Archive / Ramblings / Predicting Counter Blitz Animations (3/29/2026)

Predicting Counter Blitz Animations
Intro
Characters
Sol Badguy
Ky Kiske
May
Axl Low
Chipp Zanuff
Potemkin
Faust
Millia Rage
Zato=1
Ramlethal Valentine
Leo Whitefang
Nagoriyuki
Giovanna
Anji Mito
I-No
Goldlewis Dickinson
Jack-O'
Happy Chaos
Baiken
Testament
Bridget
Sin Kiske
Bedman?
Asuka R#
Johnny
Elphelt Valentine
A.B.A
Slayer
Dizzy
Venom
Unika
Lucy
Jam Kuradoberi



- Predicting Counter Blitz Animations -
<- Back
Intro
News Flash: Wild Assault has been found dead. This is both a really good change for the game as a whole and a terrifying concept for Bedman?'s worst matchups. Surely they will fix those... right?

Anyway, now we have Counter Blitz. We have already seen the move's animations for Johnny and Unika, but obviously every character will have a unique collection of attacks used to make it. Today I want to explore that!

The basic structure of Counter Blitz seems to be Pose > Dash > Launcher / Groundbounce > Juggle > Dash > Impact. You would think that Impact would be where they reuse Wild Assault's animations, but Johnny actually doesn't! He uses it for the dash forward, but then uses 5H instead. So I will not be making that a forced rule. I think the criteria is just if it feels good from the specific camera angle? In addition, attacks do not necessarily need to maintain their original attributes, just animation. Unika's 2H has two hits normally, but her Counter Blitz only uses the second hit.
- Characters -
Sol Badguy
Pose
Launcher / Groundbounce
Juggle
Impact
Taunt (Finger Up)
5D
214K : Bandit Bringer
41236H : Fafnir
I wanted to ensure that either every attack here was fire based or none of them were. Bandit Bringer is the only thing I'm unsure of here, as it might be a bit too much motion due to the jump.
Ky Kiske
Pose
Launcher / Groundbounce
Juggle
Impact
Victory (Arms Crossed)
Wild Assault
214K : Foundre Arc
214S : Dire Eclat
-
I kept Ky fairly simple. Dire Eclat would need its electric effects removed, but besides that it should all work well.
May
Pose
Launcher / Groundbounce
Juggle
Impact
Victory (Anchor on Shoulder)
2H
623K : Overhead Kiss (Second Hit)
Wild Assault
-
May is weird because Overhead Kiss is already pretty close to the structure of a Counter Blitz. I went with 2H as the launcher for variety, but it wouldn't shock me if they just used the first part of Overhead Kiss anyway.
Axl Low
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (Fingerguns)
c.S
6H
Wild Assault
-
Axl was somewhat difficult since his attacks are all way too long ranged for how Counter Blitz is set up. I think this all works fine but I'm not super confident in it. I could also see them using 5D for the launcher, but I think it feels a bit too flimsy for that role.
Chipp Zanuff
Pose
Launcher / Groundbounce
Juggle
Impact
Victory (Blade Arm Swing)
2H
236S > 236K : Senshuu
Wild Assault
-
Chipp was fairly easy to do. I think this kind of thing fits him pretty well. Oddly I think the least fitting thing here is the initial pose.
Potemkin
Pose
Launcher / Groundbounce
Juggle
Impact
Victory (Both Arms Raised)
2H
236P : Mega Fist (Forward)
Wild Assault
-
I think 2H feels a bit weird in this role but it's probably the best option for Pot. Wild Assault also doesn't work super well, but it works fine enough.
Faust
Pose
Launcher / Groundbounce
Juggle
Impact
236H : Snip Snip Snip
6P
6H
Wild Assault
Bone-crushing Excitement's startup would have worked pretty well for the initial pose, but I think it may lead to things being unclear. Snip Snip Snip's whiff animation works fine in that role though.
Millia Rage
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (One Eye)
2H
j.D
Wild Assault
-
Millia was pretty easy other than the pose, which was quite difficult. I don't think she really has something that fits well.
Zato=1
Pose
Launcher / Groundbounce
Juggle
Impact
-
2H
6H
Wild Assualt
-
Zato was hard. I don't think any of these choices fit super well honestly.
Ramlethal Valentine
Pose
Launcher / Groundbounce
Juggle
Impact
236S : Bajoneto (S)
Wild Assault
214K : Sildo Detruo
623P : Dauro
For the sake of accounting for her swords, I think Ram's Counter Blitz will only use her non-sword attacks. This works quite well I think!
Leo Whitefang
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (Point)
2H
bt.H
2D
-
I think there are a few different options here but I really like 2D as the ender. It feels distinct. I also like the respect in this role, it feels like he is making fun of the opponent or something.
Nagoriyuki
Pose
Launcher / Groundbounce
Juggle
Impact
Victory : Snap
632146S : Wasureyuki
f.SSS
Wild Assault
-
I think the main important thing here is to make sure this feels distinct from Shizuriyuki. And I think this works! I especially like f.SSS as the juggle.
Giovanna
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (Call)
214K : Sepultura
214S : Sol Poente
Wild Assault
-
Involving Rei seemed like a good choice, so all of the sections utilize those attacks somehow. They could use 2H, but that is such a core combo tool that it would likely feel redundant. Her pose also doesn't really work well, but there weren't many options.
Anji Mito
Pose
Launcher / Groundbounce
Juggle
Impact
632146H : Issei Ougi: Sai
6H
214P : Midare
Wild Assault
None of Anji's attacks are particularly well suited to being launchers, so 6H's first half had to fill the role instead. I also would assume that Midare would not include the fish.
I-No
Pose
Launcher / Groundbounce
Juggle
Impact
Taunt (Microphone)
236H : Stroke the Big Tree (H)
5H
Wild Assault
-
I'm not entirely sure on the launcher or juggle, but the pose and impact both feel correct. Wild Assault will probably look really good from the intended camera angle, and the taunt works really well as if she is yelling at the opponent for their mistake.
Goldlewis Dickinson
Pose
Launcher / Groundbounce
Juggle
Impact
214S : Thunderbird
89632H : Behemoth Typhoon (862)
632146P : Down With The System
Wild Assault
Honestly Goldlewis has the problem of having too many good launchers. Most Behemoth Typhoons would have been useful here, so I assume they will only use one in addition to another option, like Down With The System.
Jack-O'
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (Arms Above Head)
6H (1)
632146P : Forever Elysion Driver
Wild Assault
-
Not super confident in anything here except the juggle option. Elysion Driver was used for Jack-O's Finish Blow, so I think they would be likely to use it again.
Happy Chaos
Pose
Launcher / Groundbounce
Juggle
Impact
Taunt (Clapping)
5D
Air Throw
Wild Assault
-
I would have had Steady Aim as the juggle, but I would assume it would obviously not consume a bullet and therefore it would be best to be clear. I could also see 6S in the Impact role, or perhaps Wild Assault in the Juggle role.
Baiken
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (Laugh)
j.236S : Youzansen
Finish Blow
Wild Assault
-
Apparently Baiken's Finish Blow is a completely unique animation unlike most other characters. This seems like a good place to show it off! I also think it would feel really good to go from Youzansen to a falling sword slash, kind of like a budget Hawk Baker.
Testament
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (Bow)
236H : Grave Reaper (H)
j.236H : Grave Reaper (H)
Wild Assault
-
Using Grave Reaper twice may look a bit strange, but I think with the blood effects removed they will almost look like unique moves. There is a precedent for this anyway, since their Finish Blow is just Grave Reaper (H).
Bridget
Pose
Launcher / Groundbounce
Juggle
Impact
632146H : Return of the Killing Machine
5D
j.236K : Roger Dive
Wild Assault
I'm not really in love with this sequence but I think it fits well enough.
Sin Kiske
Pose
Launcher / Groundbounce
Juggle
Impact
Victory (Flag on Shoulder)
214S : Hoof Stomp
623S~S : Hawk Baker Followup
Wild Assault
-
I really hope Sin's Counter Blitz is a parallel to a Unika's. And I think this is the best way to do it! All of these moves are somewhat similar to Unika's.
Bedman?
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (Hand Clench)
2H (5)
6H
Wild Assault
-
Bedman? has a weird lack of good launchers here. I think the final hit of 2H works pretty well, and this whole sequence would feel pretty natural. I think there is a solid chance that the pose will just be call 0x$0.20, but I hope it would be something more unique.
Asuka R#
Pose
Launcher / Groundbounce
Juggle
Impact
Victory (Wind in Cape)
5D
Air Throw
Wild Assault
-
Asuka's reliance on spells makes any physical combo feel a bit odd. I think this works but they will likely do something better.
Johnny
Pose
Launcher / Groundbounce
Juggle
Impact
Taunt
6K
214H : Ensenga
5H
-
We already know this one!
Elphelt Valentine
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (One Leg)
Wild Assault
6H
214S~H : Nailed It!
-
I'm not super happy with this one but I think it works. I'm not really sure what else they would do.
A.B.A
Pose
Launcher / Groundbounce
Juggle
Impact
Taunt (NM) / Victory (JR)
6H
Air Throw
Wild Assault
-
I did this under the assumption that A.B.A would only have a single Counter Blitz, but I could also see them giving her a second one for Jealous Rage. Therefore, this uses attacks that for the most part do not change.
Slayer
Pose
Launcher / Groundbounce
Juggle
Impact
Respect (After Flexing Hand)
Throw
6K
Wild Assault
-
I think 6K and Master's Hammer are both perfect for the juggle spot, but 6K is more likely just for the fact that it is used less. I'm not really sure if throw works the best here, but it is probably fine.
Dizzy
Pose
Launcher / Groundbounce
Juggle
Impact
-
-
-
Wild Assault
-
-
Venom
Pose
Launcher / Groundbounce
Juggle
Impact
-
-
-
-
-
-
Unika
Pose
Launcher / Groundbounce
Juggle
Impact
6H
214K : A.T.T.G. Top-Attack
2H
Wild Assault
-
Lucy
Pose
Launcher / Groundbounce
Juggle
Impact
-
-
-
-
-
-
Jam Kuradoberi
Pose
Launcher / Groundbounce
Juggle
Impact
-
-
-
-
-
Obviously we don't have Jam's full moveset yet, so I'm using Xrd with the assumption that not much will change (even though it will).