SFF2 Defense Cards

The next type of card is the Defense Card. They absorb the normal amount of damage compared to using an attack card as a defense. Defense Cards most likely will have special abilities just like Attack Cards but if you notice, they only have Defense and Linker Values. If you your opponent attacks you, during the Block Phase you have the option to play a Defense Card (or Strategy Card) before the attack is considered “Successful” and damage is calculated against your health points. If you successfully play your defense card and choose not to do anything else, your Block Phase is over and your opponent can declare another attack since it is still their turn. *(If someone attacks you with an attack of 3 and your defense value is 1, then you will defend for 1 damage and still have to take 2 damage against your total health point.)

So why do defense cards have linker values? So you can do counter attacks! Just like withAttack Cards, you can play an attack following your defense while in the Block Phase if theCPT value of the attack is equal or less than the Linker value on the Defense card. This counter-attack interrupts your opponent’s turn, giving you the ability to continue attacking. *(If this happens, you continue at the Attack Phase and ignore the Draw and Prep Phases.)  Once you counter-attack, your opponent then enters their Block Phase and has a chance to counter-attack you and interrupt your turn. This can go on as many times until someone breaks the cycle.Whoever ends up controlling the turn last, continues to the Resolve and End Turn Phase. This means that if for example, you ended the turn by making the last moves, your opponent will then begin their turn and start with the Draw Phase.

*(Note: When counter-attacking, if the attack was successful, you are able to perform combos since it is considered an attack phase. Also, after you guard then successfully attack, you will earn 1 ADR point as it will start your combo.) Back to Gameplay