Learn how to pressure opponents after knocking them down in BlazBlue: Cross Tag Battle. Cover wake-up options, punish rolls, and set up mix-ups for victory.
Alright, so you've knocked the opponent down – nice! Now comes the really fun part: the wake-up game, or 'okizeme' as the pros call it. This is where you get to decide what happens next and really start controlling the match. The main goal here is to cover as many of their escape options as possible, ideally stopping them from jumping or using their invincible 'Dragon Punch' (DP) move right as they get back up.
You'll want to get really good at punishing two specific wake-up options: the forward roll and the quick wake-up. Why? Because covering both of these is usually super easy and safe. Often, you can even hit them again with a quick attack like 2A right as they stand up, especially if you're anticipating them trying to jump away. This is a great way to keep the pressure on!
The trickiest one to deal with is the backward roll. This one requires you to predict it and might mean using a move with longer reach. The downside here is that you might not have enough time to start your next attack immediately after they wake up if you're playing it safe to catch that backward roll.
Now, let's talk about safe jumps and ground meaties. These are super important for shutting down your opponent's options as they get up and setting up some nasty mix-ups. A 'safe jump' is basically an attack that hits them as they wake up, but you can block their invincible DP if they try to use it. It's a really strong tool!
Safe jump opportunities are also perfect moments to switch things up. Instead of always doing the safe jump, you can sometimes use a late air dash mixed with an empty jump. The opponent will be expecting the safe jump and will likely block, making them vulnerable to your mix-up. Ground meaties are also great because they can sometimes catch rolls *before* the opponent even fully stands up. However, safe jumps are generally easier to time correctly to catch DPs and stop jump attempts right as they wake up.
Things get even better when you've cornered your opponent. Seriously, this is a wonderful position to be in! When they're in the corner, you only really need to worry about their forward roll and quick wake-up. Their backward roll won't let them escape you like it normally would, essentially acting like a neutral roll. Since forward rolls are super useful for escaping the corner, you'll want to focus extra hard on preventing those!
Here's a key tip: If you notice your opponent is consistently dealing with your wake-up pressure really well, don't be afraid to change your combo finisher next time. Throwing an unknown situation at them can really throw them off their game and force them to adapt, potentially leading to mistakes on their part.
Ultimately, the bottom line is to THINK about your options after every combo finisher. Don't just do the same thing every time! VARY your pressure based on your opponent, find what works best, and keep that upper hand. Be ferocious and go for the win!
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