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{{note|<big>This page assumes that you are already familiar with [[Notation|Numpad Notation]].</big>}}
{{note|<big>This page assumes that you are already familiar with [[Notation|Numpad Notation]].</big>}}


==Revolver Action==
==Guard==
Revolver Action (also colloquially referred to by the name of the Guilty Gear equivalent of "gatling") is a combo system that allows you to chain a series of normal attacks together. It involves you cancelling the animation of a normal move into another normal so that the hits come out in rapid succession. Each character has different rules as to which normals can cancel into what other actions (and some attacks can't even be canceled at all), but the general order you can chain moves together goes in the following flow for most characters: {{clr|A|A}} -> {{clr|B|B}} -> {{clr|C|C}} -> {{clr|D|D}}
Guarding, commonly known as Blocking, is the fundamental form of defense in fighting games.


==Health Bar==
Most special and supers moves also inflict a small percentage of their damage through guard. This is known as chip damage.  
Yellow life bar on the top of the screen indicates characters’ stamina. When that runs out the character lose the round. A portion of all inflicted damage is shown as a red segment of the life bar.


Interestingly, most characters' total health points and their visual representations in the health bar vary. For example, Ragna's health total is 10000, but when he ''visually'' has 20% health left on the health bar, he actually has 3000 points of life instead of 2000. Different characters have their health bars split at different points and in different ways, and some don't have this at all and their health bar is traditionally distributed.
When a player guards, they are put into a state known as '''blockstun''' during which their ability to act is mostly taken away. During blockstun, [[#Barrier Guard|Barrier Guard]] and [[#Counter Assault|Counter Assault]] can be used during blockstun, if the resources are presented.


Health point ratio is important because it has effect on Heat Gauge that regenerates when the character is below 20% health bar. However, in the event of a time-out, the game is decided on percentage of the remaining health bar instead of the total health point. That is the drawback of having a life bar that is denser towards the latter portion.
Guarding an attack also pushes the defender back. This phenomenon is called '''pushback'''. The amount of pushback varies by attack, though generally the higher the [[#Attack Level|Attack Level]], the more pushback. Some attacks even pull in the defender instead of pushing them back (known as '''vaccum''')! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles, but does apply to strikes done by partner characters like Carl's puppet Nirvana.


Here is the data:
;Unblockable Attack
Some attacks cannot be guarded against. These generally fall into three categories: throws, Guard Crushes and unblockables.
* Throws are proximity based attacks which cannot be guarded against.
* Guard Crushes are special strikes that puts opponent on a special state on a normal block where they cannot perform any action. Guard Crushes can be prevented by Barrier.
* Unblockables are special strikes which hit opponents even if they guard.
Unblockables, such as Hakumen's {{MMC|game=BBCT|chara=Hakumen|input=236236D Attack|label=Yukikaze}} once it has been triggered, must be avoided in some way other than guarding.


{| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;"
<gallery widths="200px" heights="200px">
|+ Health Values
BBCS_Ragna_the_Bloodedge_B%2BC.png|A throw is not blockable
</gallery>
 
;High+Low Unblockables
There is also another case of unblockable attacks that exist by hitting a grounded opponent with high+low attacks at the same time. Because they can not block both high+low at once, they are guaranteed to get hit. There is no icon to show when this unblockable happens, though there is an exclamation mark showing that they blocked "incorrectly". {{CLabel|BBCT|Carl}} has setups into these types of unblockables.
 
===Grounded Guard===
{{InputBadge|Hold 4 or 1 While Grounded}}
 
:Basic ground guarding is the most common defensive option. Also known as blocking.
There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks.
 
If you guard incorrectly you will get hit. A yellow "!" will appear over your character if you incorrectly guard a low, and a red "!" for incorrectly blocking a high. Remember, you cannot block against throws, and some attacks are unblockable.
<br style="clear:both;"/>
 
===Airborne Guard===
{{InputBadge|Hold Any Backwards Direction While Airborne}}
 
There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a bit of [[#Prejump|vulnerable startup]] and you need to deal with air throws, crossups, and air unblockable attacks. There is also 2 frames more blockstun when blocking in the air.
 
Landing while in air blockstun will replace any remaining air blockstun with ground blockstun!
:Ex: After air blocking an attack that causes 20F air blockstun, you land after 15F. That means after landing, you will be in ground blockstun for 5F.
<br style="clear:both;"/>
 
====Air Unblockable Attacks====
Many ground based attacks are air unblockable. Typically all of a character's grounded normal moves, except 5A and 2A are air unblockable. Air unblockable attacks can still be air blocked using [[#Barrier|Barrier]]. A cyan colored exclamation mark will appear when hit by an air unblockable attack. As a general rule of thumb, use Air Barrier Block if the opponent is attacking you from the ground.
 
By default, Special Moves, Distortion Drives and Astral Heats can be blocked in the air normally, but exceptions apply.
 
In the frame data, an attack that is '''NOT''' air unblockable will have their Guard values listed as '''All'''. Note that this is not the same as '''Mid''', as these attacks are air unblockable.
<br style="clear:both;"/>
 
===Cross-up Protection===
Blocking can be difficult since the opponent can do tricks to swap sides. However, there is slight leniency to give players time to switch blocking direction: the first 3 frames after the opponent swap sides (not necessarily in blockstun), they will still block attacks from the opposite direction even if they are holding forward direction (with respect to opponent)! All other rules for blocking still apply, such as needing to correctly block high/low.
 
===Guard Bonus===
When a character is in blockstun for over 6 seconds with almost no gaps in between (at most 6 frame gaps are allowed), they will automatically begin Instant Blocking all attacks and the HUD will display a "Guard Bonus" message.
<br style="clear:both;"/>
 
==Instant Block==
{{InputBadge|Begin Guarding right before an attack connects (8 Frame Window)}}
 
Instant Blocking is a more powerful, advanced form of blocking. On successful Instant Block, your character will flash white. If you mistime an instant block you are unable to instant block again for 20 frames, this prevents mashing IB.
 
;Instant Blocking has the benefit of:
* Recover from blockstun 5F faster (10F for air IB)
* Gain extra 3% static Heat from blocking
* Reduces the amount of pushback by half, leaving you closer to the opponent
* Allows the character to block air unblockable attacks without Barrier
 
A successful IB will give you more room to either escape the pressure, or to abare out the situation.
 
Fast mult-hitting attack (such as {{CLabel|Nu-13}}'s {{clr|C|6C}}), if IB'd, will instant block all the hits within the 8F window. In these instances you will only gain the additional Heat once for each time you input block.
 
Instant blocking does not reduce chip damage, nor does it allow you to make "illegal" guards against overheads or lows.
<br style="clear:both;"/>
 
==Barrier Guard==
{{InputBadge|While Guarding, hold {{clr|A|A}} + {{clr|B|B}}}}
 
Barrier Guarding is an interesting and highly useful technique. It's often used to negate chip damage, but it has other important uses.
 
Barrier is often used to end an opponent's offense sooner by pushing them out of attack range. An advanced strategy is to make the opponent's attack miss by pushing him away with Barrier, then counter attack while the opponent is still recovering from his whiffed attack! Note, however, that Barrier and Instant Barrier (described below) do not get any increased pushback against projectiles - you will receive the same pushback as though you had blocked them normally.
 
;Notable aspects of Barrier:
* Consumes [[#Barrier Gauge|Barrier Gauge]] while buttons are held
** Emptying the Barrier Gauge will disable Barrier and put you in Danger State
* Can air Barrier to guard almost all air unblockable strikes
* Prevents chip damage and Guard Libra imbalance
* Increases pushback
** This pushback is split between attacker and defender (if one is cornered, then the other experiences the full pushback distance)
* Increases blockstun by 1F
 
Just like with Instant Blocking, you still must block high/low attacks correctly when using Barrier.
 
Holding [4] + {{clr|A|A}} + {{clr|B|B}} will put you character into blocking posture and prevent walking backwards even when there's nothing to block. This is true even when the Barrier Gauge is empty.
<br style="clear:both;"/>
 
==Instant Barrier==
{{InputBadge|Instant Block while holding {{clr|A|A}} + {{clr|B|B}}}}
 
It's possible to do both Instant Block and Barrier Block at the same time! In addition to getting the benefits of both, there is one main difference: pushback is even more than Barrier Block! This makes it even more useful for pushing the opponent away to escape pressure. The blockstun differences between the two are combined as well, so Instant Barrier will reduce blockstun by 4F (9F in the air).
 
<br style="clear:both;"/>
 
==Barrier Gauge==
[[File:BBCT_Barrier_Gauge.png|center]]
 
Below either character's health bar is the Barrier Gauge, which must be available for the character to be able to use Barrier. This gauge is 10000 points total and decreases when Barrier is used to defend against attacks. It regenerates 7 points per 10 frames if you stop using Barrier for 120 frames. When it reaches zero for a character, that character enters Danger condition for 600 frames and Barrier is disabled temporarily. During this time, the Barrier Gauge will take time to regenerate back to 5000 points before they can use Barrier again.
 
==Barrier Burst==
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} with Burst icon (air OK)}}
 
Bursts are a special type of attack in BlazBlue; it is a fully invincible attack that does no damage and is invincible until recovery. Bursts are useful to interrupt the opponent's combo, thus preventing some damage, but can also be used to cause a Guard Crush on the opponent (if they aren't guarding with Barrier). Be wary - if an opponent anticipates your Burst, they can stop their attack early and punish your recovery. If a Burst is performed, you will have no Barrier gauge and be put in Danger Condition until that round ends.
 
The availability of Barrier Burst is indicated in the red symbol below the Health Bar and next to the Barrier Gauge.
 
Furthermore, the properties of Burst change depending on the situation in which the Burst is used, and also then based on how much Barrier Gauge is remaining when the character performs their Burst. For the most part, the less Barrier Gauge the character has, the longer it takes for the Burst to start up.
* Gold Burst: 100%
* Green Burst: 50% ~ 99%
* Blue Burst: 1% ~ 49%
Below is a table of all the possible Bursts and their technical data:
{| class='wikitable sortable' border="1" style="text-align: center; margin: 1em auto 1em auto;"
|+  
|-
|-
! Character
!  
! Total Health & Split
! colspan="3" style="text-align:center;" | '''Regular Condition
! Health Ratio
! colspan="3" style="text-align:center;" | '''While Guarding
! colspan="3" style="text-align:center;" | '''Out of Hitstun
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Ragna}}'''
| '''Barrier Gauge Amount
| '''10000''' <br/> (7000+3000)
| 1~49%
| 80:20
| 50~99%
| 100%
| 1~49%
| 50~99%
| 100%
| 1~49%
| 50~99%
| 100%
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Jin}}'''
| '''Startup
| '''11500''' <br/> (5750+5750)
| colspan="3" | 32F
| 50:50
| 32F
| 20F
| 8F
| 32F
| 20F
| 8F
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Noel}}'''
| '''Duration
| '''11000''' <br/> (5500+5500)
| colspan="3" | 64F
| 50:50
| 64F
| 52F
| 64F
| 52F
| 40F
| 40F
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Tager}}'''
| '''Active
| '''13000''' <br/> (9100+3900)
| colspan="3" | 6F
| 80:20
| colspan="3" | 6F
| colspan="3" | 6F
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Taokaka}}'''
| '''Frame Advantage
| '''10500''' <br/> (5250+5250)
| colspan="2" | +4
| 50:50
| +5
| colspan="3" | -8
| colspan="3" | -16
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Rachel}}'''
| '''Untech Time
| '''11000''' <br/> (5500+5500)
| colspan="3" | 300F
| 50:50
| colspan="3" | 300F
| colspan="3" | 20F
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Arakune}}'''
| '''Tech on hit?
| '''10500''' <br/> (7350+3150)
| colspan="3" | No
| 80:20
| colspan="3" | Yes
|-
| colspan="3" | Yes
| style="text-align: left" | '''{{CLabel|BBCT|Bang}}'''
| '''11500''' <br/> (7475+4025)
| 75:25
|-
| style="text-align: left" | '''{{CLabel|BBCT|Litchi}}'''
| '''11000''' <br/> (7700+3300)
| 80:20
|-
| style="text-align: left" | '''{{CLabel|BBCT|Carl}}'''
| '''9500''' <br/> (6650+2850)
| 80:20
|-
|-
| style="text-align: left" | '''{{CLabel|BBCT|Hakumen}}'''
| '''Guard Crush Value
| '''12000''' <br/> (8400+3600)
| 0%
| 80:20
| 50%
|-
| 200%
| style="text-align: left" | '''{{CLabel|BBCT|Nu-13}}'''
| colspan="3" | 0%
| '''10000''' <br/> (6400+3600)
| colspan="3" | 0%
| 80:20
|-
|-
|}
|}
<br style="clear:both;"/>
===Disabling Burst===
Burst is temporarily disabled under the following conditions:
* Getting hit by a Throw attribute move, Distortion Drive, or Astral Heat as well as some additional moves, noted in the frame data.
* The opponent activating any move with a super-flash pause. (Distortions and Astral Heats)
* Getting hit by a Burst or [[#Counter Assault|Counter Assault]]
* While attacking, including during an attack's recovery
The Burst Gauge will be crossed out when Burst is unavailable. Burst will be re-enabled after recovering or when none of the above conditions are true.
<br style="clear:both;"/>
==Ground Recovery==
{{InputBadge|Direction + {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} when laying on the ground}}
Unlike most other 2D fighting games, BBCT characters are vulnerable when they are lying on the ground but have a variety of options to choose from to wake up from the knockdown in an attempt to escape an approaching opponent.
{{#lsth:BBCT/Frame Data|Ground Recovery}}
In general, the options from least risky to most risky are: Neutral Tech > Back Roll > Forward Roll > Quick Tech. Though each has it's uses for different situations - especially the rolls for positioning. Usually, defenders want to recover immediately when possible, but attackers can take advantage of this behavior by setting up a mixup that defenders will be forced to block when they recover. A common counter to this tactic is to delay recovering in order to throw off the opponent's mixup timing, but this carries some risk; the attacker can simply hit the defender before they recover and continue the combo!
<br style="clear:both;"/>
==Air Recovery==
{{InputBadge|Direction + {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} after leaving untechable state}}
Air Recovery (also known as Air Ukemi) is useful for getting out of the opponent's combo and regain control of your character as soon as possible. You may choose to direct the recovery either forward, backward or neutral by adding the direction input. After air recovery, your character has 15F invincibility, however you can only use Barrier during this period. Afterwards, you may attack, or even double jump / air dash if your character haven't use them before the recovery.
===Emergency Tech===
{{InputBadge|{{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} right before touching the ground}}
Emergency Tech is basically a Neutral Tech immediately on landing. There is a ??F window to Emergency Tech on landing, after which you are knocked down for a minimum ??F. The opponent can hit you during this time and continue the combo, though the HUD will show that the combo was invalid (since you could have escaped earlier). Most players should Emergency Tech when given the opportunity, and only delay when taking a calculated risk.
<br style="clear:both;"/>
===Disabling Emergency Tech===
Certain moves do a hard knockdown, which prevents Emergency Teching and force the opponent to a knockdown state for a set amount of time before they can act out of it (varies by move). Hard Knockdowns are often used to extend combos (a prime example being {{CLabel|Nu-13}}'s {{clr|D|j.214D}} RC), or set up unique okizeme situations.
As a general rule, attacks that slam down the opponent inflict Hard Knockdown, as do all {{clr|C|3C}}s on Counter Hit.
<br style="clear:both;"/>
==Throws==
Throws are proximity based attacks which the opponent cannot [[#Guard|guard]] against. In order to throw an opponent, a few conditions must be met:
* The players must be in a similar grounded or airborne state.
** To throw a grounded opponent, the attacker must also be grounded.
** To throw an airborne opponent, the attacker must also be airborne.
* The defender must not have throw invulnerability.
** The defender ''can'' be thrown in hitstun or blockstun unlike in most other fighting game, but it will result in a [[#Throw_Reject|Purple throw]].
* The defender must be within the throw's range (see below).
If all of the conditions are met, then the attacker can hit the opponent with a throw.
;Throw Range
:Throws uses collision boxes for an additional range check.
:In short, for a successful range check, the horizontal distance between the front of the two characters collision boxes must be at or below a specific number of pixels; for ground throws, this number is 70 pixels for the most of the cast, but exceptions do apply.
:The horizontal range of throws is measured from the edge of the attacker's collision box. The vertical range is measured from the origin of the attacker's collision box, which is at the bottom-center of the box.
===Normal Throws===
{{InputBadge|{{clr|B|B}}+{{clr|C|C}} within close proximity of an opponent}}
*To perform a forward throw, press neutral or forward+B+C while standing on the ground.
*To perform a back throw, press {{Ni|4}} + {{clr|B|B}} + {{clr|C|C}} while standing on the ground.
*To perform an air throw, press {{clr|B|B}}+{{clr|C|C}} while airborne.
Most normal throws have similar startup, but they can also vary in their recovery length, cancel options and how the opponent is launched away by the attack. Every normal throw can be followed up in some way with a combo, either linked or special cancelled into.
===Special Move Throws===
Some special moves have the throw property. {{MMC|game=BBCT|chara=Iron Tager|input=360A|label=Tager's Gigantic Tager Driver}} and {{MMC|game=BBCT|chara=Bang Shishigami|input=623C|label=Bang's command throw}} are two examples of such throws.
Special moves like this fall into two categories:
;Command Throws
These feature the same 100% minimum damage as normal throws, but cannot normally be broken (There is no green ! marks) 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 [[#Throw Reject|purple throw]] occurs, which is escapable.
;Combo Throws
Combo Throws are attacks that generally behave like throws, but can be comboed into. These can be distinguished by how they do not incur Purple !! marks if used in a combo or during blockstun, can Counter Hit the opponent instead of Throw Counter, and they do not have 100% fixed damage. {{CLabel|Tager}}'s {{MMC|game=BBCT|chara=Iron Tager|input=623C|label=Atomic Collider}} is an example of such moves.
;Hit Grabs
Technically not throws but are often mistaken for them, these are blockable strikes that go into a throw animation on hit, such as {{CLabel|Ragna}}'s {{MMC|game=BBCF|chara=Ragna the Bloodedge|input=214214D|label=Devoured By Darkness}}. These attacks can hit assist characters, but will not trigger the throw animation.
<br style="clear:both;"/>
===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 or Any Throw vs Command Throw:''' The character with [[BBCT/Esoterica#Character_Priority|Priority]] will lose.
*'''Normal Throw vs. Normal Throw:''' The character with Priority will be thrown and immediately [[#Throw Break|break the throw]].
<br style="clear:both;"/>
==Throw Reject==
{{InputBadge|Input Throw While Being Thrown}}
To break a throw, press {{clr|B|B}}+{{clr|C|C}} withing the tech window. The throw break timing windows depend on the context:
* '''Green Throw''' is when using a normal throw under normal circumstances  and will show a green exclamation mark. Green throws have a '''??''' frame throw break window.
* '''Purple Throw''' happens when throwing an opponent when they are in blockstun or hitstun (plus 6 frames immediately after either). This is shown by the 2 big purple exclamation marks above the defender. Purple throws have a '''??''' frame throw break window.
** Command throws that are usually untechable will allow you to tech if you are thrown under the circumstances that will trigger a Purple throw.
** Comboable throws are never techable.
After a successful throw reject, the attacker is pushed back about half a screen length and the defender remains stationary, and return to neutral state. Neither side will gain frame advantage after a throw break.
* Throw reject animation is fully invincible and lasts ??F for both attacker and defender.
* In the air, the player pushed back will also be pushed up slightly, but start falling sooner; meaning they will hit the ground first if the reject was high up, but not if low to the ground.
** Characters will retain whatever air options they had left before the throw was attempted.
* The throw reject itself counts as an attack that deals zero damage to the player originally attempting the throw. Therefore projectiles, status effects etc. that end if the attacker gets hit will also end if their opponent throw rejects them.
===Throw Counter===
Throw Counters happens when thrown while in [[#Counter Hit|counter hit state]]. For example, getting thrown out of an attack with a lot of startup will not let you attempt a throw break. A big red X and the HUD will show "Throw Counter". This can prevent you from breaking a throw even if that throw would have otherwise been purple!
Throw Counters usually do not gain the bonus 10% damage. Comboable throws however, do.
<br style="clear:both;"/>
===Throw Reject Miss===
If you input a Throw Reject before getting thrown, then then throw reject will be locked out for ?? frames, even if it was a Purple throw! The game will show big red X over the exclamation mark, and the HUD will show "Throw Reject Miss".
*If the throw whiff animation appears, you will be in Throw Reject Miss state from ??~??F, starting from the frame where the throw is inputted.
*If the throw whiff animation does not appear (such as attempting a throw break while in blockstun), you will be in Throw Reject Miss state from ??~??F, start from the frame where an attempt to break the throw is inputted.
*Inputting {{clr|B|B}}+{{clr|C|C}} again while still in throw reject state will just reset the miss state back to 30F.
In addition, pressing {{clr|B|B}} and {{clr|C|C}} at the same time in any situations (e.g. {{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}} for executing an RC; ukemi and rolling using {{clr|B|B}}+{{clr|C|C}}; etc.) will also place the character into the Throw Reject Miss state.
Throw Reject Miss exists to stop players from rapidly mashing throw inputs to preemptively break throws, as well as to prevent some powerful throw reject Option Selects. Tricking the opponent into attempting a Throw Reject early, then actually throwing them is a common offensive technique in high-level play.
<br clear='all'/>
== Cancels ==
There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one.
While most cancels are available on hit/block, some are available on whiff, some are only available on hit, and a rare few are even only available on block!
;Revolver Action
:Revolver Action (also colloquially referred to by the name of the Guilty Gear equivalent of "gatling") is a combo system that allows you to chain a series of normal attacks together. It involves you cancelling the animation of a normal move into another normal so that the hits come out in rapid succession. Each character has different rules as to which normals can cancel into what other actions (and some attacks can't even be canceled at all), but the general order you can chain moves together goes in the following flow for most characters: {{clr|A|A}} -> {{clr|B|B}} -> {{clr|C|C}} -> {{clr|D|D}}
:Each character's Revolver Action Table shows cancel options available to them and can be found in the character's frame data subpage.
;Special Cancel
:Most normal attacks can cancel into [[#Special Attack|specials]], and [[#Distortion Drive|Distortion Drives]]. This is generally used to create combos and blockstrings, but can have other applications as well.
;Jump Cancel
:Some normal attacks can cancel into jump and super jump. This is used in combos as well as pressure. Some attacks can only be jump canceled on hit.
;Dash Cancel
:Some attacks can cancel into a forward run that goes a preset distance, such as {{CLabel|Jin}}'s {{MMC|game=BBCT|chara=Jin Kisaragi|input=6C|label={{clr|C|6C}}}} or {{MMC|game=BBCT|chara=Jin Kisaragi|input=5D|label={{clr|D|5D}}}}. This forward run can not be canceled into other actions.
;Rapid Cancel
:See [[#Rapid Cancel|Rapid Cancel]] for more details
;Clash
:See [[#Clash|Clash]] for more details
<br clear='all'/>


==Heat Gauge==
==Heat Gauge==
[[File:BBCT_Heat_Gauge.png|center]]
[[File:BBCT_Heat_Gauge.png|center]]
Used to perform Distortion Drive, Rapid Cancel, etc. The Heat Gauge is all the way at the bottom of the screen. Whenever characters attack, the amount of Heat Gauge they are receiving is based on the formula:
The Heat Gauge is a special gauge at the bottom of the screen that is used to perform certain powerful actions such as Distortion Drives, Rapid Cancels, etc. Whenever characters attack, the amount of Heat Gauge they are receiving is based on the formula:
[Attack Damage x 1.05 x Heat Gain Rate] / 100
[Attack Damage x 1.05 x Heat Gain Rate] / 100


Line 87: Line 340:
* All Hakumen's special moves (Varies)
* All Hakumen's special moves (Varies)


After using any of the above moves, your heat gauge will increase at 25% of it's normal speed for 200 frames afterward.
After using any of the above moves, your heat gauge will increase at 25% of it's normal speed for 200 frames afterward. This is the "Heat Gauge Cooldown".


Here is the Heat Gain Rate table:
Here is the Heat Gain Rate table:
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|-
|-
|}
|}


==Rapid Cancel==
==Rapid Cancel==
Line 144: Line 398:


==Counter Assault==
==Counter Assault==
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} During Ground Blockstun with 50 Heat}}
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} during ground blockstun with 50 Heat}}


Counter Assaults are one of the few options available to a defender during blockstun. They are invincible attacks that do zero damage, but blow the opponent away, and are useful for escaping an enemy's offensive pressure.
Counter Assaults are one of the few options available to a defender during blockstun. They are invincible attacks that do zero damage, but blow the opponent away, and are useful for escaping an enemy's offensive pressure.


Every character's Counter Assault is unique, but they share many similarities:
Every character's Counter Assault is unique, but they share many similarities:
* Invincible startup
* Invincible startup (in some way)
* Does zero damage
* Does zero damage
* Combos including a Counter Assault can not kill the opponent, no matter how much damage is dealt
* Combos including a Counter Assault can not kill the opponent, no matter how much damage is dealt
** They will always survive with at least 1 HP remaining.
** They will always survive with at least 1 HP remaining.
* Heat Cooldown for 180 frames
* Heat Cooldown for 180 frames
In addition, it is possible to use Counter Assault to reset the Guard Crush stun ONLY if you block 2nd or latter hit of a multi hit move that causes the guard crush. 
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Line 171: Line 426:
* All Distortion Drives have a brief moment where they pause time during startup (with a small number of exceptions), called the ''superflash''. Opponents can buffer moves during this time which makes them generally poor moves to throw out at neutral since it's very easy to react to them.
* All Distortion Drives have a brief moment where they pause time during startup (with a small number of exceptions), called the ''superflash''. Opponents can buffer moves during this time which makes them generally poor moves to throw out at neutral since it's very easy to react to them.
* After the Heat is used, the player will enter 180F of Heat Gauge Cooldown.
* After the Heat is used, the player will enter 180F of Heat Gauge Cooldown.
* Immediately following the super flash, the opponent cannot burst if they are already in hitstun.
* Immediately following the super flash, the opponent cannot Burst if they are already in hitstun.
* All hits of a Distortion Drive attack also disable Burst on hit.
* All hits of a Distortion Drive attack also disable Burst on hit.
* Distortion Drives are often excellent combo enders due to having minimum damage.
* Distortion Drives are often excellent combo enders due to having high minimum damage.
* Finishing a round with a Distortion Drive is declared as a Distortion Finish, this is purely a cosmetic effect.
* Finishing a round with a Distortion Drive is declared as a Distortion Finish, this is purely a cosmetic effect.


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==Barrier Gauge==
==Attack Level==
[[File:BBCT_Barrier_Gauge.png|center]]
Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. based on their Attack Level. Some moves override these standard values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc.
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10000 points total, a gauge that decreases when you use Barrier to defend. It regenerates 7 points per 10 frames if you stop using Barrier for 120 frames. When it reaches zero, that character enter Danger condition for 600 frames. During this time barrier gauge regenerate back to 5000 points then you can use Barrier again. Learn more about this gauge's usage in the sections below.
==Negative Penalty==
When a player is being too uninteractive, Negative Penalty will appear. If that player continues to avoid interaction, they will be afflicted with Negative Penalty, where a red aura will surround the character and they will take double damage. Unless that character is playing positive for a period of time, Negative Penalty does not go away until the round ends. Note that actions within 300 frames after the round begin does not count towards Negative Penalty.


==Barrier==
Actions that count as positive:  Moving forward, jump forward, dashing forward, opponents block or get hit by the attack, your character get hit or blocks the attacks.
{{InputBadge|While Guarding, hold {{clr|A|A}} + {{clr|B|B}}}}


Barrier is an interesting and highly useful technique. It's often used to negate chip damage, but it has other important uses.
Actions that count as negative: Jump away, backdash, air backdash.


Barrier is often used to end an opponent's offense sooner by pushing them out of attack range. An advanced strategy is to make the opponent's attack miss by pushing him away with Barrier, then counter attack while the opponent is still recovering from his whiffed attack! Note, however, that Barrier and Instant Barrier (described below) do not get any increased pushback against projectiles - you will receive the same pushback as though you had blocked them normally.
The following chart shows the rates of characters to receive Negative Penalty; the higher the number, the longer they can be defensive before getting the penalty.


;Notable aspects of Barrier:
{| class='wikitable sortable' border="1" style="text-align: center; margin: 1em auto 1em auto;"
* Consumes [[#Barrier Gauge|Barrier Gauge]] while buttons are held
|+ Negative Penalty Rates
** Emptying the Barrier Gauge will disable Barrier and put you in Danger State
|-
* Can air Barrier to guard almost all air unblockable strikes
! Character
* Prevents chip damage and Guard Libra imbalance
! Negative Penalty Rate
* Increases pushback
|-
** This pushback is split between attacker and defender (if one is cornered, then the other experiences the full pushback distance)
| style="text-align: left" | '''{{CLabel|BBCT|Ragna}}'''
* Increases blockstun by 1F
| 2
|-
| style="text-align: left" | '''{{CLabel|BBCT|Jin}}'''
| 6
|-
| style="text-align: left" | '''{{CLabel|BBCT|Noel}}'''
| 4
|-
| style="text-align: left" | '''{{CLabel|BBCT|Tager}}'''
| 6
|-
| style="text-align: left" | '''{{CLabel|BBCT|Taokaka}}'''
| 4
|-
| style="text-align: left" | '''{{CLabel|BBCT|Rachel}}'''
| 6
|-
| style="text-align: left" | '''{{CLabel|BBCT|Arakune}}'''
| 3
|-
| style="text-align: left" | '''{{CLabel|BBCT|Bang}}'''
| 1
|-
| style="text-align: left" | '''{{CLabel|BBCT|Litchi}}'''
| 4
|-
| style="text-align: left" | '''{{CLabel|BBCT|Carl}}'''
| 4
|-
| style="text-align: left" | '''{{CLabel|BBCT|Hakumen}}'''
| 6
|-
| style="text-align: left" | '''{{CLabel|BBCT|Nu-13}}'''
| 8
|-
|}
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Just like with Instant Blocking, you still must block high/low attacks correctly when using Barrier.
==Danger Condition==
Not to be confused with [[#Negative Penalty|Negative Penalty]] above, this is a completely different status. Once [[#Barrier Gauge|Barrier Gauge]] is unavailable, due to either total depletion or after [[#Barrier Burst|Barrier Burst]], that character's health bar flashes "DANGER" and the character will take 50% more damge.


Holding [4] + {{clr|A|A}} + {{clr|B|B}} will put you character into blocking posture and prevent walking backwards even when there's nothing to block. This is true even when the Barrier Gauge is empty.
==Counter Hit==
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A counter hit (CH) occurs when hitting the opponent when they are in Counter Hit state. The opponent will flash red, the HUD will show "Counter" and the announcer will say "Counter". On Counter Hit, the attack does 10% more damage and the opponent suffers more hitstun, air untechable time, and hitstop giving more time to hit confirm, as well as allowing CH specific combos. Additionally some attacks gain new properties on a counter hit like Wallbounce or Hard Knockdown.


==Barrier Burst==
All attacks are in CH state during an attack's startup and active time. Most attacks are not in counter hit state during recovery, but there are exceptions:
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}}}} with Burst Gauge


* All normal throws
* Most command throws
* All Counter Assaults
* All Astral heats
* Moves with invulnerable or guard point startups.
* Some other moves, noted in frame data.


Throwing an opponent who is in counterhit state will be a [[#Throw Counter|Throw Counter]], and they will be unable to break the throw (Even if it would be a [[#Throw Reject|purple throw]]). Throw Counters do not gain any additional histun, damage or other special properties.
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Latest revision as of 19:15, 10 April 2024

This page assumes that you are already familiar with Numpad Notation.

Guard

Guarding, commonly known as Blocking, is the fundamental form of defense in fighting games.

Most special and supers moves also inflict a small percentage of their damage through guard. This is known as chip damage.

When a player guards, they are put into a state known as blockstun during which their ability to act is mostly taken away. During blockstun, Barrier Guard and Counter Assault can be used during blockstun, if the resources are presented.

Guarding an attack also pushes the defender back. This phenomenon is called pushback. The amount of pushback varies by attack, though generally the higher the Attack Level, the more pushback. Some attacks even pull in the defender instead of pushing them back (known as vaccum)! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles, but does apply to strikes done by partner characters like Carl's puppet Nirvana.

Unblockable Attack

Some attacks cannot be guarded against. These generally fall into three categories: throws, Guard Crushes and unblockables.

  • Throws are proximity based attacks which cannot be guarded against.
  • Guard Crushes are special strikes that puts opponent on a special state on a normal block where they cannot perform any action. Guard Crushes can be prevented by Barrier.
  • Unblockables are special strikes which hit opponents even if they guard.

Unblockables, such as Hakumen's YukikazeBBCS Hakumen Yukikaze2.pngGuardStartup57Recovery39Advantage- once it has been triggered, must be avoided in some way other than guarding.

High+Low Unblockables

There is also another case of unblockable attacks that exist by hitting a grounded opponent with high+low attacks at the same time. Because they can not block both high+low at once, they are guaranteed to get hit. There is no icon to show when this unblockable happens, though there is an exclamation mark showing that they blocked "incorrectly".  Carl has setups into these types of unblockables.

Grounded Guard

Hold 4 or 1 While Grounded

Basic ground guarding is the most common defensive option. Also known as blocking.

There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks.

If you guard incorrectly you will get hit. A yellow "!" will appear over your character if you incorrectly guard a low, and a red "!" for incorrectly blocking a high. Remember, you cannot block against throws, and some attacks are unblockable.

Airborne Guard

Hold Any Backwards Direction While Airborne

There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a bit of vulnerable startup and you need to deal with air throws, crossups, and air unblockable attacks. There is also 2 frames more blockstun when blocking in the air.

Landing while in air blockstun will replace any remaining air blockstun with ground blockstun!

Ex: After air blocking an attack that causes 20F air blockstun, you land after 15F. That means after landing, you will be in ground blockstun for 5F.


Air Unblockable Attacks

Many ground based attacks are air unblockable. Typically all of a character's grounded normal moves, except 5A and 2A are air unblockable. Air unblockable attacks can still be air blocked using Barrier. A cyan colored exclamation mark will appear when hit by an air unblockable attack. As a general rule of thumb, use Air Barrier Block if the opponent is attacking you from the ground.

By default, Special Moves, Distortion Drives and Astral Heats can be blocked in the air normally, but exceptions apply.

In the frame data, an attack that is NOT air unblockable will have their Guard values listed as All. Note that this is not the same as Mid, as these attacks are air unblockable.

Cross-up Protection

Blocking can be difficult since the opponent can do tricks to swap sides. However, there is slight leniency to give players time to switch blocking direction: the first 3 frames after the opponent swap sides (not necessarily in blockstun), they will still block attacks from the opposite direction even if they are holding forward direction (with respect to opponent)! All other rules for blocking still apply, such as needing to correctly block high/low.

Guard Bonus

When a character is in blockstun for over 6 seconds with almost no gaps in between (at most 6 frame gaps are allowed), they will automatically begin Instant Blocking all attacks and the HUD will display a "Guard Bonus" message.

Instant Block

Begin Guarding right before an attack connects (8 Frame Window)

Instant Blocking is a more powerful, advanced form of blocking. On successful Instant Block, your character will flash white. If you mistime an instant block you are unable to instant block again for 20 frames, this prevents mashing IB.

Instant Blocking has the benefit of
  • Recover from blockstun 5F faster (10F for air IB)
  • Gain extra 3% static Heat from blocking
  • Reduces the amount of pushback by half, leaving you closer to the opponent
  • Allows the character to block air unblockable attacks without Barrier

A successful IB will give you more room to either escape the pressure, or to abare out the situation.

Fast mult-hitting attack (such as  Nu-13's 6C), if IB'd, will instant block all the hits within the 8F window. In these instances you will only gain the additional Heat once for each time you input block.

Instant blocking does not reduce chip damage, nor does it allow you to make "illegal" guards against overheads or lows.

Barrier Guard

While Guarding, hold A + B

Barrier Guarding is an interesting and highly useful technique. It's often used to negate chip damage, but it has other important uses.

Barrier is often used to end an opponent's offense sooner by pushing them out of attack range. An advanced strategy is to make the opponent's attack miss by pushing him away with Barrier, then counter attack while the opponent is still recovering from his whiffed attack! Note, however, that Barrier and Instant Barrier (described below) do not get any increased pushback against projectiles - you will receive the same pushback as though you had blocked them normally.

Notable aspects of Barrier
  • Consumes Barrier Gauge while buttons are held
    • Emptying the Barrier Gauge will disable Barrier and put you in Danger State
  • Can air Barrier to guard almost all air unblockable strikes
  • Prevents chip damage and Guard Libra imbalance
  • Increases pushback
    • This pushback is split between attacker and defender (if one is cornered, then the other experiences the full pushback distance)
  • Increases blockstun by 1F

Just like with Instant Blocking, you still must block high/low attacks correctly when using Barrier.

Holding [4] + A + B will put you character into blocking posture and prevent walking backwards even when there's nothing to block. This is true even when the Barrier Gauge is empty.

Instant Barrier

Instant Block while holding A + B

It's possible to do both Instant Block and Barrier Block at the same time! In addition to getting the benefits of both, there is one main difference: pushback is even more than Barrier Block! This makes it even more useful for pushing the opponent away to escape pressure. The blockstun differences between the two are combined as well, so Instant Barrier will reduce blockstun by 4F (9F in the air).


Barrier Gauge

BBCT Barrier Gauge.png

Below either character's health bar is the Barrier Gauge, which must be available for the character to be able to use Barrier. This gauge is 10000 points total and decreases when Barrier is used to defend against attacks. It regenerates 7 points per 10 frames if you stop using Barrier for 120 frames. When it reaches zero for a character, that character enters Danger condition for 600 frames and Barrier is disabled temporarily. During this time, the Barrier Gauge will take time to regenerate back to 5000 points before they can use Barrier again.

Barrier Burst

A+B+C+D with Burst icon (air OK)

Bursts are a special type of attack in BlazBlue; it is a fully invincible attack that does no damage and is invincible until recovery. Bursts are useful to interrupt the opponent's combo, thus preventing some damage, but can also be used to cause a Guard Crush on the opponent (if they aren't guarding with Barrier). Be wary - if an opponent anticipates your Burst, they can stop their attack early and punish your recovery. If a Burst is performed, you will have no Barrier gauge and be put in Danger Condition until that round ends.

The availability of Barrier Burst is indicated in the red symbol below the Health Bar and next to the Barrier Gauge.

Furthermore, the properties of Burst change depending on the situation in which the Burst is used, and also then based on how much Barrier Gauge is remaining when the character performs their Burst. For the most part, the less Barrier Gauge the character has, the longer it takes for the Burst to start up.

  • Gold Burst: 100%
  • Green Burst: 50% ~ 99%
  • Blue Burst: 1% ~ 49%

Below is a table of all the possible Bursts and their technical data:

Regular Condition While Guarding Out of Hitstun
Barrier Gauge Amount 1~49% 50~99% 100% 1~49% 50~99% 100% 1~49% 50~99% 100%
Startup 32F 32F 20F 8F 32F 20F 8F
Duration 64F 64F 52F 64F 52F 40F 40F
Active 6F 6F 6F
Frame Advantage +4 +5 -8 -16
Untech Time 300F 300F 20F
Tech on hit? No Yes Yes
Guard Crush Value 0% 50% 200% 0% 0%


Disabling Burst

Burst is temporarily disabled under the following conditions:

  • Getting hit by a Throw attribute move, Distortion Drive, or Astral Heat as well as some additional moves, noted in the frame data.
  • The opponent activating any move with a super-flash pause. (Distortions and Astral Heats)
  • Getting hit by a Burst or Counter Assault
  • While attacking, including during an attack's recovery

The Burst Gauge will be crossed out when Burst is unavailable. Burst will be re-enabled after recovering or when none of the above conditions are true.

Ground Recovery

Direction + A/B/C when laying on the ground

Unlike most other 2D fighting games, BBCT characters are vulnerable when they are lying on the ground but have a variety of options to choose from to wake up from the knockdown in an attempt to escape an approaching opponent.


Wakeup Options When Knocked Down
Forward Roll

6 + A/B/C

  • 1~3F Fully invincible
  • 4~17F Throw invincible, if hit you will be in the air
  • 18~39F Guard possible, if hit will be in crouching position
  • 1~??F can pass through opponent
  • 39F Total Duration
Back Roll

4 + A/B/C

  • 1~10F Fully invincible
  • 11~17F Throw invincible, if hit you will be in the air
  • 18~39F Guard possible, if hit will be in crouching position
  • 1~??F can pass through the opponent
  • 39F Total Duration
Quick Tech

2 + A/B/C

  • 1~19F Throw invincible, if hit you will be in the air
  • 14~19F cancellable into any grounded special or super, if hit will be in standing position
  • Will automatically Quick Tech after lying on the ground for 64(??) frames
  • 19F Total Duration
Neutral Tech

7/8/9 + A/B/C

  • 1~32F Fully invincible
  • 32F Total Duration


In general, the options from least risky to most risky are: Neutral Tech > Back Roll > Forward Roll > Quick Tech. Though each has it's uses for different situations - especially the rolls for positioning. Usually, defenders want to recover immediately when possible, but attackers can take advantage of this behavior by setting up a mixup that defenders will be forced to block when they recover. A common counter to this tactic is to delay recovering in order to throw off the opponent's mixup timing, but this carries some risk; the attacker can simply hit the defender before they recover and continue the combo!

Air Recovery

Direction + A/B/C after leaving untechable state

Air Recovery (also known as Air Ukemi) is useful for getting out of the opponent's combo and regain control of your character as soon as possible. You may choose to direct the recovery either forward, backward or neutral by adding the direction input. After air recovery, your character has 15F invincibility, however you can only use Barrier during this period. Afterwards, you may attack, or even double jump / air dash if your character haven't use them before the recovery.

Emergency Tech

A/B/C right before touching the ground

Emergency Tech is basically a Neutral Tech immediately on landing. There is a ??F window to Emergency Tech on landing, after which you are knocked down for a minimum ??F. The opponent can hit you during this time and continue the combo, though the HUD will show that the combo was invalid (since you could have escaped earlier). Most players should Emergency Tech when given the opportunity, and only delay when taking a calculated risk.

Disabling Emergency Tech

Certain moves do a hard knockdown, which prevents Emergency Teching and force the opponent to a knockdown state for a set amount of time before they can act out of it (varies by move). Hard Knockdowns are often used to extend combos (a prime example being  Nu-13's j.214D RC), or set up unique okizeme situations.

As a general rule, attacks that slam down the opponent inflict Hard Knockdown, as do all 3Cs on Counter Hit.

Throws

Throws are proximity based attacks which the opponent cannot guard against. In order to throw an opponent, a few conditions must be met:

  • The players must be in a similar grounded or airborne state.
    • To throw a grounded opponent, the attacker must also be grounded.
    • To throw an airborne opponent, the attacker must also be airborne.
  • The defender must not have throw invulnerability.
    • The defender can be thrown in hitstun or blockstun unlike in most other fighting game, but it will result in a Purple throw.
  • The defender must be within the throw's range (see below).

If all of the conditions are met, then the attacker can hit the opponent with a throw.

Throw Range
Throws uses collision boxes for an additional range check.
In short, for a successful range check, the horizontal distance between the front of the two characters collision boxes must be at or below a specific number of pixels; for ground throws, this number is 70 pixels for the most of the cast, but exceptions do apply.
The horizontal range of throws is measured from the edge of the attacker's collision box. The vertical range is measured from the origin of the attacker's collision box, which is at the bottom-center of the box.

Normal Throws

B+C within close proximity of an opponent

  • To perform a forward throw, press neutral or forward+B+C while standing on the ground.
  • To perform a back throw, press 4 + B + C while standing on the ground.
  • To perform an air throw, press B+C while airborne.

Most normal throws have similar startup, but they can also vary in their recovery length, cancel options and how the opponent is launched away by the attack. Every normal throw can be followed up in some way with a combo, either linked or special cancelled into.

Special Move Throws

Some special moves have the throw property. Tager's Gigantic Tager DriverBBCT Tager ABuster.pngGuard275000Startup11Recovery40Advantage- and Bang's command throwBBCS Bang VoidTempestKick.pngGuardThrow (100)Startup13Recovery37Advantage- are two examples of such throws.

Special moves like this fall into two categories:

Command Throws

These feature the same 100% minimum damage as normal throws, but cannot normally be broken (There is no green ! marks) 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.

Combo Throws

Combo Throws are attacks that generally behave like throws, but can be comboed into. These can be distinguished by how they do not incur Purple !! marks if used in a combo or during blockstun, can Counter Hit the opponent instead of Throw Counter, and they do not have 100% fixed damage.  Tager's Atomic ColliderBBCF Tager AtomicCollider2.pngGuard-Startup17Recovery19Advantage- is an example of such moves.

Hit Grabs

Technically not throws but are often mistaken for them, these are blockable strikes that go into a throw animation on hit, such as  Ragna's Devoured By DarknessBBCF Ragna OD 214214D.pngGuardAll [Unblockable]Startup13+(30 Flash)+12Recovery55Advantage-39. These attacks can hit assist characters, but will not trigger the throw animation.

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 or Any Throw vs Command Throw: The character with Priority will lose.
  • Normal Throw vs. Normal Throw: The character with Priority will be thrown and immediately break the throw.


Throw Reject

Input Throw While Being Thrown

To break a throw, press B+C withing the tech window. The throw break timing windows depend on the context:

  • Green Throw is when using a normal throw under normal circumstances and will show a green exclamation mark. Green throws have a ?? frame throw break window.
  • Purple Throw happens when throwing an opponent when they are in blockstun or hitstun (plus 6 frames immediately after either). This is shown by the 2 big purple exclamation marks above the defender. Purple throws have a ?? frame throw break window.
    • Command throws that are usually untechable will allow you to tech if you are thrown under the circumstances that will trigger a Purple throw.
    • Comboable throws are never techable.

After a successful throw reject, the attacker is pushed back about half a screen length and the defender remains stationary, and return to neutral state. Neither side will gain frame advantage after a throw break.

  • Throw reject animation is fully invincible and lasts ??F for both attacker and defender.
  • In the air, the player pushed back will also be pushed up slightly, but start falling sooner; meaning they will hit the ground first if the reject was high up, but not if low to the ground.
    • Characters will retain whatever air options they had left before the throw was attempted.
  • The throw reject itself counts as an attack that deals zero damage to the player originally attempting the throw. Therefore projectiles, status effects etc. that end if the attacker gets hit will also end if their opponent throw rejects them.

Throw Counter

Throw Counters happens when thrown while in counter hit state. For example, getting thrown out of an attack with a lot of startup will not let you attempt a throw break. A big red X and the HUD will show "Throw Counter". This can prevent you from breaking a throw even if that throw would have otherwise been purple!

Throw Counters usually do not gain the bonus 10% damage. Comboable throws however, do.

Throw Reject Miss

If you input a Throw Reject before getting thrown, then then throw reject will be locked out for ?? frames, even if it was a Purple throw! The game will show big red X over the exclamation mark, and the HUD will show "Throw Reject Miss".

  • If the throw whiff animation appears, you will be in Throw Reject Miss state from ??~??F, starting from the frame where the throw is inputted.
  • If the throw whiff animation does not appear (such as attempting a throw break while in blockstun), you will be in Throw Reject Miss state from ??~??F, start from the frame where an attempt to break the throw is inputted.
  • Inputting B+C again while still in throw reject state will just reset the miss state back to 30F.

In addition, pressing B and C at the same time in any situations (e.g. A+B+C for executing an RC; ukemi and rolling using B+C; etc.) will also place the character into the Throw Reject Miss state.

Throw Reject Miss exists to stop players from rapidly mashing throw inputs to preemptively break throws, as well as to prevent some powerful throw reject Option Selects. Tricking the opponent into attempting a Throw Reject early, then actually throwing them is a common offensive technique in high-level play.

Cancels

There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one.

While most cancels are available on hit/block, some are available on whiff, some are only available on hit, and a rare few are even only available on block!

Revolver Action
Revolver Action (also colloquially referred to by the name of the Guilty Gear equivalent of "gatling") is a combo system that allows you to chain a series of normal attacks together. It involves you cancelling the animation of a normal move into another normal so that the hits come out in rapid succession. Each character has different rules as to which normals can cancel into what other actions (and some attacks can't even be canceled at all), but the general order you can chain moves together goes in the following flow for most characters: A -> B -> C -> D
Each character's Revolver Action Table shows cancel options available to them and can be found in the character's frame data subpage.
Special Cancel
Most normal attacks can cancel into specials, and Distortion Drives. This is generally used to create combos and blockstrings, but can have other applications as well.
Jump Cancel
Some normal attacks can cancel into jump and super jump. This is used in combos as well as pressure. Some attacks can only be jump canceled on hit.
Dash Cancel
Some attacks can cancel into a forward run that goes a preset distance, such as  Jin's 6CBBCS Jin 6C.pngGuardHLStartup19Recovery27Advantage-11 or 5DBBCS Jin 5D.pngGuardALLStartup20Recovery16Advantage-5. This forward run can not be canceled into other actions.
Rapid Cancel
See Rapid Cancel for more details
Clash
See Clash for more details


Heat Gauge

BBCT Heat Gauge.png

The Heat Gauge is a special gauge at the bottom of the screen that is used to perform certain powerful actions such as Distortion Drives, Rapid Cancels, etc. Whenever characters attack, the amount of Heat Gauge they are receiving is based on the formula: [Attack Damage x 1.05 x Heat Gain Rate] / 100

Characters receive small amount of Heat Gauge when they block, and a fixed 3% whenever they Instant Block successfully. When the character's health bar is below 20%, the Heat Gauge starts to increase passively.

Hakumen has a unique Heat Gauge. Other than it increases as he attacks, receives damage, or blocks, the heat gauge increase automatically regardless the health bar condition (twice the speed below 20% health bar). Once the gauge is full, it stores as a stock. Hakumen can hold 8 stocks in total.

List of Heat Gauge required moves:

  • Distortion Drive (50%)
  • Rapid Cancel (50%)
  • Counter Assault (50%)
  • Astral Heat (100%, plus other condition)
  • Some of Jin's special moves (25%)
  • All Hakumen's special moves (Varies)

After using any of the above moves, your heat gauge will increase at 25% of it's normal speed for 200 frames afterward. This is the "Heat Gauge Cooldown".

Here is the Heat Gain Rate table:

Heat Gain Rates
Character Heat Gain Rate
 Ragna 70%
 Jin 75%
 Noel 75%
 Tager 70%
 Taokaka 70%
 Rachel 80%
 Arakune 80%
 Bang 70%
 Litchi 70%
 Carl 80%
 Hakumen 30%
 Nu-13 70%


Rapid Cancel

A+B+C after attack connects with opponent and with 50 Heat (air OK)

Rapid Cancel (commonly abbreviated as just "RC") is inherited from Guilty Gear's Roman Cancel mechanic. Rapid Cancels immediately cancel any attack that does not whiff (in other words, any attack that touches the opponent) and brings yourself back into a neutral state instead of having to wait for the remaining active or recovery frames to play out. These cancels are very powerful for making new frame traps, new combos, or making attacks safe. Even projectiles can be RCed after they touch the opponent!

There are very few attacks that can not Rapid Canceled, mainly the cinematic parts of attacks and supers.

Counter Assault

6A+B during ground blockstun with 50 Heat

Counter Assaults are one of the few options available to a defender during blockstun. They are invincible attacks that do zero damage, but blow the opponent away, and are useful for escaping an enemy's offensive pressure.

Every character's Counter Assault is unique, but they share many similarities:

  • Invincible startup (in some way)
  • Does zero damage
  • Combos including a Counter Assault can not kill the opponent, no matter how much damage is dealt
    • They will always survive with at least 1 HP remaining.
  • Heat Cooldown for 180 frames

In addition, it is possible to use Counter Assault to reset the Guard Crush stun ONLY if you block 2nd or latter hit of a multi hit move that causes the guard crush.

Special Attack

Motion Input + A/B/C/D

Special attacks are fancier attacks that have special properties such as invincibility or unique movement. Special attacks typically do 5% of their base damage as chip damage on block unless the opponent uses Barrier.

Each character's special attacks are unique and are explained in more detail in each character's page.

Distortion Drive

Motion Input + A/B/C/D with at least 50 Heat

Distortion Drives (commonly referred to as supers) 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.

There are some common features:

  • All Distortion Drives have a brief moment where they pause time during startup (with a small number of exceptions), called the superflash. Opponents can buffer moves during this time which makes them generally poor moves to throw out at neutral since it's very easy to react to them.
  • After the Heat is used, the player will enter 180F of Heat Gauge Cooldown.
  • Immediately following the super flash, the opponent cannot Burst if they are already in hitstun.
  • All hits of a Distortion Drive attack also disable Burst on hit.
  • Distortion Drives are often excellent combo enders due to having high minimum damage.
  • Finishing a round with a Distortion Drive is declared as a Distortion Finish, this is purely a cosmetic effect.

Astral Heat

Character Specific Input when conditions are met

Astral Heats are fancy super attacks that will instantly defeat the opponent on hit! Astrals require the following conditions:

  • You have 100 Heat.
  • You are on match point (if you win this round, you win the match)
  • Opponent's health is below 35% at start of the combo.

Due to these restrictions, Astrals are typically only used as fancy finishing attacks at the ends of combos as there are often more practical and safe ways to use that Heat.

Astrals CAN be used in a combo if you build up the 100 Heat by the time you wish to use your Astral.

Astral Heats are Burst invulnerable throughout their startup, in addition to any other invulnerability they might have; Most Astrals Heats are also fully invulnerable until at least the super flash.

Attack Level

Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. based on their Attack Level. Some moves override these standard values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc.

Negative Penalty

When a player is being too uninteractive, Negative Penalty will appear. If that player continues to avoid interaction, they will be afflicted with Negative Penalty, where a red aura will surround the character and they will take double damage. Unless that character is playing positive for a period of time, Negative Penalty does not go away until the round ends. Note that actions within 300 frames after the round begin does not count towards Negative Penalty.

Actions that count as positive: Moving forward, jump forward, dashing forward, opponents block or get hit by the attack, your character get hit or blocks the attacks.

Actions that count as negative: Jump away, backdash, air backdash.

The following chart shows the rates of characters to receive Negative Penalty; the higher the number, the longer they can be defensive before getting the penalty.

Negative Penalty Rates
Character Negative Penalty Rate
 Ragna 2
 Jin 6
 Noel 4
 Tager 6
 Taokaka 4
 Rachel 6
 Arakune 3
 Bang 1
 Litchi 4
 Carl 4
 Hakumen 6
 Nu-13 8


Danger Condition

Not to be confused with Negative Penalty above, this is a completely different status. Once Barrier Gauge is unavailable, due to either total depletion or after Barrier Burst, that character's health bar flashes "DANGER" and the character will take 50% more damge.

Counter Hit

A counter hit (CH) occurs when hitting the opponent when they are in Counter Hit state. The opponent will flash red, the HUD will show "Counter" and the announcer will say "Counter". On Counter Hit, the attack does 10% more damage and the opponent suffers more hitstun, air untechable time, and hitstop giving more time to hit confirm, as well as allowing CH specific combos. Additionally some attacks gain new properties on a counter hit like Wallbounce or Hard Knockdown.

All attacks are in CH state during an attack's startup and active time. Most attacks are not in counter hit state during recovery, but there are exceptions:

  • All normal throws
  • Most command throws
  • All Counter Assaults
  • All Astral heats
  • Moves with invulnerable or guard point startups.
  • Some other moves, noted in frame data.

Throwing an opponent who is in counterhit state will be a Throw Counter, and they will be unable to break the throw (Even if it would be a purple throw). Throw Counters do not gain any additional histun, damage or other special properties.

Guard Libra

Below the timer is the Guard Libra bar (10000 points total). When guarding or forcing your opponent to guard, this gauge will shift. Once it is about 20% left to one side, that character turns blue when blocking. Note that Guard Libra does not recover for 300 frames after blocking a move, getting hit or a knockdown, and then it recovers 7 points per frame until the character blocks or getting hit again. When it fills up completely to one side, the guarding player will undergo a Barrier Crush and will be stunned temporarily.

Each character has a different rate of Guard Libra reduction. (Higher rate = better defense, vice versa)

Guard Libra Rates
Character Guard Libra Rate
 Ragna 100%
 Jin 120%
 Noel 100%
 Tager 150%
 Taokaka 80%
 Rachel 110%
 Arakune 90%
 Bang 100%
 Litchi 110%
 Carl 80%
 Hakumen 140%
 Nu-13 100%

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