This is a guide to every known breakpoint of counterable scrolls. A breakpoint is a attack that can be countered on block when transitioning from a previous attack. This will exclude first attacks, delayed attacks, charged attacks and kG/Run Z specials. Note that majority of these were performed in game, and may have been affected by delay or some other factor; breakpoints susceptible to this will be reevaluated. These will be edited and are not in stone yet. Credit to Galdeira for scroll names Credit to Draygashi, imBrandon for scroll testing Letters in bold are the breakpoints Abyss PPP PPKK KKKK KPPPK KKP Agent PPPP KKKKK KK(K+G) KP Another Serpent PPKKKK KKKK KKP Avenger PPPPK KK KPKP K(K+G) Azteca PPPP PK KKKK KK(K+G) Baguazhang PPPP PPKKK PP(K+G) KKK Blackout PPPPP PPPK KKKK K(K+G) Blood Wind Ninjutsu PPPP KKKK KKPKK KK(K+G) KP Born PPPP KKKKK KP Boxing PPPP KK Capoeira PPPP KKKKK K(K+G)K Cold Blood PPPPP KKKK KK(K+G) KP Combat Sambo PPP KKPK KP K(K+G) Cyclone PPPP PP(K+G)P KKKK KK(K+G) KP Dark Haze Ninjutsu Dark Haze Ninjutsu GS2 Darksider PPPP KKKK KPK Default PPP PPK PK KK Destroyer PPP KKKKK KK(K+G) K(K+G) Dirty PPPP KKKKK PPKPK KPP Dragon PPPP KKK KKPPK KP Drunken Boxing Drunken Master PPPP KKKK KK(K+G) KP Eagle Claw PPPP PPK KKKK KKP Exile PPPK PPK KKPK KP Extreme Taekwondo PPPP KKKKK KK(K+G) KP(not tested) Fearless PPPP PPKP KKKK KPPK Gentleman PPPP PPPKP PK(not tested) KK(K+G) KKK KPK Geumgangtu PPP KKK KKPP KP Hitman PPPP PPKK KKK KPPP KPPK Hung Gar Infinite Ninjutsu Inferno Inner Fire Jeet Kun Do PPP PPK PK KKK Jin Taekkyon PPPP KK(K+G) KKKK KPP(not tested) Judo PPPP KKK KP K(K+G) Jujitsu PPPP PK KK Karate PPP PKK KKK KKPK Kingpin PPPP PPKKP K(K+G)P KKP KKKK Kenpo PPPP PPK KKK KKPPP KP Kobudo PPPP PK(not tested) KKKK KK(K+G) KPPK(not tested) Koroshu PPP PK KKKK KPP Krav Maga PPPP KK K(K+G) KPK KPP Kung Fu PPP PPKKP KKK K(K+G)K Lucha Libre PPPP KKPK Liberty PPPPP KKKK KK(K+G) Limen Baguazhang(coming soon) Mach Knuckle PPPP PPKP K Mao Gong PPPP PK KKK Muay Thai PPPK PKK KKK Muay Boran PPPPK KKKKK KKP K(K+G) Muhon's Ninjutsu PPPP PPKKK PKK(not tested) KKKK KP K(K+G) Murekwon PPPP KKK PK Muscle Buster PPPP KKKK KKP K(K+G) (not tested) Ninjutsu PPPP Pa Kua Kwon PPP KKK KKPP KP Persona PPPPP PK KKKK KP Plum Ninjutsu PPPP PPK KKKKP Praying Mantis Pro Wrestling Rage PPPP KKKKK KKPP KK(K+G) KP(not tested) Redemption PPPP PPK KKKKP KKP KP Red Leg PPPP KKPK K(K+G)K Red Scorpion PPPPP PKP KKKK Renegade Sage Master o wait Sanshou PPPP PK KKKKK KPPP Shaolin PPPP PKP PK KKK KP Shaolin Crane PPKPP KKKK KK(K+G) KP Shaolin Snake PPPP PPKPP PPKK KKKK KKP KP(not tested) Shaolin Tiger PPPPP KKPP KK(K+G) KP Shidokan Shoot Boxing PPPPP KKKK KPP Soulless Stalker PPPPP KKKKK KK(K+G)P Stinger PPPP KKKKK Street ez Sunmudo Taekkyon PP PK KKKK Taekwondo PP PKK KKKK Telos Tempest The Fundamentals of Android The Wind PPPP KKKK KPP K(K+G)(not tested) Vale Tudo PPKKK KKPPK KPK K(K+G)(not tested) Viper PPPP KKKKK K(K+G) Volador PPPP KKKKK KKKKP KP Wing Chun PPPPP KKPP KKKK Xingyiquan Xinyi Liuhe Quan PPPPP KKKK K(K+G)P(not tested) Zin Karate PPPP PKK KKK KKPP KP Zin Taekwondo PPP PKK KKKKK KK(K+G) White Fang PPP KKKK KKKP KPP
Updated with Volador, Eagle Claw, Another Serpent, and Muay Boran Volador has surprisingly low stun with every hit counterable but its 2 hit launcher (I think it was nerfed from original?)
aint nobody got time to memorize this omfg. also i think that you can kinda "feel" when its time to counter as you will notice a gap in the attackers pattern of attack when they are attacking u. thats how i deal with it anyways and it works pretty well.
sometimes you'll get locked into blockstun depending on certain scrolls (like shoot boxing). I recently discovered that if people delay their attacks, the counter window is bigger, so that's probably what u mean
As a person who main skill is aggressive baiting, knowing when to open counter windows to encourage countering is one of my key attacking focal points.
Yeah basically every hit is mid-combo counterable if they are delaying Also if you use a scroll like Muay Boran that has that special counter that starts up faster, it make some more break points possible
To clarify things here I would like to mention that every transitioning move has a certain amount of break points.Some don't have enough to low jump but theirs breakpoint in every transition and I will probably make a thread explaining break points/frames and other types of mechanics. But this is a guide to show which hits you can low jump off of or counter.