Part III · Lesson 04

Counter Attacking

Choose counter timing from the opponent’s movement, flinch, massive, dash, ping, and block gap.

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Scuba Guides source note. This lesson is based on the older Scuba Guides and the supplied source archive. It is an independent community clarity rewrite, not an official GunZ publication; mechanics are not verified for the current Steam/remaster client.

Lesson content

Counter Attacking makes use of deconstructing a movement, followed by using pin point slashes to hit someone during a movement while taking lead and ping into account.

Counter Attacking

To counter attack is simply a matter of timing. Though it’s easier said than done to do it constantly. If you want to counter attack a bfly for example, you can either use a ground slash and aim at the jump or dash, or use a Counter Bfly aiming at the same spot. The most ideal result you can get is to get a flinch, while the less ideal result would be to give your opponent a massive - meaning you attacked too late in most cases. Obviously the worst result you can get is to get flinched yourself, while the next worst result is to get a massive charge yourself.

Utilizing Dashes to Counter Attack

There’s also the use of dashes and utilizing iframes to counter attack as well. The main idea is to outposition your opponent by dashing at just the right time and utilizing strategy and ping to gain the advantage. Below are a few examples.

Forward Dashing - Easily the safest one to do, and can catch the opponent off guard quite often. Allow the opponent to approach you, and time your forward dash directly into the opponent to land directly behind them while utilizing both the deconstruction method as well as the innate iframe from the forward dash. You’ll want to dash forward, slash, and then utilize a twitch speed turn to displace your slash from going in front of you to going in the opposite direction from where you were. This strategy requires you to meld both what you see as well as leading to varying extents. You need to time your dashes iframe as well as the deconstruction to avoid the slash, while also leading your slash to hit the enemies back.

Side Dashing - Depending on the opponent’s ping, this can be quite a bit more difficult to pull off. As you have no iframe to give you the extra safety, you need to dash to the point directly outside of where the opponent aims their slash, while slashing at the right point and direction. For the best results, you’ll want to aim your slash directly after the block ends. At worst, you’ll force a massive, at best you’ll get a free hit and enable you to directly enter into a combo.

Back Dashing - The main idea of this counter is to dash just enough to displace yourself one step back, directly outside of the range of the opponent’s slash range. This will typically allow you to get a cheeky tip slash on the opponent. As with side dashing, this gets harder the higher the opponent’s ping is, and you want to aim directly at the opening when the block is down for those 1 or 2 frames.

Utilizing One Step to Counter Attack

As discussed in the One Step theory, you can simply take one step either into or outside of the range of the opponent’s slash area, and time a slash there with a ground slash. This one requires quite a bit of prediction, as well as analyzing the opponent to apply well.