Well, I never claimed to have any clue how to play BlazBlue. The short time I did spend with it I thought to myself that it was way too slow. SSF4 runs fine to me.
Well, here's a quick primer -
Combos that start with multiple A's are useless - too much scaling.
Most characters have Mashy Blood/Guity Gear easy combos with A, B, C / 2C, 3C / A, 6A
You can superjump (2,8) and dash (6,6 / 4,4) and double jump. You can't double jump after a dash and you can't dash after a double jump.
4A+B is a barrier that stops chip damage and spaces your opponent more than standard block. It's limited (meter at top) and can't be used after a burst.
Most Distortion Drives (Supers) have a lot of invincibility frames.
Back dashes have invincibility frames, though not many.
Some moves *must be* barrier blocked in the air (ie Noel's 45 degree pewpew)
8+A/B/C is the safest standup. You can also roll, but this is the safest.
If the combo counter is solid red, you're stuck in a guaranteed combo. If it isn't, you failed to recover (see 8+A above).
You can be hit on the ground.
Litchi and Bang are now godlike paintbrushes of destruction. Prepare to wear out an 8 way gate with sways for these guys.