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Countering
BlazBlue: Cross Tag Battle

Countering

Learn how to effectively counter enemy ground and air approaches in BlazBlue: Cross Tag Battle. Master spacing tools, anti-air attacks, and strategic decision-making.

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Learn how to effectively counter enemy ground and air approaches in BlazBlue: Cross Tag Battle. Master spacing tools, anti-air attacks, and strategic decision-making.

In BlazBlue: Cross Tag Battle, while evasion is important, you'll eventually be cornered and need to stand your ground. Countering an enemy's approach is crucial when they get close enough to attack suddenly. Your primary tools depend on whether the enemy is approaching on the ground or in the air.

VS enemy GROUND approaches:

  • If you're in the air and they approach on your landing phase: Use your air spacing tool (e.g., j.B or j.C).
  • If you're on the ground and they approach: Use your ground spacing tool (e.g., 5B or 5C).

VS enemy AIR approaches:

  • If you're on the ground: Safest options include a backwards jump (7) with a rising j.C or a forward jump (9) with a rising j.A, predicted by distance. Alternatively, use your Anti-Air attack (e.g., 6A or 2C), though these can be baited. A jump with a rising air grab can work if the enemy is directly above you, especially after they've used their movement options.
  • If you're in the air: Use your air spacing tool (e.g., j.B or j.C).

*An Anti-air Option Select for characters with 2C as their Anti-air: Inputting 1C can result in 2C if the enemy doesn't cross-over, or 3C (a sweep) if they do, potentially low-profiling them.

Since you can't know for sure if an enemy will approach via ground or air, if you can't evade and must face their approach, commit to countering one type while guarding against the other. Factors to consider when deciding which to counter include:

  1. Distance: The most important factor. Each approach type has a specific optimal distance. Knowing your opponent's spacing tool reach helps identify the danger of a sudden approach, especially from medium/long range.
  2. Proximity after attack: The closer the enemy is after their attack, the more threatening they are and the more likely they are to use that approach type.
  3. Character possibilities: Some characters have more versatile air tools (like Arakune) than ground tools, making them more prone to air approaches.
  4. Opponent's tendencies: If an opponent frequently jumps at you, commit to countering their air approaches.

Generally, air approaches are more threatening because they allow characters to get much closer, much faster. Therefore, committing to countering air approaches is often the better choice. Being forced to face an opponent's imminent approach is a vulnerable situation, as you can't humanly counter every possibility. Thus, staying out of the range where an enemy can suddenly reach you is paramount.

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