BBCT/Mechanics: Difference between revisions

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;High+Low Unblockables
;High+Low Unblockables
There is also another class 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 and Nine both have setups into these types of 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===
===Grounded Guard===
{{InputBadge|Hold 4 or 1 While Grounded}}
{{InputBadge|Hold 4 or 1 While Grounded}}


[[File:BBCF_BlockingWrong.png|thumb|250px|An exclamation mark will appear when you block incorrectly.]]
:Basic ground guarding is the most common defensive option. Also known as blocking.
: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.
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.
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====Air Unblockable Attacks====
====Air Unblockable Attacks====
[[File:BBCF_AirUnblockable.png|thumb|250px|Most ground attacks need to be Air Barrier Blocked. Notice the '!']]
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.
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.



Revision as of 01:56, 30 March 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.

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

Health Bar

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.

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.

Here is the data:

Health Values
Character Total Health & Split Health Ratio
Ragna 10000
(7000+3000)
80:20
Jin 11500
(5750+5750)
50:50
Noel 11000
(5500+5500)
50:50
Tager 13000
(9100+3900)
80:20
Taokaka 10500
(5250+5250)
50:50
Rachel 11000
(5500+5500)
50:50
Arakune 10500
(7350+3150)
80:20
Bang 11500
(7475+4025)
75:25
Litchi 11000
(7700+3300)
80:20
Carl 9500
(6650+2850)
80:20
Hakumen 12000
(8400+3600)
80:20
Nu-13 10000
(6400+3600)
80:20

Heat Gauge

BBCT Heat Gauge.png

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: [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.

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
  • 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


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.

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.

Barrier Gauge

BBCT Barrier Gauge.png

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.

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.

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.

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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