BlazBlue/The Foundation

Imported from http://www.dustloop.com/forums/showthread.php?t=5328
== How to Play ==
When you are asked to select your character, you are first presented with a choice of Control Type A or Control Type B. Their difference is characterized by the the location of the Drive button.
;Control Type A
:A B C D
:Puts the A (Weak) button on the left and the D (Drive) button on the far right.
;Control Type B
:D A B C
:Puts the D (Drive) button on the left and the A (Weak) button as the second button, with C (Strong) on the far right.
Type A (standard)	Type B (alternate)
:A - Weak attack
:B - Middle attack
:C - Strong attack
:D - Drive	
:A - Weak attack
:B - Middle attack
:C - Strong attack
:D - Drive
=== Common Commands ===
:4+A+B (can hold) - Barrier. While held, consumes your Barrier Gauge for an upgraded defensive shield.
:B+C - Throw (and Throw Escape). For some characters, different joystick directions have different throw effects.
:A+B+C - Rapid Cancel, uses 50% Heat to instantly cut short your attack recovery.
:(while guarding) 6+A+B - Counter Assault, uses 50% Heat that immediately cancels your guarding into an attack to knock away your opponent.
:(knocked down) any direction + A or B or C - Ukemi or Wakeup, which are initiated manually in BlazBlue. A forward direction and button to roll forward, a backward direction and button to roll back, or no direction and button to stand up in place.
== Gameplay Screen ==
Image:Gameplayscreenexplain.png|BlazBlue Gameplay Screen
rect 134 51 441 75 1: Health Gauge
rect 202 76 383 92 2: Barrier Gauge
rect 139 77 200 120 3: Barrier Burst
rect 430 96 595 106 4: Guard Libra
rect 656 165 1012 242 5: Heat Count
rect 656 242 1012 264 Damage Count
rect 194 550 440 570 6: Heat Gauge
rect 27 120 156 154 7: Character-Specific Gauges (Carl: Nirvana Health)
rect 27 160 156 195 Character-Specific Gauge (Tager: Voltec Charge)
rect 27 196 156 228 Character-Specific Gauge (Arakune: Curse)
rect 27 236 156 272 Character-Specific Gauge (Bang: nails)
rect 77 520 212 550 Character-Specific Gauge (Bang: Fu-Rin-Ka-Zan)
desc bottom-left
# Barrier Gauge: The "Barrier Gauge" is needed for "barriers" that will defend you against the damage dealt by the enemy. The "Barrier Gauge" will refill over time.
# Barrier Burst: Once per round, you have access to an "attack" which interrupts hit or block stun. You'll do a slight bit more damage in exchange, however, if you use it, you will have a lower defense modifier for the rest of the round!
# Guard Libra:This meter is similar to a see-saw: The more offensive you are to the opponent, the more the meter grows in your favor. When the meter is completely in your favor, the opponent is placed into a guard-break animation, allowing you to perform a combo.
# Heat Counter: This showcases the number of hits performed in the combo. One important note to mention is that when a combo is "false", or could be recovered from, the word number at the side of "HEAT" will turn a darker color.
# Heat Gauge: The Heat Gauge, A.K.A. "Astral Gauge", is necessary for Distortion Drives, Blazblue's Super Combo / Overdrive. It's also used for Rapid Cancels, stopping whatever animation you are in and instantly switching back to idle stance, allowing you to move freely.You can fill the Heat Gauge by landing an attack on the enemy, taking damage, or through Instant Guard, and it'll also slowly refill when your life is below 20%.Hakumen has no Heat Gauge at all, replacing it with the Magatama Meter, that counts how many Magatamas he got in stock and the reload time for the next one.If your enemy is below 20% of life, you're at fight's last round (When the winner of this round wins the whole fight) and your Heat Gauge is full, you can try a instant killing Distortion Drive-like move called Astral Heat.
# Character Specific Gauges: You'll notice quite a few gauges here in this image that don't belong to Carl. This is to illustrate the location of different gauges, that are:
* Ragna's Blood Kain Timer
* Rachel's Wind Meter.
* Tager's Magnetism Meter.
* Nirvana's Health, for Carl.
* Arakune's Curse Timer.
* Bang's Nail Counter and Fu-Rin-Ka-Zan Indicators.However, Ragna and Arakune Gauges aren't visible at all times.
== General Gameplay Terminology ==
;Wakeup
:When your character is rising from the ground after being knocked down.
;Reversal
:Performing a move on the first frame your character recovers from something, such as performing a Dragon Punch on Wakeup.
;Meaty
:Refers to using an attack against someone while they are waking up. A "meaty attack" often refers to an attack with a lot of active frames, or with a very good hitbox, that is used to attack someone while they are waking up.
;Okizeme
:Attacking someone while they are waking up. The goal is to safely apply pressure or a mixup to maximize your advantage and chances of scoring another combo, while minimizing your chances of eating a reversal Dragon Punch, throw, or super.
;Abare
:The ability level of a character to turn random pokes or hits into damaging combos without the need for meter or specific setups.
;Frame Trap
:A specific type of mixup that involves leaving a small gap in your attack string to bait an attempt to escape.
;Dragon Punch
:A nickname for Ken & Ryu's uppercut from Street Fighter 2. It now generally refers to any move which is invincible from the start, all the way until when it hits. (Abbrev: DP)
;Poke
:A poke is an attack that is used to attack the enemy from a distance safely, usually to either keep them away, control space, or start a combo.
;Overhead
:Nickname given to moves which much be blocked high (standing) and not low (crouching). Almost all airborne attacks are considered overhead, except for Arakune's j.D
;Pushback
:The effect of a character getting pushed away from the other when an attack hits or is blocked. When at mid screen, the person blocking or being hit is the one pushed back. In the corner, the one doing the attacking is pushed back. Projectiles can only cause pushback on the person being hit by it, so in the corner there will be no pushback from them at all.
;Chip Damage
:Damage taken when blocking specials, supers, and force breaks. A very small amount of damage, based on the normal damage the move does. Can be negated by Barrier.
;Instant Guarding
:Tapping back a few frames before the attack hits you, you'll see a flash cover your character, which shortens your recovery time by a few frames.
;Rapid Cancel
:Pressing A+B+C together while having at least 50% heat gauge causes your attack to be canceled, allowing you to perform whatever you like after!
;Guard Stun / Hit Stun
:The period of time a character cannot act after being hit, or blocking an attack.
;Counter Assault
:A guard cancel attack. You can attack while guarding when you have at least 50% heat gauge by hitting forward + A + B.
;Air tech
:Recovering from hitstun in the air. Your character blinks white and emit a yellow ring when this happens.
;Ground Tech
:Similar to Melty Blood you can recover from a knockdown state to try to dodge okizeme. Unlike Melty Blood, it seems you can vary your timing on the ground recovery. Don't know how punishable this is.
;Throw Tech
:You can get out of throws by pushing the throw buttons while an exclamation mark appears above your head.
;Clash
:When two moves have their hitboxes collide, but neither player is actually hit, the moves clash and a lightning effect happens. Both characters get some heat gauge for this, and can cancel into almost any other move.
;Counter Hit
:If a character is hit during the startup or active frames of a move, he will be counter hit. This causes extra hit stun and extra dizzy damage, as well as other possible effects depending on the move that hit them. Some moves may also be in counter-hit state during recovery.
;Rushdown
:Constantly attacking the opponent quickly, applying lots of pressure, making it difficult for the enemy to do anything other than get hit.
;Turtle/ing
:Playing extremely defensive, the opposite of "Rushdown". The goal is to either avoid taking damage, or to wait for the enemy to make a mistake.
;Runaway
:Running away from the opponent, sometimes to win by timeout, or avoid certain attacks.
;Keepaway / Zoning
:Constantly keeping the opponent away from you, not allowing them to get close. Tends to involve heavy usage of long range pokes or projectiles (See: Venom, Axl, Ky).
Category:BlazBlue