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-If it's fast, covers a small area, and doesn't make them glow green, you dodge it/dash through it.
-If it covers a wide area and makes them glow green, use Tai Chi/Skull Kick to cancel it.
-If it's got a long windup, doesn't make them glow green, and has severe penalties if it's not countered (e.g. fire on the arena floor) then it should be Unbounded Counter'd.
The tricky thing about Unbounded Counter is that it really can't be used as a sharp *reaction* to anything; you need to be anticipating the boss's actions, which means KNOWING that pattern, which generally means having died to the attack at least once...
For the final boss, unbounded counter is only majorly useful for two attacks: the large red orb slam, which comes out either on its own or as one of two options after a talisman -> aerial lift in phase 2, and the "wall of flame" sword swipe which opens (and is used throughout) phase 2. These two attacks have long, obvious windup animations, each with their own optimal timings for starting the UBC.
More general tips for UBC:
-The counter triggers when you RELEASE the block button and the effect lingers for about half a second, which is the most unintuitive part of the move, and definitely takes getting used to. This means you should bias towards releasing the trigger just before an attack *starts.*
-The final boss is, weirdly, the best target to practice on, since there are consistently timed attacks (unlike the ♥♥♥♥♥♥♥♥ fire projectiles) that require it and basically nothing to distract you (e.g. adds, busy backgrounds).
-Watch the BOSS's animation, not Yi's. The bosses in this game track like heat-seeking missiles, so if you see an attack that needs UBC incoming, it's best to time based on the *attack* and not the UBC animation.
-The Divine Hand Jade doesn't help you much unless you have a specific attack you're PLANNING to use it on.
TL;DR: UBC requires you to think 2 steps AHEAD of the enemy instead of reacting to their attacks. Most attacks have a specific animation "tell" which will help you time a UBC. You want the attack to *hit Yi* during or directly after you *release* the button for UBC.
There are 3 levels of Unbound Counter users:
Level 1: Those that don't have a grasp on it. The timing is clunky and slow, the mechanical use is off-putting...they use it for mechanics that need it but dodge red attacks during fights. Pulling off an Unbound Counter in a fight is very risky.
Level 2: Despite its limitations, they can pull off an UC for certain telegraphed attacks. Causing a stun after countering the proper attack is the reward and it is worth it to understand the patterns in the enemy's attacks to pull this off. The only limit to pulling off UC is how aggressive you wish to attack as you often have to cease your attacks to insure you have the time to prepare it.
Level 3: Unbound Counter is life, law and death. Everything is countered by Unbound Counter and so it shall be. Unbound Counter is their defense and their attack. Even normal attacks will be countered by Unbound Counter.
Your descriptions made me laugh, and I think you're pretty accurate. Fortunately though like I posted above Red Candle made dodging just as effective as UC for every attack, you only lose the openings/internal damage so players like me who do not like the mechanic can still really enjoy the game and achieve mastery of the game itself. I think that was a good design decision on their part.
I had to adopt this mentality to beat the final boss with the jade that deals internal damage to win