Hitbox visualization showing Roy's down special, Counter.
Hitbox visualization showing Roy's down special, Counter, when attacking.

Overview

Roy enters a defensive stance before letting loose a counterattack. The counter has a 1.35× damage multiplier, putting it a step above the usual swordfighter counters. This gives it slightly more KO potential as well. As with most counters, it is reserved to reads in terms of usage, resetting the neutral game or breaking out of a disadvantageous position.

However, the counter is quite slow, being frame 8 with frame 7 intangibility. In terms of FAF, it's 3 frames slower than King K. Rool's Gut Check, one of the slowest counters in the game. Roy also falls much faster and removes any horizontal momentum when the counter is used, sometimes even causing an SD if used after a midair jump. As a result, the move is generally considered to be poor.

Hitboxes

The move's true base damage is equal to 1.35× of the countered attack's damage, with a minimum of 8% and a maximum of 50%. Additionally, the hitboxes ignore any kind of armor, and they play an additional sound effect on hit if an attack that deals at least 13% is countered, which is shared with Roy's Final Smash.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Grounded
0 0 0 8.0% 0   Forward 60 90 0   7.7 top 0.0 8.0 13.0 to 3.0 1.9× 1.0× 0%               Roy Hit   All All            
1 0 0 8.0% 0   Forward 50 80 0   7.5 top 0.0 8.0 18.0 to 2.0 1.2× 1.0× 0%               Roy Hit   All All            
Aerial
0 0 0 8.0% 0   Forward 60 85 0   7.7 top 0.0 8.0 13.0 to 3.0 1.9× 1.0× 0%               Roy Hit   All All            
1 0 0 8.0% 0   Forward 50 65 0   7.5 top 0.0 8.0 18.0 to 2.0 1.2× 1.0× 0%               Roy Hit   All All            

Timing

Counter

Intangibility 7-9
Counter 8-29
Interruptible 68
Animation length 70
                                                                                                                                           
                                                                                                                                           

Attack

Upon countering an attack, Roy immediately transitions to the first frame of this state, in which he freezes for 21 frames alongside the opponent before the counterattack proceeds.

Intangibility 1-6
Hitboxes 5-6
Interruptible 42
Animation length 65
                                                                                                                                 
                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Counter
 
Intangible
 
Interruptible

Parameters

Horizontal speed multiplier on startup 0.5
Air friction 0.0025
Gravity 0.06
Fall speed 1.4
Counter hitlag on activation 21 frames
Counter damage multiplier 1.35
Counter minimum damage 8%
Counter maximum damage 50%
Counter bubble size 9.7u
Counter bubble bone top
Counter bubble offsets [0, 8.2, 0]

Trivia

  • Oddly enough, the additional sound effect for countering a powerful attack does not apply to the aerial version of the move. This is also the case for Chrom's down special.