Inputting 6+E during blockstun will consume 1 bar of meter to perform Counter Raid, an invulnerable guard cancel attack that blows the opponent back on hit. After usage, the relevant Partner Guage will deplete, taking a longer amount of time to refill compared to the first use, and typically an even larger one past the second.
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For most characters, every attack they possess excepting their Lethal Blaze can be canceled into Partner Blitz, and, while performing the action from a neutral state gives a small recovery animation, canceling a move into it removes this, allowing you to act again immediately.
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Once they have, you can call that partner through the input of either A (for your first Partner) or B (for your second) plus D.
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Partner Blitz is the game's assist call function: Each Partner (excepting Aoi) begins rounds inactive, and each takes a specific amount of time for their Partner Guage to fill. There is an exception, however, in that 5/2As cannot counterhit, regardless of what they're interrupting.
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Can hold 4 / 6 to tech in a direction, or remain in 5 to do a neutral techĬounter Hits in Blasterz work similarly to those in other games, giving you higher amounts of hitstop and hitstun whenever they connect.Can be performed from the ground and from the air Hold / / / to recovery tech out of a combo at the earliest possible moment. Throws will whiff on opponents in block/aerial hitstun, but will connect (and cannot be teched by) an opponent in standing hitstun, allowing you to combo into them through some assists. Throws will also become untechable if performed on an opponent who is currently using an attack or Vanish Guarding. Unlike most other games, however, throws in Blasterz possess both a fairly large tech window and better reward on hit due to being cancelable into Evasive Action, Partner Blitz, or supers/Variable Rush. Like in most other games, throws are close-range attacks that cannot be guarded against, and can be teched through performing their input after the opponent connects with one. Whereas attacks are otherwise unable to cancel into Vanishing Guard, this differs when they connect with a Vanishing opponent, allowing you to use the game's input priority (which places D button functions above normals if cancelling from Vanish) to, through inputting 4/1D plus an attack button of your choice, cancel into a normal on regular block while Vanish Guarding if the opponent does so, potentially allowing you to regain your position if they opt to throw out an attack afterwards ( this video provides a demonstration). You cannot switch block positions during a Vanishing Guard, there is a small amount of recovery afterwards, and throws performed on a player using it cannot be teched. Vanishing Guard can be performed in the air (which allows you to block otherwise air-unblockable moves while also cancelling your momentum) and during blockstun, nullifies crossups, and can also be held for a certain period of time. During this hitstop, each player can cancel into any action outside of walking, (air) dashes and previously-used aerial options, with the one who Vanished being able to act 3 frames earlier. Through inputting 4/1/7D, you will activate Vanishing Guard, a type of block that, during which, all attacks that are blocked correctly will both have their chip damage negated and cause a unique visual effect with heavily increased hitstop. The exact details of the option vary between characters, so please check their respective pages for information on each one.
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Performed through 5D/2D/j.D, Evasive Action is a movement option that is invulnerable to projectiles for a short amount of time on startup, with 2D being a small hop and 5/j.D typically taking the form of a roll.