

Teleporting gets you out of sticky situations. Also note that B3 does not have absolute guard (similar to 3rd Strike) allowing you to use negative edge to dodge. However, you cannot be K.O.'d while blocking, in other words, no chip K.O. The damage from blocked attacks are reduced by 50%. Juggles are explained more in the Combos section and the Infinites section. Juggling also helps to extend combos for characters that do not have a good number of ground strings for combos. Some characters have trouble comboing into Death Moves, so they need to launch their opponent to make this possible in lengthy combos. To Juggle is key to comboing with certain characters. If the next attack in your string can be canceled then be sure to cancel. For example, in a situation where the attack that stuns has enough recovery frames, that you can't land a hit on your opponent before they recover from the stun. While some attacks have stun properties, sometimes cancels are needed to take full advantage of your stunned opponent. These are as essential to combos as much as cancels. Some attacks in B3 have can leave your opponent temporarily stunned and unable to perform any action. Canceling the lag from one attack by canceling the following attack in a string is very helpful in attacking safely. Cancels can be used to attack safely as well. Sometimes you need to cancel an attack to recover quick enough to follow up with another attack while you opponent is in a stunned or juggled state. Cancels can be used for many things such as creating combo opportunities. You can press up or down along with guard to cancel into a sidestep. While charging an attack, press guard and you will cancel the attack into your guard. To cancel an attack, all that is required is for that attack to be charging. This leaves your opponent in a difficult situation to deal with. While charging an attack, you can be thrown but your opponent cannot block or dodge fully charged attacks which is very useful if your charge attack nullifies. These attacks, when fully charged, are 50% stronger than their non-charged counterpart.

Keep in mind that they cannot be charged forever.

In order to charge an attack, simply hold the button input. This works especially well in mind games.

Ki Blast Waves also launch for a low juggle on counter attack. e) and backward (P+K is much like p+k, while k+g and k and K are all I can think of at the moment). k is mostly knees or sliding sweeps, so the range from character to character differs greatly but are usually the fastest of all kicks.
