- Predicting Counter Blitz Animations -
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.
[Release Commentary] So in a broad sense, I was wrong about how the juggle parts work. I generally assumed that this part was a jump, as in Johnny's Counter Blitz. Unika, the other character we were shown, was assumed to be the exception to this. Instead I got it backwards, and Johnny was the exception. Because of this, almost every juggle is incorrect. Oh well!
- Characters -
Sol Badguy
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Taunt (Finger Up)
5D
214K : Bandit Bringer
41236H : Fafnir
Image
-
Final
214S : Night Raid Vortex
6S
214S : Night Raid Vortex
Wild Assault
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.
[Release Commentary] Fair enough, this looks good too.
Ky Kiske
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory (Arms Crossed)
Wild Assault
214K : Foundre Arc
214S : Dire Eclat
Image
-
Final
236H : Charged Stun Edge
214S : Dire Eclat
5D
Wild Assault
I kept Ky fairly simple. Dire Eclat would need its electric effects removed, but besides that it should all work well.
[Release Commentary] Kind of similar to mine! In general I tended to rely on groundbounces for the Launcher which seems to have just been the wrong call on my part.
May
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory (Anchor on Shoulder)
2H
623K : Overhead Kiss (Second Hit)
Wild Assault
Image
-
Final
623K : Overhead Kiss
5H
6H
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.
[Release Commentary] Odd choice to use Overhead Kiss as the pose, but it works fine.
Axl Low
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Fingerguns)
c.S
6H
Wild Assault
Image
-
Final
632146P : One Vision
6H
5D
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.
[Release Commentary] Ok so this looks fine but what I really want to discuss is the fact that Counter Blitz can be whiffed???? At max range 2H Axl just doesn't hit them at all!.
Chipp Zanuff
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory (Blade Arm Swing)
2H
236S > 236K : Senshuu
Wild Assault
Image
-
Final
236236P : Banki Messai
?????
2H
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.
[Release Commentary] I have no idea where the first part is even from???? It kind of resembles Alpha Plus from previous games but he obviously doesn't have that. He just elbows them and I don't know where he ven does that in Strive?
Potemkin
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory (Both Arms Raised)
2H
236P : Mega Fist (Forward)
Wild Assault
Image
-
Final
623K : Heat Tackle
[4]6H : Hammerfall
2H
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.
[Release Commentary] Heat Tackle looks a bit odd as the startup but its fine I guess. Potemkin has the same whiffing problem as Axl at times, like max-range 6H.
Faust
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
236H : Snip Snip Snip
6P
6H
Wild Assault
Image
Final
Victory (Hands Up)
632146H : Bone-Crushing Excitement
2S
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.
[Release Commentary] Very odd initial pose besides, this looks really good! I love the transition from Bone-Crushing Excitement to 2S.
Millia Rage
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (One Eye)
2H
j.D
Wild Assault
Image
-
Final
Idle Animation
6H
2H
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.
[Release Commentary] I didn't even consider using idle animations for the pose, but it definitely works well here! This is also the first four-hit Counter Blitz I have found!
Zato=1
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
-
2H
6H
Wild Assault
Image
-
Final
Throw
5H
5D
Wild Assault
Zato was hard. I don't think any of these choices fit super well honestly. (I also forgot to do an initial pose whoops.)
[Release Commentary] This is fine. Throw is actually a pretty sensible option for the pose.
Ramlethal Valentine
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
236S : Bajoneto (S)
Wild Assault
214K : Sildo Detruo
623P : Dauro
Image
Final
236K : Ondo
6H
5D
Wild Assault
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!
[Release Commentary] Very sensible choices here. I like Ondo as the initial pose.
Leo Whitefang
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Point)
2H
bt.H
2D
Image
-
Final
214S : Turbulenz
236S : Erstes Kaltes Gestöber
5D
Wild Assault
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.
[Release Commentary] Unfortunately they didnt use the pose or 2D as I wanted, but this still works fine.
Nagoriyuki
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory : Snap
632146S : Wasureyuki
f.SSS
Wild Assault
Image
-
Final
5D
214H : Kamuriyuki
623H : Shizuriyuki
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.
[Release Commentary] Works fine. I do wish they went with the snap for the pose instead of 5D's startup though.
Giovanna
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Call)
214K : Sepultura
214S : Sol Poente
Wild Assault
Image
-
Final
6H
214K : Sepultra
623S : Sol Nascente
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.
[Release Commentary] 6H's startup works perfectly as a pose and I really should have realized that. Besides that, I was actually pretty close on this one!
Anji Mito
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
632146H : Issei Ougi: Sai
6H
214P : Midare
Wild Assault
Image
Final
f.S
236H : Fuujin
2H
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.
[Release Commentary] f.S as the starting pose looks really weird and 2H doesn't really work for the second hit. Weird looking Counter Blitz.
I-No
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Taunt (Microphone)
236H : Stroke the Big Tree (H)
5H
Wild Assault
Image
-
Final
236H : Stroke the Big Tree (H)
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.
[Release Commentary] Perfect! I didn't get the pose but that doesn't matter.
Goldlewis Dickinson
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
214S : Thunderbird
89632H : Behemoth Typhoon (862)
632146P : Down With The System
Wild Assault
Image
Final
632146P : Down with The System
6H
23698 : Behemoth Typhoon (268)
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.
[Release Commentary] Works well. Unsuprisingly, incorperates Behemoth Typhoon.
Jack-O'
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Arms Above Head)
6H (1)
632146P : Forever Elysion Driver
Wild Assault
Image
-
Final
??????
5H
2H
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.
[Release Commentary] Look fine. No idea where the initial pose is from though.
Happy Chaos
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Taunt (Clapping)
5D
Air Throw
Wild Assault
Image
-
Final
214P : Focus
6S
5D
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.
[Release Commentary] Not shocking choices. Given the fact that jumping is not a part of Counter Blitz, this probably would have been my choice.
Baiken
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Laugh)
j.236S : Youzansen
Finish Blow
Wild Assault
Image
-
Final
Dash Stop
41236H~H : Kabari Follow-Up
6H
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.
[Release Commentary] Solid overall. Using Dash Stop initially seems like an odd choice for the initial pose, but since it is generally used after a wallbreak they often can act as pseudo-taunts? Sometimes? This one doesn't really but it is somewhat distinct at least.
Testament
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Bow)
236H : Grave Reaper (H)
j.236H : Grave Reaper (H)
Wild Assault
Image
-
Final
Respect (Bow)
6H
5D
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).
[Release Commentary] I actually got the pose right for once! They used a different part of the animation, but the respect itself was correct.
Bridget
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
632146H : Return of the Killing Machine
5D
j.236K : Roger Dive
Wild Assault
Image
Final
632146H : Return of the Killing Machine
6K
f.SS
Wild Assault
I'm not really in love with this sequence but I think it fits well enough.
[Release Commentary] Well I got the pose right at least. Luckily they were able to come up with something that doesn't look awful as mine did.
Sin Kiske
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory (Flag on Shoulder)
214S : Hoof Stomp
623S~S : Hawk Baker Followup
Wild Assault
Image
-
Final
Respect (Fist Pump)
6H
5D
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.
[Release Commentary] The respect they used was one of my initial choices for the pose. Unfortunately does not mirror Unika's as I wanted, but it definitely still works.
Bedman?
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Hand Clench)
2H (5)
6H
Wild Assault
Image
-
Final
214P : call 0x$0.20
5D
6H
2H (5)
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.
[Release Commentary] What the hell were they cooking here??? Why is 2H (5) the FINISHER???? Where is Wild Assault???????? Easily the worst looking Counter Blitz in the game.
Asuka R#
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory (Wind in Cape)
5D
Air Throw
Wild Assault
Image
-
Final
Chant
5H
6H
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.
[Release Commentary] Yeah, this was better. Chant is a boring pose but it works.
Johnny
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Taunt
6K
214H : Ensenga
5H
Image
-
Final
Taunt
6K
214H : Ensenga
5H
We already know this one!
Elphelt Valentine
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (One Leg)
Wild Assault
6H
214S~H : Nailed It!
Image
-
Final
632146H : Juganto da Parfeo
214S : Here I Go!
5D
Wild Assault
I'm not super happy with this one but I think it works. I'm not really sure what else they would do.
[Release Commentary] I really love the pose they went with! Besides that, this is fine.
A.B.A
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Taunt (NM) / Victory (JR)
6H
Air Throw
Wild Assault
Image
-
Final
214S : Frenzy and Astonishment / 63214P : Changing and Swaying
236S : Menace and Groan
5D
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.
[Release Commentary] This works fine. I was right about it not changing in Jealous Rage outside of the pose.
Slayer
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (After Flexing Hand)
Throw
6K
Wild Assault
Image
-
Final
632146S : Super Mappa Hunch
632146S : Super Mappa Hunch
214P~S : It's Late
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.
[Release Commentary] This works really well! I like Super Mappa Hunch in this role.
Dizzy
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Respect (Flowers)
2H
Finish Blow
Wild Assault
Image
-
Final
Respect (Flowers)
6H
2H
Wild Assault
I think Dizzy's Counter Blitz should include both Necro and Undine, so both 2H and Finish Blow were included. I don't think this works incredibly well but Dizzy has the same problem as Asuka where any chain will feel a bit odd since she isn't the one actually attacking.
Venom
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Victory (Hand Out)
6P
j.236H : Carcass Raid (mid-air)
Wild Assault
Image
-
Final
632146H : Navaratna Runout
2H
6H
[4]6S : Stinger Aim
Venom has a decent amount of options here, these just felt like the most natural. Wild Assault could probably be swapped out but I think it fits fine.
[Release Commentary] Stinger almost certainly a better ender than wild assault. This Counter Blitz works well.
Unika
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
6H
214K : A.T.T.G. Top-Attack
2H
Wild Assault
Image
Final
6H
214K : A.T.T.G. Top-Attack
2H
Wild Assault
We already know this one!
Lucy
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
632146S : Quickhack
214H : Monowire
214K~H : Cross Up (Flipped)
Wild Assault
Image
Final
Finisher: Deepdive
214K : Sprint Attack
5D
Wild Assault
I could see them using something other than Monowire since it applies a status, but I think it will still be obvious enough. I'm also not sure they would flip Cross Up to make it look better, so the juggle might be something else.
[Release Commentary] This one is fine. I did not expect Deepdive to be used for this.
Jam Kuradoberi
Pose
Launcher / Groundbounce
Juggle
Impact
Animation
Taunt (Crouch)
2H (1)
214K : Gekirin
Blitz Attack
Image
-
Final
????????
214P~P : Goushao
5D
Blitz Attack
Obviously we don't have Jam's full moveset yet, so I'm using Xrd with the assumption that nothiing will change (which is obviously not true but I can't really do anything else). I feel like this is a bit too similar to her normal combos, but it still works. Also, fun fact: the majority of Wild Assaults use the same animations as the character's Blitz Attack from Xrd. If Jam was added any earlier, that is what her Wild Assault would have looked like.
[Release Commentary] I was right about Blitz! I'm not sure if this same thing should be expected in the future. If it wasn't, this was likely made for her Wild Assault.