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Counter

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This article is about the move. Counter can also be used to describe a match-up that strongly favors one character.
Marth using his counter on an advancing Ike
Marth using his counter on an advancing Ike

Counter is the name of a move belonging to several characters in the Super Smash Bros. series, namely, the characters from the Fire Emblem series.

[edit] Super Smash Bros. Melee

Counter is Marth and Roy's Down B move in Super Smash Bros. Melee.

Marth or Roy will strike a pose and a small, metallic "chink" sound will be heard. For about a second, any attack that Marth and Roy is struck by other than a grab will turn them invincible for the duration of their retaliating swing. Marth's Counter deals up to 7% damage regardless of the attack, while Roy's deals 1.5 times the original attack's damage. If the attack is a projectile (such as Samus' Missile), it will simply be deflected behind them and upwards at about a 30 degree angle. It's worth noting explosive projectiles can still explode and will still do damage if they are struck when the invincibility ceases. If the attack is a smash attack, then the attacker will be knocked back at a 90 degree angle. If used in conjunction with Mr. Game and Watch's Oil Panic, it is the most powerful non-charged attack in Melee (if Oil Panic has absorbed the most possible damage, that is).

Marth's Counter has a faster start-up time and lasts slightly longer than Roy's Counter, which makes Marth's Counter more effective but less damaging.

[edit] Super Smash Bros. Brawl

Ike also has this attack as his Down B move in Super Smash Bros. Brawl. Ike's Counter is not as fast as Marth's (counter frames start roughly 6 frames after Marth's), but reflects back x1.2 damage, with the minimum damage being 10%. Marth's Counter reflects back x1.1 damage with a minimum damage of 8%. Since Ike's Counter is a bit slower, it cannot be used for immediate countering (although Ike's Counter has more knockback and greater range). Although Marth and Ike both have the same duration of counter frames, Ike has less vulnerability after the counter frames end due to the slightly slower activation of his. Both Counters last the same amount of time from start (initiating the command) to finish (when the player is free to move again); Marth's simply activates faster, but his counter frames end 6 frames before Ike's. This means that Ike's Counter is more useful for prediction and forseeing your opponent's moves, while Marth's is more useful for immediate countering based on reaction. There are several other moves similar to Counter, they are Double Team, Toad, and to a lesser extent, Wolf's Reflector.


Marth's Special Moves
Standard Special Move: Shield Breaker
Side Special Move1: Dancing Blade
Up Special Move: Dolphin Slash
Down Special Move: Counter
Final Smash2: Critical Hit
1: In Super Smash Bros. Melee and Super Smash Bros. Brawl only.

2: In Super Smash Bros. Brawl only.

Ike's Special Moves
Standard Special Move: Eruption
Side Special Move1: Quick Draw
Up Special Move: Aether
Down Special Move: Counter
Final Smash2: Great Aether
1: In Super Smash Bros. Melee and Super Smash Bros. Brawl only.

2: In Super Smash Bros. Brawl only.

Roy's Special Moves
Standard Special Move: Flare Blade
Side Special Move1: Double-Edge Dance
Up Special Move: Blazer
Down Special Move: Counter
Final Smash2: None
1: In Super Smash Bros. Melee and Super Smash Bros. Brawl only.

2: In Super Smash Bros. Brawl only.

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