Guide
Game focus attack and armor charge systems explained
Harbor Siege's season-four neutral meta collapsed into dash-check loops: players sprinted at each other, threw a jab, and backdashed if blocked. Midscreen damage per round fell 18% while match length stretched past the broadcast target. The design team traced the problem to missing commitment tools — nothing punished a patient blocker except risky throws. Plain charge attacks existed but lacked armor during the hold, so mashers interrupted every windup. The focus pass added hold-to-armor states with audible charge tiers, counter-hit crumple payoffs on fully charged releases, and armor-break routes on multi-hit strings. Blind dash approaches dropped 34%; counter-hit crumple conversions on charged heavies rose 29%; average neutral-to-damage time fell back inside the broadcast window without buffing raw move damage.
A focus attack (or armor charge) is a held input that grants limited hit absorption during the charge phase, then releases into a strike with enhanced properties — often a counter-hit crumple, launch, or wall route when the release catches an opponent's startup. It sits between super armor on active frames and passive blocking: the holder commits to a timing read but cannot be chipped to death during the hold. This guide covers focus FSM design, armor absorption tiers, release variants, counter-hit payoff tables, integration with crush counters and drive tools, the Harbor Siege refactor, a technique decision table versus plain charge attacks, pitfalls, and a production checklist.
What focus attacks add beyond charge attacks and armor
Standard charge attacks reward patience with bigger damage on release. Focus attacks reward patience with neutral control during the hold — one absorbed hit, a visible charge tier, and a payoff state that converts reads into combo routes. Without armor during the hold, charge tools lose to jabs; without counter-hit payoff on release, focus tools lose to block and backdash.
Four properties distinguish focus systems from generic charge or armor:
- Hold-phase armor — absorbs exactly N hits (usually one) during charge; breaks on multi-hit strings or throws per design.
- Tiered charge clock — level 1 / level 2 / level 3 release with distinct frame data, hitboxes, and payoffs; audio and VFX ticks at each tier.
- Counter-hit crumple gate — fully charged release on counter-hit enters crumple, launch, or wall-splat instead of normal hitstun.
- Release commitment — release is minus on block at low tiers but plus or combo-able on counter-hit at high tiers; risk is whiff punish, not chip.
Focus is a neutral-layer tool, not a combo extender. Pair with footwork and approach systems so players choose focus over dash when they want to call out a passive defender.
Focus attack mechanics taxonomy
Hold state machine
Typical FSM: idle → charge_start (2–4f startup,
no armor yet) → charging_L1 (armor active) →
charging_L2 → charging_L3 → release
or cancel. Auto-release at max charge or hold until player releases
button. Document whether walk, backwalk, and jump cancel exist from each tier.
Armor absorption rules
Most focus attacks use single-hit armor: first contact consumes armor and triggers hitstop on the attacker without exiting charge. Multi-hit normals, projectiles with separate hitboxes, and throws break armor per explicit flags. Do not conflate with hyper armor that survives multiple hits on active frames.
Release variants by tier
- Level 1 — fast release, low damage, safe-ish on block (−2 to −4), no crumple; catches mashers who panic after one absorbed hit.
- Level 2 — mid speed, stagger or short launch on hit, counter-hit wall bounce optional; primary neutral confirm tool.
- Level 3 — slow release, overhead or low mixup profile, counter-hit crumple or launch; punishable on block (−8 to −12).
Overhead and low focus profiles
Level 3 often changes hitbox height: overhead focus beats crouch block; low focus beats stand block. If only one profile exists, defenders solve focus with one guard habit. Pair with high-low mixups at the wall, not only midscreen.
Focus dash and focus cancel routes
Some games allow forward dash during charge (focus dash) or cancel charge into special on release frame. Cap focus dash distance or it replaces normal movement entirely. Cancel routes belong in the same cancel table as special cancels.
Focus math and design knobs
Tune focus as a neutral transaction: risk of whiff punish versus reward of counter-hit route. Spreadsheet columns per character: tier, charge frames, armor hits, release startup, on-block, counter-hit state, wall interaction.
armor_start_frame— frame armor becomes active after charge begins; prevents instant armor on same-frame mashes.armor_hits_absorbed— usually 1; 2 only on EX focus or install modes.tier_threshold_frames— frames held to reach L2/L3; align audio ticks to these thresholds.counter_hit_state_L3— crumple duration, launch angle, or wall-splat eligibility.armor_break_on_multihit— bool; if true, document which moves count as multi-hit for armor break.throw_immune_while_charging— often false at L1, true at L3; publish in movelist.
Counter-hit payoff table (example template)
| Release tier | Normal hit | Counter-hit | On block |
|---|---|---|---|
| Level 1 | Light stagger, no combo | +4, jab confirm | −3 |
| Level 2 | Medium knockback | Launch or wall bounce | −6 |
| Level 3 | Heavy knockdown | Crumple 90f or wall splat | −10 |
If L3 counter-hit crumple leads to 40% life loss, L3 on block must be legitimately punishable by a slow normal or throw loop — otherwise defenders never challenge charged focus.
Integration with neutral and defense systems
Focus attacks interact with several combat layers:
- Crush counters — Crush counters intercept slow focus release startup; focus armor during hold does not protect the release frame. Tune crush eligibility against L3 startup.
- Throws — if focus is throw-immune while charging, tick throw beats focus; if not, focus beats passive throw tech. Pick one policy per tier and document it.
- Projectiles — single-hit armor absorbs one fireball; multi-hit beams break armor. Zoners need a documented answer to focus approach that is not only jump.
- Drive impact / armor specials — armored reversals trade with focus release; avoid both sides winning on same frame without clear priority rules.
- Reversals — invincible DP beats release startup but loses to empty focus dash or feint cancel if those exist.
Telemetry: tag focus_hold_started, armor_consumed,
release_tier, counter_hit_crumble, and
focus_whiff_punished separately. Designers need conversion rate from
hold to counter-hit route, not just focus damage totals.
Harbor Siege focus refactor
Harbor Siege added universal focus with character-specific L3 profiles.
- Universal hold armor — one-hit absorption from frame 6 of charge; armor break flag on moves with 3+ active hitboxes.
- Three-tier clock — L1 at 12f, L2 at 28f, L3 at 48f; metronome audio tick every 14f; training overlay shows tier bar.
- L3 counter crumple — 84f crumple on counter-hit only; normal hit on L3 is knockdown minus on wakeup.
- Overhead/low split — half the roster L3 overhead, half low; movelist icons show profile.
- Focus dash cap — forward slide 60 units max once per charge; prevents fullscreen focus approach.
- Crush counter hook — medium normals crush L3 release startup frames 5–9; published in frame data app.
Results after six weeks: blind dash approaches −34%; counter-hit crumple conversions on charged heavies +29%; focus whiff punish rate stable at 22% (target 20–25%); neutral round time −11%. Zoner vs rushdown win rate moved within 2% of 50/50 where it had been 54/46 rush favored.
Technique decision table
| Approach | Best when | Weak when | Pair with |
|---|---|---|---|
| Focus attack system | Neutral is dash-check stale; need callout vs passive block | Meta is throw/pressure heavy; crush tools dominate | Footwork, crush counters, mixups |
| Plain charge attacks only | Single-player or slow neutral; charge is damage spike | Fast jabs interrupt every windup | Super armor on release, spacing |
| Super armor without hold | Active-frame through-pressure (rekka, dash attack) | Defenders need a midscreen callout tool | Drive impact, rushdown routes |
| Crush counter only | Slow normals define neutral | No reward for charging through one hit | Counter-hit bonuses, wall routes |
| Focus with crumple L3 | High skill ceiling; combo rewards reads | Casual players eat whiff punishes | Assist mode simplified L2-only release |
| No focus tool | Game emphasizes projectiles or pure footsies | Rush mirrors devolve into dash-check | Chip, guard break, command grab |
Common pitfalls
- Armor from frame 0 — same-frame armor beats every mash; delay armor 4–6f so jabs still threaten panic charge.
- L3 safe on block — crumple routes plus safe charge removes risk; L3 must be minus enough for slow punish.
- No audio tier ticks — players release at wrong tier; charge clock must be readable without frame counting.
- Multi-hit armor on hold — focus becomes unstoppable; one-hit absorption is the default sweet spot.
- Identical L3 profile for all characters — overhead/low split or speed differences preserve roster identity.
- Focus dash uncapped — replaces walk and dash movement; cap distance or meter cost.
- Crumple on normal hit L3 — removes counter-hit read; reserve best states for counter-hit or crush.
Production checklist
- Define focus FSM states and transitions in combat design wiki.
- Add
armor_start_frame, tier thresholds, and release frame data to movelist schema. - Build counter-hit payoff table per tier; playtest L3 crumple damage ceiling.
- Implement single-hit armor with multi-hit break flags on tagged moves.
- Sync audio/VFX ticks to tier thresholds; training mode tier bar overlay.
- Document throw immunity and projectile armor rules per tier.
- Audit crush counter and DP windows against L3 release startup.
- Cap focus dash or cancel routes with explicit distance/meter costs.
- Tag focus telemetry events separately from normal charge attacks.
- Playtest neutral round time and dash approach rate weekly after focus ship.
Key takeaways
- Focus attacks combine hold-phase armor with tiered release payoffs — they are neutral tools, not combo glue.
- Single-hit armor during charge is the default; multi-hit breaks keep focus fair against blockstrings.
- Counter-hit crumple or launch on L3 rewards reads without making every charged hit a combo starter.
- Harbor Siege cut blind dash approaches 34% with universal focus, tier ticks, and crush hooks on L3 startup.
- Readable charge clocks (audio, UI) matter as much as frame data — wrong-tier releases waste the system.
- Integrate focus with crush counters, throws, and projectiles explicitly or one archetype solves the whole meta.
Related reading
- Game charge attack systems explained — hold timing, tiers and interrupt rules without hold armor
- Game counter-hit systems explained — startup windows, stun bonuses and crumple payoffs
- Game crush counter systems explained — intercepting slow focus release startup
- Game super armor and hyper armor systems explained — through-pressure on active frames vs hold armor