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Counter: Difference between revisions

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(Marth, Roy, Ike, Lucina, who's the fifth?)
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==In ''[[Super Smash Bros. Melee]]''==
==In ''[[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 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 up to 7% [[damage]], regardless of the attack, while Roy's deals 1.5 times 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]]).
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 1.5 times 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.
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.

Revision as of 03:13, October 12, 2014

This article is about the move for the Fire Emblem representatives. For Palutena's version, see Counter (Palutena). For other uses, see Counter (disambiguation).
Counter
SSB4 Marth Screen-6.jpg
Marth's Counter in Super Smash Bros. for Wii U.
User Marth
Roy
Ike
Lucina
Universe Fire Emblem
Article on Fire Emblem Wiki Counter

Counter (カウンター Kauntā) is the down special move for Marth, Roy, Ike, and Lucina, all representatives of the Fire Emblem series. It is used as a counterattack to deliver damage to the attacker when the user is hit.

In 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 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 1.5 times the original attack's damage. If the attack is a projectile (such as 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 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.

In Super Smash Bros. Brawl

Ike also has this attack as his down special move in Super Smash Bros. Brawl. Ike's Counter is not as fast as 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 large hitbox such as Mr. Game and Watch's Oil Panic (after absorbing three strong enough projectiles that does 60% damage), it will one-hit KO anyone who is very close to Marth or Ike. There are several other moves similar to Counter: Double Team, Toad, and (to a lesser extent) Wolf's Reflector.

Description from the Brawl Instruction Booklet

Block the enemy's attack with the sword.

In Super Smash Bros. 4

Counter reappears as a special move for Marth and Ike in Super Smash Bros. 4, as well as serving as the down special move for Lucina. All counters in this game save for Greninja's Substitute now have a visual redesign that includes a wave like that of a heart monitor.

There is a bug where, if Marth uses Counter just after being kicked off an edge, he is propelled backwards and will likely be KO'd.

Description from the 3DS version's foldout

Marth

"Prepare for an attack, and strike back if hit."

Ike

"Counter an opponent's attack. Power is based on strength of enemy's attack."

Customization

Special Move customization was added in Super Smash Bros. 4. These are Marth's and Lucina's variations:

  1. Easy Counter: Expanded hit window, but deals less damage.
  2. Iai Counter: Faster and knocks opponents backwards, but deals less damage.

These are Ike's variations:

  1. Paralyzing Counter: Paralyzes enemies instead of damaging them.
  2. Smash Counter: Slower, but much more powerful.

Origin

Counter may derive inspiration from two elements of Fire Emblem gameplay. In all games, 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. Additionally, 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, though in both of Ike's games it can be assigned to him through the use of the Counter scroll item; additionally, through reclassing 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 in Awakening, 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

  • Marth's Counter can be used on Kirby's Inhale attack in Brawl or any other Vacuum created by an attack.
  • 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.
  • Marth can use Counter on the tides of lava and acid on Norfair and Brinstar. When the stage-wide wave of lava appears on Norfair, Marth can stand outside of the Capsule and time Counter correctly to avoid the damage.
  • Since only damage is countered, not knockback, the forward smash of a Home-Run Bat will deal less knockback when countered.
  • Marth, Roy and Ike hold their swords in reverse grip during the move if one looks closely. Marth faces away in his stance, Roy rears down a bit as he holds the sword in front, while Ike holds the sword right in front of himself.
    • Marth counters with an outward slash; Roy and Ike on the other hand both counter with inward slashes while holding in reverse grip.
  • Counter, when counting all the characters in the Smash Bros. series, is shared by the most people, with 4.