There are two primary normal attack buttons in BlazBlue Cross Tag Battle, and . attacks are primarily weak but fast, while attacks are stronger but slower. Everyone's is a sweep that will knock opponents down on hit.
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.
Under Night In-Birth characters are capable of canceling almost any normal into any other normal once per string as an homage to their game series mechanic Passing Link, commonly referred to as Reverse Beat in reference to its predecessor, Melty Blood.
5AAA... or 5BBB...
Each character has autocombos which are started by or and repeating the input to continue the autocombo. Most characters also have an autocombo on , and some even have it on and ! Check each character's page to see what autocombos they have.
Most autocombos have unique attacks that can not be accessed any other way.
A After last hit of A Smart Combo
You will switch characters, dealing 500 damage, then do a combo ender dealing another 1000 damage that also places you in the powered up state, just like Active Change. Cross Raid can only be used if your partner is available, and uses up all of your Cross Gauge (though you can use it even at 0%).
The 1500 damage is unaffected by damage scaling, meaning it can be a great way to end a combo with a big chunk of damage!
A Clash Assault is a universal overhead that with a special unburstable follow-up combo on ground hit. The entire sequence does a good amount of damage on its own and is one of the few options available to all characters to break an opponent's guard so it can be useful. However, most Clash Assaults also send the opponent a fullscreen away, generally leading to weaker okizeme.
During the follow-up combo, a notification will appear with "Crash!", indicating that you can input or for bonus damage and Skill Gauge gain. The indication of timing can be given with "Good!", "Excellent!!", and "Marvelous!!" which increases the damage done with Clash Assault. A helpful visual cue is to press right as the opponent begins to fall. However, the Excellent and Marvellous followups lead to much less time for you as the player to run up or set up okizeme on their wakeup, so if you want to still be able to follow up with pressure, ending with an early Good followup might be a better option.
Note: If your partner has died or is already on screen due to an existing partner action, your partner will not join you for the follow-up sequence, resulting in decreased damage.
Note: The "Excellent!!" and "Marvelous!!" timings give a fixed amount of bonus Skill Gauge gain, irrespective of the damage that the move actually does. It gives around 90% of one Skill Gauge at base, before accounting for other factors.
C during Clash Assault follow-up combo
You can also press to spend 1 Skill Gauge for an Extra Assault, which does much more damage, but is only available when your partner is available. The timing for this is much easier than the other followups, and you'll enter the powered up Active Change state afterwards too!
|960 (3040 total)
|1200 (3280 total)
|1440 (3520 total)
|640, 320, 640, 320
|1200+800 (4720 total)
|1440+800 (4960 total)
|1920+1920 (6560 total)
Throws are a special type of attack that are unblockable, but they have other restrictions in place:
- Unlike in Blazblue or in UNIST, Throws cannot hit characters who are in blockstun or hitstun (or 4 frames immediately after either).
- Some command throws can hit characters who are in hitstun, such as Waldstein's Drehen Durchbohren and Tager's EX Air Driver.
- Ground throws can not hit airborne opponents or opponents who are in jump start-up.
- You cannot throw opponent's sub character.
5B+C or 4B+C
Throws are a key part of your offense to stop opponents who simply block and refuse to do anything else! + will perform a forward throw and + will perform a back throw. If far away from the opponent, then your character will run forward a bit before executing a throw.
Normal throws also play a part in overcoming Reject Guard - they are immune to the pushback effect, and Reject Guard leaves the defender in Throw Reject Miss state, meaning they can not break any throw if they stand still after Reject Guarding.
Command throws are a special type of throw (usually a Skill) that can not be escaped by inputting + to break the throw. In order to escape these type of throws, you must either:
- Jump if it's a ground command throw
- Not be in the space that they hit if it's a command throw that hits in the air
- Note that some command throws can be dodged by crouching
Command throws are more powerful than throws at breaking the guard of opponents who simply block but they usually pay the price by having more recovery when they miss, making them easier to punish.
Priority of Strike vs Throw vs Command Throw
When two strikes hit each other, either a clash happens or both characters are hit, but what happens when throws are added to the mix?
- Throw vs Strike: The result is priority dependent.
- Normal Throw vs. Normal Throw: A Throw Escape occurs.
- Normal Throw vs. Command Throw: The Command Throw will always win.
- Command Throw vs. Command Throw: Both throws whiff for that one frame, meaning the Command Throw with more active frames will win in the end.
Skills are usually performed by doing a motion plus a button (such as ) and typically have special properties compared to normal attacks. Skills have properties that may vary depending on which attack button was used. Each character has unique skills, check out each character's wiki page to learn more about how to use them.
In addition to normal skills, characters also have powered-up skills called Extra Skills that are performed by doing a motion plus the C Button (such as ). Many of these Extra Skills are variations of the skill attached to the same motion, but there are also Extra Skills that are their own unique special move. Extra Skills cost 1 Skill Gauge and create a light blue silhouette behind the character. Damage dealt by an Extra Skill does not convert to recoverable life. These can be very powerful and useful for turning the tides of a match so be sure to consult your character's overview page to find out what their Extra Skills do and how they can help you in battle.
Distortion Skills are powerful attacks that costs 2 Skill Gauge to use, performed by pressing + or +. Typically, a Distortion Skill is a powerful attack that deals a lot of damage and have Minimum Damage, perfect for ending combos to maximize the damage you'll do to an opponent. Most Distortion Skills have invincible frames on startup.
However, there are a few Distortion Skills that can be used for other purposes. For example, Distortion Skills like Chie's Agneyastra are perfect for limiting an opponent's options so you can close the gap between you and your opponent more easily. Platinum's Miracle Jeanne powers her other attacks up instead of being an attack in itself.
Distortion Skills can normally only be canceled into from normals and throws, but during Resonance Blaze you'll be able to cancel into Distortion Skills from Skills as well.
Note that some Distortion Skills will not hit your opponent's sub character(or only the first few hits will land).
Distortion Skill Duo
Press during a Distortion Skill to make your partner come out and follow-up with a Distortion Skill Duo, switching control over to them as you bring them in and doing some additional damage.
Distortion Skill Duo costs 2 Skill Gauges and is only available after the opponent gets hit/blocks your initial Distortion and your partner must be in a usable state (ie: not on cooldown from Partner Skills or dead).
All Distortion Skill Duos have start-up 1+1 and deal 100% minimum damage. Some Distortion Skill Duos will not hit your opponent's sub character (or only the first few hits will land).
Enhanced Distortion Skills
During Resonance Blaze and Cross Combo, Distortion Skills will be enhanced, and have different animations that deal more/bigger hits. The end result is a significant damage increase. Note that this also applies to Distortion Skill Duos performed during Cross Combo, resulting in an additional 500 damage.
5P or 6P or 4P
Each partner has 3 different Partner Skills that can be used by holding // when pressing P. Consult your character's overview page to learn what Partner Skills they have and decide how best to use them. After performing their Partner Skill, your partner will remain on the screen for a bit of time, essentially locking out usage of them again for a small period of time. However, during this period, you are still able to activate Cross Combo.
Active Partner Skills
Performing a Partner Skill while your character is already in the middle of an action results in an Active Partner Skill, a Partner Skill that costs 50% of the Cross Gauge and can only be used once per combo. As well as extending combos, Active Partner Skills can also be used to cover your character after performing an unsafe action. Be sure to use Active Partner Skills at the most strategic times to make the most of them.
Active Partner Skills can not be used during certain actions, such as during a successful throw animation, Distortion, or ukemi.
D during Partner Skill
Use Active Change to switch characters - your partner will strike a pose, after which control will switch over to them. Your character will gain a red/blue aura after changing, Powered Up State. Active Change does not occur until the D button is released, which will help prevent players from doing an accidental Cross Combo or Reversal Action when they intend to do a fast Partner Skill > Active Change.
- Partner becomes tangible on 18F and can change on 19F
- Active Change immediately cancels attack for the incoming character
- Changes who is point character on 2F
- If the point character is hit on 1F or 2F, the point character will not change, but the powered up state and canceling the other character's attack will still occur.
- Change takes 30F
- If the character is airborne, then they are in recovery until landing as well
- Enters Powered Up State on 10F
- Can not Active Change during the following situations
- If you or your partner are getting hit/blocking
- While performing Reversal Action
- If your partner is already in the taunt animation of their recovery
Since this changes who is point character almost immediately, you can create left/right mixups with Active Change by sandwiching the opponent between you and your partner. Do an attack with your point character, then immediately Active Change - the opponent now needs to block in the other direction!
By positioning your two characters correctly, you can also make some mixups safe against Reversal Actions by having your point character do a high/low/throw, then immediately Active Change - if the opponent Reversal Actions, then your former point character will get hit, but your new point character is out of range and can punish!
Powered Up State
After an Active Change, Extra Assault, or Cross Raid, your team will enter a powered up state where you gain a few passive buffs:
- Skill gain rate increased by 50%
- Red health recovery rate increased by 100%
- Power up lasts for 479F from Active Switch (starts as soon as your character gains the silhouette)
- Power up lasts for 519F from Cross Raid (starts at same time as Cross Raid)
- This also means the 1500 damage from Cross Raid also gain Skill bonus (which works out to 32.4% of a Skill bar)
D+P during Partner Skill
Cross Combo allows your partner to remain in-play and use additional Partner Skills. This requires at least 50% of your Cross Gauge and will act as a timer for Cross Combo. Getting hit ends Cross Combo immediately. Cross Combo has startup/recovery of 0+0.
While Cross Combo is active, your partner will do a Partner Skill whenever you press ///. Ex: Inputting will also have your partner do ; inputting will also have your partner do . Partners are fully invincible so long as they are not attacking.
The above makes coordinated team attacks difficult to execute, but there is a simple way around this. Holding down keeps your partner from attacking, and releasing will cause your partner to attack (holding left/right will determine which assist attack is done as usual). Thus you can do a combo with your main character while holding , then release to have your partner hit the opponent to extend the combo.
You can also press at almost any point to do an Active Change, allowing lots of versatility for creating mix-ups and combos.
Cross Combo also buffs your team in more subtle ways; during Cross Combo hitstun decay is ignored, damage dealt will be unrecoverable (no red health), and Distortion Skill will be the powered up Resonance version! Do note that using a Distortion immediately ends Cross Combo, though following up with a Distortion Skill Duo will have the other incoming Distortion Skill be the enhanced version as well in that case.
P when down to final character
When one of your characters die, your remaining character will have the option to enter Resonance Blaze by pressing or holding when in a neutral state. Resonance Blaze can not be canceled into.
- Resonance Blaze activation is fully invincible and has startup 3+37 on the ground and 3+until landing in the air (suspended in the air until 36F)
- This makes it useful as a reversal, although there is a long start-up period after the super freeze
- You cannot perform Resonance Blaze while in blockstun
- Holding buffers Resonance Blaze activation to occur the first possible frame, whether coming out of blockstun, hitstun, or incoming.
- The timer is paused while Resonance Blaze is active
- During Resonance Blaze, your character will have the following benefits for the next 15 seconds ※1:
- Red health regenerates slowly over time
- Skill Gauge increases rapidly over time
- Maximum Skill Gauge increases to 5 + Resonance Level
- Normals deal chip damage
- Chip damage increases
- Skills can be canceled into Distortion Skills and Astral Heat
- Distortion Skills gain enhanced properties during Resonance Blaze
- Opponent cannot Cross Burst
※1: Actions performed by a character in Resonance Blaze that would freeze the in-game timer outside of Resonance Blaze, such as Distortion Skills, Astral Heats and the follow-up sequence on a successful ground hit Clash Assault, also freeze that character's individual Resonance Blaze timer until said character has fully recovered from the action.
Resonance Blaze level also determines the rate of Skill Gauge gain, the rate of red health regeneration and how much chip damage attacks deal.
See Resonance Gauge for how to level up your Resonance Gauge.
Once you run out of Resonance Blaze, your maximum Skill Gauge will return to 5 and your Cross Gauge will disappear for the remainder of the match.
Depends on how much you filled the Resonance Gauge, you will get the corresponding level of that Resonance Blaze. The following list out the difference between each levels:
|Skill Units Gained Per Frame
|Time to Gain 1 Skill
|Red Health Gained Per Frame
|Bonus Chip Damage (%)
|Chip for Normals
|Bonus Skill Gauge Gain (%)
222B+C with 9 Skill Gauges and opponent down to final character
Successfully hitting the opponent with Astral Heat will result in an Astral Finish, winning the match for you automatically regardless of the opponent's remaining health.
Astral Heats are very easy to combo into; they are considered Distortion Skills so you can cancel normal Skills into Astrals. Basically combo into just about anything, then cancel into Astral.
Having said that, the requirements to unlock Astral are much harder than they appear:
- Get Level 4 Resonance
- Activate Resonance Blaze (this means losing half your team!)
- K.O. one of the opponent's characters