BlazBlue: Central Fiction

BlazBlue: Central Fiction (BBCF) is a 2D air dasher fighter that has something for everybody. It boasts one of the most diverse and varied character rosters in all of fighting games. Every character brings their own individual mechanics to the game and there is a dedicated button that does something completely different for each character. Complexity is less from universal system mechanics and more from character mechanics. BlazBlue has every playstyle imaginable and doesn't force you to play a certain way.

Helpful Resources

The BBCF wiki.
BBCF Hub Discord server.
Azure Grimoire is the Blazblue Community Compendium with resources for the lore, the game, and the community.

Notation

Attack Notation

A Weak Attack
B Medium Attack
C Strong Attack
D Drive

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

BlazBlue: Central Fiction uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

Stylish mode simplifies commands for attacks and combos. If you are a newcomer to fighting games I would recommend checking out Stylish mode.

Distortion Drives are the super attacks of BlazBlue and cost 50 Heat. They inflict a minimum amount of damage and are great for killing and to end combos with.

Crush Trigger is an unblockable attack that guard breaks. It is performed with 5A+B and costs 25 heat. There is a charged and uncharged version of the attack. The charged version inflicts more hitstun on hit and less pushback on block. Crush Triggers are used for resets and extending combos.

There are two ways to defend against Crush Trigger. Backdashes are invincible at the start and can be used to avoid them. Barrier is used to block it. It depletes your Barrier Gage but that's better than taking damage.

Rapid Cancel with A+B+C when an attack connects. It costs 50 Heat and is a Roman Cancel.

Throws are performed with B+C and are teched with the same input. There is a whiff animation if unsuccessful and getting hit during this animation counts as a counter hit. The throw tech window is 15 frames which is long but not quite reactable. Throw mixups are not very strong because throws have short range, a lot of recovery, and there are option selects to tech throws.

Inputting throw tech without successfully teching puts you in Throw Reject Miss. BlazBlue considers a B+C input in hitstun/blockstun a throw tech attempt so you should avoid teching throws early. Throw Reject Miss state prevents you from teching any upcoming throws. In this clip you can see the words Throw Counter and an X on the screen indicating a failed throw tech.

Purple throws are throws on characters that just left hitstun or blockstun. Purple throws have a 27 frame throw tech window and can be reacted to.

The Barrier throw tech option select is performed with 4A+B+C or 1A+B+C. It techs throws and Barrier comes out if there is no throw. This is useful because Barrier does not put you in a counter hit state like the throw whiff animation does. Your timing for this option select is the same timing for a regular throw tech.

The drawbacks to this option select are that it depletes Barrier Gauge and loses to delayed throws and purple throws.

Doing too many defensive actions without hitting your opponent or moving forward will put you into Negative Penalty. This depletes your entire Barrier Gauge and puts your opponent into Active Flow.

BlazBlue has different counter hit states. Regular counter hit state increases damage by 10%. Specific attacks cause a Fatal Counter. Fatal Counters inflict 3 additional frames of hitstun.

After a knockdown press 4, 2, or 6 to quick recover. All ground recoveries are temporarily throw-invulnerable. Forward roll and back roll are throw-invulnerable in the middle of its animation and quick recovery in place is throw-invulnerable at the beginning of the animation. The character is fully invincible after not quick recovering from a knockdown. Ground recoveries can be delayed by performing them later. Mixing up recovery timing is very important in this game.

After getting hit out of the air, hold 4, 5, or 6 and press an attack button to air recover. All air recoveries have a little bit of invincibility.

Blocking a couple frames before an attack connects is an Instant Block. It reduces blockstun, pushback, and lets you punish attacks you weren't able to before.

If you predict your opponent is spamming 4 to Instant Block, you can leave a gap in your string to get them to accidentally backdash.

Counter Assault is this game's Alpha Counter. Press 6A+B in blockstun to perform it. It costs 50 Heat and is invincible.

There is air blocking and it blocks air attacks. You cannot air block during the pre-jump frames. Use Barrier to defend against grounded attacks in the air.

Every round starts with full Barrier Gauge. Barrier Gauge does not gradually refill under normal circumstances. Barrier Blocking is performed with 4A+B for high Barrier and 1A+B for low Barrier. Barrier blocks attacks, negates chip damage, but increases pushback and blockstun for you. Barrier can be done in the air but not during an air dash. When the Barrier Gauge is depleted, the character enters Danger state and takes extra damage. It's good to know blockstrings just for depleting your opponent's Barrier Gauge.

Barrier Blocking a couple frames before an attack connects is an Instant Barrier. This has even more pushback than a regular Barrier while having less blockstun.

The D button is the Drive button. It does something completely different for each character. Each character's Drive is powered up when they enter Overdrive.

Overdrive is activated with A+B+C+D in neutral by spending Burst. It's a state that powers up your Drive abilities and usually a special attack or super attack. Overdrive lasts for at least 4 seconds and lasts longer the less health you have. It also stops the game timer. Overdrive is great for killing because it prevents your opponent from Bursting and increases minimum damage of Distortion Drives.

Overdrive's startup is invincible and has many defensive uses. It is a great tool to punish safe attacks. It's common to see players reversal with an invincible DP then Rapid Cancel to make it safe. Overdrive makes the DP whiff for a big punish.

Overdrive performed out of blockstun is a Guard Cancel Overdrive. Performing it this way reduces the duration of it by half.

Canceling an attack into Overdrive is an Overdrive Cancel. All attacks can be canceled into Overdrive. Performing it this way reduces the duration of it by half.

Activate Exceed Accel by pressing A+B+C+D again in Overdrive. This is a super attack that requires no Heat and instantly ends Overdrive. All Exceed Accels are invincible at the start and unsafe on block but they can be difficult to punish because of pushback. Exceed Accels are low damaging in combos but you're not using them for damage. They are primarily used to put the character into Active Flow.

Hitting Exceed Accel puts the character into Active Flow. This is a powered up state that increases damage by 10%, doubles the damage of the next Exceed Accel, and increases the regeneration rate of Burst. You can only enter Active Flow once a round and Bursting locks you out of it for the rest of the round.

The only other time you can enter Active Flow is by performing enough positive actions. Some of these actions include guard breaking your opponent, using Rapid Cancels, spending Heat on Distortion Drives, throwing, and throw teching. You won't know how close you are to entering Active Flow until you see the word ATTENTION appear on the screen.

Burst in hitstun with A+B+C+D. Burst has 6 frames of startup which is very fast. The Burst itself is very good but getting into Overdrive and Active Flow is very important for certain characters so you may spend your Burst on that instead.