SSBM Icon.png
SSBB Icon.png
SSB4 Icon.png
SSBU Icon.png

Counter: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Moved some trivia to the header)
(Undid edit by OldLink5: )
Line 1: Line 1:
{{ArticleIcons|melee=y|brawl=y|ssb4=y}}
{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}}
:''This article is about the move for the Fire Emblem representatives. For [[Palutena]]'s version, see [[Counter (Palutena)]]. For other uses, see [[Counter (disambiguation)]]. For the general class of moves, see [[Counterattack]].''
{{disambig2|the move for the ''Fire Emblem'' representatives|[[Palutena]]'s version|Counter (Palutena)}}{{for|other uses|Counter (disambiguation)}}{{for|the general class of moves|Counterattack}}
{{Infobox Special Move
{{Infobox Special Move
|name=Counter
|name=Counter
|image=[[File:SSB4 Marth Screen-6.jpg|300px]]
|image=[[File:SSBUWebsiteRoy3.jpg|300px]]
|caption=Marth's Counter in {{forwiiu}}.
|caption=Roy's Counter in ''Ultimate''.
|user=[[Marth]]<br>[[Roy]]<br>[[Ike]]<br>[[Lucina]]
|user=[[Marth]]<br>[[Roy]]<br>[[Ike]]<br>[[Lucina]]<br>{{SSBU|Chrom}}
|universe={{uv|Fire Emblem}}
|universe={{uv|Fire Emblem}}
|interwiki=fireemblemwiki
|interwiki=fireemblemwiki
Line 14: Line 14:
{{cquote|''Prepare for an attack, and strike back if hit.''|cite=''Smash for 3DS''{{'}}s foldout (Marth)}}
{{cquote|''Prepare for an attack, and strike back if hit.''|cite=''Smash for 3DS''{{'}}s foldout (Marth)}}
{{cquote|''Counter an opponent's attack. Power is based on strength of enemy's attack.''|cite=''Smash for 3DS''{{'}}s foldout (Ike)}}
{{cquote|''Counter an opponent's attack. Power is based on strength of enemy's attack.''|cite=''Smash for 3DS''{{'}}s foldout (Ike)}}
'''Counter''' ({{ja|カウンター|Kauntā}}, ''Counter'') is the [[down special move]] for [[Marth]], [[Roy]], [[Ike]], and [[Lucina]], all of whom are representatives of the {{uv|Fire Emblem}} series. It is used as a [[counterattack]] to redirect damage and knockback at the attacker when the user is hit. In addition, the move serves as an excellent edgeguarding tool against opponents with predictable recoveries.
'''Counter''' ({{ja|カウンター|Kauntā}}, ''Counter'') is the [[down special move]] for [[Marth]], [[Roy]], [[Ike]], [[Lucina]] and [[Chrom]], all of whom are representatives of the {{uv|Fire Emblem}} series. It is used as a [[counterattack]] to redirect damage and knockback at the attacker when the user is hit. In addition, the move serves as an excellent edgeguarding tool against opponents with predictable recoveries.


During the move Marth, Roy and Ike hold their swords in reverse grip. Marth faces away in his stance while holding his sword slanted downward, Roy rears down a bit as he holds the sword in front (Roy instead points it downward while standing upright in ''SSB4''), while Ike holds the sword right in front of himself. Marth counters with an outward slash (akin to a composite version of his first input neutral attack and dash attack); Roy and Ike on the other hand both counter with inward slashes while holding in reverse grip (save for ''SSB4'', where Roy instead counters with a forward-reaping swat akin to his far range basic attack animation from his game of origin).
==Appearances==
===''[[Super Smash Bros. Melee]]''===
Counter is {{SSBM|Marth}} and {{SSBM|Roy}}'s [[down special move]] in ''Super Smash Bros. Melee''. Marth or Roy will strike a pose with their sword in reverse grip and a small, metallic "chink" sound will be heard. For about a second, any attack other than a grab which the character using Counter is struck by will turn them invincible for the duration of their retaliating swing. If the attack is a projectile (such as {{SSBM|Samus}}' [[Missile]]), it will simply be deflected behind them at about a 30° angle. It is worth noting that explosive projectiles can still explode and will still do damage if they are struck when the invincibility ceases.


==In ''[[Super Smash Bros. Melee]]''==
Marth's countering stance has him face away while holding the Falchion slanted downward in reverse grip, and counterattacks with an outward slash in normal grip (akin to a composite version of his first input neutral attack and dash attack). His Counter starts-up faster and lasts twice as long as Roy's Counter, but deals a flat 7% [[damage]] regardless of the attack. Upon a successful counterattack, he might say "{{ja|そこだ!|Soko da!}}" (''"There!"''), "{{ja|見切った!|Mikitta!}}" (''"I've read you!"'') or "{{ja|させるものか!|Saseru mono ka!}}" (''"I won't let you!"'').
Counter is {{SSBM|Marth}} and {{SSBM|Roy}}'s [[down special move]] in ''Super Smash Bros. Melee''. Marth or Roy will strike a pose and a small, metallic "chink" sound will be heard. For about a second, any attack other than a grab which the character using Counter is struck by will turn them invincible for the duration of their retaliating swing. Marth's Counter deals a flat 7% [[damage]] regardless of the attack, while Roy's deals x1.5 the original attack's damage. If the attack is a projectile (such as {{SSBM|Samus}}' [[Missile]]), it will simply be deflected behind them and upwards at about a 30 degree angle. It's worth noting explosive projectiles can still explode and will still do damage if they are struck when the invincibility ceases. If the attack is a smash attack, then the attacker will be knocked back at a 90 degree angle. If used in conjunction with {{SSBM|Mr. Game & Watch}}'s [[Oil Panic]], it is the most powerful non-charged attack in ''Melee'' (if Oil Panic has absorbed the highest possible amount of damage, which is 250% damage and delivers a [[OHKO]]).


Marth's Counter has a faster start-up time and lasts twice as long as Roy's Counter, which makes Marth's Counter more effective but less damaging.
Roy's counterattack, on the other hand, has him rear down a bit as he holds the Sword of Seals in front, reverse grip for his countering stance, and counterattacks with an inward slash while still holding in reverse grip. His Counter deals x1.5 the original attack's damage and deals more knockback when striking with the full blade, but has slightly slower start-up and lasts for a shorter time, which makes it unable to be used for immediate countering, but is much more damaging compared to Marth's Counter. If the attack is a smash attack, the attacker is knocked back at a 90° angle. Since only damage is countered, and not knockback, some attacks will deal less knockback when countered, such as the [[forward smash]] of a [[Home-Run Bat]]. This applies to future games' counterattacks. If used in conjunction with {{SSBM|Mr. Game & Watch}}'s [[Oil Panic]], it is the most powerful non-charged attack in ''Melee'', delivering an [[OHKO]] (if Oil Panic has absorbed the highest possible amount of damage, which is 250% damage and also delivers an OHKO). His quotes are different from Marth's during a successful counterattack, either grunting or saying "{{ja|いまだ!|Imada!}}" (''"Now!"'') or "{{ja|そこ!|Soko!}}" (''"There!"'').


==In ''[[Super Smash Bros. Brawl]]''==
===''[[Super Smash Bros. Brawl]]''===
[[File:Ike metaknight counter.jpg|thumb|Ike's Counter in ''Brawl''.]]
{{SSBB|Marth}} retains this move as his down special in the transition to ''Brawl'', whereas {{SSBB|Ike}} also has this attack as his down special move.
{{SSBB|Ike}} also has this attack as his down special move in ''Super Smash Bros. Brawl''. Ike's Counter is not as fast as {{SSBB|Marth}}'s, as his counter frames start roughly 6 frames after Marth's, but reflects back x1.2 damage, with the minimum damage being 10%. Marth's Counter reflects back x1.1 damage, with a minimum damage of 8%.


Since Ike's Counter is a bit slower, it cannot be used for immediate countering (although Ike's Counter has more [[knockback]] and greater range). Although Marth and Ike both have the same duration of counter frames, Ike has less vulnerability after the counter frames end, due to the slightly slower activation of his. Both Counters last the same amount of time from start (initiating the command) to finish (when the player is free to move again); Marth's simply activates faster, but his counter frames end 6 frames before Ike's. Marth's Counter leaves him vulnerable at the end of the attack while Ike's counter leaves him vulnerable at the beginning. If Marth or Ike counters a highly damaging hitbox (such as {{SSBB|Mr. Game and Watch}}'s fully-powered [[Oil Panic]], after Oil Panic has absorbed three strong enough projectiles to reach 60% damage), it will [[one-hit KO]] anyone who is very close to Marth or Ike.
Marth's Counter has the same animation as in ''Melee''. It has been generally buffed in terms of utility, now reflecting back x1.1 the original attack's damage, with a minimum damage of 8%, as opposed to a flat 7%, and allowing him to deliver a OHKO anyone close to him should he counterattack a strong enough hitbox. It retains its fast startup and long duration, but has lost the ability to deflect projectiles behind him. Curiously, it can be used on any [[vacuum]] created by an attack, such as Kirby's {{b|Inhale|Kirby}}.


==In ''[[Super Smash Bros. 4]]''==
Ike's counterattack stance has him holds Ragnell right in front of himself in reverse grip, and he counterattacks with an inward slash while still holding it in reverse grip. Like Roy in ''Melee'', Ike's Counter is not as fast as Marth's (the counterattack frames start 5 frames after Marth's), meaning it cannot be used for immediate countering, but the countering stance lasts for the same duration as Marth and has the same duration of counter frames, which gives it less vulnerability after the counter frames end due to its slightly slower activation. His counterattack has greater range and knockback than Marth, and reflects back x1.2 the original attack's damage, with the minimum damage being 10%. Upon a successful counterattack, he might shout "You're open!" or "Gotcha!". In Japanese, he may say either "{{ja|あまい!|Amai!}}" (''"Naive!"'') or "{{ja|そこ!|Soko!}}" (''"There!"'').
All Counters received a visual redesign that includes a wave like that of a heart monitor. {{SSB4|Marth}}'s Counter has been buffed, dealing more knockback and now reflects back x1.2 damage. {{SSB4|Lucina}}, as a [[clone]] of Marth, has the exact same Counter he does. {{SSB4|Ike}}'s Counter now activates slightly faster, now leaving him less vulnerable at startup. {{SSB4|Roy}}'s Counter also has been buffed, gaining more counter frames, knockback, and range, but its reflected damage multiplier was reduced to x1.35; this still leaves Roy's Counter with the highest damage multiplier (barring {{SSB4|Shulk}}'s [[Vision]] with [[Monado Arts|Buster]] active, which has a x1.82 multiplier). All counters have [[OHKO]] potential, with Ike and Roy's Counters OHKOing when they counter a hitbox dealing 35% damage or more, and Lucina and Marth's Counters OHKOing when they counter a hitbox dealing 40% damage or more. Roy's Counter, however, deals slightly more knockback than Ike's, making it more consistent.


Lucina's counterattack shares the same animation as Marth's, only her slash is in a more upward arc and her legs are not properly positioned on the ground in the first few frames of the active hitbox window; however, her counter-readying pose mirrors her battle stance in ''Awakening'', which is further referenced in her official ''Smash 4'' artwork and her up taunt. Lucina however, if hit, briefly has her stance instantly shift to Marth's counter stance before she counters.
===''[[Super Smash Bros. 4]]''===
In terms of aesthetic changes, all Counters have received a visual redesign that includes a wave like that of a heart monitor. This also applies to {{SSB4|Corrin}}'s, {{SSB4|Palutena}}'s, {{SSB4|Little Mac}}'s, {{SSB4|Shulk}}'s and {{SSB4|Mii Swordfighter}}'s respective counterattacks.
 
{{SSB4|Marth}}'s Counter once again has the same animation as in ''Melee'' and ''Brawl''. It has been buffed once again, dealing more knockback and now reflecting back x1.2 the original attack's damage. However, it can no longer be activated by vacuum attacks anymore. In the game's release, [https://www.youtube.com/watch?v=RC1Lr-plMW4 there existed a bug] where, if Marth were to use Counter just after being ledge trumped, he propelled backwards, which mostly would result in being KO'd. This glitch was patched in update [[1.0.4]]. Interestingly enough, instead of using quotes for a successful counterattack, [https://www.youtube.com/watch?v=nIns19mp1Gg he now uses the generic grunts] when he attacks. The reason for this change is unknown. His counterattacking quotes, however, can still be found in the game's Sound Test.
 
As a [[clone]] of Marth, {{SSB4|Lucina}} has the exact same Counter he does, the difference being the aesthetics: her countering stance mirrors her battle stance in ''Fire Emblem: Awakening'', which is further referenced in her official artwork and her up taunt (though it instantly shifts to Marth's counter stance before she counters), and the counterattacking slash is in a more upward arc while her legs are not positioned on the ground during the active hitbox window. Before update 1.0.8, she used the generic grunts when he attacks upon a successful counterattack; after said update, she may say either "You're mine!" or "My turn!". In Japanese, she may say either "{{ja|そこ!|Soko!}}" (''"There!"'') or "{{ja|つきあり!|Tsukiari!}}" (''"An opening!"'')
 
{{SSB4|Ike}}'s Counter has the same animation as in ''Brawl''. It now activates slightly faster, now leaving him one frame less vulnerable at startup, and is the counterattack with the second longest counter window, behind {{SSB4|Lucario}}'s [[Double Team]] and {{SSB4|Shulk}}'s [[Vision]] when fresh. While he retains his counterattack quotes, one of them ("Gotcha!") have been removed.
 
{{SSB4|Roy}}'s Counter has a different animation: his countering stance is much different, now holding the Sword of Seals in reverse grip while pointing it downward while standing upright. It has been buffed in the transition from ''Melee'', gaining more counter frames, increased knockback, and range, but its damage multiplier was reduced to x1.35; this still leaves Roy's Counter with the highest damage multiplier (barring Shulk's Vision with [[Monado Arts|Buster]] active, which has a x1.82 multiplier). Unlike Marth and Ike, his counterattacking quotes (and grunt) remain intact.


==Customization==
==Customization==
Line 41: Line 49:
# '''Counter''': Default.
# '''Counter''': Default.
# '''Easy Counter''': Expanded hit window, but deals less damage.
# '''Easy Counter''': Expanded hit window, but deals less damage.
# '''Iai Counter''' (known as '''Rush Counter''' in the [[PAL]] version): Faster, knocks opponents backwards, and deals less damage. However, it has a narrower hit window.
# '''Iai Counter''' (known as '''Rush Counter''' in the [[PAL]] version): Is faster, knocks opponents backwards, and has a higher damage multiplier (1.2x → 1.3x) and launch power. However, it has a considerably narrower hit window, lower minimum damage (8% → 6%), and the counter strike has slightly more ending lag.


===Ike===
===Ike===
Line 55: Line 63:


==Origin==
==Origin==
[[File:CounterFEOrigin.png|thumbnail|The Counter skill in ''{{iw|fireemblemwiki|Fire Emblem: Radiant Dawn}}''.]]
[[File:Marth countering in Mystery of the Emblem.png|thumb|256px|An enemy brigand misses his attack, and Marth counterattacks.]]
Counter is based on a core element of ''Fire Emblem'' gameplay: in all games of the series, when a unit attacks another unit, the targeted unit will perform a counter-attack to strike back at their attacker if they currently have an equipped weapon with a compatible {{s|fireemblemwiki|range}}.<ref>[http://www.sourcegaming.info/2015/12/13/sakurai-fe25/ Source Gaming: "Sakurai Interview: Fire Emblem 25th Anniversary"]</ref>
Counter is based on a core element of ''Fire Emblem'' gameplay: in all games of the series, when a unit attacks another unit, the targeted unit will perform a counter-attack to strike back at their attacker if they currently have an equipped weapon with a compatible {{s|fireemblemwiki|range}}.<ref>[http://www.sourcegaming.info/2015/12/13/sakurai-fe25/ Source Gaming: "Sakurai Interview: Fire Emblem 25th Anniversary"]</ref>


Additionally, ''[[fireemblemwiki:Fire Emblem: Path of Radiance|Fire Emblem: Path of Radiance]]'' introduced the identically-named {{s|fireemblemwiki|Counter}} [[fireemblemwiki:Skills|skill]], which reflects any damage dealt to the skill's user back at the enemy. The skill does not exist in Marth or Roy's native games, however, and their appearance in ''Melee'' predates its introduction. In both of Ike's games the Counter skill can be assigned to him through the use of the [[fireemblemwiki:Skill items|Counter scroll item]]. Through reclassing to the {{s|fireemblemwiki|Warrior}} class, Marth, Roy and Ike can all obtain the Counter skill as {{s|fireemblemwiki|bonus units}} in ''{{s|fireemblemwiki|Fire Emblem Awakening}}''; however, Lucina is unable to obtain Counter under any circumstances, as it is exclusive to male units, and her father, Chrom, cannot pass it down to her either, both because he doesn't have access to the Warrior class and because Aether is the only skill he can pass down to his daughters even if he did.
Additionally, ''[[fireemblemwiki:Fire Emblem: Path of Radiance|Fire Emblem: Path of Radiance]]'' introduced the identically-named {{s|fireemblemwiki|Counter}} [[fireemblemwiki:Skills|skill]], which reflects any damage dealt to the skill's user back at the enemy. The skill does not exist in Marth or Roy's native games, however, and their appearance in ''Melee'' predates its introduction. In both of Ike's games the Counter skill can be assigned to him through the use of the [[fireemblemwiki:Skill items|Counter scroll item]]. Through re-classing to the {{s|fireemblemwiki|Warrior}} class, Marth, Roy and Ike can all obtain the Counter skill as {{s|fireemblemwiki|bonus units}} in ''{{s|fireemblemwiki|Fire Emblem Awakening}}''; however, Lucina is unable to obtain Counter under any circumstances, as it is exclusive to male units, and her father, Chrom, cannot pass it down to her either, both because he doesn't have access to the Warrior class and because Aether is the only skill he can pass down to his daughters even if he did.
{{clrr}}


==Gallery==
==Gallery==
Line 66: Line 75:
Counter.gif|Roy counters [[Falcon Punch]] in ''Melee''.
Counter.gif|Roy counters [[Falcon Punch]] in ''Melee''.
Countermarth.jpg|Marth's Counter in ''Brawl''.
Countermarth.jpg|Marth's Counter in ''Brawl''.
Ike metaknight counter.jpg|Ike's Counter in ''Brawl''.
MarthCounterSSB4.png|Marth's Counter in ''Super Smash Bros. for Wii U''.
MarthCounterSSB4.png|Marth's Counter in ''Super Smash Bros. for Wii U''.
Marth Counterattack.jpeg|Marth hitting Ike with his counter.
Marth Counterattack.jpeg|Marth hitting Ike with his counter.
Line 73: Line 83:
Lucina Counterattack_SSB4.jpeg|Lucina hitting Robin with her counter.
Lucina Counterattack_SSB4.jpeg|Lucina hitting Robin with her counter.
Roy's Counter.jpg|thumb|Roy Countering Pac-Man's Key
Roy's Counter.jpg|thumb|Roy Countering Pac-Man's Key
File:SSB4 Marth Screen-6.jpg|Marth's counter in {{forwiiu}}.
</gallery>
</gallery>


==Trivia==
==Trivia==
{{trivia}}
[[File:Ike Blocking Marth's Final Smash.jpg|thumb|Ike Blocking Marth's Critical Hit]]
[[File:Ike Blocking Marth's Final Smash.jpg|thumb|Ike Blocking Marth's Critical Hit]]
*Marth's Counter can be used on Kirby's {{b|Inhale|Kirby}} attack in ''Brawl'' or any other [[Vacuum]] created by an attack.
*In ''SSB4'', every character's Counter contains a window of [[Invincibility frame|invincibility]] during the first few frames of activation. As such, [https://www.youtube.com/watch?v=1Jz-7AyMlGw they can block] a very strong attack (like [[Critical Hit]]) without taking damage.
*If three or more Marths are playing, it is possible to repeatedly Counter to huge amounts of damage. For this to work with Ike or Roy, who have slower counter strikes and slower counter activations than Marth, it is recommended to have four players play as Ike or Roy.
*There exists [https://tcrf.net/Super_Smash_Bros._Brawl#Unused_Sounds unused sounds] in Ike's voice bank intended for his version of Counter, where he shouts "Take this!" or "You're through!". In the final product, he shouts  "You're open!" or "Gotcha!".
*Since only damage is countered, not knockback, the [[forward smash]] of a [[Home-Run Bat]] will deal less knockback when countered.
**Lucina faced a similar situation prior to update 1.0.8 in ''SSB4''.
*There exists [https://tcrf.net/Super_Smash_Bros._Brawl#Unused_Sounds unused sounds] in Ike's voice bank intended for his version of Counter, where he shouts "Take this!", "Gotcha!" or "You're through!". In the final product, he shouts  "You're open!".
*While in ''SSB4'' Marth doesn't talk when his Counter is activated, he can be heard talking while multi-countering [https://www.youtube.com/watch?v=w8XIj05irtU in Roy's trailer].
**Prior to the 1.0.8 patch, Lucina faced a similar situation shouting "My turn!" and "You're mine!". These voice lines were later implemented after said patch, sometimes saying them after countering an attack.
*For Marth, this is his only sword-based move that does not have any sweetspots or sourspots.
*In ''SSB4'', Marth [https://www.youtube.com/watch?v=nIns19mp1Gg no longer talks] when his counter is activated and instead uses his generic grunts.
*As of ''Ultimate'', this move is on the movesets of the most characters out of all moves in every ''Smash Bros.'' game, being in the movesets of five characters.
**[https://www.youtube.com/watch?v=w8XIj05irtU In Roy's trailer], Marth can be heard talking while multi-countering and his voice clips for countering can still be heard in the Wii U and 3DS sound test as [https://tcrf.net/Super_Smash_Bros._for_Wii_U#Marth clips 22-24.]
*In ''SSB4'', there existed a [https://www.youtube.com/watch?v=RC1Lr-plMW4 bug] where, if Marth were to use Counter just after being kicked off an edge, he propelled backwards, which mostly would result in being KO'd. This glitch was patched in a later update.
*Ike's Counter contains a window of [[Invincibility frame|invincibility]] during the first few frames of activation. As such, [https://www.youtube.com/watch?v=1Jz-7AyMlGw it can block] [[Critical Hit]] without taking damage.
*Counter, as a ''Fire Emblem'' move, is shared by the most playable characters, with 5.
*For both Marth and Roy, this is the only sword-based move of theirs that does not have any supposed sweetspots or sourspots (barring the up smash and [[Flare Blade|neutral special]] of the latter in ''Smash 4'').


==References==
==References==
Line 95: Line 100:
{{Multiple Special Moves|Marth|Ike}}
{{Multiple Special Moves|Marth|Ike}}
{{Multiple Special Moves|Roy|Lucina}}
{{Multiple Special Moves|Roy|Lucina}}
{{Special Moves|char=Chrom}}


[[Category:Fire Emblem universe]]
[[Category:Fire Emblem universe]]
[[Category:Down special moves]]
[[Category:Down special moves]]
[[Category:Marth]]
[[Category:Marth]]
[[Category:Marth (SSBM)]]
[[Category:Marth (SSBB)]]
[[Category:Marth (SSB4)]]
[[Category:Marth (SSBU)]]
[[Category:Roy]]
[[Category:Roy]]
[[Category:Roy (SSBM)]]
[[Category:Roy (SSB4)]]
[[Category:Roy (SSBU)]]
[[Category:Ike]]
[[Category:Ike]]
[[Category:Ike (SSBB)]]
[[Category:Ike (SSB4)]]
[[Category:Ike (SSBU)]]
[[Category:Lucina]]
[[Category:Lucina]]
[[Category:Lucina (SSB4)]]
[[Category:Lucina (SSBU)]]
[[Category:Chrom]]
[[Category:Chrom (SSBU)]]
[[Category:Counterattacks]]
[[Category:Counterattacks]]

Revision as of 14:11, November 30, 2018

This article is about the move for the Fire Emblem representatives. For Palutena's version, see Counter (Palutena).
For other uses, see Counter (disambiguation).
For the general class of moves, see Counterattack.
Counter
SSBUWebsiteRoy3.jpg
Roy's Counter in Ultimate.
User Marth
Roy
Ike
Lucina
Chrom
Universe Fire Emblem
Article on Fire Emblem Wiki Counter
Block the enemy's attack with the sword.
Brawl's instruction manual
Prepare for an attack, and strike back if hit.
Smash for 3DS's foldout (Marth)
Counter an opponent's attack. Power is based on strength of enemy's attack.
Smash for 3DS's foldout (Ike)

Counter (カウンター, Counter) is the down special move for Marth, Roy, Ike, Lucina and Chrom, all of whom are representatives of the Fire Emblem series. It is used as a counterattack to redirect damage and knockback at the attacker when the user is hit. In addition, the move serves as an excellent edgeguarding tool against opponents with predictable recoveries.

Appearances

Super Smash Bros. Melee

Counter is Marth and Roy's down special move in Super Smash Bros. Melee. Marth or Roy will strike a pose with their sword in reverse grip and a small, metallic "chink" sound will be heard. For about a second, any attack other than a grab which the character using Counter is struck by will turn them invincible for the duration of their retaliating swing. If the attack is a projectile (such as Samus' Missile), it will simply be deflected behind them at about a 30° angle. It is worth noting that explosive projectiles can still explode and will still do damage if they are struck when the invincibility ceases.

Marth's countering stance has him face away while holding the Falchion slanted downward in reverse grip, and counterattacks with an outward slash in normal grip (akin to a composite version of his first input neutral attack and dash attack). His Counter starts-up faster and lasts twice as long as Roy's Counter, but deals a flat 7% damage regardless of the attack. Upon a successful counterattack, he might say "そこだ!" ("There!"), "見切った!" ("I've read you!") or "させるものか!" ("I won't let you!").

Roy's counterattack, on the other hand, has him rear down a bit as he holds the Sword of Seals in front, reverse grip for his countering stance, and counterattacks with an inward slash while still holding in reverse grip. His Counter deals x1.5 the original attack's damage and deals more knockback when striking with the full blade, but has slightly slower start-up and lasts for a shorter time, which makes it unable to be used for immediate countering, but is much more damaging compared to Marth's Counter. If the attack is a smash attack, the attacker is knocked back at a 90° angle. Since only damage is countered, and not knockback, some attacks will deal less knockback when countered, such as the forward smash of a Home-Run Bat. This applies to future games' counterattacks. If used in conjunction with Mr. Game & Watch's Oil Panic, it is the most powerful non-charged attack in Melee, delivering an OHKO (if Oil Panic has absorbed the highest possible amount of damage, which is 250% damage and also delivers an OHKO). His quotes are different from Marth's during a successful counterattack, either grunting or saying "いまだ!" ("Now!") or "そこ!" ("There!").

Super Smash Bros. Brawl

Marth retains this move as his down special in the transition to Brawl, whereas Ike also has this attack as his down special move.

Marth's Counter has the same animation as in Melee. It has been generally buffed in terms of utility, now reflecting back x1.1 the original attack's damage, with a minimum damage of 8%, as opposed to a flat 7%, and allowing him to deliver a OHKO anyone close to him should he counterattack a strong enough hitbox. It retains its fast startup and long duration, but has lost the ability to deflect projectiles behind him. Curiously, it can be used on any vacuum created by an attack, such as Kirby's Inhale.

Ike's counterattack stance has him holds Ragnell right in front of himself in reverse grip, and he counterattacks with an inward slash while still holding it in reverse grip. Like Roy in Melee, Ike's Counter is not as fast as Marth's (the counterattack frames start 5 frames after Marth's), meaning it cannot be used for immediate countering, but the countering stance lasts for the same duration as Marth and has the same duration of counter frames, which gives it less vulnerability after the counter frames end due to its slightly slower activation. His counterattack has greater range and knockback than Marth, and reflects back x1.2 the original attack's damage, with the minimum damage being 10%. Upon a successful counterattack, he might shout "You're open!" or "Gotcha!". In Japanese, he may say either "あまい!" ("Naive!") or "そこ!" ("There!").

Super Smash Bros. 4

In terms of aesthetic changes, all Counters have received a visual redesign that includes a wave like that of a heart monitor. This also applies to Corrin's, Palutena's, Little Mac's, Shulk's and Mii Swordfighter's respective counterattacks.

Marth's Counter once again has the same animation as in Melee and Brawl. It has been buffed once again, dealing more knockback and now reflecting back x1.2 the original attack's damage. However, it can no longer be activated by vacuum attacks anymore. In the game's release, there existed a bug where, if Marth were to use Counter just after being ledge trumped, he propelled backwards, which mostly would result in being KO'd. This glitch was patched in update 1.0.4. Interestingly enough, instead of using quotes for a successful counterattack, he now uses the generic grunts when he attacks. The reason for this change is unknown. His counterattacking quotes, however, can still be found in the game's Sound Test.

As a clone of Marth, Lucina has the exact same Counter he does, the difference being the aesthetics: her countering stance mirrors her battle stance in Fire Emblem: Awakening, which is further referenced in her official artwork and her up taunt (though it instantly shifts to Marth's counter stance before she counters), and the counterattacking slash is in a more upward arc while her legs are not positioned on the ground during the active hitbox window. Before update 1.0.8, she used the generic grunts when he attacks upon a successful counterattack; after said update, she may say either "You're mine!" or "My turn!". In Japanese, she may say either "そこ!" ("There!") or "つきあり!" ("An opening!")

Ike's Counter has the same animation as in Brawl. It now activates slightly faster, now leaving him one frame less vulnerable at startup, and is the counterattack with the second longest counter window, behind Lucario's Double Team and Shulk's Vision when fresh. While he retains his counterattack quotes, one of them ("Gotcha!") have been removed.

Roy's Counter has a different animation: his countering stance is much different, now holding the Sword of Seals in reverse grip while pointing it downward while standing upright. It has been buffed in the transition from Melee, gaining more counter frames, increased knockback, and range, but its damage multiplier was reduced to x1.35; this still leaves Roy's Counter with the highest damage multiplier (barring Shulk's Vision with Buster active, which has a x1.82 multiplier). Unlike Marth and Ike, his counterattacking quotes (and grunt) remain intact.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

Marth & Lucina

1. Counter 2. Easy Counter 3. Iai Counter
MarthDown1-SSB4.png
MarthDown2-SSB4.png
MarthDown3-SSB4.png
"Prepare for an attack and strike back if hit. The power depends on your enemy's attack." "Your counter stance lasts longer, but the attack power is lower." "A successful counter knocks back opponents behind you. Faster but does less damage."
1. Counter 2. Easy Counter 3. Iai Counter
LucinaDown1-SSB4.png
LucinaDown2-SSB4.png
LucinaDown3-SSB4.png
"Prepare for an attack and strike back if hit. The power depends on your enemy's attack." "Your counter stance lasts longer, but the attack power is lower." "A successful counter knocks back opponents behind you. Faster but does less damage."
  1. Counter: Default.
  2. Easy Counter: Expanded hit window, but deals less damage.
  3. Iai Counter (known as Rush Counter in the PAL version): Is faster, knocks opponents backwards, and has a higher damage multiplier (1.2x → 1.3x) and launch power. However, it has a considerably narrower hit window, lower minimum damage (8% → 6%), and the counter strike has slightly more ending lag.

Ike

1. Counter 2. Paralyzing Counter 3. Smash Counter
IkeDown1-SSB4.png
IkeDown2-SSB4.png
IkeDown3-SSB4.png
"Block and counter an enemy attack. The strength of your strike depends on their attack." "A counter that paralyzes enemies instead of dealing damage." "Deliver a slower, more powerful attack when countering."
  1. Counter: Default.
  2. Paralyzing Counter: Paralyzes enemies instead of damaging them.
  3. Smash Counter: The counterattack is slower, but much more powerful, with a damage multiplier of x1.5. It will result in an OHKO if Ike counters a very strong attack (a hitbox that deals around 30% damage).

Roy

1. Counter
RoyDown1-SSB4.png
"The strength of this counterattack relates to how strong the triggering attack was."
  1. Counter: Default.

Like the other DLC characters, Roy has no custom move variations.

Origin

An enemy brigand misses his attack, and Marth counterattacks.

Counter is based on a core element of Fire Emblem gameplay: in all games of the series, when a unit attacks another unit, the targeted unit will perform a counter-attack to strike back at their attacker if they currently have an equipped weapon with a compatible range.[1]

Additionally, Fire Emblem: Path of Radiance introduced the identically-named Counter skill, which reflects any damage dealt to the skill's user back at the enemy. The skill does not exist in Marth or Roy's native games, however, and their appearance in Melee predates its introduction. In both of Ike's games the Counter skill can be assigned to him through the use of the Counter scroll item. Through re-classing to the Warrior class, Marth, Roy and Ike can all obtain the Counter skill as bonus units in Fire Emblem Awakening; however, Lucina is unable to obtain Counter under any circumstances, as it is exclusive to male units, and her father, Chrom, cannot pass it down to her either, both because he doesn't have access to the Warrior class and because Aether is the only skill he can pass down to his daughters even if he did.

Gallery

Trivia

Ike Blocking Marth's Critical Hit
  • In SSB4, every character's Counter contains a window of invincibility during the first few frames of activation. As such, they can block a very strong attack (like Critical Hit) without taking damage.
  • There exists unused sounds in Ike's voice bank intended for his version of Counter, where he shouts "Take this!" or "You're through!". In the final product, he shouts "You're open!" or "Gotcha!".
    • Lucina faced a similar situation prior to update 1.0.8 in SSB4.
  • While in SSB4 Marth doesn't talk when his Counter is activated, he can be heard talking while multi-countering in Roy's trailer.
  • For Marth, this is his only sword-based move that does not have any sweetspots or sourspots.
  • As of Ultimate, this move is on the movesets of the most characters out of all moves in every Smash Bros. game, being in the movesets of five characters.

References