A counter hit (CH) typically occurs when you hit an opponent who is starting an attack. The opponent will flash red and the announcer will say "Counter". In CH state, things like hitstun, air untechable time, and hitstop (opponent only) increase. Additionally some attacks gain additional properties on CH like Wallbounce or Hard Knockdown.
Although different attacks have different conditions for being put in counter state, all attacks are in CH state during an attack's startup. Naturally, attacks with long counter states put you at more risk of being CH.
Further, if you use throw an opponent who is in counter state, then a Throw Counter will occur, and they will be unable to break the throw. Throw Counters do not gain any additional histun or other special properties.
Some moves have the Fatal Counter property. If you counter hit the opponent with a move that has this property, all subsequent attacks in the combo will have 3 frames of additional hitstun / untechable state. This means that you can do combos that you normally couldn't do.
For example: Jin can loop 5C > j.2C > j.C
You'll know which moves have this property because the announcer will say "fatal" and the words "Fatal Counter" will appear on the side of the screen.
A few rare attacks like Rachel's Level 3 j.2C (when you do j.2C from very high) are special: they will cause Fatal status on normal hit!
Fatal status does not stack, so doing two Fatals in one combo still only adds 3 frames instead of 6.
Counter Hit Carry
Most multi-hit attacks (but not throws) have a property where if the first hit is a counter hit, then the counterhit state carries over to all the followup hits. This is known as the Counter Hit Carry property. This means that you can hitconfirm off multi-hitting attacks more easily as well as do combos that might otherwise be difficult (or impossible) without this property.
For example, if Nu gets a CH with j.C, the opponent will be unable to recover for a long time even if the j.C did multiple hits. This allows Nu to combo off CH j.C much easier.
However, note that the additional hitstop the opponent incurs on counter hit does not carry over to the followup hits with Counter Hit Carry. This means that even with Counter Hit Carry, some combos are still only possible on the first hit of an attack.
An example of this is Jin's Counter Hit 5B > 6C. 5B > 6C works if done on the first hit of 5B, but not the second. This is due to the fact that the additional hitstop gives you more "hitstun" to combo into the 6C.
Each attack in the game has Attributes are also broken up into three broad categories: strike, projectile, and throw. These attributes interact with each other to trigger certain effects like invincibility and guard point.
- Strike Attribute
- Strike attributes are broken up into three groups: head, body and foot. As a rule of thumb, attacks with each attribute hit the specified part of the body, but that is not always the case.
- Strike attacks are the most common in the game and can clash with each other.
- Projectile Attribute
- Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will nullify lower level projectiles without losing any hits. In the frame data, if a projectile does not have a level listed, it is assumed to be level 1 (the weakest level).
- Projectiles can not clash with strikes or throws.
- Throw Attribute
- The throw attribute is not exclusive to actual throws! Some attacks such as Tager's Atomic Collider and Noel's Muzzle Flitter do not behave like normal throws as you can combo into them without triggering a Purple Throw.
- Throws generally cause both characters to become temporarily invincible to other attacks. For example, throwing Carl while Nirvana is performing Rhapsody of Memories (the multi-punching super) will allow you to avoid Nirvana's punches!
Some moves, like Rachel's 5B or Hazama's 5D, have two type attributes and inherit characteristics of both. For example, a strike + projectile attack can clash with strikes as well as interact with projectiles.
Some attacks are invincible to or automatically guard against attacks with certain attributes. For example, Ragna's 6A has head attribute invincibility, so it functions very well as an anti-air because most jump attacks, air specials, etc., won't hit Ragna.
- Interacting with Strikes function under an "all or nothing" system. An attack must be invincible to ALL of the strike attributes in order for it to work. For example, Ragna's 6A has head attribute invincibility, but it would lose to an attack that has both head and body attribute (such as Jin's 5D).
- Whereas strikes functions under an "all or nothing" system, projectiles functions under an "at least one" system. Consider Tager's Sledge Hammer, which has projectile guard point, and Noel's 5C, which has both strike and projectile attributes: since the 5C has "at least" the projectile attribute assigned to it, Sledge Hammer can guard point through 5C.
- Finally (and in mild contraction to above...), Bursts have both the projectile attribute as well as their own "burst" attribute. Some projectile invincible moves are not burst invincible. For example, Tager's Sledge Hammer has projectile attribute guard point, but not burst attribute, so it will not guard point a burst. Almost all super attacks with invincibility are also not invincible to Bursts.
- Physical Invincibility
- Physical invincibility is a property of certain moves, where parts of the character's "body" (i.e. hitbox), such as their feet or upper body, disappears. This type of invincibility is *separate* from attribute invincibility and is purely a matter of hurtboxes; they simply are not hittable there, even if their body appears to occupy that space. An example of this is Noel's 3C: even though her knee is raised, it is not hittable at all because there is no hitbox there.
- Guard Point
- "Guard point" (also known as autoguard) allows attacks to automatically guard against other attacks. Guard point allows a move to come out while automatically guarding the opponent's attack, so it can be used similar to invincibility, but from the opponent's perspective it is as though you were blocking their attack, which means that they can still cancel their attack.
- Some Guard Point attacks only guard against certain attacks outside of attributes. For example, Bang's 5D will not Guard Point attacks that must be blocked low.
Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that there are exceptions to this rule, and they will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.
|Hitstop (Counter Hit)
|Hitstun (Ground Counter Hit)
|Untechable (Air Hit)
|Untechable (Air Counter Hit)
- Blockstun (Air) = Ground Blockstun + 2
- Hitstun (Crouching) = Standing Hit Stun + 2
- Instant Block Blockstun (Ground) = Blockstun - 3
- Instant Block Blockstun (Air) = Air Blockstun - 6
- Barrier Guard Blockstun = Blockstun + 1
- Additional hitstop on Counter Hit only applies to the person being hit
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15
Miscellaneous Hit Effects
- Ground Hit
- "Ground hit" is when you are hit while standing or crouching and suffer hitstun. When ground hitstun finishes, you will be returned to your previous state (i.e. standing or crouching). Ground hitstun is divided into standing and crouching hitstun: standing hitstun is easier to hit for attacks with high hitboxes (note: the animation differs slightly depending on whether you get in the upper or lower half of your hitbox); crouching hitstun has a shorter hitbox, but lasts 2 frames longer than standing hitstun.
- Furthermore, some attacks have unique properties that force an opponent into a specific type of hitstun. For example, Noel's 6B forces the opponent into crouching hitstun on ground hit.
- Air Hit (Untechable State)
- Naturally enough, air hit is a hit state when hit while airborne. The main difference from ground hits is that you can only return to a regular aerial state if you recover, or "tech" out, after the attack's untechable window passes -- if you don't tech out, the opponent will be able to combo you and create an "invalid combo".
- Sometimes people prefer not to tech and allow the opponent to get an invalid combo so they do not reset damage scaling. For example, some people decide to not air tech versus Tager's Atomic Collider and let the invalid combo continue rather than tech and get hit by the Atomic Collider and reset the damage scaling.
- If you continue to not tech, then you'll simply fall to the ground at which point you can emergency tech or roll.
- Bounce Effects
- There are three types of bounce effects in BBCP: floorbounce, wallbounce, and cornerbounce.
- Floorbounce is a hitstate where you get hit to the ground and then rebound off it, floating up into the air.
- Wallbounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield.
- Cornerbounce is when you're blown back into and then rebound off of the corner of the field.
- Most attacks actually add untech time if they cause a bounce such as Jin's Sekkajin on air hit (???).
- Crumple is a type of hitstate where the character is stunned and slowly falls to the ground. The character can end crumple with crumple recovery. Immediately after being put into crumple, the character is considered grounded, and after falling forward to the ground, the character is put into an hard knockdown state. Once the untechable time passes, the character can roll and tech as normal.
- Crumple time scales with hitstun scaling, but there are some attacks which have fixed crumple times.
- Freeze is a hitstate caused by getting hit by any of Jin's Drive attacks. You'll be surrounded by ice, and be stuck in hitstun for a fixed amount of time. The amount of time depends on each attack, and after the effect has elapsed, you'll automatically recover. Additionally, if you're frozen in mid-air and land while frozen, you will then be treated as standing. This allows for air combos that go to freezing, to a high/low mixup.
- On a related note, freeze time is unaffected by hitstun scaling, and the length is always the same (per attack).
- Ground Slide
- Slide is a hitstate where the character is knocked/slammed into the ground and then slides towards the corner. Note that although the slide state is ground untechable, if the air untechable time expires, then you'll be able to use wake-up options except for Quick Tech.
- Once you stop sliding, you'll transition to a hard knockdown state, whereupon you'll be unable to do anything for 19F. After that, all wake-up options will be available to you, including Neutral Tech.
- Hard Knockdown
- A knockdown that disables Emergency Teching. This usually allows for longer combos and more time to setup an offense. An example of this is Ragna's Crush Trigger on air hit.
- Guard Crush
- Guard Crushes puts the opponent into a stunned state where you can them combo them for free. More details on Guard Crush are located here.