Press A, B, and C to perform normal attacks. Depending on the current state of your character (standing, crouching, jumping), your character will perform a different attack. As a general rule, A attacks are weak and fast, C attacks are strong and slow, and B attacks are somewhere in between. Some characters, most notably Tsubaki, have follow-up attacks to their normals, which are executed by pushing the attack button again.
Normal Attacks can usually cancel into one another, generally following the order > > > . However, this is not a steadfast rule. Consult the Revolver Action section of your character's frame data for exact details.
Every character has additional normals by pressing a direction + A/B/C that have special properties such as hitting overhead, head invincibility for anti-airing, or simply being stronger, longer reaching attacks. For example, Jin's is a quick jab, while his is a standing overhead.
Nearly every character has a sweep with .
Drives are the unique abilities of each character in the game. Some Drives are attacks with special propeties: Ragna's allows him to regain life by hitting the opponent; Tager's magnetizes the opponent and pull them closer to him; and Carl's allows him to control a second character on the screen for tandem attacks. Not all Drive moves are attacks; instead, they power up the character or add a unique effect -- Rachel's blows a gale of wind that affects some of her specials as well as her opponent, Tsubaki's charges a gauge that she can later use to power up some of her attacks, and Noel's Drive changes the properties of her attacks during a Drive string.
Each character's Drive is very different and is explained in more detail in each character's page. Just like with normals and command normals, Drive abilities can be both normal and command inputs, with differing properties for normal and command Drive attacks: Nu summons a sword with her Drive, but the properties of the sword differ depending on the input. Nu's is sword that flies horizontally, while her is a sword that tracks the opponent and hits overhead; additionally, her air Drive attacks change the trajectory the sword is thrown at depending on the directional input.
Finally, some characters' Drive attacks have follow-ups, such as Nu's and Hazama's; in Nu's case, pressing a second time will fire a second sword, so hits once and hits twice, whereas Hazama can choose to follow-up his Drive attacks in a variety of ways to control his movement options. Again, not all characters' Drives function identically, so consult your character's wiki page for more details on how their Drive works.
Special attacks are performed by performing a special directional input + a button. These attacks are fancier attacks that have special properties such as invincibility or unique movement. For example, Jin can ride along the ground for a long range low attack by pressing . Special attacks typically do 5% of their base damage as chip damage even on block (unless the opponent uses Barrier), but some attacks do higher percentages (most notably Amane's Drills).
Each character's special attacks are unique and are explained in more detail in each character's page.
Distortion Drives (commonly called Super Attacks) consume 50 Heat and are an even stronger version of Special attacks that deal large amounts of damage or have other special properties like invincibility or powering up the character.
Each character's supers are unique and are explained in more detail in each character's page.
Distortion Drives are often excellent combo enders due to minimum damage.
An Astral Finish is an attack that will instantly defeat the opponent if it connects. To use your character's Astral, there are certain conditions that need to be fulfilled first:
- You must have 100 Heat.
- You are on match point (if you win this round, you win the match)
- Your opponent's health is below 35%.
Note that you CANNOT use your Astral in a combo if the opponent started the combo at > 35% health; if your opponent's health was greater than 35% before the start of the combo, you must return to neutral (i.e., end the combo and wait for your opponent to tech) to use your Astral. However, you CAN use your Astral in a combo if you started the combo with less than 100% Heat but reach 100% by the time you wish to use your Astral.
Astral Heats cost 100% Heat once inputted, even if they are whiffed or blocked.
Because of these restrictions, Astrals are typically only used as fancy finishing moves.
Throws are unblockable attacks with some restrictions in place:
- Ground throws cannot hit airborne opponents or opponents who are in jump start-up.
- Air throws cannot hit grounded opponents.
- Throwing an opponent in blockstun or hitstun (or 6 frames immediately after either) will result in a purple throw, which are usually easily escapable.
To perform a normal throw, press + when near the opponent. There are three 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 + B+C while standing on the ground.
- To perform an air throw, press B+C while airborne.
Many normal throws can be canceled into specials and can net you a combo! (And many throws combo into Astral Heats for a stylish finish.)
Command throws are a special type of throw that are performed with directional inputs similar to specials and supers. Tager's Genesic Emerald Tager Buster and Hazama's Bloody Fangs are two examples of command throws.
Unlike normal throws, command throws cannot be broken and they typically have other unique properties, such as higher damage, more start-up, and additional hit effects. However, there are restrictions in place: just like with normal throws, if you use a command throw while an enemy is in hitstun or blockstun (or 6 frames immediately after either), a purple throw occurs, which is escapable.
Priority of Strike vs Throw vs Command Throw
When two strikes hit each other, either a clash or trade occurs, but what happens when throws are added to the mix?
- Throw vs Strike: The throw will always win.
- Normal Throw vs. Normal Throw: A Throw Break occurs.
- Normal Throw vs. Command Throw: The Command Throw will always win.
- Command Throw vs. Command Throw: Both throws whiff for that one frame. The Command Throw with more Active Frames will win in the end.
Throwing an opponent in a counter-hit state will result in a Throw Counter. A big red X will appear when you are thrown and "Throw Counter" will show on the side of the screen. When performing a throw during an opponent's counter-hit state, the throw cannot be escaped. Throw Counters are otherwise identical to a standard throw, so it's safe to use throws as a punish tool!
Throw Reject Miss
If an opponent inputs a throw break (for example, inputting a throw break in blockstun), then they will be unable to break throws for a while afterwards. This is used offensively by faking a throw (and tricking your opponent to attempt a throw break), then instead making them block an attack before canceling the attack into a throw. The throw will show an exclamation mark with a red X overlayed on top of it and the words Throw Reject Miss! will appear on screen.
The most common example of this is to force an opponent to block a 2A, run up as if you're about to throw, then perform 2A > throw! If the opponent fell for the fake throw and entered a throw break, they will be unable to break the throw in the 2A > throw sequence.
See the Throw Reject Miss in the Defense section for more details.
Crush Triggers cost 25 Heat and are performed by pressing 5+A+B while standing. If the opponent does not use Barrier to block the attack, then they will be Guard Crushed! Crush Triggers qualify as Special Attacks, which adds to their utility as a mix-up tool; since most normal attacks can be special-cancelled, players can cancel into a Crush Trigger as well.
Crush Triggers drain a portion of the opponent's Barrier Gauge if they are Barrier Blocked. The amount of Barrier drained varies from character to character.
Crush Triggers are also very useful combo tools and are used mid-combo. Some character's Crush Triggers force a hard knockdown, some ground bounce, others float the opponent very high. Whatever the case, they are all useful to help extend combos and deal more damage!
Crush Triggers ignore character combo rate; however, they do have SMP, so it's best to only use one per combo.
Press +++ while standing or airborne to activate Overdrive. Overdrive requires a full Burst Gauge to activate. Once activated, Overdrive places the character in a temporarily powered up state, which varies by character: Ragna's Overdrive enhances his life-stealing abilities, while Jin's enhances his Freeze abilities.
- Overdrive activation is fully invincible.
- This makes it useful as a reversal if you are not in hitstun (otherwise, you will get a Burst).
- If activated while in blockstun, you will perform Guard Cancel Overdrive rather than Burst.
- Normal Overdrive activation has startup 3+13, Overdrive Cancel activation has startup 3+3.
- Guard Cancel Overdrive has startup 3+23.
- The timer is paused while Overdrive is active.
- Character's Drives are powered up. See each character's page for details.
- Most specials and supers gain additional properties during Overdrive (as a general rule, they are more damaging and are easier to use in combos, have different hit effects, etc.).
- Combos done during Overdrive are UNBURSTABLE.
- Activating Overdrive when an enemy is already in hitstun will also disable their burst until they return to neutral.
- The Burst Gauge resets to 25% full after Overdrive ends.
Overdrive lasts longer the less life you have remaining. The duration of Overdrive is calculated by the following table:
|this table is from BBCP, and has not yet been updated for BBCP Extend.|
|100 - 90%||89 - 80%||79 - 70%||69 - 60%||59 - 50%||49 - 40%||39 - 30%||29 - 20%||19 - 10%||9 - 0%|
- Everyone Else = Noel, Rachel, Carl, Mu, Valkenhayn, Taokaka, Arakune, Hazama, Platinum, Izayoi, and Relius
- Values for Kagura, Terumi, and Kokonoe are currently unknown.
You can cancel into Overdrive almost anytime you can cancel into a special move. While this is indeed very powerful, cancelling into Overdrive cuts your Overdrive time by half, so use your time wisely!
Overdrive Cancels can be used mid-combo to make a combo unburstable and increase damage.
When cancelling into Overdrive:
- Start-up is 3+3, making it much faster than the normal version.
- You will see the words "Cancel Over Drive!" appear on the screen when performed.
- Overdrive time is halved.
Overdrive Cancels are also great for baiting Bursts! Bursts have 6F startup, so if one is performed at the same time as a Overdrive Cancel, the Overdrive's recovery will not be over when the Burst activates. However, if you counter-hit an opponent with an attack that's greater than level 2, the hitstop from the attack will increase, causing the opponent's Burst start-up to increase as well. You can use this to your advantage by confirming the counter-hit into an Overdrive Cancel to negate the risk of a Burst: if the opponent chooses to Burst, performing an Overdrive Cancel guarantees that you will completely recover before the opponent's Burst hits, thus countering the Burst.
Guard Cancel Overdrive
Press +++ while blocking to cancel out all blockstun and go into Overdrive. This is a potent way to get out of a defensive situation and then go back on the offensive! Guard Cancel Overdrive has startup 3+23 as well as the short Overdrive duration of Overdrive Cancels, but the sheer power of canceling blockstun into an attack makes this a powerful technique.
When scouting opportunities to use Guard Cancel Overdrive, look for attacks that have lots of recovery and then punish them with Guard Cancel Overdrive!
When using Guard Cancel Overdrive:
- Start-up is 3+23 and is fully invincible. If performed after blocking moves with short recovery, the opponent will be able to recover during Overdrive's startup, so be careful.
- You will see the words "Over Drive Raid" appear on the screen when successfully performed.
- Overdrive time is halved.
Accidental Rapid Cancel instead of Overdrive
Players that don't use button macros (or play in arcades) sometimes accidentally perform a Rapid Cancel instead of an Overdrive Cancel due to the commands overlapping. To bypass this problem, hold down A or B or C, then press the remaining buttons!
When you press a button, the game then checks to confirm whether all 4 buttons are being held down, and if so, counts it as an Overdrive activation. This means you don't need to press all of the buttons at the same time to go into Overdrive!
- Example: Hold C, then press A+B+D to activate overdrive
- Example: Hold C+D, then press A+B to activate overdrive
- Example: Press and hold each button in rapid succession: [A]~[B]~[C]~[D]
Make sure you're holding down A or B or C and then press the remaining buttons and you'll never accidentally get a Rapid!