Counterattack: Difference between revisions

→‎List of counterattacks: Adding Revenge and some details of Gut Check
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(→‎List of counterattacks: Adding Revenge and some details of Gut Check)
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|[[Ike]]||[[Counter]]||Ike's Counter does 1.2x the damage of the attack, with a minimum of 10%. In ''Brawl'', it has higher startup before the counter window when compared to Marth's, although Ike's version has less ending lag. ''SSB4'' removes some of the increased startup (9 frames startup), putting its speed more in line with Marth's counter, and it has the second longest counter window in the game (surpassed by Lucario and Shulk's counters).
|[[Ike]]||[[Counter]]||Ike's Counter does 1.2x the damage of the attack, with a minimum of 10%. In ''Brawl'', it has higher startup before the counter window when compared to Marth's, although Ike's version has less ending lag. ''SSB4'' removes some of the increased startup (9 frames startup), putting its speed more in line with Marth's counter, and it has the second longest counter window in the game (surpassed by Lucario and Shulk's counters).
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|[[King K. Rool]]||[[Gut Check]]||K. Rool will puff out his stomach and reflect any damage onto the opponent.
|[[Incineroar]]|[[Revenge]]|A weak counterattack that does not completely prevent damage dealt to Incineroar, but does improve the damage and knockback of the next attack Incineroar lands, as well as having extremely fast startup (3 frames).
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|[[King K. Rool]]||[[Gut Check]]||K. Rool will puff out his stomach and reflect any damage onto the opponent. It also [[Reflection|reflects projectiles]], but the counter/reflection hitbox is confined to K. Rool's stomach, leaving him open to attacks from above, below, or behind.
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|[[Little Mac]]||[[Slip Counter]]||Little Mac does a fake-out, dodging the opponent's attack, and socks them with an uppercut while dashing forward. Said dash can make Slip Counter a useful though risky horizontal recovery option. Tied with Double Team and Witch Time for having the quickest startup of any counterattack, at 5 frames. Little Mac is invincible while counterattacking, unless Slip Counter activates in the air.
|[[Little Mac]]||[[Slip Counter]]||Little Mac does a fake-out, dodging the opponent's attack, and socks them with an uppercut while dashing forward. Said dash can make Slip Counter a useful though risky horizontal recovery option. Tied with Double Team and Witch Time for having the quickest startup of any counterattack, at 5 frames. Little Mac is invincible while counterattacking, unless Slip Counter activates in the air.
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|{{SSB4|Mii Swordfighter}}||[[Blade Counter]]||The Mii leans back a bit and holds their sword behind them in reverse grip. Should anything attack him/her during this, the Mii will respond with a quick slash. The counterattack does 1.25x the damage of the attack, with a minimum of 8%.
|{{SSB4|Mii Swordfighter}}||[[Blade Counter]]||The Mii leans back a bit and holds their sword behind them in reverse grip. Should anything attack him/her during this, the Mii will respond with a quick slash. The counterattack does 1.25x the damage of the attack, with a minimum of 8%.
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|[[Palutena]]||{{b|Counter|Palutena}}||Palutena puts up her shield, and if hit while it is active, she strikes back with her staff. The staff's length gives this counterattack a slightly longer horizontal range than most, though it's still small relative to Palutena's size; additionally, its vertical range is minimal. Also one of the two counterattacks with a sourspot (along with Vision), and has relatively low knockback scaling.
|[[Palutena]]||{{b|Counter|Palutena}}||Palutena puts up her shield, and if hit while it is active, she strikes back with her staff. The staff's length gives this counterattack a slightly longer horizontal range than most, though it's still small relative to Palutena's size; additionally, its vertical range is minimal. Also one of the two counterattacks with a sourspot (along with Vision), and has relatively low knockback scaling. In ''Ultimate'', this move is combined with [[Reflect Barrier]], allowing it to also serve as a reflector.
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|[[Peach]]||{{b|Toad|move}}||Peach pulls out Toad and hold him in front of herself. Toad operates slightly differently than other counterattacks: Peach does become invincible during part of the move, but not for the entire counterable duration, and hitting her does not activate the counter. Instead, Toad has a separate [[hurtbox]] that activates the counter, which is a set of nine spore shots that each do 2% and fire at random angles. The spores are projectiles, and thus can be [[absorb]]ed and result in the move having the longest reach of any counterattack. In ''[[Smash 4]]'', the counterattack activates if Peach is hit anywhere, making it more reliable. This move is the only neutral special counter.
|[[Peach]]||{{b|Toad|move}}||Peach pulls out Toad and hold him in front of herself. Toad operates slightly differently than other counterattacks: Peach does become invincible during part of the move, but not for the entire counterable duration, and hitting her does not activate the counter. Instead, Toad has a separate [[hurtbox]] that activates the counter, which is a set of nine spore shots that each do 2% and fire at random angles. The spores are projectiles, and thus can be [[absorb]]ed and result in the move having the longest reach of any counterattack. In ''[[Smash 4]]'', the counterattack activates if Peach is hit anywhere, making it more reliable. This move is the only neutral special counter.
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|[[Roy]]||[[Counter]]||Roy's version of this move is aesthetically unique as it creates an explosion when he attacks. In ''Melee'', Roy's Counter does 1.5x the damage of the attack.<br />
|[[Roy]]||[[Counter]]||Roy's version of this move is aesthetically unique as it creates an explosion when he attacks. In ''Melee'', Roy's Counter does 1.5x the damage of the attack.<br />
In ''SSB4'', Roy's Counter activates 3 frames later than Marth's (frame 8) and lasts a shorter duration. However it reflects 1.35x the damage of the attack, with a minimum of 8%.
In ''SSB4'', Roy's Counter activates 3 frames later than Marth's (frame 8) and lasts a shorter duration. However, it reflects 1.35x the damage of the attack, with a minimum of 8%.
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|[[Shulk]]||[[Vision]]||Shulk leans forward and holds the hilt of the Monado, and attacks with a slash if hit. It is unique as it possesses two different versions: a slow but wide-ranged slash or a quick dashing slash with higher base knockback that can be only done if Shulk is grounded. It is tied with Double Team for the longest counter window in the entire series when fresh, but the window becomes shorter each time the move is used. The window can be recharged over time by simply not using the move. Additionally, it is one of the two counters with a sourspot (along with Palutena's Counter).
|[[Shulk]]||[[Vision]]||Shulk leans forward and holds the hilt of the Monado, and attacks with a slash if hit. It is unique as it possesses two different versions: a slow but wide-ranged slash or a quick dashing slash with higher base knockback that can be only done if Shulk is grounded. It is tied with Double Team for the longest counter window in the entire series when fresh, but the window becomes shorter each time the move is used. The window can be recharged over time by simply not using the move. Additionally, it is one of the two counters with a sourspot (along with Palutena's Counter).
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