Counterattack: Difference between revisions

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***{{SSBU|Mii Brawler}}'s [[Counter Throw]] and {{SSBU|King K. Rool}}'s [[Gut Check]] are tied for the second highest damage multiplier dealing 1.5× of the damage countered.
***{{SSBU|Mii Brawler}}'s [[Counter Throw]] and {{SSBU|King K. Rool}}'s [[Gut Check]] 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 the best edge-guarding tool 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 the best edge-guarding tool 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 has been nerfed in ''Ultimate'', as it has less knockback growth and is no longer [[unblockable]], making the move worse at KOing.
*[[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 once been weaken again giving less knockback, had reduced range, and can no longer be interrupted as early.
*[[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 once been weaken again giving 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.
*[[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.