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).

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
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.

A correctly-timed counterattack can tilt the momentum of a match towards the user, though as they are generally not effective on reaction, reading the opponent is crucial. Simply using counters repeatedly in hopes of successfully landing one in will result in a competent opponent waiting until the move's lag to punish, or simply using a grab, which is immune to counterattacks.

While unblockable attacks cannot be countered (except with Witch Time), as previously mentioned, depending on the move, the user may still not receive damage because of the initial invincibility frames. Unlike reflectors, there is no limit to how much damage can be countered. In SSB4, however, there is a cap on how much damage a counterattack can inflict, at 50%. The only exception is 's Vision; its damage cap can be raised or lowered depending on which Monado Art is currently active. In SSB4, counterattacks also cannot counter some explosive attacks, such as Link's s and Steel Diver missiles, and instead give the user protection against them during the counter frames. Stronger explosions can be countered, however, such as the Bob-omb.

Prior to SSB4, counterattacks lacked any special aesthetics upon activating. In SSB4, most counterattacks, upon activating, emit a unique particle effect identical to a. This applies to all counterattacks lacking a separate particle effect, namely the entire cast that possesses a counterattack, save for and. Each counterattack's sinus rhythm is distinct (ex. Palutena's is blue, Little Mac's is red, etc.). In Super Smash Bros. Ultimate, an additional visual effect occurs if a strong enough attack is countered, with the user emitting a large, bright yellow flash.

Notable counterattacks

 * The strongest counterattacks (in terms of highest damage multipliers) have varied throughout the series:
 * Roy's Counter in Melee and Smash 4 both had the highest damage multiplier in the game by default, dealing 1.5× and 1.35× damage of the attack countered, respectively. In Smash 4, only Shulk's Vision with the Buster Monado Art active could match that damage multiplier.
 * Roy's Counter in Melee is also known for its seemingly low knockback angle; this is actually because, being a counter, it is able to trigger the Ceiling glitch and cause the opponent's vertical momentum to abruptly halt mid-knockback while their horizontal momentum continues. This glitch actually buffs the move dramatically due to effectively granting it a semi-spike launch angle past a certain knockback threshold.
 * The most damaging counter attacks in Ultimate:
 * As of 3.0.0, 's Tetrakarn has the highest damage multiplier in the game. It deals 1.6× the damage received.
 * 's Counter Throw, 's Gut Check, and '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.
 * 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.
 * Corrin's Counter Surge launches opponents upwards and can infamously KO aerial opponents at high blast zones at any percent range depending on the move. Its damage multiplier was originally 1.3×, which allowed Corrin to KO opponents at a very low percentage against uncharged smash attacks, which made it the most potent counterattack in the game by far, despite having a lower multiplier compared to Roy's Counter and Shulk's Buster Art-boosted Vision. As of update 1.1.5, its multiplier has been lowered to 1.2×, which brought its power much more in line with other counterattacks. In Ultimate it was weakened further as it has less knockback, had reduced range, and can no longer be interrupted as early.
 * Bayonetta's Witch Time in SSB4 is considered to be the best counterattack in the game, thanks to its ability to slow enemies down, thus granting Bayonetta a very forgiving time window to set up into her extremely effective combo game. Additionally, it is very safe for a counterattack, thanks to it granting intangibility during the move, while being hit at the end of Witch Time triggers Bat Within, halving damage taken from the attack that triggered it. However, it is significantly less effective in Ultimate because of its duration being much shorter on enemies below 100% and its increased ending lag.
 * 's Tetrakarn, 's Gut Check, 's Counter/Reflect Barrier, and Sora's in Ultimate are notably the only counterattacks that can also function as a reflector.
 * Gut Check is the only one of those that acts as a counterattack and reflector simultaneously, meaning that characters shooting projectiles at point blank will be struck by both the counterattack and the reflected projectile, potentially allowing for an OHKO.
 * However, Sora's does not change the reflected projectile's direction -- it merely "claims" the reflected projectile as one of Sora's.
 * 's, 's Slip Counter, and 's Tetrakarn are the only multiplier counterattacks in Ultimate to not OHKO at any damage percentages even at max damage. However, it is less situational for Little Mac if the opponent does not DI properly.
 * As noted, the '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.
 * '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 Spirits).
 * Peach and Daisy's, along with 's Scintilla, are the only counterattacks that retaliate with projectiles. 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.
 * 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.
 * 's is the only multiplier-counterattack where its maximum damage can only reach up to 30%.

Trivia

 * It is possible, albeit difficult, to counterattack a counterattack. This is seen in 's introduction video for SSB4. If done perfectly with multiple players, counterattack damage can be stacked consecutively until it reaches the 50% cap, which is usually accompanied by one-hit KO power.
 * Due to being the only neutral special counterattack, it is the only counterattack that Kirby can copy or use.
 * SSB4 has become somewhat notorious for the high number of counterattacks it features, as counterattacks were relatively uncommon in Melee and Brawl, which had three and four, respectively.
 * Counterattacks became a common down special archetype starting from SSB4, with 13 characters utilizing a counterattack. Ultimate continues the trend with an additional 7 characters, as well as Mii Brawler gaining a counterattack as a custom move. This brings the total up to 21.
 * Byleth and Robin are the only fighters from the universe that do not possess a counterattack.
 * While all counters are technically able to trigger the Invisible Ceiling glitch in Melee, Marth and Peach's counters will almost never trigger the glitch due to their low knockback.
 * If the Shadow Assist Trophy freezes a character performing a counterattack, the counter hitbox will remain active and trigger if hit. The frozen character will not attack until being unfrozen, but will remain intangible in the mean time.
 * This is another example of being able to counterattack a counterattack, as most characters have ample time to attack the frozen character then counter them when unfrozen.