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" Counterattacks are the most valuable skill you can learn in Resident Evil 6, and if you intend to conquer No Hope difficulty with S ranks, it is a skill that you must master. Not only do they [generally] do heavy damage to enemies, but they cost no ammo and no stamina (though they cannot be done if you are out of stamina) and render you invulnerable for the duration of the counterattack.
When you first play RE6, counterattacking seems purely luck-based; if you happen to hit the attack button at just the right time, you perform a counterattack. However, this is not even remotely the case. Part of the reason that luck seems to play such an important role in counterattacking is that, if you wait until the prompt appears to push the attack button, you will often be too late. Mastering counters it primarily about timing. Almost every available counterattack in RE6 can be predicted, and you need only practice with the enemies to know their attacks are coming. My recommendation is to play through a game on Amateur difficulty with a Level 3 Defense skill equipped and try to kill as many enemies as possible using only counterattacks. Before long, your brain will know the right time to press the button.
One neat thing about counterattacks is that, even though they require the enemy to attack first, they DON'T require the enemy to be attacking you! In other words, you can counterattack an enemy that is aiming its attack completely away from you. You have to be facing the enemy for the prompt to appear; the enemy need not be facing you.
HUGE TIP: While you cannot counter while aiming, you CAN counter while your character is lowering their weapon, and since all other melee attacks are suspended during this animation, you have a much greater window in which you can press the attack button without it being premature. In other words, aim at your enemy, and when you him to attack, let go of the aim button and repeatedly tap the attack button (you'll see me doing this for almost every counterattack I show in my videos). This results in a far greater chance of success.
Each character has their own unique counterattack that they do when they're holding a single-handed weapon (handgun, grenade, knife, stun rod, Ammo Box 50, and the Hydra, plus Jake's Hand-to-Hand), and some are more powerful than others. Chris's shoulder-slam is probably the most powerful, as it knocks enemies to the ground and, in Mercenaries, tends to kill zombies instantly. Helena, Piers, and Jake all do a different form of elbow attack that is fairly powerful. Ada (and Carla in Mercenaries) performs a spinning low kick that knocks enemies down. Leon and Sherry have the weakest basic counters that tend to hit enemies in the torso rather than in the head. However, if your character is holding a weapon with both hands (except for Helena's Hydra), they will slam the enemy in the face with the butt of their gun, which tends to do heavier damage, though a surviving enemy won't be knocked to the ground. Chris has a unique counter if he's equipped with the Combat Knife in which he ducks the attack and then impales the enemy with his knife; make no mistake about it, though: this counter is NOT more powerful than the shoulder-slam--it just stuns the enemy for a longer period of time. In the enemy descriptions below, I will use the term "basic" to describe this form of counterattack. I will describe the other forms of counterattack on a case-by-case basis, but you'll notice that most forms appear in multiple scenarios.
ZOMBIES
Zombie counters are among the most valuable in RE6, and they're the easiest to learn since the zombie's movements are [ironically] the most predictable. (The danger of zombies is in their numbers, not their brains).
Arm Swings: This attack comes in two forms. In one, the zombie swings both arms consecutively, and either swing can be countered. This attack is quicker than its counterpart, but each swing does about half the damage. The other form is a single-arm swing that is slower but more damaging. The character will do a basic counter for either attack, and the prompt appears just as the zombie's arm is all the way back and about to swing.
Grab: This attack gets quicker on harder difficulties, but otherwise remains the same. The zombie will use both arms and attempt to grab your character, and the counter prompt appears just after the zombie makes its customary sound, right before the arms raise. The counterattack is a basic counter. (IMPORTANT NOTE: You'll often see Zombies with their arms outstretched as they lumber toward you. You've surely realized that if you walk into them when they're like this you will get grabbed. However, after a few seconds like this, they will attempt a grab attack that looks a bit like their normal grab attack, but this grab CANNOT be countered. If you want them to lower their arms early, slide into them).
Acid Spit: If a zombie starts to groan and rear back rhythmically, it's about to spit acid. Countering this takes a bit of practice in discerning when the attack is about to happen since the zombie groans during the entire move, but the counter prompt appears as the zombie rears back right before the spit. If your character is standing next to the zombie, you can do a basic counterattack that ducks the spit and hits the zombie.
Run & Jump: Zombies will often make a distinct roar-like groan and tremble just before they run and leap at you. The trick to this counter is to NOT be too far away when the zombie jumps, as the prompt appears from right before to immediately after the jump, and if you're too far away, the prompt will disappear even though the attack can still connect. The counterattack for this is what I call a "rapid" counter because the animation occurs so fast you can barely see it. Your character will slam the butt of whatever weapon they're holding right in front of them, and any enemy caught in the "blast radius" will be hit by it. This counterattack is very powerful and frequently kills multiple enemies, as you'll see in my videos. It does take a bit more practice, but it's not too difficult to master. What's especially nice is that if a dynamite-wielding zombie charges you, the dynamite will explode almost immediately after the zombie dies and your character will still be in the invulnerable state and therefore unharmed by the explosion.
Weapon Swing: Throughout RE6, you will encounter zombies with a bigger variety of held weapons than any other enemy (everything from bottles to sledgehammers to liquid tanks). Getting close to a zombie holding a weapon will prompt it to swing the weapon at you twice, and the counter prompt will appear just before each swing (if the first swing hits you, it won't be followed by a second); the liquid tanks (extinquisher, liquid nitrogen, and oxygen tanks) result in a different attack in which the zombie tries to beat you over the head with it--the counter prompt appears just as the tank is about to be slammed downward. Countering these attacks results in your character blocking the attack, tearing the weapon away from the zombie, and then smashing their face with it. This attack is usually an instant kill attack, but there are some zombies (namely those in Leon Ch. 5-2 and Ada Ch. 2-1) that are notorious for surviving these attacks. They still do heavy damage and deprive the zombie of its weapon. Be careful though: from a distance, zombies have a tendancy to throw their weapons at you, and this attack can't be countered. Also, if the zombie is wielding a lantern, it will only swing once and your character will do a "basic" counter, causing the zombie to drop the lantern with will then explode at your feet, causing damage.
ZOMBIE DOG C:
Zombie Dogs have only one attack, and that is to jump at you. Your character will counter with a "rapid" counter with will usually kill the dog instantly, even on No Hope difficulty. This counter is quite tricky, however, since the jump of a dog can be difficult to predict. Their are indications, however. The first thing you should notice is that the dog almost always barks before it attacks (rule of thumb here: if the dog barks, the attack is coming; if the dog doesn't bark, assume you missed it and that the attack is still coming). The dog will only jump if it is looking directly at you and rarely does so from the side, so try to face it head on and make sure it's coming at you in a straight line. Worst case scenario is the dog doesn't jump, and then all you need to is dive to the left or right and reposition yourself for another try. Most importantly, however, is that you don't get too close; the prompt only appears AFTER the dog jumps, and if you're too close, the prompt won't last long enough for you to hit it properly, if it even appears at all.
BLOODSHOT:
Mastering the Bloodshot's counterattacks is extremely important in No Hope difficulty, second only to the Glava-Begunats. Provided he's not laying on the ground (very rare), the Bloodshot has two attacks, the uppercut and the leap. The close-range uppercut attack can be countered just as the Bloodshot crouches, and the counter causes your character to grab his arm and backhand him in the face, which will drop him to his knees, allowing for a Coup de Grace melee attack (the counter itself does no damage whatsoever). The long-range leap attack can be countered at any point while the Bloodshot is in the air, so long as it's close to your character, so you want to adjust when you press the attack button based on how far away it is. Also, try not to stand too close or you risk the prompt not appearing, at least not long enough to press it. When properly executed, the counter will intercept the Bloodshot mid-air and your character will throw him to the ground and then stomp on his chest, killing him instantly. Since Bloodshots rarely appear alone, this counter is the ideal method for dispatching Bloodshots, especially when you see how much ammo they drain when killing them the old-fashioned way on No Hope.
SHRIEKER:
The only attack a Shrieker performs that you can counter is his arm swing, which is identical to the Zombie's single-arm swing, as is the counter. But you won't encounter this attack in the Campaign unless an Agent Hunter is controlling the Shrieker.
WHOPPER
The Whopper's close-range attacks, the punch and the grab, can both be countered. His lunge and charge attacks cannot be countered and must be avoided. When next to the Whopper, the first thing it will do is try to punch you, and the prompt appears just before his fist goes forward; if this misses and you're still close and in front of him or by his side, he will attempt a grab attack, and this prompt appears just before his arms descend. The counterattack for both of these is the same, what I call the "trip" counter; your character will duck the attack and do a reverse low kick that trips the enemy. The animation is similar to Ada's "basic" counter except that it aims for the legs instead of the head and has a nasty habit of missing. The Whopper's punch and grab attacks occur rather quickly, so the counter prompt is a little short. As a result, I recommend you spin around the Whopper while aiming to place yourself at his side or behind him as the prompt appears, that way, if the counter fails, you won't get hit. You'll see me do this a lot in the video. The counter will do minor damage to the Whopper while dropping it to its knees and allowing a Coup de Grace melee. It's fun to do but hardly necessary.
NOTE: Watch out for the Whopper Supremes. They are a little bigger than Whoppers and they only perform the charge attack, so you'll have to dispatch them the old-fashioned way. I included screenshots of the only 4 Whopper Supremes in the game, two of which you kill from the safety of the helicopter. The third one in Ada's campaign can be dispatched using the nearby transformer if you're low on ammo, and the fourth one in the cavern in Leon's campaign can be defeated using a remote bomb and a counter to a dynamite zombie's run and jump (just restart at the checkpoint to reset the enemy's positions to allow you to do what I do in the video).
J'AVO:
Basic, unmutated J'avo can carry a variety of weapons and all of them have a form of melee attack that can be countered. None of these counters are instant kill attacks, and the ones involving guns of some kind are not recommended on No Hope since they involve getting very close to an enemy that can drop you rather quickly; it's usually easier to just slide into them and then do the follow-up attacks. The counters do a medium amount of damage, however, and often open the enemy up to deadly follow-up attacks. Moreover, melee kills prevent the J'avo from mutating, which is always useful.
Machete: J'avo carrying machetes attack in one of two ways. The more common method is to move forward and attempt a downward slash, which can be countered just before they swing. This results in a "basic" counter. The second is what the game calls "martial arts play", where the J'avo will spin the blade twice, spin around and swing again, and then conclude with another spin, jump, and downward slash. You have two oppotunities to counter this attack, once after each time the J'avo spins around. Properly executed, this counter will cause your character to grab the J'avo's wrist and impale him with his own blade. If it doesn't kill the J'avo, it will stun him for the few seconds it takes for him to remove the blade. You can do a follow-up attack during this time, but it has a tendency to not knock the J'avo down (in fact, it does nothing except basic melee follow-up damage).
Knife: J'avo carrying knives also have two basic attacks. One is an overhand slash exactly like the Machete's and is countered in the same manner. The other is a longer-range attack where the J'avo crouches down, charges toward you, and then stabs upward. You can counter this just before he stabs, and the result is a "trip" counter. There is one moment in Chris Ch. 2 where a knife-wielding J'avo bursts through a door and does a quick backward slash (just like the Wrist Blade basic attack), which can be countered just as his arm moves forward and results in a "basic" counter. This is the only time I've seen this attack.
Wrist Blade: Neo-Umbrella J'avo are normally equipped with a double-edged wrist blade and have two basic attacks. One is a back slash similar to the unique attack I just describe for the knife J'avo in Chris Ch. 2, and it is countered the same way (be careful though: the prompt for this attack is slightly shorter and a little easier to miss). The second is identical to the charge attack of the knife-wielding J'avo and is countered the same way. There is a rare third attack that comes after the J'avo charges his blade with an electric current. The attack is slower than the backslash but faster than the upward stab; the J'avo will move forward, raise his blade behind his head, and then slash downward (this is the same basic move as a J'avo wielding a Stun Rod). Counter just before the blade moves downward and your character will do a "basic" counterattack.
Stun Rod: These J'avo have two basic attacks. One is like the charged Wrist Blade attack of the Neo-Umbrella J'avo and is countered the same way. The other is a bit like the upward stab attacks of the Knife and Wrist Blades, but the running is a bit more drawn out and the J'avo swings the Stun Rod in pretty much the same manner as its ordinary attack. Just like the upward stab attacks, this results in a "trip" counter.
(NOTE: It's worth pointing out that if a J'avo carrying a melee weapon is shot a few times, it might cover its face with its free arm. If it does this, don't stand too close, or it will do a very basic swipe with its weapon. This attack can be countered, but the attack occurs so fast that it's not worth trying. If you really want to try it, just use the aim-release technique the instant he starts moving his weapon and your character will do a "basic" counter. Otherwise, just stand back and let the J'avo resume attacking you in the traditional manner--or shoot it in the face.)
Machine Pistol: J'avo carrying machine pistols will slam you with the butt of the gun if you get too close. Counter this just as they raise their arms and your character will do what I call the "head" counter; they will block the attack by grabbing and pulling the J'avo's arm forward with one hand, and then elbow him in the face with the other arm. This attack is more damaging than a "basic" counter and will stun the J'avo for about 10-15 seconds. Some J'avo will even be killed instantly by it, even on No Hope difficulty.
Machinegun: J'avo wielding the extremely heavy duty machineguns will rear back and attempt to slam the weapon sideways into you if you stand right next to them. This attack takes a surpisingly long time to carry out, and there's no way I can describe to you exactly when the prompt appears except to say that it happens just before the downward swing. This is one you just have to practice, and it results in a "basic" counter.
Sniper Rifle: If you can manage to get close to a J'avo with a sniper rifle (wouldn't recommend it on No Hope), he will try to clock you with it in the same manner as a machine pistol J'avo with roughly the same speed. Counter just as he raises the weapon and you will perform a "basic" counter.
Rocket Launcher: Even less recommended than the Sniper Rifle approach, but if you get close to a J'avo holding a Rocket Launcher, he might hold the weapon behind his back and attempt to ram you. Just counter about halfway through the attack (might take some timing practice) and your character will perform a "basic" counter.
RUKA-SRP:
The Ruka-Srp uses nothing but melee attacks, almost all of which result in a "basic" counter attack. The half-swing attack is when the Ruka-Srp shoulder-checks you with his arm; the back-swing attack is the exact same thing except performed from behind. These attacks are quite rapid, and since he makes the same initial motion for this as he does for his full-swing attack, you should always assume this is the one that's coming. If you're wrong, you can readjust by quickly aiming your weapon and releasing the aim button, just in time to counter the full swing. A double-armed Ruka-Srp will often do a double full-swing attack; the first swing will be just like the normal full-swing, and then it will follow up with an overhead swing with its other arm. This combo can be done by a single-armed Ruka-Srp if it charges at you by swinging once normally and then "backhanding" you with the same arm. Regardless, you can counter either swing; I recommend going for the second one since you have all the warning you need to not fail. All these attacks result in a "basic" counters. When the Ruka-Srp's health is low (I assume either less than half or less than a third), he might perform an overhead stab attack. The counter for this is unique; your character will catch the arm, tear it off, and impale the Ruka-Srp through the head with it, killing him instantly. Don't confuse this attack with the downward slam he does when you're lying on the ground; they might look similar, but the downward slam cannot be countered.
RUKA-BEDEM:
There is only one attack from a Ruka-Bedem that can be countered, and that is the overhead stab he does with his shield. Counter just as his shield moves forward and your character will dodge backward as the shield hits the ground and then run forward, jump over the shield, and then kick the Ruka-Bedem in the face, knocking him flat on his back. This attack is not very damaging and not really worth the effort, but it's certainly fun to do. If you're having trouble with Ruka-Bedem, just move around behind them and do a basic melee attack; this will stun him, often setting him up for a Coup de Grace in the process, and if that doesn't kill him, you can easily stomp his head afterward. (NOTE: I'll mention this again later in the Noga-Oklop section, but if his legs are mutated as well, you can't counter the shield-stab attack, probably because you can't knock a Noga-Oklop to the ground unless it's dead).
RUKA-KHVATANJE:
The Ruka-Khvatanje has two attacks, the long-range grab and the close-range punch. The long range grab can't be countered, but it can be avoided by moving close to the Ruka-Khvatanje which will cause him to stumble slightly. The punch can be countered easily just as he raises his insect arm. The counter will cause your character to dodge to the side, grab the insect arm, and spin around, tossing the Ruka-Khvatanje to the ground in the process. This attack does VERY LITTLE damage, if any, but it allows your character to easily stomp on the head and kill it.
GLAVA-SLUZ:
This enemy has two attacks, the web-spray and the acid-spit. He only vomits acid on you when your low to the ground, either lying down or trapping in his webbing, so you rarely see this attack, which is a good thing since it can't be countered. (Bear in mind, however, that on No Hope difficulty it's very common for the Glava-Sluz to run up close and vomit acid on you immediately after you get trapped in its webbing, and it's very difficult to break out in time to avoid this attack; therefore, if you get trapped, don't try to break free, but instead aim and shoot the Glava-Sluz to death--otherwise, his vomit will knock you into dying status). The web-spray is its primary attack, and the prompt appears almost immediately after you see the webbing start to emanate from its mouth. Counter this properly and your character will grab the Glava-Sluz by the neck, plugging off the web spray, spin it around, and snap its neck, killing it instantly.
GLAVA-BEGUNATS:
This is the most important counterattack you will ever learn and, while quite dangerous, it's not very difficult. When a J'avo mutates into a Glava-Begunats, it will swing whatever weapon it's holding back and forth repeatedly until it kills you or you kill it. If that weapon is a gun, it will shoot the weapon if it's far away. It doesn't matter if it's the forward swing or the backward swing--countering will kill the Glava-Begunats instantly using the same "head" counter as a J'avo with a machine pistol. The prompt appears every time the Glava-Begunats raises its arm. If the Glava-Begunats has a mutated Ruka-Srp arm, the counter animation will be identical to that of the Ruka-Srp's overhead stab counter (tear the arm off and impale the head). Either way, the Glava-Begunats dies every time. The easiest method for performing this counter is to intentionally shoot the J'avo in the face and then step up to him as his head mutates; just as he raises his arm, tap the attack button (use the aim-release technique for better security, but it really isn't necessary). If you miss this opportunity, don't fret; simply aim at the Glava-Begunats and back up as you do so. There is a brief pause after every forward/backward swing pair; once he does the back swing, move towards him, release the aim button, and then tap the attack button. I demonstrate this at least three times in the video, but like all counterattacks, your best method is to practice.
GLAVA-SMECH:
The Glava-Smech has exactly one attack: grab you with its pincers and crush the life out of you. This attack is the most highly damaging attack of any standard enemy in RE6; on No Hope, you are put into dying status automatically, regardless of your health, without the chance to break free (failing to break free drops you into dying status even on Amateur). Fortunately, the counter is easy. The prompt appears at any and all points during the charge, from the time the pincers open to the time they close (even if the pincers are forced shut by gunfire, so long as the Glava-Smech keeps charging, you can counter). Properly done, your character will perform a "trip" counter, dropping the Glava-Smech on its face. When playing as Chris or Piers, there is a good chance the follow-up attack will prompt the character to step on the Glava-Smech and tear one of its pincers off, killing it instantly. If that doesn't happen, just counter it again. I recommend not attempting this attack too close to the beginning or end of the charge, as the results of failing the counter are devastating.
NOGA-TRCHANJE:
These spider-like enemies will usually try to shoot you from a distance, but they have two melee attacks that both result in your character grabbing and slamming the enemy face down on the floor. When the Noga-Trchanje is on the floor and you get somewhat close to it, he will leap at you rather quickly. Plan to press the attack button immediately when you see his head rear back, because the jump happens too quickly for you to wait too long. Done correctly, your character will catch him in midair and slam him facedown. When the Noga-Trchanje is on the ceiling and you walk nearby, he will dangle downward and try to slap you. Counter as soon as you see him start to dangle, because the attack occurs very rapidly. Your character will intercept the slap and slam him facedown on the floor. Neither of these counterattacks do any damage, but they set the enemy up for a stomp attack, which kills any Noga-Trchanje instantly. The aim-release technique is essential for these counters if you want to succeed reliably at them.
NOGA-LET:
This enemy has one counterable attack that I know about. At about a medium range and above you, it will extend both arms and then rush you, attempting to grab your character. Counter just as he starts to charge and your character will intercept him and slam him facedown on the ground, just like the Noga-Trchanje counters. Follow-up to kill him instantly.
NOGA-OKLOP:
This enemy has two attacks unique to it: a jumping double-kick that has a very limited range and can't be countered, and a high-kick with a much better range that can be countered. For the longest time I didn't even know this second attack existed. From what I can tell, only a Noga-Oklop with a machine pistol or a Ruka-Bedem shield arm will perform it, and only at close range immedately after its jumping double-kick has failed (the ones with shield arms won't do the double-kick first, but they rarely attempt the high kick, opting instead for the downward shield-stab that can't be countered when its legs are also mutated). Counter just as he starts to raise his leg to perform a "trip" counter that doesn't even come close to tripping the enemy. This counter has no secondary stun effects except for the occasional medium stun that happens to Noga-Oklop on a sporadic, unpredictable basis. It only causes damage, and the damage is minimal. On No Hope, I had to perform this counter 5 times before he died, all the while ducking his other attacks. Do this counter only if you're desperate or bored. If the Noga-Oklop is wielding a knife, he will likely never do this attack and instead just do the traditional downward slash, which is countered exactly like with an ordinary J'avo.
NOGA-SKAKANJE:
Counterattacking these enemies is the most unproductive thing you will ever attempt in RE6, short of attempting to kill bosses with only melee attacks. The Noga-Skakanje has a unique backwards kick that it does when you get behind it, and you can counter this just as he raises his foot. The prompt is short, but if you succeed, your character will grab the leg and spin sideways, flipping the enemy down onto his face. This deals a medium amount of damage--not really worth the risk if you ask me, since that kick attack takes off 5 blocks of health on No Hope. If he's wielding a Machete, he has two seperate melee attacks that you can counter just as the blade comes downward; your character will perform a "basic" counter. This is easy to do, but you have to be up close, and the Noga-Skakanje loves to do a jumping double-kick (similar to the Noga-Oklop's) that can't be countered and is almost as devastating as the back-kick. This attack comes too quickly to even give you enough time do dive to the side. And if he has a mutated Ruka-Srp arm, the prompt window is so thin I only succeeded in countering about 10% of the time; also, you can only counter the full-swing attack--the half-swing attacks can't be countered. And the result is merely a "basic" counter with average damage. None of these counters are worth the risk on No Hope. Instead, I recommend sliding into the Noga-Skakanje's feet, which will drop him on his face and allow you to stomp on his head. If they're in a group, just throw a flash grenade and thin their numbers one at a time.
RASKLAPANJE:
Melee attacks, even counterattacks, do very little damage to a Rasklapanje. They are, however, very effective at removing its arms, which is a necessary component of completing the Rasklapanje kill. If you didn't already know, the only way you get credit for killing a Rasklapanje is if all its parts are neutralized, separately and simultaneously. First remove and neutralize both arms, then damage it enough to split it in half, then neutralize both halves (if you do enough damage with handguns and assult rifles, the Rasklapanje will split with his legs already neutralized). If the arms regenerate before the legs and torso are both neutralized, you have to stop them again to complete the kill (and DON'T let them re-attach to the torso). Fortunately, there's an easy way to tell if you succeeded: once the last part is rendered powerless, it will drop a 3000 skill point reward (Golden Rook). Countering a Rasklapanje's grab attack is the easiest way to remove its arms without causing too much damage to the torso (neutralizing the torso before the arms are removed will render everything pointless until the torso regenerates). To do this correctly, stand in front of the Rasklapanje and use the aim-release technique, triggering the counter as soon as it raises its arm. (NOTE: Do NOT stand beside or behind it, or it will do its side slap attack, which can't be countered and will likely land the Rasklapanje right on top of you). Once the arm is detached, it may be tempting to pick it up and throw it to neutralize it -- DON'T do this; in the time it takes for that animation to finish, the Rasklapanje will have all the time it needs to turn around and attempt another grab attack, and unless you're very lucky, you won't have time to counter or dodge. There are also counter attacks available to both the legs and torso, but I recommend neither, as they do very little damage. The bottom will raise one leg and try to kick you, and if you counter just as the leg starts to rise, your character will do a "basic" counter that knocks the legs to the ground. If the torso has lost both its arms, its only attack is to slither toward you and then push itself upward and slam into you. Timed correctly, you can counter this if you press the button at any point in the jump, and your character will to the otherwise deadly "quick" counter; however, because the torso moves so quickly and has ABSOLUTELY NO telltale signs of its impending attack, this counter is impossible to predict with any certainty. Also, because of the speed, even if the counter prompt is pressed in time, you will likely miss, and you might still get hit (I show an example of one of these "successful" counters in my Bosses video). And on top of all that, even if the counter connects perfectly, the damage done is minimal. Instead, shoot the legs and torso to death with an assult rifle or catch them in the epicenter of a hand grenade, grenade launcher, or remote bomb explosion.
LEPOTITSA:
The Lepotitsa has one attack that can be countered, and that is when it outstretches both arms and attempts to grab your character. Counter just as the arms start to close and your character will perform a "basic" counter that does a small amount of damage to the beast. I don't recommend this approach on anything besides Amateur mode unless you have health to spare, especially not during the Cathedral fight, as the random gunfire of your partner and others will cause the blue gas to shoot out and knock you down with health loss; and sometimes the gas just shoots out randomly. I was able to drive the Lepotitsa on the airplane away as Helena using only counterattacks on No Hope, and I lost 4 health blocks in the process. That's the best I've ever managed with this approach. I recommend this counter only in a pinch to escape the grab attack, which is quite deadly on harder difficulties.
USTANAK:
All of Ustanaks melee attacks can be countered, but only during the final fight between him and Jake. At no other point in the game should you attempt them; they WON'T work and you will sustain heavy damage. I won't bother to illustrate each and every attack; instead I will just say that the counter prompt appears immediately after the dodge prompt for all his attacks. For most of them, just use the aim-release technique. The only exception to this is Ustanaks ramming attack. He typically only does this after picking Jake up and throwing him to the other side of the walkway, and in the time it takes for Jake to get back up, you won't have time to aim and release before the prompt disappears (and failing this counter is the only deadly fail in this entire fight, as getting rammed three times will kill you -- the other attacks just slow you down). Instead, just wait for the dodge prompt to appear, and then press and hold the attack button. The system will register the button press for about a half-second, which is all the longer it takes for the prompt to change from dodge to counter. It still fails once in a while, but it's very reliable, and this particular counter does heavy damage to Ustanak (though it will NEVER finish him--that always requires some sort of follow-up).
DEBORAH:
There is one attack Deborah does that can be countered, and it is useful as both an ammo-saving and a time-saving tool. During the fight in the pit when Deborah is jumping around on the rafters, she will scream at you and then attempt to dive down on top of you (FYI, if she succeeds on No Hope, press SELECT and restart as fast as possible -- you won't shake her off fast enough to live, even with full health). With a little practice, you can get the timing right: the counter prompt appears just as she's about to land on you, and if executed successfully, your character will catch her in midair and throw her on her back. When she falls on her back, one of her unbroken tentacles will appear, allowing you to perform a melee sequence and shatter it. This not only saves ammo, but it saves time, because you don't have to wait as she jumps, charges, and swings her tentacles repeatedly in the pit before jumping back on the rafters to do it all over again. If you're really strapped for ammo, you can make it through that entire section of the fight without firing a single shot.
SIMMONS:
There are two attacks by Simmons that you can counter. One, while playing as Leon, is when you are climbing the elevator cable. After successfully pressing the dodge prompt when Simmons reaches you, a counter prompt will appear that results in Leon kicking Simmons in the face. Since Simmons has infinite health during this part, the only thing this counter does is slow him down a bit more. Also, failing the counter causes no damage to Leon. It's merely gratifying to kick Simmons in the face. The other attack you can counter is done when you face off with Simmons on the walkway as either Leon or Ada. There is no warning that the attack is coming, but this is the one counter in the game where you can wait until after the prompt appears to press it, as it lasts a good second or two (just don't wait too long). Simmons's "horn" will mutate into a spike and attempt to latch onto your character. As Leon, this counter will cause him do duck to the side and kick the horn when it stabs at you. As Ada, the counter will cause her to dodge and use her grapple gun to latch onto Simmons, pull her toward him, and kick the top part of his body. They both do the same basic damage, but Ada's is more dangerous, as the animation drops her right next to Simmons, exposed to whatever attack comes next. But this is better than the alternative: if you fail to counter this attack or dive to the left or right, the spike will catch you, lift you into the air, and unleash a barrage of bone fragments into your chest. Unless you have at least 5 blocks of health (on No Hope), this will put you into dying status, which you rarely survive during this fight with Simmons.
**That's all the counterattacks I know about. Shriekers have an arm swing exactly like a zombie's arm swing, and I assume it can be countered, but only Agent Hunters use that attack in the campaign. I imagine countering it would cause the Shrieker's throat to expand, but that's just a guess. Glava-Dim and all the Telo mutations have no unique counter attacks that I know about, and neither do any of the Chrysalid-hatched enemies. There is a counter-like attack you can do to a Napad when it charges at you, but this does not use the "Counter" prompt and is therefore not technically a counterattack. However, it DOES behave exactly like one. Press the attack button just as the Napad is about to hit you and the "counter" will succeed; however, it only damages the Napad if you're playing a male character, in which case he will stop the Napad in its tracks and knee it in the face, removing all armor from the front of its body. Female characters will just flip over the Napad, dodging its attack and placing her in the prime position of attacking the weak point on its back (or the armor covering it). "
Might as well share this. Though the guide makes a mistake with the " You cant counter without stamina. " statement; some counters can be performed without stamina.
Also another way to easily perform counters is by using voice commands. During the command animations; you cant perform normal melee attacks but prompt based melee attacks still can be performed. Since counters are prompt based; this trick with the right timing allows for more easier counter attacks.