Table of Contents
MovementBasic Movement | Canceling | Advanced Input | Teching
AttacksTypes of Attacks ,Attack Level | Fatal Counter | Attack Attributes | Counter Hit Carry
Damage SystemDamage Scaling | Minimum Damage
ThrowsThrows | Breaking Throws
Guard Primer SystemGuard Primers | Guard Crush
DefenseBlocking | Break Burst | Barrier Gauge | Guard Bonus
Using the Heat GaugeHeat Gauge | Astral Heat | Counter Assault
MiscellaneousClashing | Poison and Life Drain | Danger and Negative Penalty State | Hitting 2 Opponents with the Same Attack

Basic Movement
Run/Dash
To run forward, press 656 in quick succession when on the ground, and keep holding 6 to continue running forward. You can cancel the run into attacks and Barrier Guard. If you stop running and don't cancel into anything, you will slide to a stop. This slide animation is completely vulnerable.

Note that some characters like Carl and Hazama perform a short step forward instead of a run. This means that you will always move forward a set distance unlike a typical run.
Run/Dash Brake
Because runs typically have a vulnerable period after they are done, players typically cancel the run into Barrier Guard briefly, then continue doing whatever they wanted to do. This is a very powerful technique, and you should be in the habit of doing it everytime you want to stop running.
Backstep
to perform a backstep, press 454 quickly. Backsteps typically have a bit of invulnerability at the start, so they are useful for escaping enemy attacks if timed correctly.
Jump
To jump, hold the joystick in any upward direction. Jumps take a set period of time to occur. During this time, you are vulnerable to attacks, but invulnerable to throws.
High Jump
To high jump (also known as super jump), start from 5, then quickly press any downward direction, then any upward direction. High Jumps have startup just like normal jumps.
Double Jump
To double jump, press any upward direction, when in the air. You can not perform a double jump if you already performed an air dash. Taokaka can triple jump, and Tager can not double jump at all (poor Tager).
Air Dash
To air dash, press 656 or 454 twice in quick succession when in the air. Bang and Taokaka can double air dash, and Tager can not air dash at all.
Momentum When Running
When performing attacks and jumps while running, some of the momentum is carried over to your next action. For example, running forward then jumping forward makes jump much farther than if you were to do a normal forward jump. If you do an attack while running, your character will slide a bit while performing an attack. This property is used often in combos to give them more reach.
Dash Brake
This is a technique done canceling a run into a Barrier Guard. Doing so allows you to run forward and not suffer from the recovery period that runs usually have.
Carl, Tager, and Hakumen can not use this technique, but Hazama can.
Instant Air Dash
This is a technique done that allows people to perform an air dash immediately after jumping. To instant air dash press 956 to IAD forward, press 754 to IAD backward.
Air Movement Rules
Whenever you go into the air you can do either an air dash or a double jump, but not both. Being able to do either command is called having an "air option".
You do not regain you air options until you touch the ground again.

Types of Attacks
Normal Attacks
Normal attacks are done by simply pressing a button and an direction. These attacks are an integral part of any fighting game and are the building blocks of everything.
Special Attacks
Special attacks are done by inputting a combination of directions and an attack button. These attacks typically shave off a little bit of your opponent's life on block (called chip damage).
Distortion Drives
These attacks consume 50% of your Heat Gauge and are typically both damaging and flashy looking. These attacks also deal chip damage and deal 20% minimum damage.

Canceling
Canceling is the act of bypassing (canceling) the animation of one attack and starting up another immediately. This makes it so that actions come out much faster and is the basis of combos, defensive options, etc. in BlazBlue. Typically, a cancel is done by making the opponent block (or get hit by) an attack and then canceling into another action. Note that most attacks need to touch the opponent (they either hit or block the attack) in order to make it cancelable. Some attacks can only be canceled if you actually hit the opponent.
Revolver Action
Most normal attacks can cancel into each other, however this is different from character to character. This act of canceling normals into other normals is called Revolver Action. As a general rule, weak attacks can cancel into stronger attacks (though they may not always combo), but they vary greatly from character to character. Study your character's Revolver Action to figure out when you can cancel into desired moves like overheads, or jump cancelable moves. If you study your opponent's revolver actions, you can find out at what times the opponent can cancel his attack into an overhead or a low, thus making blocking less guessing, and more anticipatory.
Jump Cancel
A jump cancel (JC) is when you cancel your first action into a jump. Pretty simple.
Dash Cancel
Similar to jump cancel, a dash cancel is canceling your first action into a dash. Note that while the animations look the same, this isn't canceling into a run; you are only running a set distance and you must wait for the dash to finish before performing any other actions.
Rapid Cancel
A Rapid Cancel (RC) is performed by pressing A+B+C after your attack touches the opponent and consumes 50% of your Heat Gauge. Note that some attacks can not be RCed, such as Tager's Tager Buster, but they are rare.

Rapid Cancels are useful for making more freeform combos, blockstrings, escapes (Inferno Divider > RC > escape!)

Advanced Input
When you press and hold the button down, the game automatically repeats the button press for up to 5 frames. This means that if you need to perform a link (do one move right after another without using cancels), it's best to press and hold down the button a little before the exact time so you can take advantage of the advanced input.
Note that this only affects button presses so if you need to time a run after a move finishes, you will need to time it correctly without the help of Advanced Input. Advanced Input also won't help in cases where you can input a move too early.
Advanced Input is also a common reason why people who mash all the buttons accidentally burst.

When inputting directional commands like dashes and backsteps, you have a 3 frame window for starting the command. So for the last input with these types of actions (for instance, the last 4 in the command 44) it is best to hold down the last input.

Attack Level
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 have invincibility, some attacks knock the enemy into the air, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.
Lvl 0Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5
Hitstop101112131415
Hitstop (Counter Hit)+0+0+2+3+7+10
Hitstun (Standing)101214161921
Hitstun (Ground Counter Hit) +4+4+4+5+5+5
Hitstun (Air Counter Hit) +10+11+12+14+15+16
Blockstun (Ground)91113161820
Hitstun (Crouching) = Standing Hit Stun + 2
Blockstun (Air) = Standing Blockstun + 2
Instant Block Blockstun (Ground) = Blockstun - 5
Instant Block Blockstun (Air) = Air Blockstun - 10
Barrier Guard Blockstun = Blockstun + 1

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 -10 = 11

Heat Gauge
The Heat Gauge is like a traditional "super meter" in other fighting games. Heat is used to perform Rapid Cancels, Distortions Drives, Counter Assaults, etc. The amount of Heat gained through various actions in the game can be calculated by the formula described below.
Heat Gauge- Total 10,000 units.
Damage x Move Type x Situation Rating x Character Rating

DamageThe base amount of damage the attack deals. This value is not affect by damage scaling in combos so a move will always gain the same amount of heat no matter how much damage it actually does in a combo due to damage scaling.
Move TypeNormals attacks = 1.0
Specials = 2.0
both have exceptions
Situation RatingHitting the enemy = 1.8
Making the enemy block an attack = 0.9
Taking a hit = 1.0
Blocking an enemy attack = 0.5
Character RatingNoel and Jin are 25%(75/3)
Hakumen is 9.33%(28/3), and also constantly gains 3 units per frame
All other char are 23.33%(70/3)

Example: Noel's meter gain after her 5B hits the opponent:
500(dmg)*1.0(type)*1.8(situation)*.25(character)= 225 = 2.25%
Example: Ragna's meter gain after normal blocking Noel's 5B:
500(dmg)*1.0(type)*0.5(situation)*.2333(character)= 58 = 0.58%

Instant block adds 3%. Each input only counts once.

Heat gauge gain adjustment
After performing an ability that consumes 25% or more of the heat gauge, all heat gauge gain will decrease for 120 frames. The frames are counted during hitstop and super flash as well, making "longer" moves less affected. For Hakumen, that means any special attack that uses 2 or more matagama are subject to this penalty (so Gurren, Kishuu, and Enma ignore this).

Automatic Heat Gain
When your health bar is under 35%, the heat gauge will slowly gain Heat automatically (in Hakumen's case, his meter will increase faster). The heat meter will have a flashing icon when this occurs.

Fatal Counter
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 hit stun for 2 frames longer for all subsequet hits in the combo. This means that you can do combos that your normally couldn't do.
You'll know which moves have this property because the announcer will say "fatal" and the word "FATAL" will appear on the side of the screen.
Example: Jin hitting the opponent with 2C counter hit will allow you to combo 5C into 6C on standing opponents.

Rachel is a bit special: her Level 3 j.2C (when you do j.2C from very high) will cause Fatal Counter on normal hit!

Throws
To perform a normal throw, press B+C when near the opponent. There are 3 different types of normal throws: forward throw, back throw, and air throw. To perform a forward throw, press neutral or forward +B+C while standing on the ground. To perform a back throw, press back + B+C while standing on the ground.
  • Ground throws can not throw enemies in the air, or enemies starting a jump. Air throws can only throw enemies in the air.
  • Unlike other games, you can throw enemies in hit stun and block stun. However the enemy can escape the throw much more easily. See the throw break section for more details.
  • After being thrown, normal throws can be escaped by pressing B+C.
Command Throws
Command throws are a special type of throw that are performed as a special input such as Tager's Tager Buster and Hazama's Bloody Fangs. These types of throws are special in that they can not be escaped normally. If use a command throw vs the enemy when they are in hitstun or blockstun, a purple exclamation mark will appear and they can escape it. See the Throw Break section for more details.

Throw Break
When thrown an exlamation mark will appear. When that happens, you can press B+C to escape the throw. This action is known as "breaking throws".
Under normal conditions, you will see 1 green exclamantion mark and have a 13 frame window to break the throw.
If you throw them when they are in blockstun or hitstun or for the first 6 frames after leaving blockstun and hitstun, you will see 2 purple exclamation marks, and you have a 27 frame window to break the throw.
Note that command throws like Tager's Tager Buster and Hazama's Bloody Fangs can not be escaped under normal conditions, BUT can be escaped if they throw you when in block stun or hit stun (plus the extra 6 frames). More simply, command throws ignore green exclamation marks, but are still subject to purple exclamation marks.

Throw Counter
This happens when you are thrown as a counter. For example, getting thrown out of an attack with a lot of startup will not let you attempt a throw break. The game will show a big red X when you are thrown and the words "Throw Counter" when this happens.

Throw Reject Miss
If you input your throw break too early, the game will show big red X when you are thrown and the words "Throw Reject Miss" when this happens.

Option Select throw break + barrier
A common technique is to hold block + A + B + C. This automatically breaks throws for 5 frames while you Barrier Block, so you are covering 2 options at once with this technique. However, you shouldn't spam this since after those 5 frames are up, you automatically get a "Throw Reject Miss" for ??? frames.

Attack Attributes
In addition to your standard properties, every attack in the game has an additional set of attack attributes. Some attacks are invulnerable to moves of a certain attribute. For example, Ragna's 6A is invulnerable to attacks with only the Head Attribute for a certain timeframe. This means that any attack that only has the Head attribute will miss Ragna no matter what during that time.
In BlazBlue there are the following attributes: Head, Body, Foot, Projectile, Ground Throw, Air Throw
Each move has their attributes listed in their frame data.

Blocking
Blocking is an integral part of any traditional 2D fighting game. In BlazBlue, there are quite a few different types of blocking:
High BlockHold back to block high and mid attacks.
Low BlockHold down-back to block mid and low attacks.
Air BlockHold back to block attacks when in the air. Some attacks are normally unblockable in the air unless you use Barrier Block. In addition to that, some attacks are compeltely air unblockable like Carl's (or rahter Nirvana's) 8D.
Instant BlockBegin blocking within 8 frames before the attack touches you. You will flash white if you did this correctly
Barrier BlockWhen blocking, hold A + B. You should see a green barrier appear if you do this correctly. Barrier Blocking consumes the Barrier Gauge.

RegularInstantBarrier
Prevent Chip DamageNoNoYes
Guard Stun+0Ground = -5 Frames
Air = -10 Frames
+1 Frame
Prevent Guard CrushNoNoYes
PushbackNormalSmallLarge
Meter GainSmallLargeSmall

Break Burst
Break Bursts (normally just called Bursts) are a special type of attack in BlazBlue; they do no damage, are invincible until recovery, and can be done at almost anytime. You start off the match with 1 Burst, and if you lose a round then you get another, but you do not get one if a round ends in a draw. Note that you can only have 2 bursts total in the entire match, regardless of how many rounds are in the match.
To Burst, press A+B+C+D. There are 2 different types of bursts in the game: Gold and Green. You get a Gold Burst if you burst when you are at neutral (meaning you can move freely and attack). Bursting at any other time gives you a Green Burst (getting hit or blocking any enemy's attack).
P1P2StartupActiveRecoveryFrame Adv.UntechNotes
Gold Burst808022627+4300Frames 1~48 are invincible. Projectile. If your opponent is hit, they will be launched high into the air and fall straight down, making them easy to hit.
Green Burst108022627-1620Frames 1~48 are invincible. Projectile. You lose half your maximum Guard Primers rounded down for the entire round.
Ex: Green Bursting with 5 max Guard Primers will reduce your max to 3.

Note: Bursting in the air has recovery until landing.

Note that there are some times when you can not burst. Such as when you are being thrown, when you are being hit by a Distortion Drive, or when you are performing an attack.

Barrier Gauge
Hold A+B while blocking to Barrier Block. Barrier Blocking consumes the Barrier Gauge, prevents Guard Crush, chip damage, pushes the enemy further away, and increases block stun.
The Barrier Gauge starts to recover 120 frames after deactivation.
When the Barrier Gauge is completely drained, you will be put in the Danger State for 600 frames. During this time, you can not barrier block and you take 50% more damage. After this time is up, you will no longer be in Danger State and your Barrier Gauge will be restored to half full.

Counter Assault
Counter assualts are a special type of attack done when in block stun and are invincible. To perform a Counter Assault, press forward + A+B with 50 heat when blocking an attack.

Typically, a counter assault is just a strike, but some characters have something special, for example Arakune's Counter Assault is a throw, and Noel's a sidestep that doesn't hit the opponent at all.

Note that combos involving a Counter Assualt can NOT KO an opponent no matter what; the opponent will always survive with 1 health.

Astral Heat
An attack that automatically wins the match if you can hit the opponent with it. To actually use an Astral, there are certain conditions that need to be fulfilled first:
  • 100% Heat Gauge
  • one available Break Burst (not greyed out)
  • You are one round away from winning the match
  • Opponent's health bar is below 35%
Your character icon flashes white when you can use your Astral. Note you CANNOT use your Astral in a combo if the opponent started the combo at > 35% health. However you CAN use your Astral in a combo if you started the combo with < 100% Heat and get up to 100% by the time you want to use your Astral. Once you perform you Astral (hit or miss), you will loose 100% of your Heat Gauge as well as your Burst.

Counter Hit Carry
When you counter hit an opponent with an attack that hits multiple times (like Noel's 2C for instance), all the hits in the attack will be counter hit (though the game will only say/show "Counter Hit" once). This means that counter hitting with a multi-hit attack can lead to new combo opprotunities not possible in the previous version of BlazBlue since being counter hit means the opponent will be stuck in hitstun for a longer period of time.

Example: Noel's 2C on counter hit will allow you to combo into her 3C. This does not work on normal hit.

Teching/Recovering
Ground Rolling
When you are lying on the ground, you can roll in different direcitons to escape an approaching opponent. You will automatically perform a Quick Roll if you do not pick any roll after a certain amount of time (??? frames).
Forward Rollhold 6 while pressing A/B/C 1~3F Completely invulnerable
4~17F Throw invulnerable, if hit you will be in the air
18~30F Guard possible, if hit will be in crouching position
Back Rollhold 4 while pressing A/B/C 1~10F Completely invulnerable
11~17F Throw invulnerable, if hit you will be in the air
18~30F Guard possible, if hit will be in crouching position
Quick Rollhold 2 while pressing A/B/C 1~13F Throw invulnerable, if hit you will be in the air
14~19F Throw invulnerable, guard possible, special cancel possible, if hit will be in standing position
Neutral Rolldon't hold any direction while pressing A/B/C 1~32F Completely Invulnerable

Stagger Recovery
Some attacks place the opponent in a stagger state such as Ragna's "Not Over Yet". While in a stagger state where you are vulnerable to attack and after a period of time, fall to the ground if you do not recover. To recover from stagger, press any button except D. For the first 8 frames after you recover, you can only block.

Emergency Tech
When you are hit and falling from the air, press any button (except D) the moment you touch the ground and you will automatically do an Emergency Tech. The properties of an Ememrgency Tech are the same as a Neutral Roll.

Air Teching
When you are in the air are get hit, you are stuck in a vulnerable state. To recover from this state, press any button (except D) to "air tech". You will flash white when you do it and you can tech in 3 different directions: forward by holding 6 when teching, backward by holding 4 when teching, and neutral by holding no direction when teching. When you air tech, you are completely invulnerable for frames 1~15 and you can only burst during that period

Guard Primers
Guard Primers are the multiple bullet-shaped icons lined up under your life gauge toward the center of the screen. Primers are removed whenever you block certain attacks The maximum number of Primers is different per character, and are removed when you block specific attacks (also different per character). When the opponent's Guard Primers are reduced to zero, they will be Guard Crushed. A Guard Crush will leave them completely vulnerable to attack, giving you the chance to land a combo.

  • When blocking an attack that removes Guard Primer(s), the Primer will be removed no matter how you block.
  • If blocking the attack would reduce your Primers to zero, you can Barrier Guard to retain 1 Guard Primer, but you will lose 1/3 of your Barrier Gauge.
  • Guard Primers recover very slowly over time; 625 frames to recover 1 guard primer.
  • After getting hit by or blocking your opponent's attack, Guard Primer recovery will temporarily stop. Guard Primer recovery will not resume until 120 frames have passed after hit stun, block stun, or after recovering in the air.
  • Whenever you lose a Guard Primer, the 625 frame recovery timer is reset.
  • Some attacks remove more than 1 Guard Primer at once. For example the last hit of Taokaka's Hexa-Edge removes 2 guard primers on block. Barrier Guarding one of these attacks when you have 1 or 2 Primers left will reduce you to 1 Primer and consume 1/3 of your Barrier Gauge.
  • Guard Primers will be restored to their maximum amount after a Guard Crush, but Guard Primers lost from doing a green Break Burst will not recover until the next round. Characters with a lower number of Guard Primers should be careful about using green Break Bursts.
  • Arakune's Astral (n to infinity) will automatically Guard Crush if blocked normally. You can avoid being Guard Crushed by Barrier Guarding, but you will be reduced to 1 Guard Primer, so be careful.

Guard Crush
When your Guard Primers are reduced to zero, you will be Guard Crushed. If Guard Crushed while standing or crouching, you will be in a standing state or crouching state respectively, and will be completely vulnerable for 120 frames.
A mid-air Guard Crush will cause wall-bounce, and the player will not be able to Emergency Tech, so you can attack them while they are in a lying on the ground.
When you attack a player that has been Guard Crushed, the Starting Proration (P1) will not be applied, and it is best to start a combo with a move that has a good Proration Multiplier (P2). In addition to the Proration Multiplier, a 70% Damage Proration will be applied to each move in the combo, but this is not applied to recovery time reduction. See the damage section for more details.

When a Guard Crush occurs on the ground, the opponent's recovery time is very long, so you can start a combo with an attack that comes out very slowly. Use the attack data as a reference and choose a high-damaging move. However, be careful about using throws, as it will count as a throw in hit stun, and the opponent will be able to escape.

Guard Primers will be restored to their maximum amount after a Guard Crush, but Guard Primers lost from doing a green Break Burst will not recover until the next round. Characters with a lower number of Guard Primers should be careful about using green Break Bursts.

Damage Scaling
As you combo the opponent, you will notice that each attack does less damage than they would individually. This is due to damage scaling, otherwise known as damage proration. To determine how much damage each hit 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)
CharactersCombo Rate
Arakune100%
Ragna, Rachel, Taokaka, Carl90%
Noel, Bang, Lambda85%
Jin, Litchi, Hakumen, Tsubaki, Hazama80%
Tager40%

P TypeDescriptionApplies toAffects Tech Time
Starting Proration (P1)Applied from only the attack used as the 1st hit of the combo.Next moveY
Proration Multiplier (P2)Applied for all hits in the comboNext moveY
Repeat ProrationApplies only to certain attacksCurrentY
Bonus ProrateAttacks with > 100% prorate.
Can only be applied once per combo. If done again, it will be set to 100%
Next attackY
Combo RatingCharacter specific rating2nd hit onwardN
Guard CrushAdditional proration from Guard CrushAll hitsN
Special ProrateFrom Hakumen's Mugen and Bang's Fu-Rin-Ka-ZanAll hitsN
Negative PenaltyWhen in the Negative Penalty StateAll hitsN
Danger StateWhen in the Danger StateAll hitsN

Example-Bang~2C>623B>2B>623B>5C
#AttackP1P2SameBase DamageProration CalculationResult
12C80%84%650
Nothing
100%
650 * 100% = 650
2623B85%1000
Combo RateP1(1)P2(2)
85%80%84%
1000 * 85% * 80% * 84% = 571
32B87%620
Combo RateP1(1)P2(1~2)
85%80%84%, 85%
620 * 85% * 80% * 84% * 87% = 300
4623B85%30%1000
Combo RateP1(1)P2(1~3)Repeat Proration(4)
85%80%84%, 85%, 87%30%
1000 * 85% * 80% * 84% * 87% * 30% = 126
55C860
Combo RateP1(1)P2(1~4)Repeat Proration(4)
85%80%84%, 85%, 87%, 85% 30%
860 * 85% * 80% * 84% * 87% * 85% * 30% = 91

Exceptions
Some attacks ignore this damage scaling. For example all throw do their full damage and ignore any damage scaling. Distortion Drives always do at least 20% of their damage.
How Damage Proration Affects Tech Time
As a combo continues, the proration applied to affects how much hitstun the opponent recieves. Hitstun duration is affected solely by four types of proration: Start Proration, Proration Multiplier, Same Move Proration, and Bonus Proration. When the combined calculated proration value of these goes below 37% (on the ground) or 27% (in the air), the hit-stun duration begin to drop. This means that when you add attacks that have lenient proration into your combo, not only will you net more damage, it'll be easier to lengthen the combo with more attacks.
ProrationAir TechGround Tech
>= 37%00
>= 32%-20
>= 27%-30
>= 22%-4-2
>= 18%-5-3
>= 14%-6-4
>= 10%-8-5
>= 7%-10-7
>= 4%-13-10
>= 2%-17-14
< 2%auto techauto tech

Minimum Damage
Most Distortion Drives (supers) in BlazBlue: Continuum Shift will always do 20% of the damage of attack at minimum regardless of damage scaling. This means that using supers at the end of combos is a good way to tack on some extra damage whereas in the previous version of BlazBlue, it would be a waste of Heat since the super would do very, very little damage and the Heat would be better saved for later use.

Note that this does not apply to time-based supers like Ragna's Blood Kain or Taokaka's Almost Becoming Two

In addition, throws always do 100% of their original damage regardless of how much damage scaling has occured beforehand (assuming the opponent does not break your throw).

The minimum damage is not affected by Character Combo Rate, Move-Specific Changes, Negative Penalty State, or Danger State prorations.

Clashing
Occasionally when 2 physical attacks touch, they clash. When a clash occurs purple lightning will appear on screen and a clapping sound can be heard. During a clash, both you and your opponent's attacks are negated, and you each can cancel your attack into another attack at no cost (but not a jump, dash, block, etc.). If the clashed move has mulitiple hits and you do not cancel your attack, the latter attacks will come out.

Danger State and Negative Penalty
When in the Danger State, the word DANGER will appear overlayed on your health bar, and you take 50% more damage. Throws still only do their base damage.
When in Negative Penalty, your character will have a bunch of vertical red lines around you and you will take 50% more damage. Negative Penalty happens when you perform too many "Defeinsive Actions" in a row without performing any "Offensive Actions". Performing Backsteps, walking backwards, air dashing backwards all count as Defensive Actions. Running towards the opponent, attacking the opponent, etc. cout as Offensive Actions. Your character will flash red and the screen will show the text "Negative Warning" before you actually get Negative Penalty, so use that as a sign to stop turtling!

Note that you can have both Danger State and Negative Penalty at the same time! This means that you can take 125% more damage if you have both effects at the same time! Be careful!

Poison and Life Drain
Bang's Poison Nail slowly drains the opponent's life until either the maximum amount of life has been dealt (800 damage) or the opponent hits Bang. Poison can also never kill the opponent. Bang's Poison Nail is currently the only attack that deals poison status in the entire game.

Ragna's Blood Kain drains his life until his Blood Kain meter is depleted. Ragna can also not die from this life drain effect.

Guard Bonus
If you are stuck in blockstun for over 6 seconds straight (meaning there's not even a 1 frame hole in the opponent's attacks), you automatically begin instant-blocking all attacks and the words "Guard Bonus" appear on the side of the screen. This doesn't happen often, but it's good to keep it in mind.

Hitting 2 Opponents with the Same Attack
When there are 2 possible enemies to hit (such as Carl + Nirvana or Rachel + George XIII), the same attack can affect hit both enemies.

For example, Jin's 2D can hit both Rachel and George XIII if they are both in range of the attack.