Counterattack: Difference between revisions

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[[File:ShulkVisionF.gif|thumb|{{SSB4|Shulk}}’s [[Vision]] Hitboxes]]
[[File:ShulkVisionF.gif|thumb|{{SSB4|Shulk}}’s [[Vision]] Hitboxes]]
*[[Roy]]'s [[Counter]] in ''Melee'' has the highest damage multiplier of any counter, dealing 1.5x damage of the attack countered. Though its multiplier was lowered to 1.35x in ''Smash 4'' and ''Ultimate'', it remains the counterattack with the highest damage multiplier by default, only rivaling Shulk's [[Vision]] with the Buster [[Monado Art]] active.
*[[Roy]]'s [[Counter]] in ''Melee'' has the highest damage multiplier of any counter, dealing 1.5x damage of the attack countered. Though its multiplier was lowered to 1.35x in ''Smash 4'' and ''Ultimate'', it remains the counterattack with the highest damage multiplier by default, only rivaling Shulk's [[Vision]] with the Buster [[Monado Art]] active.
*[[Shulk]]'s [[Vision]] in ''Smash 4'' is arguably the most feared out of every counterattack, due to its high damage multiplier and knockback, alongside the longest counter window of any counter; opponents will tend to trigger the counterattack due to its sheer duration. The move has been moderately nerfed in ''Ultimate'', as it has less base knockback and is no longer be [[unblockable]] making the move worse at KOing at a very early percentage.
*[[Shulk]]'s [[Vision]] in ''Smash 4'' is arguably the most feared out of every counterattack, due to its high damage multiplier and knockback, alongside the longest counter window of any counter; opponents will tend to trigger the counterattack due to its sheer duration. The move has been nerfed in ''Ultimate'', as it has less base knockback and is no longer be [[unblockable]] making the move worse at KOing at a very early percentage.
*[[Corrin]]'s [[Counter Surge]] launches opponents upwards and can infamously KO aerial opponents at high blast zones at any percent range depending on the move. Prior to ''Smash 4'''s 1.1.5 update, its damage multiplier was originally 1.3x which allowed Corrin to KO opponents at a very low percent against uncharged smash attacks, and was by far the most powerful counterattack in the game. In the current update, it has been lowered to 1.2x making it weaker at low percents.
*[[Corrin]]'s [[Counter Surge]] launches opponents upwards and can infamously KO aerial opponents at high blast zones at any percent range depending on the move. Prior to ''Smash 4'''s 1.1.5 update, its damage multiplier was originally 1.3x which allowed Corrin to KO opponents at a very low percent against uncharged smash attacks, and was by far the most powerful counterattack in the game. In the current update, it has been lowered to 1.2x making it weaker at low percents.
*[[Bayonetta]]'s [[Witch Time]] in ''Smash 4'' is considered to be the best counterattack in the game, due to its ability to slow enemies down, thus granting Bayonetta a very forgivable time window to setup into her extremely effective combo game. Additionally, it is very safe for a counterattack due to it granting [[intangibility]] during the move, and being hit at the end of Witch Time triggers [[Bat Within]], halving damage taken from the attack that triggered it. However, it is significantly less effective in ''Ultimate'' due to its duration being much shorter on enemies below 100%, and has also lost its intangibility.
*[[Bayonetta]]'s [[Witch Time]] in ''Smash 4'' is considered to be the best counterattack in the game, due to its ability to slow enemies down, thus granting Bayonetta a very forgivable time window to setup into her extremely effective combo game. Additionally, it is very safe for a counterattack due to it granting [[intangibility]] during the move, and being hit at the end of Witch Time triggers [[Bat Within]], halving damage taken from the attack that triggered it. However, it is significantly less effective in ''Ultimate'' due to its duration being much shorter on enemies below 100%, and has also lost its intangibility.
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