Counter Throw: Difference between revisions
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The move functions as a [[counterattack]], hence the name. When used, the Brawler takes a defensive stance with their hands covering their face, similar to Little Mac when he uses [[Slip Counter]]. If not hit, the Brawler goes through a small period of endlag, but if they are hit, a heartbeat line icon will appear above their head, and the Brawler will proceed to [[grab]] the opponent and slam them onto the ground behind them, damaging anyone else who might be nearby. Afterwards, the countered opponent will bounce off the ground and be sent reeling. In the air, the throw deals knockback at a more vertical angle, and the knockback is reduced slightly; however, the higher launch angle can allow for KOs off the upper blast line. | The move functions as a [[counterattack]], hence the name. When used, the Brawler takes a defensive stance with their hands covering their face, similar to Little Mac when he uses [[Slip Counter]]. If not hit, the Brawler goes through a small period of endlag, but if they are hit, a heartbeat line icon will appear above their head, and the Brawler will proceed to [[grab]] the opponent and slam them onto the ground behind them, damaging anyone else who might be nearby. Afterwards, the countered opponent will bounce off the ground and be sent reeling. In the air, the throw deals knockback at a more vertical angle, and the knockback is reduced slightly; however, the higher launch angle can allow for KOs off the upper blast line. | ||
Counter Throw is unique in many ways: it is actually very fast for a counter due to its extremely low ending lag | Counter Throw is unique in many ways: it is actually very fast for a counter due to its extremely low lag, with around half the usual ending lag of a standard counter. This makes it a low-commitment and relatively safe counter that can be thrown out more frequently than others. It is also extremely strong, being tied with [[Gut Check]] and [[Slip Counter]] for having the second highest damage multiplier out of all counterattacks, at 1.5x (only [[Tetrakarn]] is higher, at 1.6x), while also possessing the highest knockback growth, which allows it to KO even against weak hits. Finally, its retaliating throw is incredibly fast compared to most counterattacks, and coupled with its high damage multiplier makes the throw very difficult to [[DI]]. However, it has multiple flaws: since the counterattack is a very short grab, the opponent must be within close range to be grabbed; attacks from below soft platforms or moves with a long enough range (most often [[disjointed]] hitboxes) will outrange the grab, causing it to miss. | ||
a low-commitment and relatively safe counter | |||
In addition to its range problems, Counter Throw's low lag is counterbalanced by it having the shortest counter window in the game (a mere 18 frames compared to an average of around 23 frames). In addition, it is infamous for its unreliable counter detection, as it is also is one of the few counters which requires attacks to strike a certain part of Brawler's body, being their arm or hand. If the incoming hitbox does not overlap with their arm hurtbox the counter will fail and Mii Brawler will be damaged normally, which is most noticeable when attacking from behind or below. Due to its flawed counter detection and unique launch angle (specifically throwing the opponent behind them), it is additionally quite ineffective at [[edgeguarding]] despite counters as a whole generally being very useful in that regard, as recovering opponents will be flung into the stage and can tech. | |||
Finally, Counter Throw will always fail against indirect attacks such as projectiles, even if the user is standing directly in front of Mii Brawler; this also gives it strange interactions with attacks that are internally considered as projectiles but are not typically able to be [[reflected]], such as any of [[Olimar]]'s attacks that involve [[Pikmin (species)|Pikmin]] (even his aerials)<ref>https://youtu.be/wfnEG2FvbZg?t=338</ref>, and [[Min Min]]'s Ramram ARM (which is otherwise considered a disjointed hitbox). | |||
As a result, Counter Throw is a low-lag option that allows the Brawler to heavily punish enemy mistakes, but is very inconsistent due to its flaws. It can be considered a "high-risk, high-reward" counterattack due to its speed, power, and inconsistency. | As a result, Counter Throw is a low-lag option that allows the Brawler to heavily punish enemy mistakes, but is very inconsistent due to its flaws. It can be considered a "high-risk, high-reward" counterattack due to its speed, power, and inconsistency. | ||
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==Trivia== | ==Trivia== | ||
*Counter Throw is the only counter in the series that retaliates with a [[grab]]. | *Counter Throw is the only counter in the series that retaliates with a [[grab]]. | ||
**Because of this, it is one of the only | **Because of this, it is one of the only three counters that can bypass a falling [[Stone]] or [[Wonderwing]], the others being {{b|Counterattack|Sora}} and [[Blade Counter]]. | ||
*Counter Throw appears inspired by Geese Howard's infamous Jōdan'ateminage ("High Hit Throw") from the {{uv|Fatal Fury}} and {{uvm3|The King of Fighters}} series, sharing its raised-arm counter stance and backwards judo throw upon trigger, as well as its vulnerability to low attacks. | *Counter Throw appears inspired by Geese Howard's infamous Jōdan'ateminage ("High Hit Throw") from the {{uv|Fatal Fury}} and {{uvm3|The King of Fighters}} series, sharing its raised-arm counter stance and backwards judo throw upon trigger, as well as its vulnerability to low attacks. | ||
**Geese's Spirit Battle appropriately features a Mii Brawler with Counter Throw as the puppet fighter. | **Geese's Spirit Battle appropriately features a Mii Brawler with Counter Throw as the puppet fighter. | ||
*If the [[Shadow]] [[Assist Trophy]] freezes Mii Brawler while performing Counter Throw, the counter hitbox will remain active and trigger if hit. Mii Brawler will not grab until being unfrozen, but will remain [[intangible]] in the mean time. | *If the [[Shadow]] [[Assist Trophy]] freezes Mii Brawler while performing Counter Throw, the counter hitbox will remain active and trigger if hit. Mii Brawler will not grab until being unfrozen, but will remain [[intangible]] in the mean time. | ||
==References== | |||
{{reflist}} | |||
{{Special Moves/Mii Brawler (SSBU)}} | {{Special Moves/Mii Brawler (SSBU)}} |
Latest revision as of 04:23, September 24, 2024
Counter Throw | |
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The Brawler performing Counter Throw. | |
User | Mii Brawler |
Universe | Super Smash Bros. |
Counter Throw (カウンター投げ, Counter Throw) is one of the three down special moves for the Mii Brawler in Super Smash Bros. Ultimate, replacing Foot Flurry from the previous game.
Overview[edit]
The move functions as a counterattack, hence the name. When used, the Brawler takes a defensive stance with their hands covering their face, similar to Little Mac when he uses Slip Counter. If not hit, the Brawler goes through a small period of endlag, but if they are hit, a heartbeat line icon will appear above their head, and the Brawler will proceed to grab the opponent and slam them onto the ground behind them, damaging anyone else who might be nearby. Afterwards, the countered opponent will bounce off the ground and be sent reeling. In the air, the throw deals knockback at a more vertical angle, and the knockback is reduced slightly; however, the higher launch angle can allow for KOs off the upper blast line.
Counter Throw is unique in many ways: it is actually very fast for a counter due to its extremely low lag, with around half the usual ending lag of a standard counter. This makes it a low-commitment and relatively safe counter that can be thrown out more frequently than others. It is also extremely strong, being tied with Gut Check and Slip Counter for having the second highest damage multiplier out of all counterattacks, at 1.5x (only Tetrakarn is higher, at 1.6x), while also possessing the highest knockback growth, which allows it to KO even against weak hits. Finally, its retaliating throw is incredibly fast compared to most counterattacks, and coupled with its high damage multiplier makes the throw very difficult to DI. However, it has multiple flaws: since the counterattack is a very short grab, the opponent must be within close range to be grabbed; attacks from below soft platforms or moves with a long enough range (most often disjointed hitboxes) will outrange the grab, causing it to miss.
In addition to its range problems, Counter Throw's low lag is counterbalanced by it having the shortest counter window in the game (a mere 18 frames compared to an average of around 23 frames). In addition, it is infamous for its unreliable counter detection, as it is also is one of the few counters which requires attacks to strike a certain part of Brawler's body, being their arm or hand. If the incoming hitbox does not overlap with their arm hurtbox the counter will fail and Mii Brawler will be damaged normally, which is most noticeable when attacking from behind or below. Due to its flawed counter detection and unique launch angle (specifically throwing the opponent behind them), it is additionally quite ineffective at edgeguarding despite counters as a whole generally being very useful in that regard, as recovering opponents will be flung into the stage and can tech.
Finally, Counter Throw will always fail against indirect attacks such as projectiles, even if the user is standing directly in front of Mii Brawler; this also gives it strange interactions with attacks that are internally considered as projectiles but are not typically able to be reflected, such as any of Olimar's attacks that involve Pikmin (even his aerials)[1], and Min Min's Ramram ARM (which is otherwise considered a disjointed hitbox).
As a result, Counter Throw is a low-lag option that allows the Brawler to heavily punish enemy mistakes, but is very inconsistent due to its flaws. It can be considered a "high-risk, high-reward" counterattack due to its speed, power, and inconsistency.
Instructional quote[edit]
Move List | Grabs opponents that strike with high attacks and then slams them down into the ground. |
Customization[edit]
Counter Throw appears exclusively in Super Smash Bros. Ultimate, with two other Special Move customization options available. These are the variations:
1. Head-On Assault | 2. Feint Jump | 3. Counter Throw |
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"Jumps up using both feet, then falls down headfirst. Opponents in the air are launched downward." | "Leaps out of danger, with invincibility. Can combo into a mighty kick." | "Grabs opponents that strike with high attacks and then slams them down into the ground." |
Gallery[edit]
Counter Throw as shown by the Move List in Ultimate.
Names in other languages[edit]
Trivia[edit]
- Counter Throw is the only counter in the series that retaliates with a grab.
- Because of this, it is one of the only three counters that can bypass a falling Stone or Wonderwing, the others being Counterattack and Blade Counter.
- Counter Throw appears inspired by Geese Howard's infamous Jōdan'ateminage ("High Hit Throw") from the Fatal Fury and The King of Fighters series, sharing its raised-arm counter stance and backwards judo throw upon trigger, as well as its vulnerability to low attacks.
- Geese's Spirit Battle appropriately features a Mii Brawler with Counter Throw as the puppet fighter.
- If the Shadow Assist Trophy freezes Mii Brawler while performing Counter Throw, the counter hitbox will remain active and trigger if hit. Mii Brawler will not grab until being unfrozen, but will remain intangible in the mean time.