Weapon Counter System, Explained

Weapon Counter System, Explained
With stances gone, Ghost of Yōtei turns counters into weapons: match katana, dual blades, spear, kusarigama, or ōdachi to the foe in front of you to build stagger, crack guards, and control any fight. (Image credit: Sucker Punch Productions)

From stances to steel: how Ghost of Yōtei’s “weapon alignment” lets you hard‑counter every foe


If you played Ghost of Tsushima, your muscle memory probably still remembers Stone for swordsmen, Water for shields, Wind for spears, and Moon for brutes. Ghost of Yōtei throws that old chart away. Instead of swapping stances on one sword, you now swap entire weapons—each a built‑in counter to a specific enemy archetype. Sucker Punch has said this explicitly: stances are gone, replaced by distinct weapons that go deeper than a visual reskin.

This guide breaks down what that means in practice: how “weapon alignment” works, the exact matchups (who counters whom), and how to make fast, confident decisions when a fight turns messy. Where needed, we’ll reference sources so you know these aren’t just vibes—they’re how the system is designed.


What changed from Tsushima?

In Tsushima, Jin swapped between four stances to hard‑counter enemy categories (Stone/Water/Wind/Moon). Guard pressure and stagger damage spiked when you used the right stance, creating a clean rock‑paper‑scissors loop.

In Yōtei, that loop survives—but it lives in the weapon you’re holding. Atsu’s kit includes a katana (single blade), dual katanas, yari (spear), kusarigama (chain‑sickle), and the ōdachi (two‑handed greatsword). These aren’t cosmetic swaps; each carries unique timing, reach, and guard pressure designed to answer specific threats. Reviews and previews repeatedly highlight this broader arsenal.

Bottom line: instead of “Which stance fits this enemy?”, ask “Which weapon beats this weapon?”

Weapon alignment, in plain English

Weapon alignment (the term the community and guides use) is the state you enter when the weapon you’re holding counters the enemy’s weapon or type. When aligned, you build stagger faster, crack guards sooner, and—if your gear supports it—activate alignment‑gated perks. Think “stance advantage,” but attached to the weapon itself.

The matchup chart (who counters whom)

  • Katana → counters sword/katana duelists
  • Dual Katanas → counter polearms & spears
  • Yari (spear) → counters sickle users (kusarigama, dual kama)
  • Kusarigama → counters shielded enemies
  • Ōdachi → counters brutes/heavies

These five pairings are the backbone of the system. If you memorize nothing else, memorize this. (Multiple independent guides and wikis list the same alignment.)

What changes when you’re aligned

  • Stagger/guard break ramps up, shortening turtle‑y exchanges.
  • Fight tempo improves: you spend less time chipping and more time converting openings.
  • Gear synergies turn on—most notably Armor of the Undying, which gains extra sustain and timing windows only while aligned.
On higher difficulties, fighting “misaligned” feels like swinging into a wall. Swap, and the wall becomes a door.

Swapping fast (and why the game won’t force you)

Two quality‑of‑life points make the system feel smooth rather than fussy:

  1. Time dilation while swapping. Holding the weapon‑switch modifier briefly slows time so you can identify a threat and pick the right counter calmly. Build the habit: see a polearm → slow → dual katanas → re‑engage.
  2. You aren’t hard‑locked into swapping. Sucker Punch has said you can finish the game mostly on one weapon if that’s your fantasy; swapping is strongly encouraged for efficiency, but not mandatory. That philosophy keeps freedom without undermining the counter game.

Enemy archetypes, one by one

Below, you’ll find the practical “why” behind each pairing, plus simple openers to get value immediately.

1) Swordsmen / duelists → Katana

Why it works: Mirror a duelist with the cleanest parry windows and best single‑target fundamentals. Katana’s rhythm fits reading feints, punishing whiffs, and converting stagger into reliable kill‑strings.

Openers to try:

  • Perfect Parry → heavy to spike stagger, then finish with light chains.
  • Step‑back poke → re‑enter to bait overextensions.

When to break the rule: If a “duelist” swaps to a backup weapon mid‑fight (you’ll often see it on their back), re‑evaluate and swap too. Yōtei telegraphs multi‑weapon enemies—train yourself to scan their loadout at the start.


2) Polearms & spears → Dual Katanas

Why it works: Dual blades let you get inside the tip of polearms and shred long‑guard patterns with high guard pressure. They excel at collapsing space and breaking elongated blocks that a single katana might bounce off.

Openers to try:

  • Dash in during recovery → heavy flurry to chunk stagger.
  • Angle off‑line (45° strafe) to make linear thrusts whiff, then pounce.

Tip: Prioritize the spearman in mixed groups—they control space. Delete them with dual blades to free the rest of the fight. (Multiple guides explicitly call dual katanas the answer to polearms.)


3) Sickle / chain‑sickle users (kusarigama, dual kama) → Yari (spear)

Why it works: The yari reclaims range versus curved, hooking trajectories. Instead of trading in the danger zone, you stab through their setup. Some advanced techniques with the spear also let you displace enemies to create breathing room.

Openers to try:

  • Thrust‑feint → thrust to catch overcommits.
  • Kick/knock‑back tools (where unlocked) to push them into kills zones or off ledges.

Guides call out the spear’s utility against sickle chains in particular—use it whenever you see spinning chains.


4) Shielded enemies → Kusarigama

Why it works: The chain‑sickle’s arcing, wrapping attacks punish static shield blocks and side‑cover. Where straight cuts stall, the chain bites around the guard and builds stagger quickly.

Openers to try:

  • Chain swing into sickle to yank and punish.
  • Wide crowd‑control swings to interrupt shield walls before they start.

Advanced note: The kusarigama’s crowd control is also excellent when a pack tries to surround you; it’s both counter and space maker.


5) Brutes / heavies → Ōdachi

Why it works: Heavies telegraph slow, armor‑laden attacks and hold their guard forever. The ōdachi chunks the stagger bar and capitalizes on the bigger windows you create. It’s less about rapid hits and more about well‑timed, high‑impact pressure.

Openers to try:

  • Bait a heavy swing → step inside → ōdachi heavy into a short finisher.
  • Guard‑crack → execution; don’t over‑extend—big swings bring big punish windows both ways.

Reviewers point to the ōdachi as a marquee weapon that feels distinct, not just “katana but bigger.” Use it when a heavy plants their feet.


Mixed groups: make the right swap first

When three or more archetypes are present, don’t panic‑swap. Identify the most disruptive enemy, align to that one, remove them, then rotate. Rules of thumb:

  1. Kill the controller: polearms and shield‑bearers stall your offense—counter them first.
  2. Watch for weapon swaps: advanced foes carry backups on their backs and will change styles mid‑fight. Be ready to re‑align.
  3. Use time dilation smartly: you don’t have to swap perfectly on rhythm—hold the modifier, breathe, pick.

Gear & build synergies (why Armor of the Undying is meta early)

Some of Yōtei’s strongest bonuses only turn on while aligned. The standout is Armor of the Undying, which (per guides) widens the timing window for perfect parries/dodges, adds sustain on stagger, and can even boost stagger from Focus attacks—but only when your weapon counters the enemy. This set actively rewards frequent, correct swaps.

If you’re struggling on tougher modes, build around this synergy: spec for stagger gain and parry timing, and commit to alignment discipline. The difference between misaligned and aligned with Undying on is night and day.


Disarming & other interactions that play nicely with counters

Yōtei’s combat adds improvisational layers on top of alignment:

  • Disarm mechanics: certain counters pop an enemy’s weapon out of their hands; developers highlighted spear launches, kusarigama multi‑target control, and disarms as part of the system’s “more than cosmetic” weapon design. That feeds directly into matchups—stripping a brute’s tool or yanking a shield opens space for your preferred conversion.
  • Blades are still the heart: yes, Yōtei includes firearms, but Sucker Punch reiterated that guns are situational; melee weapons remain the core of the fantasy and the main axis of counters. Don’t try to “gun through” alignment problems.

Frequently asked questions

Is weapon alignment only about melee?

Yes. Community and wiki coverage describes alignment as equipping an effective melee weapon against an enemy type. Ranged tools (bows, guns) have their place, but alignment bonuses focus on melee matchups and stagger/guard pressure.

Do I have to swap weapons?

No—the designers have said the game won’t force swaps. You can role‑play a purist and finish fights with one favorite blade. But the moment you start swapping on reads, guard breaks accelerate and fights get safer.

How do I swap quickly without getting hit?

Hold the weapon‑switch modifier to slow time, then pick your counter. Practice on small patrols until the motion is automatic.

Can enemies change weapons mid‑fight?

Yes—late‑game and elite enemies may carry a visible backup and switch styles. Scan the group at the start; if you see sickles hanging from a belt on a swordsman, be ready to change to spear when they swap.


A quick, repeatable decision loop

  1. Spot the threat (shield wall, spear tip, spinning chain, hulking brute, duelist).
  2. Swap to the counter (kusarigama, dual blades, yari, ōdachi, katana).
  3. Crack the guard (aim for stagger spikes; don’t mash into blocks).
  4. Convert the opening (quick finisher, disarm, or reposition).
  5. Re‑scan (did someone switch weapons? Is a new spear entering the ring?).

Commit this loop to muscle memory and your success rate jumps immediately.


Practical drills to lock it in

  • “Two‑swap rule”: in every mixed fight, deliberately perform at least two correct swaps. It forces you to look up, identify weapons, and practice the time‑dilated switch.
  • “Controller warm‑ups”: before story beats, pick a small camp, rotate through all five counters on purpose (even if suboptimal) to grease the gears.
  • “Disruptor first”: in random skirmishes, call your target out loud—“shield first” or “spear first”—and stick to it. That single choice keeps fights from snowballing.

The counter chart (print‑friendly cheat sheet)

  • KatanaSwordsmen / duelists
  • Dual KatanasPolearms & spears
  • Yari (spear)Sickle / kusarigama users
  • KusarigamaShielded enemies
  • ŌdachiBrutes / heavies

Same chart as above, condensed—post it in your head. Multiple independent guides and wikis confirm this exact mapping, and it’s how the game’s stagger math is tuned.


Final thoughts

Ghost of Yōtei keeps the satisfying readability of Tsushima’s stance design but packages it into tangible weapons that invite improvisation: scan, swap, solve. The more you treat every clash as a sequence of winnable matchups, the less you’ll feel “stuck” in guard wars and the more you’ll carve through Ezo like a professional.

If you’re ever unsure mid‑fight, ask the one question that matters: What weapon beats the weapon in front of me? Answer it, swap confidently, and let alignment do the heavy lifting.



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