View Full Version : Guide to where to counter. (A.K.A. Break Points)
Blueblur
November 1st, 2008, 01:17 PM
Well when i got judo.. I've been studying scrolls a lot more. Here is a guide of where to counter and stuff. [Every scroll should have one i think; except sage master of course...]
Legend:
P - Punch
K- Kick
K+G - Kick/Grab
* - Where to counter
Carats.
-----------------------
Default:
PP*P
K*K
Street:
PP*P
K*K
Renegade:
PPP*P
PPP*K
Jujitsu:
P*PP*P
TaeKwonDo:
KKK*K
PK*K
Ninjitsu:
PPP*P
Shidokan:
KK*K
Kobudo:
P*PP*P
KungFu:
KKK*K
Murekwon:
PPP*P
KK*K
Taekkykon:
KKK*K
MuayThai:
PPP*K
MaoGong:
P*P*PP
KK*K
Shaolin:
PK*P
Drunken Master:
PP*PP
KK*KK
Avenger:
PPPP*K
KP*KP
Exile:
KKP*K
PPP*K
Lucha:
KK*KP
PPP*P
Red Scorpion:
P*KP
PPPP*P
Astros
--------------------------
JeetKunDo:
KK*K
Boxing:
PPP*P
Karate:
KK*K
KKP*K
PK*K
Drunken Boxing:
PPP*P
Korshu:
KKK*K
Baghugzing:
PP*PP
PP*KKK
GuemGantu
PP*P
Pro Wrestling:
KP*K
Shoot Boxing:
PPP*P
KKK*K
KP*P
Cap:
KK*KKK
K*K+GK
Judo:
KK*K
Dragon:
KK*K
KK*PPK
Zin Taekwondo: [Thanks RedLight]
KKKK*K
Pa Kua Kwon:
KKP*P
KK*K
Vale Tudo:
P*PKk*K
KK*PP*K
K*Kg
Combat Sambo:
PP*P
KK*PK
Persona:
KK*K
Stinger:
KKKK*K
Blood Wind Ninjitsu:
kkp*kk
kk*kk
Muscle Buster:
PP*PP
KK*KK
KK*P
Infinite Barrage Ninjitsu:
PPP*P
KKK*KK
KKK+GPP*K
Hitman:
PP*PP
KK*K
KPP*K
Muhon's Ninjitsu:
PPKK*K
KKK*K
Agent:
PPP*P
KK*KKK
NOTE: Red Scorpion has a different counter frame that works much better and quicker. Some of these counters may not work with red scorpion, but some might work even better with red scorpion.
Gnat70
November 1st, 2008, 01:30 PM
good job getting all that info :D
8/10 just cuz i dun have judo :/
RedLight
November 1st, 2008, 02:19 PM
yea judo is easy to counter because of the delay with zin i counter the last kick of KKKK
my rating 10/10
SilentZen
November 1st, 2008, 07:02 PM
Wow nice i had a hadr time with zin but thanks
RedLight
November 1st, 2008, 07:31 PM
just make sure you know what kicks your opponent delays that way countering is much easier
Update: for muay thai if someone delays the the kicks like this K*KK it is also counter able. I tried it last night it works. for judo this happend once with the punch combo PPP*P i dunno if i can do it again cuz ppl dont usually delay.
SilentZen
November 3rd, 2008, 10:15 PM
well when i use zin i delay the 3rd and 4th kick
xNite
November 9th, 2008, 09:22 PM
Very useful guide. I'll try my best to use these counters on the perfect time.
10/10
InFamousMe
November 13th, 2008, 05:59 PM
Great guide. I tested a lot of them with my friend. They work! Thanks bro.
Edan
November 13th, 2008, 08:14 PM
very nice 10/10
so funny countering Mao
They Like SPAM FEST
and then they like aww countered
Blueblur
November 13th, 2008, 08:39 PM
Ha Ha!
Im glad I can help you all, And I am happy to see the community is getting more used to counters that it used to.
Yoshi13
November 17th, 2008, 03:43 AM
As long as you are blocking, you can instantly counter whenever. This means you can interrupt any attack of any combo (too difficult to counter the second hit of a double-hit e.g. Mao's second punch, Bag's second punch, Karate first kick). It's possible to counter a second hit of a double hit, but it's not easy.
Once you realize this, this guide is just stating the obvious.
If you're attacking a blocking person, are you just going to spam away? Hopefully not. You're going to use delays to mix it up. You probably will end your combo mid-way and drift/throw, or even begin a new combo.
It's only effective during the first few hits of your opponents attacks. The first 2 kicks of many scrolls have little to no delay. Once your opponent gets more control over his/her attack rhythm, attempting a counter is far riskier.
You don't want to encourage people to use counters, because otherwise they will spam it, and we all know how vulnerable a missed counter can leave someone.
Tips for counters are nice, but it's one of those things that are picked up on experience.
TonyJaa
November 21st, 2008, 06:24 AM
nice start for where to counter ^_^
even i dont know when to counter for the new scrolls,, namely cap, shoot, dragon o.o
but i do have some feel of when to counter for the older scrolls.
P*PPK is also counterable in muay thai and several other scrolls o.o
Blueblur
November 21st, 2008, 06:45 AM
As long as you are blocking, you can instantly counter whenever. This means you can interrupt any attack of any combo (too difficult to counter the second hit of a double-hit e.g. Mao's second punch, Bag's second punch, Karate first kick). It's possible to counter a second hit of a double hit, but it's not easy.
Once you realize this, this guide is just stating the obvious.
If you're attacking a blocking person, are you just going to spam away? Hopefully not. You're going to use delays to mix it up. You probably will end your combo mid-way and drift/throw, or even begin a new combo.
It's only effective during the first few hits of your opponents attacks. The first 2 kicks of many scrolls have little to no delay. Once your opponent gets more control over his/her attack rhythm, attempting a counter is far riskier.
You don't want to encourage people to use counters, because otherwise they will spam it, and we all know how vulnerable a missed counter can leave someone.
Tips for counters are nice, but it's one of those things that are picked up on experience.
Yoshi just loves to own me...
RedLight
November 21st, 2008, 04:29 PM
well he does have experience
Sieg121
December 6th, 2008, 09:01 PM
Ha Ha!
Thanks for teaching everyone to counter at these spots, now I wait and stop my attack right before that, they counter and I grab them to death. :)
KruSuPhy
December 7th, 2008, 12:52 PM
I never Grab.
Llami
December 7th, 2008, 09:52 PM
why nots?!?!??!
grabbing is tha bests!
RedLight
December 8th, 2008, 06:11 PM
well its fun for you cuz you have Pro Wrestling :P
Karrots
December 9th, 2008, 07:41 PM
Wow. That's all of the scrolls. G'job.
Hmm... Most of where to counter are before the last hit. Interesting...
swift49
March 25th, 2009, 04:32 PM
Lolz.
This really helps out!
ThisOne
March 26th, 2009, 08:44 AM
You can counter in between TKDs 2nd and 3rd kick as well.....i found that out ccuz i cant seem to time the 3-4 kick counter lol i fail
And you can counter in between Avenger 2-3 punch and karate KK(counter)PK
beware countering karates double punch as you will probably eat the second autohit regardless (most of the time at least)
thats a few more you can add to it
hope it helps
Slagathor
June 3rd, 2009, 02:43 AM
In Capoeira, if the person delays at all between 3rd and 4th kick you can counter the 4th kick because of the time it takes for their character to turn and THEN kick.
RedLight
June 3rd, 2009, 03:18 PM
You might need to find out Exile counter spots too Blue :)
Blueblur
June 3rd, 2009, 03:45 PM
Fo sho', added exile.
RedLight
June 3rd, 2009, 04:05 PM
I think these are counter able spots.
Exile - PP*K the launcher and the quick KP maybe K*P? or was it P*K?
DarknightK
June 3rd, 2009, 04:27 PM
I think these are counter able spots.
Exile - PP*K the launcher and the quick KP maybe K*P? or was it P*K?
Its K*P. :o
RedLight
June 4th, 2009, 12:18 AM
K*P it is then. I don`t have Gem on this laptop so I can`t test scrolls.
Jimmy Nguyen
December 12th, 2009, 03:27 AM
thanks to oblivion to leading to me to this guide and thanks blue for composing it :O
Nate
December 11th, 2010, 08:05 PM
Useful thread is useful.
iTrippin
April 18th, 2012, 10:54 PM
Bump
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