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- The okizeme = wake-up game
BlazBlue: Central Fiction

- The okizeme = wake-up game

Master the okizeme (wake-up game) in BlazBlue: Central Fiction. Learn enemy wake-up options and effective punishment strategies to maintain pressure after knockdowns.

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Master the okizeme (wake-up game) in BlazBlue: Central Fiction. Learn enemy wake-up options and effective punishment strategies to maintain pressure after knockdowns.

The okizeme, often shortened to “oki,” refers to the offensive actions taken after knocking down an opponent in BlazBlue: Central Fiction. A knockdown presents a valuable opportunity to maintain pressure and potentially initiate another combo.

There are two primary types of knockdowns:

  • Soft Knockdown: A weaker knockdown that allows the opponent to recover quickly using an emergency tech, offering less setup time.
  • Hard Knockdown: A stronger knockdown that prevents the opponent from using an emergency roll, providing ample time to set up your okizeme.

Understanding the opponent's recovery (ukemi) and wake-up options is crucial for effective okizeme. This guide is divided into two parts: A) Enemy Wake-up Options and B) How to Punish Enemy Wake-up Options.

A) Enemy Wake-up Options

Depending on the attack or combo that caused the knockdown, an opponent can recover in one of two ways:

In the Air:

The opponent can use an aerial roll to recover in the air. This allows them to choose:

  • Direction: Forward (hold 6 + A/B/C), Neutral (hold A/B/C), or Backward (hold 4 + A/B/C).
  • Timing: Immediately upon recovery or delayed to avoid combo resets.

After an aerial roll, they can perform air movement options (air dash, double jump), attack, or simply land.

On the Ground:

The opponent has several ground recovery options:

  • Four Wake-up Options: Neutral wake-up, forward roll, backward roll, and quick wake-up.
  • Emergency Roll: Executed by inputting A, B, or C as the character hits the ground. This is a safe option with invulnerability frames, usable only after a soft knockdown.
  • Stagger/Crumpled State Recovery: The character remains standing but immobilized for a short period. Recovering from this state requires timing an A, B, or C input.

When an opponent is forced to the ground, their primary considerations are:

  1. Wake-up as soon as possible: Using the emergency roll (soft knockdown) or neutral roll (hard knockdown) for the safest recovery, guaranteeing they avoid the wake-up game.
  2. Delay the wake-up: Risking a hit on the ground to attempt one of the following:
    • Forward Roll (6+A/B/C): Aims to switch sides, especially useful when cornered. This roll has limited invulnerability.
    • Backward Roll (4+A/B/C): Creates distance. This roll has longer invulnerability but is still risky.
    • Neutral Roll (A/B/C): Aims to bait attacks with full invulnerability during the roll, making it safe.
    • Quick Wake-up (2+A/B/C): A fast standing recovery that can initiate an early counter-attack. This option has no invulnerability frames and leaves the character open.

After waking up, opponents have additional options beyond activating Overdrive (the safest and strongest tool):

  • Block Fast Mix-ups: Using Fuzzy Block + Throw Reject or Fuzzy Jump options to counter ground or air mix-ups. An altered Fuzzy Jump (starting with stand guard) can counter air attacks, empty jumps, or late air dashes.
  • Evade: Jumping or backstepping to anticipate and avoid a mix-up by predicting a gap.
  • Counter/Reverse: Risking a DP or Distortion Drive with startup invulnerability frames.

B) How to Punish Enemy Wake-up Options

To punish an opponent's air recovery:

  1. Anticipate Direction: Position yourself beneath the opponent and jump or high jump vertically to air grab them upon recovery. If they tech, you still have air movement options (double jump, air dash) or can attack/land.
  2. Strategic Positioning: Maintain a proper distance to…

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