Table of Contents | |||||||||||||||||||
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Movement | Basic Movement | Canceling | Advanced Input | Teching | ||||||||||||||||||
Attacks | Types of Attacks ,Attack Level | Fatal Counter | Attack Attributes | Counter Hit Carry | ||||||||||||||||||
Damage System | Damage Scaling | Minimum Damage | ||||||||||||||||||
Throws | Throws | Breaking Throws | ||||||||||||||||||
Guard Primer System | Guard Primers | Guard Crush | ||||||||||||||||||
Defense | Blocking | Break Burst | Barrier Gauge | Guard Bonus | ||||||||||||||||||
Using the Heat Gauge | Heat Gauge | Astral Heat | Counter Assault | ||||||||||||||||||
Miscellaneous | Clashing | Poison and Life Drain | Danger and Negative Penalty State | Hitting 2 Opponents with the Same Attack |
Basic Movement |
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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. Carl, Tager, and Hakumen can not use this technique, but Hazama can. You do not regain you air options until you touch the ground again. |
Types of Attacks |
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Canceling |
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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.
Rapid Cancels are useful for making more freeform combos, blockstrings, escapes (Inferno Divider > RC > escape!) |
Advanced Input |
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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 | ||||||||
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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
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. |
Fatal Counter |
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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 |
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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.
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Throw Break |
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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. |
Attack Attributes |
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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 | ||||||||||||||||||||||||||||||||||
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Blocking is an integral part of any traditional 2D fighting game. In BlazBlue, there are quite a few different types of blocking:
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Break Burst | |||||||||||||||||||||||||||
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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).
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 |
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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 |
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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 |
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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:
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Counter Hit Carry |
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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 | ||||||||||||
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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).
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Guard Primers |
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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.
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Guard Crush |
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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)
Example-Bang~2C>623B>2B>623B>5C
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Minimum Damage |
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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 |
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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 |
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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 |
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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 |
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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 |
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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. |