Difference between revisions of "The King of Fighters XIII/Character States/Counterhit State"

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(Created page with '{{KOFXIIIHeader}} ===Counterhits=== As in other fighting games, a Counterhit (abbreviated as CH) occurs when a player hits an opponent with an attack while said opponent was al...')
 
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===Counterhits===
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==Counterhits==
  
As in other fighting games, a Counterhit (abbreviated as CH) occurs when a player hits an opponent with an attack while said opponent was also using an attack. In essence, they occur when one player counters and hits the opposing player's attack such as from choosing the correct anti-air to landing a frametrap. In KOFXIII landing a Counterhit can cause a variety of positive effects for a player:
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As in other fighting games, a Counterhit (abbreviated as CH) occurs when a player hits an opponent with an attack while said opponent was also using an attack. In essence, they occur when one player counters and hits the opposing player's attack such as from choosing the correct anti-air to landing a frametrap.
 +
 
 +
===Specifics of Counterhit===
 +
In the KOF series what is considered a counterhit and what isn't differs somewhat from other fighters.
 +
 
 +
*The standard definition of a counterhit is that you must hit your opponent during the startup or active period of his attack.
 +
*Hitting the opponent during the startup or active period of a jump attack does not count as a counterhit, doing the same against a hop attack 'does' count as a counterhit.
 +
*If two attacks trade, it depends on the type of attack who is granted a counterhit.
 +
**If two normals trade, both players are granted a counterhit.
 +
**If a normal trades with a special or a super, the player who did the normal is granted a counterhit.
 +
**If a special or super trades with another special or super, both players are granted a counterhit.
 +
 
 +
===Universal Traits===
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In KOFXIII landing a Counterhit can cause a variety of positive effects for a player.
  
'''Universal Traits'''
 
 
*Any attack that causes a Counterhit will deal additional damage varying from a 20-40% increase.
 
*Any attack that causes a Counterhit will deal additional damage varying from a 20-40% increase.
**With certain specials, DMs, and Neomaxes little if no Counterhit damage is applied. These are typically the multi-hitting 'ranbu' moves as the first hit deals 0 damage so the total damage remains the same. Other cases just don't apply CH damage such as with Iori's [[File:qcf.gif]][[File:qcf.gif]] + [[File:snkb.gif]] +  [[File:snkd.gif]]. It's really worth knowing which moves cause great damage on Counterhit while being built in for utility such as Athena's [[File:hcb.gif]][[File:hcb.gif]] + [[File:punch.gif]] which is used as an anti-air and will automatically deal more damage if an opponent had thrown out an aerial move.
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**With certain specials, DMs, and Neomaxes little to no Counterhit damage is applied. These are typically the multi-hitting 'ranbu' moves as the first hit deals 0 damage so the total damage remains the same. Other cases just don't apply CH damage such as with Iori's [[File:qcf.gif]][[File:qcf.gif]] + [[File:snkb.gif]] +  [[File:snkd.gif]]. It's really worth knowing which moves cause great damage on Counterhit while being built in for utility such as Athena's [[File:hcb.gif]][[File:hcb.gif]] + [[File:punch.gif]] which is used as an anti-air and will automatically deal more damage if an opponent has thrown out an aerial move during a hop.
*An opponent Counterhit out of the air is placed in a free jugglable state, allowing for a followup.
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*An opponent who is Counterhit out of the air is can be hit by another attack, this even applies for moves that do not cause a knockdown. You could think of it as if hitting a move with counterhit makes ever move you do next an anywhere juggle move.
**This mostly applies to when anti-airing an opponent with normal moves. Light attacks can be followup up, but the opponent will reset out of a hittable state fast leaving little room for confirming a Counterhit. Heavy normals generally launch the opponent higher while leaving an opponent vulnerable for a longer window of time, making a followup hit more reasonable. In some cases special moves can score a Counterhit and allow a followup. For example, if Shen's [[File:qcf.gif]] + [[File:snkc.gif]] trades against a jumping opponent Shen will recover on the ground fast enough for him to land his [[File:qcf.gif]][[File:qcf.gif]] + [[File:punch.gif]] DM.
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**This mostly applies to when anti-airing an opponent with normal moves. Light attacks can be followed up, but the opponent will reset out of a hittable state fast leaving little room for confirming a Counterhit. Heavy normals generally launch the opponent higher while leaving an opponent vulnerable for a longer window of time, making a followup hit more reasonable. In some cases special moves can score a Counterhit and allow a followup. For example, if Shen's [[File:qcf.gif]] + [[File:snkc.gif]] trades against a jumping opponent Shen will recover on the ground fast enough for him to land his [[File:qcf.gif]][[File:qcf.gif]] + [[File:punch.gif]] DM.
 
**The most common way to utilize this property is from a CH j.[[File:snkc.gif]]+[[File:snkd.gif]] during an air-to-air attempt. The player must touch the ground first before being able to input a followup, which gives the player the duration of the airtime to confirm a Counterhit. Connecting a j.[[File:snkc.gif]]+[[File:snkd.gif]] will knock the opponent higher and toward the corner, which can limit the player's followup opportunities depending on spacing or meter availability. Almost every character can universally Superjump again into another j.[[File:snkc.gif]]+[[File:snkd.gif]] for an additional hit that places the opponent deep toward the corner. With meter or the corner to work with, a player can turn an aerial Counterhit into big damage.
 
**The most common way to utilize this property is from a CH j.[[File:snkc.gif]]+[[File:snkd.gif]] during an air-to-air attempt. The player must touch the ground first before being able to input a followup, which gives the player the duration of the airtime to confirm a Counterhit. Connecting a j.[[File:snkc.gif]]+[[File:snkd.gif]] will knock the opponent higher and toward the corner, which can limit the player's followup opportunities depending on spacing or meter availability. Almost every character can universally Superjump again into another j.[[File:snkc.gif]]+[[File:snkd.gif]] for an additional hit that places the opponent deep toward the corner. With meter or the corner to work with, a player can turn an aerial Counterhit into big damage.
  
'''Wallbounce'''
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===Wallbounce===
*Certain attacks, usually specials or DMs (although Daimon's j.[[File:snkc.gif]] + [[File:snkd.gif]] also works here as well), will bounce an opponent off of the wall when done as a Counterhit. Maxima's [[File:qcb.gif]] + [[File:punch.gif]] is the poster boy of wallbounces, dating back in this 'counterwire' property to The King of Fighters '02. The positioning between the player and opponent after the bounce can change the available followup options due to spacing, but the bounced opponent is in a free juggle state when falling.
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*Certain attacks, usually specials or DMs (although Daimon's j.[[File:snkc.gif]] + [[File:snkd.gif]] also works here as well), will bounce an opponent off of the wall when they hit as a Counterhit. Maxima's [[File:qcb.gif]] + [[File:punch.gif]] is the poster boy of wallbounces. This counterhit-triggered wallbounce is also sometimes referred to as 'counterwire'. The positioning between the player and opponent after the bounce can change the available followup options due to spacing, but the bounced opponent will be in a free juggle state during the wallbounce.

Revision as of 12:04, 13 July 2011

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Counterhits

As in other fighting games, a Counterhit (abbreviated as CH) occurs when a player hits an opponent with an attack while said opponent was also using an attack. In essence, they occur when one player counters and hits the opposing player's attack such as from choosing the correct anti-air to landing a frametrap.

Specifics of Counterhit

In the KOF series what is considered a counterhit and what isn't differs somewhat from other fighters.

  • The standard definition of a counterhit is that you must hit your opponent during the startup or active period of his attack.
  • Hitting the opponent during the startup or active period of a jump attack does not count as a counterhit, doing the same against a hop attack 'does' count as a counterhit.
  • If two attacks trade, it depends on the type of attack who is granted a counterhit.
    • If two normals trade, both players are granted a counterhit.
    • If a normal trades with a special or a super, the player who did the normal is granted a counterhit.
    • If a special or super trades with another special or super, both players are granted a counterhit.

Universal Traits

In KOFXIII landing a Counterhit can cause a variety of positive effects for a player.

  • Any attack that causes a Counterhit will deal additional damage varying from a 20-40% increase.
    • With certain specials, DMs, and Neomaxes little to no Counterhit damage is applied. These are typically the multi-hitting 'ranbu' moves as the first hit deals 0 damage so the total damage remains the same. Other cases just don't apply CH damage such as with Iori's Qcf.gifQcf.gif + Snkb.gif + Snkd.gif. It's really worth knowing which moves cause great damage on Counterhit while being built in for utility such as Athena's Hcb.gifHcb.gif + Punch.gif which is used as an anti-air and will automatically deal more damage if an opponent has thrown out an aerial move during a hop.
  • An opponent who is Counterhit out of the air is can be hit by another attack, this even applies for moves that do not cause a knockdown. You could think of it as if hitting a move with counterhit makes ever move you do next an anywhere juggle move.
    • This mostly applies to when anti-airing an opponent with normal moves. Light attacks can be followed up, but the opponent will reset out of a hittable state fast leaving little room for confirming a Counterhit. Heavy normals generally launch the opponent higher while leaving an opponent vulnerable for a longer window of time, making a followup hit more reasonable. In some cases special moves can score a Counterhit and allow a followup. For example, if Shen's Qcf.gif + Snkc.gif trades against a jumping opponent Shen will recover on the ground fast enough for him to land his Qcf.gifQcf.gif + Punch.gif DM.
    • The most common way to utilize this property is from a CH j.Snkc.gif+Snkd.gif during an air-to-air attempt. The player must touch the ground first before being able to input a followup, which gives the player the duration of the airtime to confirm a Counterhit. Connecting a j.Snkc.gif+Snkd.gif will knock the opponent higher and toward the corner, which can limit the player's followup opportunities depending on spacing or meter availability. Almost every character can universally Superjump again into another j.Snkc.gif+Snkd.gif for an additional hit that places the opponent deep toward the corner. With meter or the corner to work with, a player can turn an aerial Counterhit into big damage.

Wallbounce

  • Certain attacks, usually specials or DMs (although Daimon's j.Snkc.gif + Snkd.gif also works here as well), will bounce an opponent off of the wall when they hit as a Counterhit. Maxima's Qcb.gif + Punch.gif is the poster boy of wallbounces. This counterhit-triggered wallbounce is also sometimes referred to as 'counterwire'. The positioning between the player and opponent after the bounce can change the available followup options due to spacing, but the bounced opponent will be in a free juggle state during the wallbounce.