Editing Counterattack

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
{{disambig2|the class of moves|moves of this class with a similar name|Counter (disambiguation)}}
{{disambig2|the class of moves|moves of this class with a similar name|Counter (disambiguation)}}
:''For [[Sora]]'s move of the same name, see [[Counterattack (Sora)]]. For the remix of a music track from ''Xenoblade Chronicles 2'', see [[List of SSBU Music (Xenoblade Chronicles series)#Counterattack]].''
:''For [[Sora]]'s move of the same name, see [[Counterattack (Sora)]]. For the remix of a music track from ''Xenoblade Chronicles 2'', see [[List of SSBU Music (Xenoblade Chronicles series)#Counterattack]].''
[[File:Lucario Down B SSBU High Aura.gif|thumb|Lucario's [[Double Team]] is an example of a counterattack.]]
[[File:Lucario Down B SSBU High Aura.gif|thumb|Lucario's Double Team is an example of a counterattack.]]
A '''counterattack''' is a type of [[special move]]. Debuting in ''Super Smash Bros. Melee'', a counterattack will, on use, put the user into a [[shield]]-like state followed by a sizable period of [[lag]]. Should any normally blockable attack hit the user during these guard frames, the attack will be blocked (without depleting the health of their shield) and the user will automatically retaliate with an attack of their own, presumably hitting whoever was attacking unless it was a [[projectile]], or some other attack that out-ranges the counter.
A '''counterattack''' is a type of [[special move]]. Debuting in ''Super Smash Bros. Melee'', a counterattack will, on use, put the user into a [[shield]]-like state followed by a sizable period of [[lag]]. Should any normally blockable attack hit the user during these guard frames, the attack will be blocked (without depleting the health of their shield) and the user will automatically retaliate with an attack of their own, presumably hitting whoever was attacking unless it was a [[projectile]], or some other attack that out-ranges the counter.


==Properties==
==Properties==
[[File:CounterOHKOMelee.gif|thumb|{{SSBM|Roy}}'s [[Counter]] after countering Flare Blade in ''Melee''.]]
Some counterattacks do more damage when they activate against a stronger attack, with [[knockback]] scaling to match the damage, while some deal a fixed amount of damage. Counterattacks usually activate fast enough that it is impossible for a melee attacker to shield the retaliating hit, although the attack itself can usually be blocked; there are a few exceptions, such as Shulk's [[Vision]] in ''Super Smash Bros. 4'', which is [[unblockable]]. Counterattacks also do not trigger if the fighter is invincible, even if the opponent hits them. The animation will simply play as if they were not hit at all.
Some counterattacks do more damage when they activate against a stronger attack, with [[knockback]] scaling to match the damage, while some deal a fixed amount of damage. Counterattacks usually activate fast enough that it is impossible for a melee attacker to shield the retaliating hit, although the attack itself can usually be blocked; there are a few exceptions, such as Shulk's [[Vision]] in ''Super Smash Bros. 4'', which is [[unblockable]]. Counterattacks also do not trigger if the fighter is invincible, even if the opponent hits them. The animation will simply play as if they were not hit at all.


Line 36: Line 35:
|-
|-
|[[Ike]]||[[Counter]]||1.2×||data-sort-value=10|Minimum 10% {{GameIcon|SSBB}}<br/>10%-50% {{GameIcon|SSB4}}{{GameIcon|SSBU}}
|[[Ike]]||[[Counter]]||1.2×||data-sort-value=10|Minimum 10% {{GameIcon|SSBB}}<br/>10%-50% {{GameIcon|SSB4}}{{GameIcon|SSBU}}
|Ike's Counter does 1.2× the damage of the attack, with a minimum of 10%. In ''Brawl'', it has higher start-up before the counter window when compared to Marth's, although Ike's version has less ending lag. ''SSB4'' removes some of the increased start-up (now frame 9), putting its speed more in line with Marth's, and it has the second-longest counter window in the game (surpassed by Lucario and Shulk's counters), but ''Ultimate'' would add on a considerable amount of ending lag to both the counter pose and the counterattack, causing it to become one of the laggiest counters in the game.
|Ike's Counter does 1.2× the damage of the attack, with a minimum of 10%. In ''Brawl'', it has higher start-up before the counter window when compared to Marth's, although Ike's version has less ending lag. ''SSB4'' removes some of the increased start-up (frame 9), putting its speed more in line with Marth's, and it has the second-longest counter window in the game (surpassed by Lucario and Shulk's counters).
|-
|-
|[[Incineroar]]||[[Revenge]]||&mdash;||2.4%  
|[[Incineroar]]||[[Revenge]]||&mdash;||2.4%  
Line 45: Line 44:
|-
|-
|[[King K. Rool]]||[[Gut Check]]||1.5×&nbsp;(gut), 1.05×&nbsp;(shockwave)||12-50%&nbsp;(gut), 8.4-35%&nbsp;(shockwave)
|[[King K. Rool]]||[[Gut Check]]||1.5×&nbsp;(gut), 1.05×&nbsp;(shockwave)||12-50%&nbsp;(gut), 8.4-35%&nbsp;(shockwave)
|K. Rool will expand his stomach and counterattack any damage and/or [[reflect]] any projectiles. However, the counter/reflection hitbox is confined to K. Rool's stomach, leaving him open to attacks from above, below, or behind. In exchange for its directional and positional requirements, it is one of the strongest counters in the game with a damage multiplier of 1.5×.
|K. Rool will expand his stomach and counterattack any damage and/or [[reflect]] any projectiles. However, the counter/reflection hitbox is confined to K. Rool's stomach, leaving him open to attacks from above, below, or behind. It is also one of the strongest counters in the game with a damage multiplier of 1.5×, making it tied with Counter Throw and Scintilla.
|-
|-
|[[Little Mac]]||[[Slip Counter]]||1.3× {{GameIcon|SSB4}}<br/>1.5× {{GameIcon|SSBU}}||10-50%
|[[Little Mac]]||[[Slip Counter]]||1.3× {{GameIcon|SSB4}}<br/>1.5× {{GameIcon|SSBU}}||10-50%
|Little Mac does a fake-out, dodging the opponent's attack, and socks them with an uppercut while dashing forward. Said dash can make Slip Counter a useful though risky horizontal recovery option. In ''Ultimate'' as of patch 13.0.0, Slip Counter has one of the highest damage multipliers at 1.5x.
|Little Mac does a fake-out, dodging the opponent's attack, and socks them with an uppercut while dashing forward. Said dash can make Slip Counter a useful though risky horizontal recovery option. Little Mac is invincible while counterattacking, unless Slip Counter activates in the air.
|-
|-
|[[Lucario]]||[[Double Team]]||&mdash;||{{AuraDamageSSBB|11}} {{GameIcon|SSBB}}<br/>{{AuraDamageSSB4|11}} {{GameIcon|SSB4}}<br/>{{AuraDamageSSBU|12.5}} {{GameIcon|SSBU}}
|[[Lucario]]||[[Double Team]]||&mdash;||{{AuraDamageSSBB|11}} {{GameIcon|SSBB}}<br/>{{AuraDamageSSB4|11}} {{GameIcon|SSB4}}<br/>{{AuraDamageSSBU|12.5}} {{GameIcon|SSBU}}
Line 60: Line 59:
|-
|-
|[[Mii Swordfighter]]||[[Blade Counter]]||1.25× {{GameIcon|SSB4}}<br/>1.5× {{GameIcon|SSBU}}||8-50%
|[[Mii Swordfighter]]||[[Blade Counter]]||1.25× {{GameIcon|SSB4}}<br/>1.5× {{GameIcon|SSBU}}||8-50%
|The Mii leans back a bit and holds their sword behind them in reverse grip. Should anything attack them during this, the Mii will respond with a quick slash. In ''Ultimate'', the retaliating slash sends vertically instead of horizontally, and briefly staggers the opponent before attacking. This trait allows the move to hit opponents through normally invincible moves such as [[Banjo]] & [[Kazooie]]'s [[Wonderwing]] and [[Hero]]'s [[Kaclang]].
|The Mii leans back a bit and holds their sword behind them in reverse grip. Should anything attack them during this, the Mii will respond with a quick slash. In ''Ultimate'', the retaliating slash sends vertically instead of horizontally.
|-
|-
|[[Mii Brawler]]||[[Counter Throw]]||1.5×||14-50%
|[[Mii Brawler]]||[[Counter Throw]]||1.5×||14-50%
|The Brawler takes a defensive pose with their hands covering their face. If an opponent hits the Brawler while they are in their counterattack frames, the Brawler proceeds to [[command grab|grab]] the opponent and throw them behind them (however, it fails to counter projectiles or any attacks hitting the Brawler's legs, and sufficiently disjointed attacks can cause the throw to fail to connect). As the counterattack is a grab, it is able to grab through [[Wonderwing]]. The attack has a multiplier of 1.5×, making it one of the strongest counterattacks in the game, tied with Gut Check and Scintilla. Also of note is how quickly the Brawler can attempt another counter if it fails; they can attempt to counter nearly twice as fast as most other characters (specifically, a failed counter for the Brawler ends after a mere 38 frames, while Ike, for example, does not regain control until 73 frames have passed).
|The Brawler takes a defensive pose with their hands covering their face. If an opponent hits the Brawler while they are in their counterattack frames, the Brawler proceeds to grab the opponent and throw them behind them (however, it fails to counter projectiles or any attacks hitting the Brawler's legs, and sufficiently disjointed attacks can cause the throw to fail to connect). The attack has a multipier of 1.5×, making it one of the strongest counterattacks in the game, tied with Gut Check and Scintilla. Also of note is how quickly the Brawler can attempt another counter if it fails; they can attempt to counter nearly twice as fast as most other characters (specifically, a failed counter for the Brawler ends after a mere 38 frames, while Ike, for example, does not regain control until 73 frames have passed).
|-
|-
|[[Palutena]]||{{b|Counter|Palutena}}||1.3×||10-50%
|[[Palutena]]||{{b|Counter|Palutena}}||1.3×||10-50%
Line 76: Line 75:
|-
|-
|[[Sephiroth]]||[[Scintilla]]||&mdash;||2-4%&nbsp;(hits 1-3), 6.5-18%&nbsp;(hit 4)
|[[Sephiroth]]||[[Scintilla]]||&mdash;||2-4%&nbsp;(hits 1-3), 6.5-18%&nbsp;(hit 4)
|Sephiroth creates a hexagonal barrier which counters any attack it hits. Unlike most counters, the damage is a linear range based on the countered attack instead of a multiplier; the lowest damage occurs with a hypothetical 0% damage attack and the highest from an 18% or greater attack. The barrier only counters attacks in front of it and will shatter if hit with an attack that deals 25% or more. The move can be used even when the opponent doesn't attack albeit with minimal damage compared to it actually countering an attack.
|Sephiroth creates a hexagonal barrier which counters any attack it hits. Unlike most counters, the damage is a linear range based on the countered attack instead of a multiplier; the lowest damage occurs with a hypothetical 0% damage attack and the highest from an 18% or greater attack. The barrier only counters attacks in front of it and will shatter if hit with an attack that deals 25% or more. The move can be used even when the opponent doesn't attack albeit with minimal damage compared to it actually countering an attack. The barrier can also be used to block reflectable projectiles.
|-
|-
|[[Shulk]]||[[Vision]]||1.3×||data-sort-value=10|Minimums: 10%&nbsp;(normal), 7%&nbsp;(sour), 13%&nbsp;(forward), 10%&nbsp;(forward sour) {{GameIcon|SSB4}}<br/>Minimums: 10%&nbsp;(normal), 9%&nbsp;(sour), 13%&nbsp;(forward), 10%&nbsp;(forward sour) {{GameIcon|SSBU}}<br/>Maximum 50%
|[[Shulk]]||[[Vision]]||1.3×||data-sort-value=10|Minimums: 10%&nbsp;(normal), 7%&nbsp;(sour), 13%&nbsp;(forward), 10%&nbsp;(forward sour) {{GameIcon|SSB4}}<br/>Minimums: 10%&nbsp;(normal), 9%&nbsp;(sour), 13%&nbsp;(forward), 10%&nbsp;(forward sour) {{GameIcon|SSBU}}<br/>Maximum 50%
Line 82: Line 81:
|-
|-
|[[Sora]]||{{b|Counterattack|Sora}}||1.5×||9-30%
|[[Sora]]||{{b|Counterattack|Sora}}||1.5×||9-30%
|Sora holds the Kingdom Key in front of him in a defensive stance. When hit, his opponent will cancel their attack and briefly recoil like with Mii Swordfighter's Blade Counter. This similarity thus also allows the move to hit opponents through normally invincible moves. It is more reliable than Blade Counter since both its trigger box and hitbox are larger, but to compensate it only protects in front of Sora, like Gut Check and Scintilla. This move also has the ability to deflect projectiles. Unlike other reflectors, it does not send the projectile in the opposite direction, but will still grant ownership of it to Sora and multiply its damage by 1.4x.
|Sora holds the Kingdom Key in front of him in a defensive stance. When hit, his opponent's attack will cancel and briefly stuns them before he attacks. This trait allows the move to hit opponents through normally invincible moves such as [[Banjo]] & [[Kazooie]]'s [[Wonderwing]] and [[Hero]]'s [[Kaclang]]. This move also has the ability to deflect projectiles. Unlike other reflectors, it does not send the projectile in the opposite direction, but will multiply the projectile's damage by 1.4x.
|}
|}


Line 92: Line 91:
**The most damaging counter attacks in ''Ultimate'':
**The most damaging counter attacks in ''Ultimate'':
***As of 3.0.0, {{SSBU|Joker}}'s [[Rebel's Guard|Tetrakarn]] has the highest damage multiplier in the game. It deals 1.6× the damage received.
***As of 3.0.0, {{SSBU|Joker}}'s [[Rebel's Guard|Tetrakarn]] has the highest damage multiplier in the game. It deals 1.6× the damage received.
***{{SSBU|Mii Brawler}}'s [[Counter Throw]], {{SSBU|King K. Rool}}'s [[Gut Check]], and {{SSBU|Little Mac}}'s [[Slip Counter]] (as of 13.0.0) are tied for the second highest damage multiplier dealing 1.5× of the damage countered.
***{{SSBU|Mii Brawler}}'s [[Counter Throw]], {{SSBU|King K. Rool}}'s [[Gut Check]], {{SSBU|Sephiroth}}'s [[Scintilla]] and {{SSBU|Little Mac}}'s [[Slip Counter]] (as of 13.0.0) are tied for the second highest damage multiplier dealing 1.5× of the damage countered.
*[[Marth]] and [[Lucina]]’s [[Counter]] in ''Smash 4'' and ''Ultimate'' is considered one of their best edge-guarding tools due to the move having faster startup and high knockback. This allows them to [[gimp]] most characters with poor recoveries at low strength.
*[[Marth]] and [[Lucina]]’s [[Counter]] in ''Smash 4'' and ''Ultimate'' is considered one of their best edge-guarding tools due to the move having faster startup and high knockback. This allows them to [[gimp]] most characters with poor recoveries at low strength.
*[[Shulk]]'s [[Vision]] in ''SSB4'' is arguably the most potent of all standard "hit-and-retaliate" counterattacks, thanks to its high damage multiplier and knockback, alongside the longest counter window of any counterattack; opponents will tend to trigger the counterattack due to its sheer duration. The move was initially nerfed in ''Ultimate'', as it has less knockback growth and is no longer [[unblockable]], though its knockback was buffed through patches.
*[[Shulk]]'s [[Vision]] in ''SSB4'' is arguably the most potent of all standard "hit-and-retaliate" counterattacks, thanks to its high damage multiplier and knockback, alongside the longest counter window of any counterattack; opponents will tend to trigger the counterattack due to its sheer duration. The move was initially nerfed in ''Ultimate'', as it has less knockback growth and is no longer [[unblockable]], though its knockback was buffed through patches.
Line 103: Line 102:
*As noted, the {{SSBU|Mii Brawler}}'s [[Counter Throw]] is unique in many ways: alongside it having an extremely high damage multiplier of 1.5×, it is also very quick overall with very low startup and ending lag, but a narrow counter window. It also whiffs against sufficiently [[disjointed]] hitboxes and will not negate projectiles, while leaving the Brawler's legs vulnerable. As a result, it is a speedy but high-risk high-reward counterattack.
*As noted, the {{SSBU|Mii Brawler}}'s [[Counter Throw]] is unique in many ways: alongside it having an extremely high damage multiplier of 1.5×, it is also very quick overall with very low startup and ending lag, but a narrow counter window. It also whiffs against sufficiently [[disjointed]] hitboxes and will not negate projectiles, while leaving the Brawler's legs vulnerable. As a result, it is a speedy but high-risk high-reward counterattack.
*{{SSBU|Incineroar}}'s [[Revenge]] is a unique buff-inducing counterattack: it will minimize damage taken from an attack and gain a "stack" of Revenge depending on damage countered, weakly knocking nearby opponents back but significantly powering up the next move that connects with an opponent. With enough stacks, Incineroar is capable of dealing 70% in a single hit with certain moves (smash attacks, [[Alolan Whip]]), giving it the strongest possible attacks of any character without modifiers (such as [[Spirit]]s).
*{{SSBU|Incineroar}}'s [[Revenge]] is a unique buff-inducing counterattack: it will minimize damage taken from an attack and gain a "stack" of Revenge depending on damage countered, weakly knocking nearby opponents back but significantly powering up the next move that connects with an opponent. With enough stacks, Incineroar is capable of dealing 70% in a single hit with certain moves (smash attacks, [[Alolan Whip]]), giving it the strongest possible attacks of any character without modifiers (such as [[Spirit]]s).
*[[Peach]] and [[Daisy]]'s {{b|Toad|move}}, along with {{SSBU|Sephiroth}}'s [[Scintilla]], are the only counterattacks that retaliate with [[projectile]]s. Any attack with reflective properties can cause these counters to deal extreme damage and knockback back to their users, with Scintilla being especially vulnerable due to its damage scaling with the countered attack, instead of dealing fixed damage like Toad.
*[[Peach]] and [[Daisy]]'s {{b|Toad|move}}, along with {{SSBU|Sephiroth}}'s [[Scintilla]], are the only counterattacks that retaliates with [[projectile]]s.  
**Sephiroth's Scintilla is also the only counterattack that can break when countering excessively strong attacks. Breaking Scintilla doesn't damage Sephiroth, but it is thus unable to score OHKOs off of highly damaging attacks.
**Sephiroth's Scintilla is also the only counterattack that can break when countering excessively strong attacks. Breaking Scintilla doesn't damage Sephiroth, but any attack with reflective properties can cause the move to deal extreme damage and knockback to him, as the hits of Scintilla will be reflected back multiple times.
*{{SSBU|Sora}}'s {{b|Counterattack|Sora}} is the only multiplier-counterattack where its maximum damage can only reach up to 30%.
*{{SSBU|Sora}}'s {{b|Counterattack|Sora}} is the only multiplier-counterattack where its maximum damage can only reach up to 30%.


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)