Learn the essential ground and air approaching techniques in BlazBlue: Central Fiction. Master dashing, dash-guarding, jump-ins, and air dashes for offensive and defensive advantage.
This guide breaks down how to approach opponents in BlazBlue: Central Fiction by categorizing methods into Ground and Air approaches.
A) Ground Approaches
Ground approaches rely on understanding 'spacing tools/pokes' – normal attacks with fast startup, good range, and low recovery (e.g., 5B or 5C). The goal is to reach 'tip-of-the-blade range,' the maximum distance your poke can hit.
The simplest method is dashing in (input 66) to reach this range. This uses dash momentum to extend attack reach, but avoid dashing too close, as it leaves you vulnerable to the opponent's poke.
If too far for a simple dash, use dash-guard (66 followed by a tap of 1 or 4 + Barrier Guard). This cancels the dash into a guard stance, reducing vulnerability. Barrier Guard is crucial because opponents can approach anytime, and dashing leaves you open. An exception: avoid Barrier Guard if unsure about side-swapping, as it can trigger a 2B instead of a guard, leading to a hit.
Be aware of full-screen specials or supers (Distortion Drives). Thanks to a pre-activation freeze, you can Barrier Guard even after seeing the super start. You can also cancel initial attack startup moments into a guard stance or Overdrive using 'kara cancel'.
B) Air Approaches
Air approaches are categorized by distance:
- Jump-in (9): Most controlled and safe due to close proximity. Recommended to input Barrier Guard during the rising phase for safety, unless performing a rising air attack or grab. If the opponent has tools to reach you, hold Barrier Guard. Be cautious of side-swapping; if it occurs, Barrier Guard input results in j.B, likely leading to a hit.
- Double Jump (9, 9) / High Jump (2, 9) / Neutral Jump + Air Dash (8, 66): Used when a normal jump isn't enough. Limitation: no further air movement options (except for specific characters). This makes you predictable and vulnerable to anti-airs or rising air attacks/grabs. Guard on landing or use evasive drives/specials.
- Dash Jump (66, 9): A faster way to initiate a jump.
- Instant Air Dash (9, 6) / Dash High Jump (66, 2, 9): Quickest air approaches.
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