Counterattack: Difference between revisions

m
no edit summary
mNo edit summary
mNo edit summary
Line 6: Line 6:
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 getting one in will result in a competent opponent waiting until the move's lag to attack, or simply using an uncounterable [[grab]].
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 getting one in will result in a competent opponent waiting until the move's lag to attack, or simply using an uncounterable [[grab]].


While [[unblockable attack]]s cannot be countered, as previously mentioned, depending on the move, the user may still not take damage due to the initial invincibility frames. Unlike [[reflection|reflector]]s, there is no limit to how much damage can be countered.
While [[unblockable attack]]s cannot be countered, as previously mentioned, depending on the move, the user may still not take damage due to the initial invincibility frames. Unlike [[reflection|reflector]]s, there is no limit to how much damage can be countered, though in ''Smash 4'', there is a hard cap on how much damage a counterattack can inflict, at 52%.


Counterattacks were introduced in ''Melee'', with Marth's and Roy's down specials and Peach's neutral special. In ''Smash 4'', counterattacks cannot counter some explosive attacks such as Link's [[Bomb_(Link)|Bombs]] and [[Steel Diver]] missiles, instead giving the user protection against them during the counter frames. Stronger explosions can be countered, however, such as the [[Bob-omb]]. Up until ''Smash 4'', counterattacks did not have any special aesthetics upon countering; in ''Smash 4'' most counterattacks gain a unique particle effect once the counter activates: a wave quickly appears, representing a heartbeat. This applies to all counterattacks lacking a separate particle effect, namely the entire cast that possesses a counterattack save for {{SSB4|Greninja}} and {{SSB4|Lucario}}. Each counterattack's heartbeat wave colour varies: Palutena's is blue, Little Mac's is red, and so on. 16 characters can now utilize a counter in ''Smash 4'', and the game has become somewhat notorious for the high amount of counters added to the game compared to ''Brawl''.
Counterattacks were introduced in ''Melee'', with Marth's and Roy's down specials and Peach's neutral special. In ''Smash 4'', counterattacks cannot counter some explosive attacks such as Link's [[Bomb_(Link)|Bombs]] and [[Steel Diver]] missiles, instead giving the user protection against them during the counter frames. Stronger explosions can be countered, however, such as the [[Bob-omb]]. Up until ''Smash 4'', counterattacks did not have any special aesthetics upon countering; in ''Smash 4'' most counterattacks gain a unique particle effect once the counter activates: a wave quickly appears, representing a heartbeat. This applies to all counterattacks lacking a separate particle effect, namely the entire cast that possesses a counterattack save for {{SSB4|Greninja}} and {{SSB4|Lucario}}. Each counterattack's heartbeat wave colour varies: Palutena's is blue, Little Mac's is red, and so on. 16 characters can now utilize a counter in ''Smash 4'', and the game has become somewhat notorious for the high amount of counters added to the game compared to ''Brawl''.
1,916

edits