Lots of action games have weak points or critical hits (think Onimusha), but to my knowledge, very few action games have actual fighting game counter hits. I only know of Chaos Legion and God Hand. Note that I might start going overboard with CL stuff as I tend to do when talking about this game.
As you no doubt know, in a fighting game, interrupting an enemy attack at a specific point in its animation with your own results in various properties. An attack that didn't stun or launch, now does. There are tons of examples.
Also, any attack can be used to counter any attack with the right timing. Attack strength is irrelevant in this case.
Counter hits also do more damage than normal hit and are always accompanied by a different hit and sound effect.
CL and GH follow this criteria. Games like Onimusha and DMC (RG) don't 100%, though they have some elements of a true counter hit in the sense that they interrupt and require the same sort of timing, but you can't use any of Dante's attacks, it's RG only. In the Oni series, your attack doesn't even appear. You just go into issen.
These 'counter' in concept, but I'm speaking of the actual mechanic as seen in fighting games. However, if you know something I don't about these games or disagree, feel free to correct me.
So in CL, any of your attacks can be used to interrupt the enemy, though because it's an action game, not all attacks can be countered though these are very few, like certain boss attacks, a few attacks from regular enemies, and stuff like projectiles (though you can counter the shooter if you're close enough when they fire). Most enemies will have at least one attack with no counter for some reason. Some have more than one.
For the ones that don't have a counter hit, you can 'counter' those in the sense that you can respond and gain an advantage with iframes or whatever but again that isn't what we're talking about here. That's more a tactics thing.
When your attack connects, the enemy's attack will be cancelled and they'll go into a hard hit stun, varying from enemy to enemy, and depending on what move you used vs theirs.
In CL the results are, to a degree in the early game, influenced by your stats. So a low attack power counter on larger enemies won't stop them and you'll trade hits. This situation, even then, is rare. I think in early game, only this one tall, large alien looking thing has an attack you can counter, but can't stop. It's the attack where he puts his head down and runs at you. However, you can still avoid a trade by slashing just as he comes into range with the tip of Sieg's sword, then immediately roll cancelling the recovery to the side, avoiding the attack. You can even slash, then back dash to make space, then slash again and continue until he stops.
Anyway, aside from that aspect you won't find in fighters, the counter hit concept is exactly the same.
GH's counters follow the same, but is much closer to a fighting game. There are way more counter states, launchers, etc, than CL. This is obviously due to the fact that they are very different games. CL focusing on large amounts of enemies, while GH has much less, as well as the different camera angle that lends to smaller, more focused encounters so you can have counter hit launchers, sweeps, and stuff that wouldn't fit in CL's system. GH also has the high and low system with opens it up for far more hit variety and enemy states.
What are you thoughts on this?
Why do you think we don't see this system often?
My take on that second question is that usually action games have a lot of enemies and you can't really wait around for that one counter hit launcher, which makes perfect sense. Imagine if Dante couldn't launch an enemy unless he countered an attack. It just wouldn't work.
CL avoids this by not being a combo game, and having enemies that attack fairly aggressively, while GH has the more focused, almost 1v1 combat and camera and extremely aggressive enemies.
As you no doubt know, in a fighting game, interrupting an enemy attack at a specific point in its animation with your own results in various properties. An attack that didn't stun or launch, now does. There are tons of examples.
Also, any attack can be used to counter any attack with the right timing. Attack strength is irrelevant in this case.
Counter hits also do more damage than normal hit and are always accompanied by a different hit and sound effect.
CL and GH follow this criteria. Games like Onimusha and DMC (RG) don't 100%, though they have some elements of a true counter hit in the sense that they interrupt and require the same sort of timing, but you can't use any of Dante's attacks, it's RG only. In the Oni series, your attack doesn't even appear. You just go into issen.
These 'counter' in concept, but I'm speaking of the actual mechanic as seen in fighting games. However, if you know something I don't about these games or disagree, feel free to correct me.
So in CL, any of your attacks can be used to interrupt the enemy, though because it's an action game, not all attacks can be countered though these are very few, like certain boss attacks, a few attacks from regular enemies, and stuff like projectiles (though you can counter the shooter if you're close enough when they fire). Most enemies will have at least one attack with no counter for some reason. Some have more than one.
For the ones that don't have a counter hit, you can 'counter' those in the sense that you can respond and gain an advantage with iframes or whatever but again that isn't what we're talking about here. That's more a tactics thing.
When your attack connects, the enemy's attack will be cancelled and they'll go into a hard hit stun, varying from enemy to enemy, and depending on what move you used vs theirs.
In CL the results are, to a degree in the early game, influenced by your stats. So a low attack power counter on larger enemies won't stop them and you'll trade hits. This situation, even then, is rare. I think in early game, only this one tall, large alien looking thing has an attack you can counter, but can't stop. It's the attack where he puts his head down and runs at you. However, you can still avoid a trade by slashing just as he comes into range with the tip of Sieg's sword, then immediately roll cancelling the recovery to the side, avoiding the attack. You can even slash, then back dash to make space, then slash again and continue until he stops.
Anyway, aside from that aspect you won't find in fighters, the counter hit concept is exactly the same.
GH's counters follow the same, but is much closer to a fighting game. There are way more counter states, launchers, etc, than CL. This is obviously due to the fact that they are very different games. CL focusing on large amounts of enemies, while GH has much less, as well as the different camera angle that lends to smaller, more focused encounters so you can have counter hit launchers, sweeps, and stuff that wouldn't fit in CL's system. GH also has the high and low system with opens it up for far more hit variety and enemy states.
What are you thoughts on this?
Why do you think we don't see this system often?
My take on that second question is that usually action games have a lot of enemies and you can't really wait around for that one counter hit launcher, which makes perfect sense. Imagine if Dante couldn't launch an enemy unless he countered an attack. It just wouldn't work.
CL avoids this by not being a combo game, and having enemies that attack fairly aggressively, while GH has the more focused, almost 1v1 combat and camera and extremely aggressive enemies.
Last edited by Birdman on Sun Sep 29, 2019 6:50 am; edited 1 time in total