Counter: Difference between revisions

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*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.
*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 [[Planet Zebes: Brinstar | 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.
*Marth can use Counter on the tides of lava and acid on [[Norfair]] and [[Planet Zebes: Brinstar | 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.
*If Ike uses Aether to recover getting back on the stage, Marth can use counter on the egde of the stage to prevent Ike's recovery, it would be best to use counter twice, because aether can still reach the egde of the stage if the first aether was canceled, so by the thrid time, Aether cannot reach the egde of the stage.


=Gallery=
=Gallery=

Revision as of 16:33, May 10, 2010

This article is about the move. Counter can also be used to describe a match-up that strongly favors one character.

Counter(カウンター) is the name of a move belonging to several characters in the Super Smash Bros. series, namely, the characters from the Fire Emblem series.

Origin

This move seems to be based on the fact that, in the Fire Emblem games, characters will always counterattack after an enemy's move if possible.

Super Smash Bros. Melee

Counter is Marth and Roy's Down B move in Super Smash Bros. Melee.

Roy, countering Marth's attack in Melee

Marth or Roy will strike a pose and a small, metallic "chink" sound will be heard. For about a second, any attack that Marth and Roy is struck by other than a grab 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 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 and Watch's Oil Panic, it is the most powerful non-charged attack in Melee (if Oil Panic has absorbed the most possible damage, that is with 250% damage).

Marth's Counter has a faster start-up time and lasts slightly longer than Roy's Counter, which makes Marth's Counter more effective but less damaging.

Super Smash Bros. Brawl

Marth using his counter on an advancing Ike

Ike also has this attack as his Down B move in Super Smash Bros. Brawl. Ike's Counter is not as fast as Marth's (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. This means that Ike's Counter is more useful for prediction and forseeing your opponent's moves, while Marth's is more useful for immediate countering based on reaction. Marth's Counter leaves him vulnerable in the end of the attack while Ike's counter leaves him vulnerable in the beginning. There are several other moves similar to Counter, they are Double Team, Toad, and to a lesser extent, Wolf's Reflector. His counter is best used in a crowd when everyone is fighting at the same time, the counter can possibly hit all opponents.

Trivia

  • This is Marth and Roy's only attack that has no sweetspot.
  • 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.
  • If Ike uses Aether to recover getting back on the stage, Marth can use counter on the egde of the stage to prevent Ike's recovery, it would be best to use counter twice, because aether can still reach the egde of the stage if the first aether was canceled, so by the thrid time, Aether cannot reach the egde of the stage.

Gallery


Template:Marth Special Moves Template:Ike Special Moves Template:Roy Special Moves