Editing Counter (matchup)

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*{{SSB4|Meta Knight}} hard counters {{SSB4|Rosalina}}, due to the ease at which his fast and high base knockback moves can eliminate [[Luma]], and his ladder combos being extremely effective against Rosalina. Her large size and floatiness make it very difficult, if not impossible, to escape them, and she gets KO'd by said combos at very early percents due to her light weight. Meta Knight can start these ladder combos just by landing his very fast and large range dash attack.
*{{SSB4|Meta Knight}} hard counters {{SSB4|Rosalina}}, due to the ease at which his fast and high base knockback moves can eliminate [[Luma]], and his ladder combos being extremely effective against Rosalina. Her large size and floatiness make it very difficult, if not impossible, to escape them, and she gets KO'd by said combos at very early percents due to her light weight. Meta Knight can start these ladder combos just by landing his very fast and large range dash attack.
*{{SSB4|Zero Suit Samus}} is considered to hard counter all large heavyweight characters, due to their large size and weight making it very difficult for them to escape her very punishing juggles and ladder combos, and their size making it impossible for them to [[SDI]] out of [[Boost Kick]]. These attributes lead to them sustaining even more damage than usual when punished, while still getting KO'd at rather early percents, nullifying their main advantage of being able to live a lot longer and abuse [[rage]] to get early KOs. Additionally, most large heavyweights have poor neutral games, making them unable to exploit Zero Suit Samus's primary weakness of having a weaker neutral herself.
*{{SSB4|Zero Suit Samus}} is considered to hard counter all large heavyweight characters, due to their large size and weight making it very difficult for them to escape her very punishing juggles and ladder combos, and their size making it impossible for them to [[SDI]] out of [[Boost Kick]]. These attributes lead to them sustaining even more damage than usual when punished, while still getting KO'd at rather early percents, nullifying their main advantage of being able to live a lot longer and abuse [[rage]] to get early KOs. Additionally, most large heavyweights have poor neutral games, making them unable to exploit Zero Suit Samus's primary weakness of having a weaker neutral herself.
==== ''[[Super Smash Bros. Ultimate]]'' ====
==== ''[[Super Smash Bros. Ultimate]]'' ====
*{{SSBU|Villager}} hard counters {{SSBU|Piranha Plant}}, as [[Pocket|pocketed]] [[Ptooie]] is absurdly strong, rendering Piranha Plant's best neutral tool very risky to use. This forces Piranha Plant to try and rush Villager down with its mediocre mobility and lackluster approach options. Villager's [[Villager (SSBU)/Forward smash|forward smash]] is also an incredibly efficient [[Edgeguarding]] tool against Piranha Plant's linear [[recovery]].
*While situational, {{SSBU|Hero}} after casting [[Bounce]], is easily able to approach and shut down characters such as {{SSBU|Mega Man}} and {{SSBU|Villager}} due to a large amount of their moveset being projectile based.
*{{SSBU|Olimar}} is usually agreed upon to be a hard counter to {{SSBU|Samus}} by completely blocking Samus' [[Samus (SSBU)/Neutral special|Charge Shot]], on which she relies heavily to fuction, with his [[Pikmin Throw|Pikmin]], making the neutral game extremely skewed in his favor, as Samus does not have enough options to be able to approach nor zone Olimar when her neutral special is neutered. This is also the case against {{SSBU|Duck Hunt}}, who has three different specials which block Charge Shot in [[Trick Shot]], [[Clay Shooting]] and [[Wild Gunman]].
*


==Soft counters==
==Soft counters==
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===Examples of soft counters in the ''Super Smash Bros.'' games===
===Examples of soft counters in the ''Super Smash Bros.'' games===
*The majority of matchups in ''Super Smash Bros.'' are soft counters outside the examples said above. This is due to the very heavy [[combo|combo game]] and easy-access [[Zero-to-death combo|zero-to-deaths]] in the game.
*The majority of matchups in ''Super Smash Bros.'' are soft counters outside the examples said above. This is due to the easiness of "zero to deaths" in the game.
 
*Many high tier versus high tier matchups in ''Melee'' are soft counters, including {{SSBM|Sheik}} against {{SSBM|Falco}} and {{SSBM|Pikachu}} against {{SSBM|Yoshi}}.


*In ''Brawl'', soft counters tend to be influenced by the stage they are played on. {{SSBB|King Dedede}} is usually said to soft counter Snake, but this may change on stages where Snake can more easily avoid chain throws or suffer less damage from them.
*Many high tier versus high tier matchups in ''Melee'' are soft counters.


*Most matchups are heavily disputed one way or another in ''Smash 4'' among higher tier characters, though some generally agreed upon soft counters include {{SSB4|Sonic}} beating {{SSB4|Mario}} and {{SSB4|Diddy Kong}} beating {{SSB4|Zero Suit Samus}}.
*In ''Brawl'', soft counters tend to change per stage. {{SSBB|King Dedede}} is usually said to soft counter Snake, but this may change on stages where Snake can more easily avoid chain throws or suffer less damage from them.


*In ''Ultimate'', due to the number of characters and matchups, the balancing being usually considered better and the community being the largest out of any ''Super Smash Bros.'' game, most soft counters are heavily debated, and universally agreed upon soft counters are rare.  
*Most matchups are heavily disputed one way or another in ''Smash 4'' among higher tier characters, though some generally agreed upon soft counters include {{SSB4|Sonic}} beating {{SSB4|Mario}}, {{SSB4|Diddy Kong}} beating Zero Suit Samus, and Mario beating Diddy Kong.


==See also==
==See also==

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