How to creatively punish pressure with throws in BlazBlue: Central Fiction

By on August 4, 2017 at 3:00 pm
Blazblue Central Fiction

Throws in BlazBlue: Central Fiction aren’t quite the same like in Guilty Gear Xrd REV 2. They’re not as much of a defensive tool, but they can result in damaging combos — depending on how much resources you put in. Because throws in BlazBlue have start-up, they can’t be used while getting up, and it’s tough to use them in the middle of enemy blockstrings.

And yet, there are many moves in the game that can be interrupted with a sneaky throw. Warui Neko-kun put together a creative video with some surprising grabs that can easily reverse the situation. Usually, those punishes revolve around knowing when the opponent will use some kind of special move. A couple of these aren’t that realistic — because normally, a player wouldn’t do two small jabs, which apply very little blockstun, into a move that’s slow to come out.

However, most of these are really good to know and not as obvious as they seem. You can grab Lambda out of her overhead attack, 4B; same with one of Mai’s overhead and Ragna’s; Valkenhayn is surprisingly vulnerable to a grab; you can punish Noel for using 2D in her Drive chains, and so on. The video also shows sample combo punishes.

Source: Warui Neko-kun

Luke "Woocash" Siuty is a Chicago-based writer who specializes in ArcSys titles. A Guilty Gear veteran, he plays Baiken and commits atrocities by playing Sin when he's not busy pondering the ArcSys Cycle. He's always down to talk on Twitter, so send him tips. He's good at OS-ing in real life, not so much in video games, though.