Editing Counterattack (Sora)

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{{Image|GIF of the move being used as a deflector (reflector)}}
{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
{{for|other uses|Counter (disambiguation)}}{{for|the general class of moves|Counterattack}}
{{for|other uses|Counter (disambiguation)}}{{for|the general class of moves|Counterattack}}
{{Infobox Special Move
{{Infobox Special Move
|name=Counterattack
|name=Counterattack
|image={{tabber|title1=Counter|content1=[[File:Sora Down B SSBU.gif|300px]]|title2=Deflector|content2=[[File:Sora Down B SSBU Deflector.gif|300px]]}}
|image=[[File:Sora Down B SSBU.gif|300px]]
|caption=Counterattack in ''Ultimate''.
|caption=Counterattack in ''Ultimate''.
|universe={{uv|Kingdom Hearts}}
|universe={{uv|Kingdom Hearts}}
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|interwikipage  = Counterattack
|interwikipage  = Counterattack
}}
}}
'''Counterattack''' ({{ja|カウンター|Kauntā}}, ''Counter'') is [[Sora]]'s [[down special move]].  
'''Counterattack''' ({{ja|カウンター|Kauntā}}, ''Counter'') is {{SSBU|Sora}}'s [[down special move]] in ''[[Super Smash Bros. Ultimate]]''.  


==Overview==
==Overview==
[[File:Sora Down B SSBU Deflector.gif|thumb|300px|Sora using Counterattack as a deflector.]]
Sora shifts his Keyblade into a defensive stance. Similarly to Mii Swordfighter's [[Blade Counter]], grounded opponents that hit Sora in this state will enter their [[rebound]] animation as if their attack collided with another, and Sora will launch a swift upward slash to counter. Since the counter detection is in front of Sora, he's left somewhat more vulnerable from behind, although the counterattack can still be potentially triggered. Uniquely, this counter can also [[reflect]] projectiles with a 1.4x multiplier, but they will continue their normal trajectory. When doing it in up in the air and the opponent attacks, the opponent will be in the [[air release]] animation before Sora counterattacks on them.
Sora shifts his Keyblade into a defensive stance. Similarly to Mii Swordfighter's [[Blade Counter]], grounded opponents that hit Sora in this state will enter their [[rebound]] animation as if their attack collided with another, and Sora will launch a swift upward slash to counter. Since the counter detection is in front of Sora, he's left somewhat more vulnerable from behind, although the counterattack can still be potentially triggered. Uniquely, this counter can also [[reflect]] projectiles with a 1.4x multiplier, but they will continue their normal trajectory. When doing it in up in the air and the opponent attacks, the opponent will be in the [[air release]] animation before Sora counterattacks on them.


Because the opponent is staggered on contact, Sora is able to break through attacks that are normally invincible for a longer duration and counter, such as [[Wonderwing]].<ref>https://youtube.com/watch?v=NqUKcYv4QiQ</ref> The stagger effect is applied even if the opponent is fully invincible, such as from respawning. It can even force Hero out of [[Kaclang]] if Sora counters the falling hitbox, which no other attacks besides Metal Slash can do. The stagger is applied regardless of how far away the attacker is, even if they are out of range of the actual counterattack. This effect causes occasional situations where the counterattack misses the opponent entirely. This interaction is especially common with {{SSBU|Min Min}} and {{SSBU|Sephiroth}}, as well as characters trying to recover low to the edge. In cases such as these, the opponent will exit the stagger effect and will continue as normal.
Because the opponent is staggered on contact, Sora is able to break through attacks that are normally invincible for a longer duration and counter, such as [[Wonderwing]].<ref>https://youtube.com/watch?v=NqUKcYv4QiQ</ref> The stagger effect is applied even if the opponent is fully invincible, such as from respawning. It can even force Hero out of [[Kaclang]] if Sora counters the falling hitbox, which no other attacks besides Metal Slash can do. The stagger is applied regardless of how far away the attacker is, even if they are out of range of the actual counterattack. This effect causes occasional situations where the counterattack misses the opponent entirely. In this case, the opponent will exit the stagger effect and will continue as normal.


While the reflector does not alter projectile direction, it does change ownership to Sora. This means that stationary projectiles which overlap with the user, such as Lucario's [[Force Palm]], and returning projectiles, such as Link's [[Boomerang]] and Simon's [[Cross]] can hurt the original owner.<ref>https://youtube.com/watch?v=6MGkxcwcxz0</ref> When reflecting a projectile, Sora skips his initial recoil animation (when the stagger would occur) and immediately swings his Keyblade, which is still capable of dealing damage.  
While the reflector does not alter projectile direction, it does change ownership to Sora. This means that stationary projectiles which overlap with the user, such as Lucario's [[Force Palm]], and returning projectiles, such as Link's [[Boomerang]] and Simon's [[Cross]] can hurt the original owner.<ref>https://youtube.com/watch?v=6MGkxcwcxz0</ref> When reflecting a projectile, Sora skips his initial recoil animation (when the stagger would occur) and immediately swings his Keyblade, which is still capable of dealing damage.  


Unlike many other counter moves, Counterattack cannot be [[B-reverse]]d. Additionally, its damage cap is just 30%, while all other scaling counters have a cap of 50%.
Unlike many other counter moves, Counterattack cannot be [[B-reverse]]d. Additionally, its damage cap is just 30%, while all other scaling counters have a cap of 50%. Due to the opponent being staggered the moment their hitbox collides with the counter, characters with particularly long range and disjointed attacks can sometimes be staggered outside of the counterattack range, causing the attack to miss entirely. This interaction is especially common with {{SSBU|Min Min}} and {{SSBU|Sephiroth}}, as well as characters trying to recover low to the edge.


==Instructional quote==
==Instructional quote==

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