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Note: I attempted to test everything in this spreadsheet as thoroughly as possible, but things could still be incorrect for one reason or another. It's not easy to test this stuff on a console. If you have any questions, suggestions, comments, or criticisms, message Kanaris#7777 on Discord.Don't know when I made this sheet originally, but this was last updated 2023/07/19
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Use the tabs at the bottom of this sheet to swap between this summary page and the two data sheets
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Summary
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There are three scenarios you might call a counterhit:
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1. Open foe damage. This happens when a hit is delivered to a recipient who has just ended an attack and is recovering (unable to do other things). This applies to both the player and enemies. This can't be applied at any point before or during an attack, only after. That means you don't get counterhit while you're swinging your weapon, only after the attack has completed, or just as it completes and the hitbox disappears. Most sources I've seen quote this as a 1.20x to 1.40x damage multiplier depending on the enemy and attack countered, but it's much more varied than that. Even on just the one enemy I analysed this on, for countering some big slow attacks it was as much as 1.70x. I bet there are some huge multipliers out there for some of the bigger enemies or bosses, but this is the biggest I found in testing.
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2. Visceral/Parry/Backstab state ("downed" enemy): After the recipient has been parried, backstabbed, or knocked down (in the case of some bosses), and you hear that glorious sound, the recipient takes approximately 2x damage from the next non-visceral hit. In my tests against this enemy it was 2.14x after both a backstab and a parry. Something I saw from another person's testing was that a Hunter's Pistol shot in visceral state at various levels and bloodgem loadouts deals (base+2)*2 damage, so it's slightly more complicated than just a multiplier. The visceral multiplier probably changes as well based on enemy defense or type, not certain.
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3. Instability damage. When the player is at certain points of a roll, quickstep, backstep, leap, or sprint, they take approximately 1.4x damage. A small white flash similar to a Tekken hit effect appears somewhere near the player when an instability hit happens. It is NOT double damage as far as I can tell. However, when I went from wearing Hunter Set to wearing nothing, this consistent 1.40x multiplier turned into 1.48x. This is probably due to defense calculations and rounding. Or perhaps the added damage from instability is in a different damage type, to which some attire might be more or less resistant.
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I am unsure of where or how limb break knockdowns (not visceral state) and broken limb damage fit in. Couldn't be bothered testing those.
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Movement frame data
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It's most easy to see differences in duration / startup frames / iframes / instability frames / lag frames if you go to the Movement frame data tab
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Basically:
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All four actions (roll / QS fwd / QS side / QS back) have the same number of iframes with the same timing!
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Rolling takes the most time to fully complete, and moves you the farthest. It also has the most instability frames afterwards. If you spam roll, it's easy to get roll caught. 11 iFrames, then 13 non-iFrames (8 instability frames + 5 stable lag frames). Basically, rolling kinda sucks unless you really need the extra distance or a specific angle.
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Quickstep forward takes the least time to fully complete, meaning in terms of "hobb rolling", this movement gives you the greatest iFrame uptime and leaves you the least exposed.
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Quickstep sideways is like a QS fwd but with 2 extra stable lag frames at the end of it (when chaining it with another roll/QS). It's kind of the worst of both worlds when compared to QS fwd and QS back.
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Quickstep backward goes for the same duration as QS side but 2 of the instability frames are instead stable lag frames, so you're slightly less likely to be punished with a counterhit multiplier if you're roll caught. The trade-off is that it's still longer in total compared to QS fwd.
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Backstep (neutral stick, tap circle) gives ZERO iFrames, and the greatest number of instability frames. It has low total duration so it can be spammed to back way off from an opponent, I guess? Should really just unlock and sprint away though. Backstep SUCKS.
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Leap is something I couldn't be assed to test. All I know is that you take the same instability multiplier as the other movements for quite a large window, and you get some iFrames towards the end.
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Click through on this cell to see a video by Ludwig demonstrating this
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