Strikeborn Manji Kick: How Yuji's Counter Works
How Yuji's Manji Kick counter triggers in Strikeborn, what it deals, which attacks and ultimates it can contest (like Fuga), and when it fails or gets punished.
Manji Kick is an active counter: only the first few frames of the move have the counter property. If you're hit during that window, the counter activates — the game teleports the opponent to you regardless of range and performs the attack. If the window passes, you simply do a normal kick and are vulnerable to being canceled. That dual behavior means a wrong read still deals kick damage, but the recovery can be baited and punished by good opponents.
What the counter does
Per a dedicated Yuji creator guide, base Manji Kick deals 13 damage, is unblockable, and does not hit grounded targets. The counter also deals 13 damage, and with a black flash charge it can black flash for 25 instead of 13. These values come from creator gameplay and may change with balance patches.
Important boundary: the counter only stops the specific hit that triggers it — it does not interrupt a full multi-part move, so later parts of an opponent's attack can still connect.
When to use the counter
- Read the opponent's next action rather than mashing the move.
- Good openers: an opponent's dash-in approach, a skill mash on wakeup, or a predictable down-slam extend.
- The counter works midair too — footage shows in-air counter kicks of an ultimate.
- Bad habit: throwing it as a greeting or walk-up tool; the recovery after the counter frames can be punished.
Countering ultimate moves
Creator footage documents Manji Kick countering ultimate moves. The most prominent clips show a player hunting a Sukuna-style opponent specifically to counter the Fuga (Flame Arrow) ultimate, succeeding repeatedly — including an in-air counter. One clip shows what the player describes as reflecting a move back ("Did I just reflect that back to him with the curse drop kick?"), but whether that was a true reflect mechanic or the counter animation is ambiguous — treat it as unconfirmed.
Ultimate-countering is timing-dependent, not automatic. The same player repeatedly mistimed counters against ultimates, missed when the opponent's move whiffed, and lost counters to cooldown. Only specific observed cases (dash-ins, M1s, skill mashes, down-slam extends, Fuga) are documented; the complete list of counterable ultimates is not established, so check interactions in-game after any Yuji or ultimate-system balance change.
Failure cases and limitations
- Manji Kick goes on cooldown after use and cannot be reused until it returns.
- Pressing too early against an ultimate whiffs or triggers at the wrong moment.
- After the counter frames end, the recovery kick can be canceled and punished.
- Opponents can Manji Kick your own mistimed down-slam extend, so use extends carefully against a Yuji holding the counter.
- Predicting the counter outright lets an opponent punish it.
Follow-ups after a successful counter
- Counter kick on a dash-in, then immediately M1.
- If the counter knocks the opponent up, treat it as an air starter and convert into your air route.
- The teleport pulls distant or mobile opponents — including ultimating ones — into melee range, opening the full Yuji combo game: side kick into side-dash air combo, black flash conversions, or a down-slam near a ledge.
- Against opponents who spam extenders during recovery, the counter works as a combo-extension read.
