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: