Hyperdimensional Co-Op (General Info)

So, I made three guides before this about the new extreme difficulties, and I was going to do one for SSJ4 Vegeta, but all the information I include end up primarily going over the same few things over and over.

So I decided to make this to cover quite a few things that will help you in completing Co-Op mode, as well as explaining some things that may not be that obvious.
Please know that everything I state is based on observation from playing, so everything may not be 100% correct.

As this is a rather large thing to cover fully, I’ll be posting some updates gradually with more info as I learn about it.

New entries will be put below the respected area they belong.

| Updates |
(Date is UK format, date/month/year)

| 11/6/21 |
Day guide was posted, contained some key things for fighting, setup and some of the boss habits.

| 16/6/21 |

Updated to include more things regarding the boss and it’s cards. Also included info on knockback, cover change and agro.


Setting up

When it comes to preparing your team there are a few things to keep in mind, obviously there’s the battle tag bonuses, element advantages and power level bonus, but there is something else people actually neglect. Ability bonus.

The ability bonus is based on the support characters Z-Abilities which give a sizeable increase to how well your characters perform.

The exact damage calculation is a bit complex, so instead let me put it like this, the power level bonus gradually increases your base stats in order to match the Power Level shown.
The Ability Bonus then increases it further by adding their boosts during the battle. In other words, ignoring the ability score reduces the overall damage inflicted and increases the damage you receive, it’s even more important since the bosses base stats are set higher due to them having no support.

Zenkai Abilities are also applied to these bonuses, so keep this in mind.

The Boss

The boss has a few mechanics that make it different from others.

Downgrade Nullification

The boss will always remove any form of attribute downgrade when it can act freely for about half a timer count. This half a timer count is based on how the Ai responds to attacks in general, as they will not act in any way until half a timer count has passed since the combo ended.

This means that while the shield is broken, as long as you can keep them from acting, the attribute downgrade can stay active. If the shield is up or they are able to act, it will be nullified instantly.


The boss has a bit of a unique card draw and number of cards compared to standard characters, this may be incorrect as it is based on observation rather then anything else.

To start let me explain about the games general card system, at base your card pool will have three strike cards, three blast cards, one special move and one special skill/quick skill (Whatever they call the green card).
When you add a character as an active battle member, their ‘held cards’ (seen in character’s status page) get added to the pool of cards.

However the boss works a little different, based on observation they appear to have it along the lines of 4-6 base strike and blast cards, two special moves and 1 special skill. This is based on the fact that they can chain more strikes or blasts then what would be possible normally, also they can perform the special move twice in a row.

However the green card seems to be a rare use of a card, meaning there is less of them. This system is actually more noticeable when going from the early Co-Op to the current system. (Early on, characters like Beerus were notorious for using their green card to remove buffs, they appeared to also have two in the card pool).

Card Draw and Ki/card cost

The boss has a higher card draw speed then most characters, this is actually based on general ultimate usage. Despite being the AI, they still follow the rules of the game, including having too many cards in their hand.
So when they use their main ability with a full hand to get an ultimate, they need to make space for it. Since they can use it after landing two attacks, that means the boss must have a higher draw speed then others.

The next part is more of an uncertainty on what exactly is affected, but they either have a larger amount of Ki or a very small card cost. The reason I say this is because of their special move. As I said they have two in the card pool and can use two in a row, they can also land two other attacks before doing this (blast or strike). So they would need at minimum, around 160 base Ki to do this. Or the cost of all cards to be reduced by 20.
(This can’t be Ki recovery due to their being little time to recover between attacks).

Bot habits

While it is a very powerful enemy, it is still a bot and will perform certain actions rather consistently when under certain conditions.

Ultimate Usage

When the boss has an ultimate move, it usually has a few rules set for when it will use it.

  1. If at least two strike/blast art attacks are used and ultimate move is in hand, ultimate will be used as the third attack. On rare occasions, the ultimate will be used on the fourth attack.

    • If art attack one hits, but art attack two is interrupted by other player while ultimate move is in hand, ultimate move can still be used.
    • If art attack one and two hit and vanish step is performed to avoid other player’s attack, target will change to the attacker and ultimate will be used.
  2. If one strike/blast art attack hits and main ability is used to draw ultimate move, rule 1 can be ignored and used instantly as the second card.

  3. After Burst (shield recharge), if main ability is used in order to draw ultimate move, rule 1 must be performed in order to perform ultimate.

    • If one strike/blast art hits before Burst activates, rule 2 takes effect and the ultimate can be used instantly.
  4. After Burst, if ultimate move is already in hand, ultimate can be used instantly regardless of other rules.

    • If one strike/blast art hits before Burst activates, rule 1 takes effect instead and resets attack count, requiring at least two strike/blast arts to hit before ultimate can be used.

(A.N - IT TOOK WAY TOO LONG FIGURE OUT HOW SOME OF THESE WORKED. The additional mechanics connected to these rules made it more complex to figure out.

Fighting Tips

As this mode is very different from most, here are some tips for fighting the bosses.

Countering the ultimate

Due to bosses ridicules damage (especially in extreme difficulty), their ultimate attack can easily bring you to low health, or even defeat you in one blow. Some ultimate’s are even more threatening depending on their additional effects on use (card destruction, paralysis and the like).

Because of this it’s important to remember the rules the boss has for using the ultimate and to exploit it. You will want to make sure that the ultimate is gone before they activate their burst, since there is no escape at this point.

The best option in most cases is too be quick enough to break the shield, and not give it time to react to anything while the shield is down by attacking. It should then use it’s main ability during the Burst, when it does, try to get it to land two attacks so that it will use the rule for ultimate usage, cover change and vanish or tap combo it so that the ultimate is wasted.

Of course characters with card destruction are also viable, but make sure the bot will have it in it’s hand before using it (it’s the same as any other match if they have a full hand, the card will only be added as the next draw, so it’s not effected by card destruction.

Building Link

Okay, so first… what is Link?
The Link is this percentage on the right side of the screen. This number appears while the enemy shield is up and will increase gradually as you perform actions. Using an arts card that hits the enemy increases it by 5% (decreasing by 1% when a combo is performed), performing a cover change increases it by 20%.

Depending on the percentage when the shield is broken, you will gain bonuses while the shield is broken.
At 0-39% (while it is blue) you will gain nothing, at 40-69% (while it is purple) you will gain increased Ki recovery, and at 70% and over (while it is orange) you will gain increased Ki Recovery and card draw speed.

Use of Rising Rush

The Rising Rush is incredibly important due to it’s damage output, knowing when to use it has been however has been difficult for people, so here are some things to note about using it.

  1. Don’t use them on shield.

    • This is something I have seen done a few times, and this is not that helpful. While it may deal huge damage to the shield, it doesn’t boost the link at all. The damage inflicted is also less due to the shield’s damage reduction.

    • The only time you should use it with the shield up is when they are at low health and you need that last little push, or if the timer count is extremely low.

  2. Time it with your allies

    • If you synch the Rising Rush with your allies, it will perform a more powerful attack that deals slightly more damage then performing them separately.

    • To help with the timing, wait for at most 1 timer count, if nothing is done then activate it. This short wait acts as a way to let both players know that “I am waiting to perform the Rising Rush.”

Use the taps

A mechanic you should not ignore in this mode is the tap combo performed at close range. This is really important in multiple ways.

To start off, this move has priority over any art attack, meaning you can prevent the enemy from attacking by just tapping them, which is excellent if your ally is getting hit and you can’t cover change. It’s also more viable then using an art if their sheild is up, since the enemy still has a high change to hit your ally between your attack animations due to them recovering instantly.

It’s also great due to the length of it, the tap combo is split into three hits, two sets of rapid punches and a final knockback hit, landing a full combo with this makes it so that if the enemy went for an attack right after, your ally will have the chance to vanish. They also work great for delaying so your ally can charge Ki and draw cards.

Please note that this is most effective when their shield is up, if it’s down then that just gives the enemy more time to recover their shield. They can also back away before you can land the taps, resulting in wasted time due to the recovery time needed after you perform a tap combo.

Knockback on shield

The boss is unaffected by knockback when a shield is up, as soon as you connect an attack with the boss, they reset to neutral in an instant, while they usually have to wait for half a timer count to act, this can be ignored at times (commonly seen when they continue a combo on your buddy).

However, there is an exception to this, cinematic grabs. Any thing that has you enter some form of cinematic with the enemy will cause them to be effected by knockback to a degree. Cover changes that are… ‘comboable’ (this isn’t even a word…) will cause knockback. Same applies to green cards.

However note that it only works when it enters a cutscene WITH the enemy, moves like Corrupt Zamasu or UI Goku green cards only effects themselves, so the knockback does not apply and will act like any other attack. This is worse since these cards leave you open after use if they miss, the boss can use this opening to attack even if you do hit them with it.

Cover Change

Cover change is an important mechanic in this mode to use however people rarely use it at times, part of it being out of fear of taking too much damage or losing a unit. However you don’t need to worry about it in this mode.

If you cover change between when the attack hits your ally and when the enemies attack appears, you can vanish step with any character easily or counter with your own card, essentially ending the bosses entire combo, not to mention it builds link quickly, if you and your buddy does it once each, then you instantly have 40% link.

However there is some things to know about the cover change. The moment you can no longer vanish step an attack when you cover change is about when the attack is halfway, counter with an attack also is risky after the point when the attack can be seen (for blasts and special moves). But then there are the characters that are really risky to use, cover change counter characters.

When you switch with these characters, they have a few seconds where they are unable to act before being able to do anything. If you switch when a blast can be seen or when you see them dashing, you will be hit.
The timing for a counter is at most when the attack is halfway any earlier and it will fail. (Side note, Pur SP Bojack counter does not work in Co-Op, so if you ever end up using him, don’t try to counter with a cover change).


Agro is what decides who the boss targets, agro is built in a few ways. Landing attacks in general will always draw agro, it is not based on damage, some attacks generate more agro. You can also use the increase agro button. In order to help visualise this, lets give everything a number for agro generated.
(These numbers are not exact and there may be some mistakes, however this is based on testing and observing).

Taps - 5
(Tap combo generates 15)

Strike - 20

Blast - 20

Special Move (Blue) | Ranged | - 50

Special Move (Blue) | Melee | - 55 (Plus temporary target switch, will change if agro does no exceed buddies)

Special Skill (Green) | Ranged | - 25

Special Skill (Green) | Melee | - 50 (Plus temporary target switch, will change if agro does no exceed buddies)

Ultimate Move | Range/Melee | - 65 (Plus temporary target switch, will change if agro does no exceed buddies)

Rising Rush - Unknown (The rising rush seems to generate a lot of agro as it will almost always target initiator, however in a joint rising rush it will change between initiator and follower. This is either based on their current agro, or the attacks in a rising rush also generate agro for the respective player.)

Draw Agro - 90 (Almost always causes a switch, only haven’t when multiple big attacks were performed)

Cover Change - 30 (Forces target focus, it is not a lock as the boss can sometimes change to the other player and hit a combo, but it will try to stay on the person that cover changes.)

Along with these increases, agro appears to slowly decrease overtime. The decrease increasing based on either total agro or distance between the player’s agro. This is because even when multiple big attacks are performed by one person, the boss can still switch to the other player if they just landed strikes or blasts.

Very nice. This guide is very helpful.