state, then a "Throw Counter" will occur, and they will be unable to throw break. Throw Counters do not gain any additional histun.

Fatal Counter[edit]

BBFatalCounter.png

Some moves have the "Fatal Counter" property. If you counter hit the opponent with a move that has this property, the enemy will be in hitstun / untechable state for 2 frames longer for all subsequet hits in the combo. This means that you can do combos that your normally couldn't do.

For example: Jin hitting the opponent with 2C counter hit will allow you to combo 5C into 6C on standing opponents during this combo.

You'll know which moves have this property because the announcer will say "fatal" and the words "Fatal Counter" will appear on the side of the screen.
Rachel and Taokaka are special: Rachel's Level 3 j.2C (when you do j.2C from very high) and Taokaka's max charge 2C will cause Fatal Counter on normal hit!

Fatal Counter does not stack, so doing two Fatals in one combo still only adds 2 frames instead of 4.

Counter Hit Carry[edit]

2C has the Count Hit Carry property, so the second hit of 2C will have additional hitstun which gives enough time to combo into 3C.

Most multi-hit attacks (but not throws) have a property where if the first hit is a counter hit, then the counterhit state carries over to all the followup hits. This is known as the "Counter Hit Carry" property.

However, note that the additional hitstop the opponent incurs on counter hit does not carry over to the followup hits with Counter Hit Carry. This means that the An example of this is Jin's Counter Hit 5B > 6C works if done on the first hit of 5B, but not the second. This is due to the fact that the additional hitstop gives you more "hitstun" to combo into the 6C.

Attack Attributes[edit]

Every attack has an attribute property assigned to it, and there are two broad classes of attributes: attributes that refer to the physical part of the character's body/hitbox (physical attributes), and attributes that refer to the type of attack (type attributes).

Physical Attributes
Physical attributes are broken up into 3 groups: head, body and foot. Attacks with the head attribute are usually attacks that hit high up, like jump attacks, air specials, etc.; body attribute attacks usually hit around a characters body, but there is also some overlap, here, with the other attribute types; foot attribute attacks are primarily crouching attacks and other moves that hit lower down.


On the flipside, there are attacks that are invulnerable to attacks with certain physical attributes. As an example, consider Ragna's 6A: this has head attribute invincibility, so it functions very well as an anti-air because most jump attacks, air specials, etc., won't hit Ragna. Additionally, moves that are good for footsies tend to have both head and body attributes, as they will beat out attacks that don't have BOTH head and body attribute invincibility.


Type Attributes
Type attributes are also broken up into 3 groups: strike, projectile, and throw. Some moves, like Noel's 5C or Rachel's 5B, have two type attributes and inherit characteristics of both types of attacks. For example, strike attacks cause hitstop to both players, whereas projectile attacks usually only cause hitstop to the defender; hence, an attack with both strike and projectile attributes will cause hitstop to the attacker as well. Additionally, strike + projectile attacks will nullify other projectile attacks, which is usually not possible for strike-only attacks.
In the projectile attribute class, there is a "durability level" that represents the projectile's durability in the following way: projectiles of equal durability will cancel out upon contact, but if one projectile's level is higher than the other's, then the "weaker" projectile will be nullified and the "stronger" projectile will keep going. In the frame data, if a projectile does not have a level listed, it is assumed to be level 1.


Attribute Invincibility
There is one point of note with regard to type attribute invincibility: whereas physical attribute invincibility functions under an "all or nothing" system of determining whether move X beats move Y, type attribute invincibility functions under an "at least one" system. For example, consider Tager's Sledge Hammer, which has a projectile autoguard (i.e. projectile invul) property, and Noel's 5C, which has both strike and projectile attributes: since the 5C has "at least" the projectile attribute assigned to it, Sledge Hammer can plow through 5C.
Finally (and in mild contraction to the opening of this section...), in addition to having the projectile attribute, burst's also have their own "burst" attribute, and among projectile invincibile attacks, there are some moves which are not burst invincible. Going back to the Sledge Hammer example, it is not burst-invul, so it will always lose to burst.


Physical Invincibility
Physical invincibility is a property of certain moves, wherein part of the character's "body" (i.e. hitbox), such as their feet or upper body, disappears. This type of invincibility is *separate* from attribute invincibility, and is purely a matter of hitboxes.


Guard Point
Bang using his 5D's guard point to go through Ragna's attack
"Guard point" is a defensive feature that certain attacks are endowed with that allows them to guard during the move. Guard point allows a move to come out while defending against an attack from the opponent, so it has a similar feel to moves with invincibility, but from the opponent's perspective, the situation is handled as though you were blocking their attack, which means that they can still cancel their attack. However, one important difference between blocking and guard point is that guard point incurs no hitstop for the character using the guard point move. Therefore, it's often the case that using a fast move with guard point will allow you to hit your opponent during their hitstop.
One last point: among the moves with guard point, there are moves that only provide a specific kind of guard point: protecting against only certain attribute-imbued attacks; protecting against only lows (or only highs); etc. There are also some moves with guard point in only certain parts of the hitbox, so keep that in mind when checking a character's frame data and attack explanations.

Attack Level[edit]

Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that there are exceptions to this rule, and they will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.

Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 10 11 12 13 14 15
Hitstop (Counter Hit) +0 +0 +2 +3 +7 +10
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Untechable (Air Hit) 12 14 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit


Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc