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The rule: red-glow prompt + melee swing = press Triangle once, right as the strike lands. Projectile, spin attack, or no prompt = dodge with Circle. Direction + a combat button snaps you to the nearest enemy in that direction - that is how you stay in the flow.

1Controls

ActionPS / Xbox
AttackSquare / X
CounterTriangle / Y (same button builds out of combat)
Dodge / vaultCircle / B
Takedown (Focus full)R1 / RB
Quickfire BatarangR2 / RT

2How to Counter

3Attacks You Must NOT Counter

Enemy / attackWhat to doWhy
GunsDodge (Circle)Shots break combos and cannot be parried
Sword spin / line cutDodgePlayers report these as unblockable
Brutes / big wind-upsDodge, then punish when they whiff and go dazedNormal counter does not work
Shield in frontDouble-tap dodge toward them to vault behindFront attacks bounce off
If unsure: prompt + melee swing = Triangle. Projectile, spin, or no prompt = Circle.

4Decision Points in a Real Fight

Crowd of basic thugs: attack → watch for red prompt → Triangle → move to the next target. Build Focus, then dump a Takedown (R1) on the first shield or sword enemy who shows up.
Shield enemy mixed in: do not punch the shield. Vault behind (double Circle toward them), hit the back, then immediately Triangle anyone swinging from the pack.
Gunner at range: dodge first, close the gap, then resume punches and counters.
Focus full: save the Takedown for the enemy type that stalls your combo (shield / sword / brute), not the last weak thug.
Fast Focus loop: stun with Batarang / gadget → flurry of attacks on the stunned target → Triangle any interrupters. Fills Focus faster than raw punching, so a Takedown is ready when a problem enemy joins.

Common Mistakes

Counter Measures challenge (20 counters, no damage): go to The Cauldron South, let the shield-pack enemies gather, and only press Triangle on the red prompt. Do not chase stragglers into gunfire. Slow the game in Accessibility if the timing is tight.

▶Watch the Counter Challenge

Counter Measures: location, waiting for the shield pack, timing Triangle without taking damage: