Learn how to extend damage with combos in BlazBlue: Cross Tag Battle, including hitconfirming, combo finishers, and dealing with enemy BURST.
Walkthrough
- 1When starting a combo, properly HITCONFIRM (generally using at least 2 safe normals) before committing to a stronger, unsafe attack that would leave you open if blocked.
- 2Find a sequence of attacks that connects and maintains the enemy in hitstun, while you chase them based on how far/high your attacks push them.
- 3At the end of the combo, choose a combo finisher that ideally hits hard and sets up a favorable situation with the enemy taking longer to recover than you.
- 4You can choose not to finish the combo and instead leave a gap of at least 1 frame to allow the enemy out of hitstun, creating a chance to start a new blockstring or MIXUP (stopping the combo earlier for a chance to start a new combo).
- 5If the enemy does not tech (recover from hitstun) as soon as possible, you can continue in an "invalid combo" (blue color in combo count numbers) to deal extra damage.
- 6To pick the enemy from the ground with an OTG (off the ground) attack, usually 2B, you can continue your combo if they intentionally do not tech to avoid a RESET or to allow ground rolls to escape.
Dealing with Enemy BURST:
There are 3 ways to deal with the enemy’s BURST:
- PUNISH the enemy's BURST: Predict the exact moment it will occur based on player tendencies and situation (health balance, distance to corner, enemy state, combo starter strength, battle round). For example, after blocking an enemy's DP or Distortion Drive, the enemy is highly likely to try to BURST. To PUNISH, give up your combo to GUARD or EVADE the BURST wave. You can:
- Use a jump cancellable attack and jump forward with Barrier Guard.
- Use Rapid Cancel (if you have 50% heat meter) to cancel recovery and guard the BURST WAVE.
- Cancel your attack into a move with invulnerability frames (like Jin’s Hirensou (623D)) to make the BURST wave WHIFF. Be careful, as your DP may also whiff, leaving you open in COUNTER STATE.
- PREVENT the enemy from using BURST: Grab, use a Distortion Drive, or enter Overdrive mode. Grabs and Distortion Drives LOCK the BURST possibility only at the moment right after they occur. Overdrive mode completely LOCKS the enemy’s BURST during its entire duration.
- Make the enemy’s BURST wave WHIFF: Be out of its reach. To do so and continue your combo, use a BURST SAFE combo.
Tips
- Combos allow you to greatly EXTEND the damage you can deal starting with ANY hit.
- Sequences of attacks usually follow the natural order A-->B-->C-->D/Specials, but can include variations like j.B-->j.A in the air.
- A combo finisher can result in a soft or hard KNOCKDOWN, or put the enemy in a STAGGER/crumpling state.
- A RESET involves stopping the combo earlier, giving up some damage for a chance to start a new combo.
- If the enemy doesn’t recover/tech as soon as possible, you can continue in an "invalid combo" for extra damage.
- The enemy may intentionally not tech to avoid a RESET or to allow ground rolls to ESCAPE.
- Punishing a BURST can lead to HUGE amounts of damage (over 4000) after blocking an enemy's DP or Distortion Drive.
- The enemy is almost certain to use BURST in the last round if they haven't used it already.
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