Learn how to break enemy guards in BlazBlue: Central Fiction using high/low, left/right, grabs, and Crush Triggers. Discover mixup strategies.
Types of Mixups:
- HIGH/LOW: Includes empty jumps and late air dashes.
- LEFT/RIGHT: Achieved by crossing through, above, or under the opponent.
- GRABS and Command Grabs
- CRUSH TRIGGERS
Creating Overhead Mixups:
An overhead mixup can be created using the "tiger knee" technique, which allows you to perform an air special or super immediately upon leaving the ground. If the air special has overhead properties, it can initiate an overhead mixup from the ground. This is performed by inputting the special (or super) motion followed by a jump input (continuously) and then the attack button (e.g., 2369X or 2147X). Alternatively, after a jump-cancellable attack, you can input 8, then the special motion (e.g., 236X or 214X). For example, Jin's Hizangeki (j.214D) can be used on wakeup by inputting 2147D, or after 2A or 5C by inputting 8, then 214D (inputs: 2A, 8, 214D or 5C, 8, 214D).
Performing Late Air Dashes:
To execute a late air dash, after jumping (with 8 or 9), perform your air dash (66) late in the jump, just before landing during the descending phase. Doing it too early may result in whiffing your air attack or not creating a true mixup. Your air attack(s) must be input immediately after the late air dash.
Utilizing Air-Based Mixups:
Jump during your pressure after jump-cancellable attacks (including ground attacks like 5A or 2C, and air attacks like j.2C) or after landing from a jump.
Mixup Properties:
- Fast Mixups: Include command normal overheads, throws, and uncharged Crush Triggers. These typically have short range and startup (19-23 frames), often used at specific moments like after 2A or 5A. They are strong and require prediction to defend against.
- Slow Mixups: Include specials (overheads, command grabs) and charged Crush Triggers. These generally have greater range and longer startup (24-30 frames), and can be used at any point in a string due to normal attack cancels. They are generally easier to react to.
- Cross-overs: Performed by jumping over the opponent, dashing beneath them, or crossing through with specials.
- Fuzzy Overhead (f-shiki) Mixups: Character-specific, may involve a rising j.A after forcing the opponent to block an air attack with sufficient blockstun.
- Instant Overhead Mixups: Specific to heavily offensive characters, usually deal little damage.
Re-approaching and Resetting Pressure:
To maintain pressure, especially after blocked attacks push the opponent away, you need strategies to re-approach or restart your pressure. These include:
- Jump Cancels: Resetting pressure through the air.
- Dash Cancels: Resetting pressure through the ground.
- Plus on Block Moves: Attacks that grant priority after use, allowing continued offense and ideally propelling you forward. To check if an attack is plus on block, examine frame advantage data online or test in-game by having the opponent block the move and then attempting to attack simultaneously; the player with priority used a plus on block move.
- Short Recovery Normal Attacks: Attacks like 5A, 2A, and 2B that can be chained and followed by a dash for pressure resets (stagger pressure/gap pressure), making mixup timing unpredictable. This is effective against players who solely block and react.
Less Common Reset Methods:
- Special Follow-ups: Using specials with follow-ups to force blocks, though often weaker due to long special recovery.
- Meter Usage for Rapid Cancel: Cancelling move recovery with meter.
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