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'''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]], 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.


==In ''[[Super Smash Bros. Melee]]''==
==Appearances==
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]]).
===''[[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 explosive projectiles can still explode and will still do damage if they are struck when the invincibility ceases.


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 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 succesful counterattack, he might say "{{ja|そこだ!|Soko da!}}" (''"There!"''), "{{ja|見切った!|Mikitta!}}" (''"I saw through (your attack)!"'') or "{{ja|させるものか!|Saseru mono ka!}}" (''"I won't allow that!"'').


When Marth or Roy's counter is successful, they may yell one of their counterattacking quotes at random.
Roy's counterattck, 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, 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. 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 a OHKO). His quotes are different from Marth's during a succesful counterattck, either grunting or saying "{{ja|いまだ!|Imada!}}" (''"Now!"'') or "{{ja|そこ!|Soko!}}" (''"There!"'').


Marth may say:
===''[[Super Smash Bros. Brawl]]''===
*"{{ja|させるものか!|Saseru mono ka!}}" (''"As if I'd let you!"'')
{{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.
*"{{ja|見切った!|Mikitta!}}" (''"I saw through [your attack]!"'')
*"{{ja|そこだ!|Soko da!}}" (''"There! or Gotcha!"'')


Roy may grunt or say:
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.
*"{{ja|いまだ!|Imada!}}" (''"Now!"'')
*"{{ja|そこ!|Soko!}}" (''"There!"'')


==In ''[[Super Smash Bros. Brawl]]''==
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%. Ike has less vulnerability after the counter frames end, due to the slightly slower activation of his. Upon a succesful counterattack, he might shout "You're open!", in Japanese "{{ja|あまい!|Amai!}}" (''"You're weak!"'') or "Got'cha!".
{{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.
===''[[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.


Along side Marth with his Melee quotes, Ike may shout out "You're Open!", in Japanese "{{ja|あまい!|Amai!}}" (''"You're Weak"'') if he performs a successful counter.
{{SSB4|Marth}}'s Counter has been buffed once again, dealing more knockback and now reflecting back x1.2 the original attack's damage. However, instead of using quotes for a succesful 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.


==In ''[[Super Smash Bros. 4]]''==
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 1.0.6, she used the generic grunts when he attacks upon a succesful 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|つきやり!|Tsukiyari!}}" (''"An opening!"'')
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.


While Ike and Roy's successful counter quotes return from previous installments, Marth now uses generic grunts. The reason for this change is unknown.
{{SSB4|Ike}}'s Counter now activates slightly faster, now leaving him less vulnerable at startup, and now lasts 1 frame less than the other character's counterattacks, being the counterattack with the second fastest first actionable frame, behind {{SSB4|Bayonetta}}'s [[Witch Time]]. One of his succesful counterattack quotes, "Got'cha!", has been removed, the reason for this is unknown.


Lucina before update 1.0.6 remained quiet during her successful counter however after the patch, she may say either "My Turn" or "You're Mine". In Japanese she may say either "{{ja|そこ!|Soko!}}" (''"There!"'') or "{{ja|つきやり!|tsukiyari}}" (''"An Opening!"'')
{{SSB4|Roy}}'s Counter has been buffed in the tyransition 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 {{SSB4|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==

Revision as of 19:55, December 9, 2016

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
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
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, and Lucina, 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 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 succesful counterattack, he might say "そこだ!" ("There!"), "見切った!" ("I saw through (your attack)!") or "させるものか!" ("I won't allow that!").

Roy's counterattck, 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, 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. 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 a OHKO). His quotes are different from Marth's during a succesful counterattck, 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.

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%. Ike has less vulnerability after the counter frames end, due to the slightly slower activation of his. Upon a succesful counterattack, he might shout "You're open!", in Japanese "あまい!" ("You're weak!") or "Got'cha!".

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 has been buffed once again, dealing more knockback and now reflecting back x1.2 the original attack's damage. However, instead of using quotes for a succesful 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 1.0.6, she used the generic grunts when he attacks upon a succesful counterattack; after said update, she may say either "You're mine!" or "My turn!". In Japanese, she may say either "そこ!" ("There!") or "つきやり!" ("An opening!")

Ike's Counter now activates slightly faster, now leaving him less vulnerable at startup, and now lasts 1 frame less than the other character's counterattacks, being the counterattack with the second fastest first actionable frame, behind Bayonetta's Witch Time. One of his succesful counterattack quotes, "Got'cha!", has been removed, the reason for this is unknown.

Roy's Counter has been buffed in the tyransition 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): Faster, knocks opponents backwards, and deals less damage. However, it has a narrower hit window.

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

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 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, 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
  • Marth's Counter can be used on Kirby's Inhale attack in Brawl or any other Vacuum created by an attack.
  • Since only damage is countered, not knockback, the forward smash of a Home-Run Bat will deal less knockback when countered.
  • There exists 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!".
    • 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.
  • In SSB4, Marth no longer talks when his counter is activated and instead uses his generic grunts.
    • 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 clips 22-24.
  • In SSB4, there existed a 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 during the first few frames of activation. As such, it can block Critical Hit without taking damage.
  • For both Marth and Roy, this is the only sword-based move of theirs that does not have any sweetspots or sourspots, barring the up smash and neutral special of the latter in Smash 4.

References