Similar to BlazBlue, most attacks can be broken down into a few broad categories: strike, throw, and projectile. Among strike attacks, there are three attributes: Head, Body, and Foot. Note that Attack Attribute is completely independent of how the attack must be blocked.
These attributes are listed in the frame data, but as a general rule, if the attack visually looks like it hits the corresponding part of a standing opponent's body, then it is that attribute.
Some attacks are given invincibility or guard point to attacks with certain attributes.
Example: Narukami's 2B versus Yosuke's j.A. Narukami's 2B is Head invincible during some of the startup, while Yosuke's j.A has the Head attribute. This means that Narukami can time a 2B to be invincible to Yosuke's j.A and score a hit!
Example: Yukiko's Dia versus Narukami's Ziodyne. Yukiko's Dia will be invincible to the attack.
Note that there is another type of invincibility relating to hitboxes and not attributes. For example, Mitsuru's sweep does not have a hitbox from her chest upwards, so any attack that strikes that part of her (for example, Teddie's 5B) will miss.
Some attacks automatically guard against other attacks when you perform them. For example everyone's All Out Attacks and Guard Cancel Attacks have this property.
Note that not all super armor moves guard against all other attacks. For example, the super armor on All Out Attacks does not guard against Super Attacks or throws, while the super armor on Guard Cancel Attacks do guard against those attacks.
All attacks in this game have an attack level between 1 through 5. The Level of an Attack dictates how much hitstun, blockstun, hitstop, etc. the attack inflicts, but there are many exceptions.
|Lv 1||Lv 2||Lv 3||Lv 4||Lv 5|
(aka Untechable Time)
|Counter Hit Hitstun||+??F||+??F||+??F||+??F||+??F|
- Hitting a crouching opponent adds 2F of hitstun
There are a variety of possible ways the opponent will react to getting hit. We'll describe each of them in detail here.
- While not exactly a hit effect, blockstun is an important concept that should be discussed. After blocking attack, there is a period of time where you can not input any commands (with a few exceptions).
- The available options during blockstun are: Guard Cancel Attack, Defensive Burst, Instant Block and changing from high block to low block.
- You are invulnerable to throws while in blockstun and for 6 frames after leaving blockstun. Meaning you can be thrown on the 7th frame.
- Nearly every normal attacks causes hitstun on hit. Histun is a period of time where you are unable to move and the opponent can combo you.
- Getting hit crouching increases hitstun by 2 frames (speculated). This allows for otherwise impossible combos such as Narukami 5C > 2C.
- You are invulnerable to throws while in hitstun and 6 frames after leaving hitstun.
- An exception to this is you are vulnerable to throws when in the Stagger hitstun state (where you spin in place while standing, commonly seen during an All Out Attack or Kanji's Ass Whoopin'-Tatsumi Style).
- Untechable Time
- This is the name given to the state a character enters when they are hit while airborne: basically air hitstun.
- This is given a different name because once this "hitstun" is over, the opponent can ukemi (aka tech/recover), but unlike hitstun they are not forced to return to a neutral state immediately and can choose to delay their ukemi.
If a character is hit while attempting an attack, the character will flash red and the word COUNTER will appear on the side of the screen.
Counter Hits usually cause increased hitstun, and occasionally other effects such as wallbounce or knocking the opponent into the air, which allows for new combo opportunities.
Counter Hit throws also get increased hitstun/untech time. This allows for CH throws to be comboable without expending Burst or SP. For example, Mitsuru can combo off a CH Air Throw, and Chie can combo off a CH Ground Throw.
Counter Hit Carry
Similar to BlazBlue, if a multihitting attack hits the opponent as a counter hit, then all the hits of the attack are counter hits. This means that you can hitconfirm off multi-hitting attacks more easily as well as do new combos that might otherwise be difficult (or impossible) without this property.
Not all multihitting attacks have this property, but the rule of thumb seems to be if the attacks are all quickly one after another, then it will have Counter Hit Carry.
Example: Mitsuru's ground throw will have Counter Hit Carry while Yukiko's Maragidyne does not.
Counter Hit Damage Bonus
Counter hitting with a normal, throw, or special grants a 10% damage boost for the first attack in a combo. Counter hitting with a super grants a 20% damage boost. However, there are a few additional rules behind this:
- Some multihitting attacks get the 10% bonus for all hits such as Mitsuru's ground throw or Yukiko's 5C.
- Others, such as Kanji's command throw do not. They seem to only get the 10% bonus on the first hit.
- The current theory is that if the multihitting attack has Counter Hit Carry, then it will have the damage bonus for all hits.
Some attacks will cause the Fatal Counter property. The words "FATAL COUNTER" will appear on the side of the screen and the announcer will say "FATAL!" when Fatal Counter happens.
On Fatal Counter, all subsequent hits in a combo will have increased hitstun (speculated to be a 5 frame increase). This allows for completely new combos since the increased hitstun will counteract some of the hitstun decay. Some attacks cause the Fatal Counter status if you can counter hit the opponent with the attack.
However, there are a few exceptions:
- using an All Out Attack (5A+B) can cause the Fatal on normal hit if you are able to get all 15 hits.
- The Fear status effect turns ANY hit into a Fatal Counter!
Miscellaneous Hit Effects
- When a character is blown back by an attack, they sometimes bounce off the edge of the viewable screen, usually leaving them in the air longer and allowing the opponent to combo them. An example of this is Yukiko's Agidyne.
- Some attacks cause the opponents to stick to the wall in hitstun, then slide down. You can air ukemi after the blue bar under the Hit HUD empties. An example of this is Elizabeth's SB Maziodyne.
- Similar to wallstick, but only for the corner of the stage rather than the edge of the viewable screen. An example of this is Teddie's 5B on counter hit.
- The character bounces off the ground and is launched into the air, vulnerable to a combo. An example of this is Narukami's Raging Lion (B version).
- Ground Slide
- A type of hitstun where the character slides on the ground all the while vulnerable to further attacks. An example of this is Mitsuru's Coup Droit (B version).
- The character is knocked to the ground. The character can ground ukemi the instant he reaches the ground. Most sweeps cause knockdown.
- Hard Knockdown
- This is a specific type of knockdown that disables ground ukemi for a period of time. An example of this is Aigis's 5AAA.
- A type of ground hitstun where the character spins, being vulnerable to further attacks as well as throws. This means you can combo into a throw from an attack that causes stagger! An example of this is Kanji's 5C on counter hit.
- Normal throws performed on a staggered opponent can still be escaped.
- A type of ground hitstun where the character stands in place, reels in pain, and eventually falls to the ground. You are vulnerable to attacks during this entire animation. An example of this is Kanji's j.C on Counter Hit.