Why can’t I block while using a basic combo in Bleach: Rebirth of Souls?
You start a basic combo, press block, and nothing happens. You eat a counterattack and lose the exchange. This happens a lot for new players. The short answer is: most basic combos in Bleach: Rebirth of Souls lock you out of blocking until the animation ends. Understanding when you can actually block is the key to not getting punished.
What does “basic combo not blocking” actually mean?
It means the game does not allow you to hold block during the active frames of most standard attacks. If you press the block button mid-swing, the game ignores it until your character recovers. Some moves also have recovery frames after the last hit where you still cannot block, even though the attack is over. New players often assume they can cancel any attack into block – that’s not how this game works.
This mechanic exists to reward smart spacing and punish reckless mashing. If you could block instantly after every swing, there would be no risk in attacking. The combo foundation in Rebirth of Souls is built around knowing which sequences leave you safe and which leave you open.
When does blocking actually work during a combo?
You can block:
- Before you start the combo (when you are neutral).
- After the entire combo animation finishes – but only after recovery frames end.
- If you input block during a dash or cancel window (if your character has a special cancel that transitions into a block state).
Most standard light or heavy attacks have a “cannot block” window that lasts the entire duration of the swing plus a few extra frames. For example, if your basic combo is “Light → Light → Heavy”, you cannot block at any point during those three inputs. You must wait until the heavy attack finishes and your character returns to idle.
Common beginner mistakes that make blocking feel broken
The biggest mistake is pressing block too early – right after you press an attack button – and then wondering why your character didn’t raise their guard. Another mistake is trying to block during the recovery of a special move that leaves you open. Many players also mash the attack buttons and then try to hold block, but because the game still registers queued inputs, your character continues attacking instead of blocking.
If you want to avoid these problems, start by learning the exact timing of when blocking becomes possible for each character’s basic combo string. The timing differs depending on whether the combo is a simple combo structure (light-light-light) or a cancel-based one.
How do I test whether my combo leaves me vulnerable?
Go to training mode. Set the dummy to “block all” and perform your basic combo. Watch your character’s animation. As soon as the last attack ends, press the block button repeatedly. If the guard comes up immediately, you are safe. If you see a delay or your character does nothing, you have extra recovery. That recovery window is the period where opponents can hit you.
Practice this for each of your main character’s basic strings. Some characters have safe enders, while others leave you open long enough for the opponent to punish. For a deeper look at theory, check the combo theory for newcomers – it explains frame advantage and why some combos are safer than others.
What should I do instead of blocking mid-combo?
If you notice you are in a combo and want to avoid getting hit, you have a few real options:
- Stop pressing buttons after a safe ender. If your combo ends with a move that has little recovery, you can block right after.
- Use a cancel that puts you into a neutral or defensive state (if your character has one).
- Take the hit. Sometimes it’s better to accept the trade than to mash block and get stuck in a bad habit.
- Space your attacks so the last hit doesn’t reach the opponent. You can whiff the last hit intentionally and recover while they are still in range.
Most new players try to block too early and end up eating combos they could have avoided if they simply waited. Beginner combo mistakes often stem from not respecting recovery frames.
Tip: Learn one safe string first
Don’t try to memorize every combo immediately. Pick one basic string (like light-light-light or light-light-heavy) that you know is safe or has a short recovery. Practice blocking immediately after that string until the timing feels natural. Then move to more complex sequences.
Over time, your brain will learn the rhythm and you’ll stop pressing block during active frames. You can read more about simple combo structures for examples of safe and unsafe strings.
Practical checklist for your next session
- Go to training mode with your main character.
- Perform your basic combo and record the exact moment you can block again.
- Try pressing block immediately after each button – notice it does nothing during the attack.
- Find one string that ends quickly and feels safe.
- Play a few matches focusing only on that string, and block right after it lands or whiffs.
- Do not mash block during the combo. You will only build a bad habit.
Once you internalize the rule “you cannot block during a basic combo,” you will stop punishing yourself and start punishing opponents who try to interrupt you at the wrong time.
Get Started
Bleach Rebirth of Souls Combo Guide for Beginners
Combo Foundations in Bleach Rebirth of Souls
Bleach: Rebirth of Souls Combo Basics Explained
Beginner Combo Mistakes in Bleach: Rebirth of Souls
Mastering Beginner Combos in Bleach Rebirth of Souls
A Soul Reaper's Beginner Resource Guide