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- The okizeme = wake-up game
BlazBlue: Cross Tag Battle

- The okizeme = wake-up game

Learn the BlazBlue: Cross Tag Battle okizeme, or wake-up game. Understand soft vs. hard knockdowns, enemy recovery options, and how to punish them effectively.

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Learn the BlazBlue: Cross Tag Battle okizeme, or wake-up game. Understand soft vs. hard knockdowns, enemy recovery options, and how to punish them effectively.

The okizeme (or “oki” for short) refers to everything you do after knocking down the enemy. When you get a knockdown, it’s a great chance to keep the upper hand and possibly get another combo. There are two types of knockdown:

  • Soft knockdown: A weak knockdown that gives the enemy little time to recover due to an early emergency tech.
  • Hard knockdown: A strong knockdown that gives you ample time to set up your okizeme, as the enemy takes longer to recover and cannot use the emergency roll.

To understand how to restart pressuring or punishing the opponent, we must first know the enemy’s recovering (ukemi) and wake-up options. This section is divided into two parts: A) Enemy wake-up options; B) How to PUNISH the enemy’s wake-up options.

A) Enemy Wake-up Options

According to the attack/combo used, the enemy can recover:

  • In the air – by using the aerial roll. This allows them to choose the direction (forward, neutral, or backward by inputting or holding 6, neutral, or 4 with A, B, or C respectively) and the timing (immediate or delayed to avoid combo resets). After teching in the air, they can use any air movement option (air dash forward/backward, double jump), an attack (j.X or guard, preferably Barrier Guard), or simply land.
  • On the ground – where they have four different wake-up options: neutral wake-up, forward or backward roll, and quick wake-up.
    • The emergency roll (inputting or holding A, B, or C as soon as the character hits the ground) is safe due to invulnerability frames and can ONLY be used after a soft knockdown.
    • The stagger/crumpled state recovery occurs when a character is stunned while standing. Inputting or holding A, B, or C at the right timing allows recovery.

When an enemy is forced to the ground, their mindset is typically:

  1. Wake-up as soon as possible – using the emergency roll for soft knockdowns or the neutral roll for hard knockdowns. This is the safest way to wake up and guarantees they don’t get hit.
  2. Delay the wake-up – risking getting hit on the ground to attempt:
    • a) Forward roll (wait, then 6+A/B/C): To cross under and switch sides. This roll is unsafe shortly after it starts due to limited invulnerability frames.
    • b) Backward roll (wait, then 4+A/B/C): To create distance. This roll has longer invulnerability but is still an unsafe bet.
    • c) Neutral roll (wait, then A/B/C): To trick you and potentially whiff your attacks due to full invulnerability during the animation, making it safe.
    • d) Quick wake-up (wait, then 2+A/B/C): To quickly stand and attempt a counter/reverse by hitting very early. This option has no invulnerability frames, leaving the character open.

After waking up, the enemy has three additional options (besides activating Overdrive, which is the safest and strongest tool):

  1. Try to BLOCK Fast MIXUPs by seeing if you are on the ground or in the air:
    • Using the FUZZY BLOCK+THROW REJECT or FUZZY JUMP Option Select for ground NOT TOO LONG Startup MIXUPs.
    • Using an “altered version” of the FUZZY JUMP Option Select for air MIXUPS (Safe Jump alternated with Empty Jump or Late Air Dash). The input is 4 (stand guard), then 7+AB (jump out), then 1 (crouch guard).
  2. Try to EVADE (jump or backstep) a possible MIXUP by predicting a gap.
  3. Try to COUNTER/REVERSE by risking a DP or Distortion Drive (or any move with startup invulnerability).

B) How to PUNISH the enemy’s wake-up options

To PUNISH enemy air recovery options:

  1. Guess the direction of their recovery and position yourself beneath them to air grab them as soon as they recover. If they tech, you can still use your air movement options (double jump, air dash), air attack, or land.
  2. Place yourself strategically at a proper distance.

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