Hi there; I'm a BB experienced player (I play it for over 7 years now), and I enjoyed your video. But I do have some things I'd like to point out: I think one of the best ways to actually explain how to approach is to divide between ground and air approaches: 1a - In the ground approaches category, dashing in to get EXACTLY to the tip-of-the-blade of your spacing tool (a normal attack that has a relatively fast startup, good range and short enough recovery not to be punished easily on whiff -- usually 5B or 5B for most characters) is the most important way to approach. Be careful not to go TOO deeply (closer to the enemy than your spacing tool's farthest reach), because else you WILL be countered with the enemy's spacing tool. 1b - If you are simply too far for your dash+5B (or 5C) to reach the enemy, then you'll have to SLOWLY make your way in by using dash+guard (66 followed by 1 or 4+Barrier Guard, which you only TAP instead of holding). The reason why Barrier Guard is NEEDED to make this ground approach from afar is that the enemy CAN approach at any time, and you must be able to guard as soon as possible after your dash. And dashing DOES leave you vulnerable even if you input 4 or 1 after it. Thus the need to use BG to actually cancel the dash into guard stance, thus reducing the amount of time you are vulnerable when you decide to dash. 2a - Regarding air approaches, once again, the DISTANCE i,s in my oppinion, the best way to categorize the multiple alternatives you have to approach. And the list organized by crescent order of distance between you and the enemy is the following: - Jump-in with 9 - High jump (2, 9) OR neutral jump followed by air dash (8, 66) - Dash jump (66, 9) - Instant Air Dash (9, 6) OR dash high jump (66, 2, 9) 2b - The neutral jump followed by air dash IS one of the best approaches and it's not (exclusively or at all) a sign of being a noob. The reason for this is that the neutral jump allows for EVERY option in the air -- be it a double jump in ANY of the three directions (7, 8 or 9), be it an air dash forward (66) OR backwards (44), OR simply landing. This means that a neutral jump in itself imposes a huge threat for the opponent, who has to be ready to counter you with an AA at any moment. And you can simply land and punish his Anti-Air on whiff in case he does decide to use it. 2c - The HIGH jump is stupidly important because it allows you to reach the enemy from distances where a normal jump wouldn't allow. And why not use a double jump instead to approach the enemy? The answer is that a double jump leaves you NO movement options whatsoever after you used it to approach the enemy. So the enemy CAN SAFELY do his Anti-Air without the risk of it whiffing, since you CAN'T air dash OR triple jump afterwards (with a few exceptions, like Bang and Taokaka, respectively). The HIGH jump, on the other hand, allows you to use ALL the options in the air after it -- be it a double jump, an air dash or simply landing. 2d - The Instant Air Dash as an approach tool is fast and thus great from afar, BUT it's also RISKY specially because it goes over such a huge distance (during which time the enemy can move or do anything to counter you), and it whiffs/gets countered/LOSES to: - Dash-ins with Barrier Guard by the opponent; - Backwards jumps (7) with a rising j.A - IF you misdistanced your Instant Air Dash so that it didn't reach the enemy, he can just use a low profile attack (2B or 3C in most cases) to punish your attempt to attack after whiffing your air normal (if you're not careful enough to hitconfirm that your air attack whiffed, you'll be inputting a button to attack after you reach the ground and you can be easily Punished this way). And well, regarding neutral, these are the basics for the MOVEMENT options to approach (never forget you also have the ATTACK options - as risky as they might be -- to attack from different ranges in neutral). The other half of the Neutral game is dealing with the ENEMY'S approaches -- once again, ground and air approaches, that can be categorized according to the distance. As basic ATTACK options to counter enemy approaching options, you have: 3a - Your spacing tool (usually 5B or 5C) vs enemy GROUND approaches 3b - Your air spacing tool (usually j.B or j.C) OR your ground Anti-Air attack (usually 6A or 2C) vs enemy AIR approaches To conclude, neutral game is all about finding a way to enter your range (which is defined by the tip-of-the-blade of your spacing tool) UNPREDICTABLY, while always being ready to counter the enemy's approaches. Sorry for the imensely long comment, but I'm just hoping this might help players who struggle with neutral, which is such an important aspect of Fighting Games in general.
Dude that's awesome! Blazblue is really fun, been playing it since the first version 8 years ago and I still love it. You should check out this other video I made too if you're looking for combo advice: ruclips.net/video/DjDFQPCfICw/видео.html
Devin Le I could probably do a Mai basics guide since I used to play her a bit. She's really strong at the neutral game but lacks a DP and good mixups. She's a really cool character tho.
Whaaa? I've been playing since CT and never knew you could press 99 or 77 for IAD.. i'll def have to try this tonight, as I've always done 96 input for it. I've never had an issue with IAD until CF, so this tip is very much appreciated. Thanks!
I have over 2000+ matches and i did not know about dash breaking at all or jump in with barrier in case if they dp. Way more usefull then run up and block to bait the dp and you have more options. Thanks!
Kudos to you bro! Some really helpful stuff in these videos. I’m a sf head but love 2D fighters. Late to the bb party as always lol. These videos are perfect for me! Keep up the great work! And thank you!
Jump air dashes and upback air dashing has usefulness in positioning. IAD is the least vulnerable, yeah, but it can give poor positioning for some characters confirming off of the cross up
See, i play Blazblue Revolution Reburning. So I when i see that the animations for supers or specials are normals in the phone game, I feel like i'm playing an op game. Regardless, i like the tutorial
air dashing and quick dashing is one of the difficult one when fighting in a bad latency connection. I hope bbcf netcode is okay. I don't have it yet (only plays bbcse) (planning to get the rest)
Raian Pia you can overdrive in the air which is universal, but I am not familiar with jump installs from guilty so you'd have to describe it to me to see if there's an equivalent.
Honestly forgot about that one since it's pretty character specific. Certain characters like Nine, Izanami, and Azreal rely on it quite a bit, but for others it's incredibly situational since it puts you somewhere on the screen where you can't do a whole lot. Maybe I'll make a smaller video that addresses it. Thanks for pointing it out!
I'M thanking about buying this game but I don't know that I should get the PC or PS4 version (I think PS4 might have more people online ) by the way great video I like it alot
Thanks! I personally have it both, and will normally play on PS4 because that's where most of my friends are. PC does have a (smaller) active community with more beginners on it.
Great video! Thanks especially for getting right to the useful content. What is the difference in jump up, air dash and jump up, instant air dash? I was under the impression IAD was when you jump up and forward, then only have to do one forward input to air dash. In your video, pretty much every air dash is described as an IAD, so I may have been using wrong terminology. Thanks.
Not a problem! Sometimes different titles / communities have their own terminology... and if it wasn't that, was afraid I might be missing out on a technique. I'm taking to heart your advice to vary my approaches, and want to mix in more of the items you mentioned. Especially more barrier moves! Thanks again.
No problem man! Glad my video could help! If there's other stuff/topics you're curious about let me know. Always looking to make more guides like this that can help people out in their Blazblue journeys.
Hi there;
I'm a BB experienced player (I play it for over 7 years now), and I enjoyed your video.
But I do have some things I'd like to point out:
I think one of the best ways to actually explain how to approach is to divide between ground and air approaches:
1a - In the ground approaches category, dashing in to get EXACTLY to the tip-of-the-blade of your spacing tool (a normal attack that has a relatively fast startup, good range and short enough recovery not to be punished easily on whiff -- usually 5B or 5B for most characters) is the most important way to approach.
Be careful not to go TOO deeply (closer to the enemy than your spacing tool's farthest reach), because else you WILL be countered with the enemy's spacing tool.
1b - If you are simply too far for your dash+5B (or 5C) to reach the enemy, then you'll have to SLOWLY make your way in by using dash+guard (66 followed by 1 or 4+Barrier Guard, which you only TAP instead of holding). The reason why Barrier Guard is NEEDED to make this ground approach from afar is that the enemy CAN approach at any time, and you must be able to guard as soon as possible after your dash. And dashing DOES leave you vulnerable even if you input 4 or 1 after it. Thus the need to use BG to actually cancel the dash into guard stance, thus reducing the amount of time you are vulnerable when you decide to dash.
2a - Regarding air approaches, once again, the DISTANCE i,s in my oppinion, the best way to categorize the multiple alternatives you have to approach. And the list organized by crescent order of distance between you and the enemy is the following:
- Jump-in with 9
- High jump (2, 9) OR neutral jump followed by air dash (8, 66)
- Dash jump (66, 9)
- Instant Air Dash (9, 6) OR dash high jump (66, 2, 9)
2b - The neutral jump followed by air dash IS one of the best approaches and it's not (exclusively or at all) a sign of being a noob. The reason for this is that the neutral jump allows for EVERY option in the air -- be it a double jump in ANY of the three directions (7, 8 or 9), be it an air dash forward (66) OR backwards (44), OR simply landing. This means that a neutral jump in itself imposes a huge threat for the opponent, who has to be ready to counter you with an AA at any moment. And you can simply land and punish his Anti-Air on whiff in case he does decide to use it.
2c - The HIGH jump is stupidly important because it allows you to reach the enemy from distances where a normal jump wouldn't allow. And why not use a double jump instead to approach the enemy? The answer is that a double jump leaves you NO movement options whatsoever after you used it to approach the enemy. So the enemy CAN SAFELY do his Anti-Air without the risk of it whiffing, since you CAN'T air dash OR triple jump afterwards (with a few exceptions, like Bang and Taokaka, respectively). The HIGH jump, on the other hand, allows you to use ALL the options in the air after it -- be it a double jump, an air dash or simply landing.
2d - The Instant Air Dash as an approach tool is fast and thus great from afar, BUT it's also RISKY specially because it goes over such a huge distance (during which time the enemy can move or do anything to counter you), and it whiffs/gets countered/LOSES to:
- Dash-ins with Barrier Guard by the opponent;
- Backwards jumps (7) with a rising j.A
- IF you misdistanced your Instant Air Dash so that it didn't reach the enemy, he can just use a low profile attack (2B or 3C in most cases) to punish your attempt to attack after whiffing your air normal (if you're not careful enough to hitconfirm that your air attack whiffed, you'll be inputting a button to attack after you reach the ground and you can be easily Punished this way).
And well, regarding neutral, these are the basics for the MOVEMENT options to approach (never forget you also have the ATTACK options - as risky as they might be -- to attack from different ranges in neutral). The other half of the Neutral game is dealing with the ENEMY'S approaches -- once again, ground and air approaches, that can be categorized according to the distance. As basic ATTACK options to counter enemy approaching options, you have:
3a - Your spacing tool (usually 5B or 5C) vs enemy GROUND approaches
3b - Your air spacing tool (usually j.B or j.C) OR your ground Anti-Air attack (usually 6A or 2C) vs enemy AIR approaches
To conclude, neutral game is all about finding a way to enter your range (which is defined by the tip-of-the-blade of your spacing tool) UNPREDICTABLY, while always being ready to counter the enemy's approaches.
Sorry for the imensely long comment, but I'm just hoping this might help players who struggle with neutral, which is such an important aspect of Fighting Games in general.
Shizuku Kuroro thanks for the write up!
thank u kind sir.
I come from Guilty Gear and didn't know that you could use barrier to dash brake like with faultless defense. This video has oppened my eyes, thanks!
god jajg happy to help! Good luck with your crossover adventures!
Oh thanks for this! Just picked up blazblue as my first fighting game. Pretty difficult to learn but this will help me improve!
Dude that's awesome! Blazblue is really fun, been playing it since the first version 8 years ago and I still love it.
You should check out this other video I made too if you're looking for combo advice: ruclips.net/video/DjDFQPCfICw/видео.html
raidhyn for sure man! Thanks for the help! Also any tips on learning mai? I'm leaning on noel and mai right now as they're pretty fun to play for me.
Devin Le I could probably do a Mai basics guide since I used to play her a bit. She's really strong at the neutral game but lacks a DP and good mixups. She's a really cool character tho.
raidhyn that would be awesome if you could! It wouldn't just help me but others that want to learn her haha
Whaaa? I've been playing since CT and never knew you could press 99 or 77 for IAD.. i'll def have to try this tonight, as I've always done 96 input for it. I've never had an issue with IAD until CF, so this tip is very much appreciated. Thanks!
This is by far my favorite fighting game
I have over 2000+ matches and i did not know about dash breaking at all or jump in with barrier in case if they dp. Way more usefull then run up and block to bait the dp and you have more options. Thanks!
adrian munoz glad to help man! Good luck on your next 1000 matches!
*jump dashes alot* shit.. welp time to study the shit out of this video xD
Yuki Takasaki embrace the other choices!
Kudos to you bro! Some really helpful stuff in these videos. I’m a sf head but love 2D fighters. Late to the bb party as always lol. These videos are perfect for me! Keep up the great work! And thank you!
Seymour Butts thanks man! I moved over to BB from SFIV, so I feel you. And don't worry abiut being late to the party, Blazblue is still going strong!
Jump air dashes and upback air dashing has usefulness in positioning. IAD is the least vulnerable, yeah, but it can give poor positioning for some characters confirming off of the cross up
I wish people still played this game :'(
Rollbackkk
See, i play Blazblue Revolution Reburning. So I when i see that the animations for supers or specials are normals in the phone game, I feel like i'm playing an op game. Regardless, i like the tutorial
Absurdprism2 you are playing an OP game, but it doesnt matter. BBRR is hella fun, I played it for a minute.
This is actually quite helpful.
air dashing and quick dashing is one of the difficult one when fighting in a bad latency connection. I hope bbcf netcode is okay. I don't have it yet (only plays bbcse) (planning to get the rest)
Now's the time to play lmao
@@yenice3652 ye I got it now lmao
I see this video and I'm like why haven't I subscribed to this and then I check.... I already did lol RUclips and it's magic
Is there jump install in BB? not played BB for a long time.
Raian Pia you can overdrive in the air which is universal, but I am not familiar with jump installs from guilty so you'd have to describe it to me to see if there's an equivalent.
Technically, it's possible but it has no benefit in this game. You can double jump after super jump in this game without said input.
What about high jumping ?
Honestly forgot about that one since it's pretty character specific. Certain characters like Nine, Izanami, and Azreal rely on it quite a bit, but for others it's incredibly situational since it puts you somewhere on the screen where you can't do a whole lot.
Maybe I'll make a smaller video that addresses it. Thanks for pointing it out!
sup i like blazblue
TheDarkV-Creation sup I like your comment
;)
I'M thanking about buying this game but I don't know that I should get the PC or PS4 version (I think PS4 might have more people online ) by the way great video I like it alot
Thanks! I personally have it both, and will normally play on PS4 because that's where most of my friends are. PC does have a (smaller) active community with more beginners on it.
PC version is easier to mod.
I know, no one likes a smartass, but if you jump up first, than air dash it is no "instant" air dash anymore ;) still nice video!
I know! I regret that one. :(
At least you're on point enough to catch it :)
Great video! Thanks especially for getting right to the useful content. What is the difference in jump up, air dash and jump up, instant air dash? I was under the impression IAD was when you jump up and forward, then only have to do one forward input to air dash. In your video, pretty much every air dash is described as an IAD, so I may have been using wrong terminology. Thanks.
David Vest you are correct. I mistakenly said the wrong thing here and there in that section. Sorry for the confusion!
Not a problem! Sometimes different titles / communities have their own terminology... and if it wasn't that, was afraid I might be missing out on a technique. I'm taking to heart your advice to vary my approaches, and want to mix in more of the items you mentioned. Especially more barrier moves! Thanks again.
No problem man! Glad my video could help! If there's other stuff/topics you're curious about let me know. Always looking to make more guides like this that can help people out in their Blazblue journeys.
Blazblue is the only thing u can play forever
I say so
Guilty Gear says hi.
Why'd you have to make a tutorial, now it's gonna be harder to blow people up jumping in on me. You monster.
Next I'm gonna make a "How to Beat Up Hazama and Ruin His Day" guide
Press 5A, it's actually amazing how no one knows that :thinking:
THAT DOESN'T WORK VERSUS THE DEEP NORTH OF CANADA INTERNET
Even though it does