User:Manta

3,598 editsJoined 29 February 2012

Hitstun types

Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't.

Grounded hitstun

BBCF StandingHitstun.png
Standing hitstun, comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards

BBCF StandingHitstunLow.png
Standing Low Hitstun. If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards.

BBCF CrouchingHitstun.png
Crouching Hitstun. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards.

BBCF Frozen.png
Frozen. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation.

BBCF Stagger.pngBBCF Stagger down.png
Crumple or Stagger. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched.

BBCF Land Spin.pngBBCF Land Spin 2.png
Land spin. Spins opponent in place, ending in a face-up downed state which can be teched.

BBCF Guard Break.pngBBCF Guard Break Crouch.png
Guard Crush. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards.

Air Hitstun

BBCF FaceUp air.png
Face up air hit. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched.

BBCF FaceDown air.png
Face down air hit. Used primarily when characters are hit by 3C from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched.

BBCF VerticalDown air.pngBBCF VerticalDown air 2.png
Vertical Air hit. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched.

BBCF Land Spin.pngBBCF Land Spin 2.png
Air spin. Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.

BBCF Tumble.png
Tumble spin. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.

BBCF BlowAway.png
Blow away. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.

BBCF Kirimoni.png
Tailspin or "Dust" launch. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.

BBCF Skeleton.png
Electrocuted. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)

BBCF WallBound.png
Wallbound, Wallstick and Wallbounce. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.

BBCF FDown Crash.pngBBCF FUp Crash.png
Groundbounce or Floorbounce. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.

BBCF Guard Break Air.png
Air Guard Crush. Same as the landed version, but in the air. Ends in a neutral air state.

Downed

BBCF Face Up Downed.png
Face Up Most common way to end up on the floor.

BBCF Face Down Downed.png
Face Down The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.

BBCF Face up Slide.png
Face Up floor slide The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!

BBCF Face down Slide.png
Face Down floor slide. As above, but this is the animation you get if the floorslide happened after a tumble air hit.


Ratings for who makes a good training dummy when getting spriterip screenshots
Character Pros Cons Overall
Ragna No special effects or shaders, standard size Asymmetric, eye colour changes when flipped Good
Jin No special effects or shaders, Punchable face Some odd hitboxes Good
Noel Extremely punchable None Excellent
Rachel No special effects or shaders Three different sprites, one with random elements Terrible
Tager Can survive Golden Mecha Tager? Draws more attention than the actual character, has idle particles Terrible
Litchi Easy on the eyes Annoying floating staff with random offset Okay
Arakune Cathartic to punch Is a blob of pixel shader effects and transparency Terrible
Bang No special effects or shaders, standard size Requires muting the game Good
Carl Tiny, won't dominate screenshots Arguably too small, needs Nirvana to be offscreen Okay
Taokaka Can cat crawl under moves Requires muting the game Good
Hakumen No special effects or shaders Annoyingly wide sprites, no face to punch Okay
Nu-11 No special effects or shaders, standard size Back swords sometimes their own sprite Good
Tsubaki No special effects or shaders, standard size Sadly none Good
Hazama No special effects or shaders, standard size, very punchable None Excellent
Mu-12 No special effects or shaders, standard size Floating swords sometimes annoying Okay
Makoto No special effects or shaders, standard size None Good
Valkenhayn No special effects or shaders, standard size None Good
Platinum No special effects or shaders Annoying voice, feels mean to beat up children Okay
Relius No special effects or shaders, standard size None, Ignis keeps herself out of the way Good
Azrael Used as a training dummy in Challenge mode If anything, overused in other spriterips Good
Kagura No special effects or shaders, standard size, Punchable Wide sprite when standing Okay
Bullet No special effects or shaders, standard size Remember to turn off heat up mode Good
Amane No special effects or shaders, standard size Hypnotic idle animation Good
Kokonoe No special effects or shaders Perhaps too small Good
Celica Cute to look at A mess of two characters interacting, Too cute to punch Terrible
Izayoi No special effects or shaders, standard size Remember to disable Gain Art Good
Terumi No special effects or shaders, Extremely punchable face Perhaps too punchable Excellent
Lambda-11 Errr... A mess of visual effects and two sprites when just standing Terrible
Hibiki No special effects or shaders, standard size None Good
Naoto No special effects or shaders, standard size None Good
Nine No special effects or shaders, standard size Remember to empty her spell slots, don't let her idle too long Good
Izanami Can be made to float at appropriate heights and stay put Bits animated separately Good
Susan Errr... Big and has glow effects when idling Terrible
Mai No special effects or shaders, standard size Spear makes her a bit wide Good
Es No special effects or shaders Sword makes her a bit wide Okay
Jubei No special effects or shaders Perhaps a bit too small Okay

Nu Lambda comparison Test

Lambda-11 Nu-13
Character Comparison
Gameplan differences

Lambda emphasises lockdown and approach
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.

Nu emphasises evasion and long range
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Pulsar and Gravity Seeds look similar to Lambda's, but they are not attacks, instead they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.

Drive Differences

Lambda's Drive Focuses on space control

  • Drives have negligible deadzone
  • 2D and 6D are active for longer
  • 236D and 214D are highly active and advantageous, making them strong oki tools to cover approaches
  • j.214D Covers a large area close to Lambda
  • Air drives have more reward if they hit, but they suffer from bad landing recovery.

Nu's Drive Focuses on long ranged sniping

  • Drives spawn further away, reducing the time it takes to get to the target
  • 2D and 6D accelerate twice as fast
  • 236D is a full ranged low that mixes up with 4D.
  • 214D is a powerful threat to prevent approaches and punish mistakes made at any range.
  • j.214D Is a long ranged Overhead that can be mixed up in various ways.
  • Air drives recover in the air but lead into only modest damage.
Cancel options

Lambda's Cancels Mix together Normals, Drives and Specials more fluidly

  • Drive followups are forced to activate if the first attack hits or is blocked
  • All cancel options (Except Rapid Cancel) only apply to the followup hit.
  • Lambda can cancel the final hit of C normals into drives
  • Lambda cannot repeat any drives in a single chain. She can use all four grounded drives in one chain
  • Lambda can special cancel Drives on hit or block, these can often then link back into normal moves in various combos
  • Lambda has a complex Rekka chain which is used extensively as parts of her mixups, stagger pressure and combos.

Nu's Cancels Emphasise Drive Flexibility

  • Drive followup attacks are manually activated and thus optional
  • Drives can cancel into other drives and back again (In chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).
  • Drives can cancel from the first or second hit
  • Nu cannot cancel any other normal attack into normal drive attacks
  • Can hit/block cancel drives into Act Pulsar
  • Can whiff cancel 214X and 236D into Act Pulsar