Counter (matchup): Difference between revisions

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A '''counter''' or '''hard counter''' is when a character holds a strong advantage against another.  It is always used in relative terms; in ''Melee'' for instance, {{SSBM|Peach}} is often said to be a hard counter to the {{SSBM|Ice Climbers}}; Peach '''counters''' the Ice Climbers. An example in ''Brawl'' is that the {{SSBB|Ice Climbers}} are a hard counter to {{SSBB|Ganondorf}}. A hard counter usually has a combination of the following elements, such as an infinite or "zero-death" (from zero damage to death) [[combo]] or [[chain throw]], an especially high imbalance in the characters' abilities, the ability of one character being able to KO the countered character considerably early or gimp them with considerable ease, and the inability for the countered character to approach effectively, that makes the match extremely difficult for the countered character. A hard counter is usually considered to be a matchup that is 35-65 or worse.
A '''counter''' or '''hard counter''' is when a character holds a strong advantage against another.  It is always used in relative terms; in ''Melee'' for instance, {{SSBM|Peach}} is often said to be a hard counter to the {{SSBM|Ice Climbers}}; Peach '''counters''' the Ice Climbers. An example in ''Brawl'' is that the {{SSBB|Ice Climbers}} are a hard counter to {{SSBB|Ganondorf}}. A hard counter usually has a combination of the following elements, such as an infinite or "zero-death" (from zero damage to death) [[combo]] or [[chain throw]], an especially high imbalance in the characters' abilities, the ability of one character being able to KO the countered character considerably early or gimp them with considerable ease, and the inability for the countered character to approach effectively, that makes the match extremely difficult for the countered character. A hard counter is usually considered to be a matchup that is 35-65 or worse.


===More examples of hard counters in the first three Super Smash Bros. games===
===More examples of hard counters in the Super Smash Bros. games===
*In  ''[[Super Smash Bros.]]'', {{SSB|Donkey Kong}} and {{SSB|Luigi}} hard counter {{SSB|Jigglypuff}}, and {{SSB|Kirby}} hard counters {{SSB|Yoshi}}. Donkey Kong can cargo release Jigglypuff and then regrab it into a [[Giant Punch]] from 0% to KO while Luigi KOs Jigglypuff with his [[Super Jump Punch]] as low as 30%. Kirby's up tilt outspeeds and outreaches all of Yoshi's moves, thus preventing Yoshi from approaching effectively. Many characters hard counter Samus and Link, and no one hard counters {{SSB|Captain Falcon}}, Kirby or {{SSB|Pikachu}}. Most hard counters are due to range in ''Super Smash Bros.'' or the ease of one character being able to "zero to death" another.
*In  ''[[Super Smash Bros.]]'', {{SSB|Donkey Kong}} and {{SSB|Luigi}} hard counter {{SSB|Jigglypuff}}, and {{SSB|Kirby}} hard counters {{SSB|Yoshi}}. Donkey Kong can cargo release Jigglypuff and then regrab it into a [[Giant Punch]] from 0% to KO while Luigi KOs Jigglypuff with his [[Super Jump Punch]] as low as 30%. Kirby's up tilt outspeeds and outreaches all of Yoshi's moves, thus preventing Yoshi from approaching effectively. Many characters hard counter Samus and Link, and no one hard counters {{SSB|Captain Falcon}}, Kirby or {{SSB|Pikachu}}. Most hard counters are due to range in ''Super Smash Bros.'' or the ease of one character being able to "zero to death" another.


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Players often switch to a counter when [[counterpick]]ing.
Players often switch to a counter when [[counterpick]]ing.


===Examples of soft counters in the first three ''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 easiness of "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.