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C-C-Counter! - The aggressive defense

FishkeeperTimmay!

Smash Ace
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Forward

Hey guys, you may know me from the Ike boards, or possibly from these boards as well. I used to be called Trebor-Nella a month or so back. My name aside, I am an avid Marth user and often spout about his sheer awesomeness to many people. My faith in Marth is mainly derived in his B-moves, two of which Emblem Lord has covered oh so well. However, I do believe it is time to analyze another one of Marth's great B-moves; the Counter.

Introduction

When Marth counters an attack he will never do anyless then 8%. If an attack would deal more damage then that he will do 1.1 times more damage with his counter. Counter can only kill if Marth counters a kill move. Counter activates on frame 5 which is the frame he is invincible. So he can be stuffed in the first 4 frames, but it's very hard to do. The entire sword swing counts as part of the attack. So even if the very tip of the blade hits his opponent when it goes behind him they will take full damage from the counter.

Counter is the best defensive option that the game has ever offered a character. No joke, I love this more than air-dodging and spot-dodging. Why? Because no other character can do it. Its unique. Sure, Ike, Lucario and Metaknight have SIMILAR moves, but none compare to Marth's sheer speed and versatility. Marth's Counter is far, far better, for several reason I will outline now...


Enter... Aggressive Defense

Counter is a great move because of how fast it activates. In a mere few frames, you go from a vulnerable state to be invincible, and ready to counterattack anything that comes at you (save a grab...). C-C-combo breaker anyone? Screw airdodges, Counter allows you to stifle aggression while damaging your opponent at the same time. Mixing this up into your C-C-Combo breaking regime will make your opponent weary to pressure you, and if he continues to press you for damage, he's essentially giving you free % and space. Why NOT use this?

On the ground, its not quite as safe. Your opponent has the option to grab here. But, as I've learned in my matches, an opponent should be weary of shielding-grabbing versus a Marth. If he is shielding and not worrying about it, you're playing Marth wrong. Essentially, the only time your opponent SHOULD be grabbing is offensively. This is the one case that Counter shouldn't be used. While against grab heavy opponents like DK/IC/etc., spot-dodging is a far better option. However, versus character that try to out-space you, like Snake and ZZS, Counter is a godsend. I can't count how many tilt happy Snake's I've screwed over with Counter.

This should seem obvious, but you should train yourself to "Counter on reaction". There is a long list of moves you should be able to Counter apon hearing them, or seeing them, activate. It is a better reaction to use than shielding, as your best follow ups to shielding are likely grabs, which aren't nearly as effective anymore. It's also better than spot-dodging, because they can be tech chased and punished easier. Wouldn't you rather take the time to learn the reaction, so that you could cause more damage and increase the likelihood of getting your opponent off the edge to gimp?

Counter is awesome out of a shield. Characters like G&W will shield pressure you with poking techniques, and Counter is a great way to punish. Hold your shield up, bait the attack, and punish by dropping and Countering. I've successfully done this several times. Against those "epic" freeze attacks - that often are very powerful - Counter is great to use out of a shield. I've successfully shielded a PKT2 from Ness, dropped my shield, and Countered that same PKT2. It's applications are nearly as viable as Dolphin Slash.

Counter is excellent to use to get back on the ledge. You can ledgehop Counter to prevent aggressive edgeguarders from tilting/smashing you back off. You can also use it prevent getting gimped, as it essentially puts a huge "Can't Touch This" aura around you. The biggest advantage is, while Countering, you don't fall. This is particularly useful versus characters like Metaknight that are extremely aggressive off the stage and while your on the ledge.

Counter has one final trait I'd like to touch on... Momentum stopping. Brawl is a game that we are sadly at the mercy of momentum... unless you have moves to STOP that momentum. Counter does that. A short hop can be canceled into a Counter to land you on the ground with a defensive wall up extremely easily. This is extremely practical on approaches that are risky, like against tilt happy Snakes. You can short hop, giving the implication of a F-air, and cancel all your momentum, landing on the ground ready to Counter.


Thats my thoughts on Counter. Counter essentially allows Marth to be aggressive, even when he is on the defensive. This move will allow you to consistently punish predictable, aggressive, and often life threating behavior in your opponent. It gives you space, damage and potential edge guarding set ups.

Thoughts? Comments?
 

Sosuke

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Yeah, Marth counter is one hell of a move, its awesome. =P
 

LoyalSoldier

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Can't tell you how many times I have won a game by going below the platform so when my enemy goes to attack I quickly pull a counter and spike him against the stage. ;)
 

Emblem Lord

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Nice thread. You might also want to add some basic statistics. When Marth counters an attack he will never do anyless then 8%. If an attack would deal more damage then that he will do 1.1 times more damage with his counter. Counter can only kill if Marth counters a kill move. Counter activates on frame 5 which is the frame he is invincible. So he can be stuffed in the first 4 frames, but it's very hard to do. The entire sword swing counts as part of the attack. So even if the very tip of the blade hits his opponent when it goes behind him they will take full damage from the counter.
 

Nintendo_lord

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When Marth counters an attack he will never do anyless then 8%.
UNTRUE. If you use it over and over again on moves that are all below 8% then it weakens the move. I think you can get it down to 6% minimum but I can't remember.

Edit: After one use I think it drops to 7%.
 

Emblem Lord

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You would have to abuse it alot though and on really weak attacks.
 

3xSwords

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I remember you. We were fellow Ike mainers and now we've moved on to be fellow Marth mainers. lol that's really coincidental isn't it.

Nice guide Fishkeeper. I liked your Ike guide so I knew I would expect good things. I didn't use counter b/c I thought my reaction wouldn't be fast enough. But now that you say it activates in 4 frames. I'm definetely going to do more counter on reaction now.
 

Doodx

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Oct 21, 2007
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i stopped using it as much since i began brawl but when playing other marths i use it alost because i predicte them pretty well:)
btw this move is awesome on rob lol his moves can be telegraphed and he gets pwnd
 

grandmaster192

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I don't think the counter should be used a lot. Marth out of shield game is just too ****ing good; it's the best in the game. Countering is very situational. It should be used to punish predictable power attacks like ike or d3's forward smash. It's a tool to punish with, not a viable defence option for marth. His shield game is just to good to pass up. That's just my opinion.
 

Jibbles

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Counter can only kill if Marth counters a kill move
Adding to that, it can only kill at higher percents, because in one of VietGeek's videos, Marth countered a Judgment 9 from a G&W (who's at 64%), and the G&W survived it.
 

LoyalSoldier

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Nice thread. You might also want to add some basic statistics. When Marth counters an attack he will never do anyless then 8%. If an attack would deal more damage then that he will do 1.1 times more damage with his counter. Counter can only kill if Marth counters a kill move. Counter activates on frame 5 which is the frame he is invincible. So he can be stuffed in the first 4 frames, but it's very hard to do. The entire sword swing counts as part of the attack. So even if the very tip of the blade hits his opponent when it goes behind him they will take full damage from the counter.
Usually if you get beat before frame 5 it is because you used it just a fraction of a second too late.
 

xMiMix

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I find that Marth's ankle is vulnerable when using counter. I had done counters vs other Marths and they would SH u-air me, assuming that were both in the air, and it would hit my leg and I would take damage. There even have been times when they would dtilt me out of my counter. It's quite annoying, test it if you wish, my timing is right I'm pretty sure.
Other times I've found counter changing my direction completely.
For example, on FD, I am moving diagonally downwards back onto the stage, I don't know what I do, but I press the counter and he turns around and now my momentum is changed in completely different direction and now I start moving diagonally down away from the stage. I'm not sure if anyone ever encountered the above, but eh, its pretty weird.
 

Blad01

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Great thread ! ^^

I don't main Marth at all, but i know him. And all the Marth mainers i've faced, even if they were very good (like B-Jay), didn't use this move enough according to me. That's a move that i fear, but no-one seemed to use it...
If Marth mainers use it more (without getting predictable), Marth will be even better ^^
 

phi1ny3

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I play Marth almost the same I do Lucario (notice almost). And counter is by far an awesome defense strategy for both (Lucario to approach projectiles and KOing, Marth for generic use). It's demonic, ppl, and u know it.
 

FishkeeperTimmay!

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I find that Marth's ankle is vulnerable when using counter.

LOLZ, Achilles heel? xD

Keep it comin' people. ^^

And 3x, yes we were fellow Ike mainers. I haven't been to that page since well... a few weeks after I made that "Do you have hope for Ike?" thread. Good to see that more Ikers are comin' to their senses. ^^
 

3xSwords

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^Yeah I kept checking out of habit but now its like meh. lol your thread is what sorta convinced me to quit Ike. Although I would still really like to see how good Ikes will fair in competitive play now.

Also yeah I've had that happen once where I was hit out of it. I know I didn't counter too late b/c he actually go into the stance but I was still hit out of it. I don't remeber what move it was but I believe it hit like the bottom of marth's back leg (the one he pivots with). But don't hold me accountable for this info although I know it was near his foot.
 

BrawlBro

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Flashback to me versing a pikachu earlier today

hes off the edge charging up a side B to recover.

me as marth jumps off and uses counter as pikachus fully charged side B hit it.

Pikach gets sent flying off the stage.

I laugh.
 

xMiMix

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LOLZ, Achilles heel? xD

Keep it comin' people. ^^

And 3x, yes we were fellow Ike mainers. I haven't been to that page since well... a few weeks after I made that "Do you have hope for Ike?" thread. Good to see that more Ikers are comin' to their senses. ^^
^Yeah I kept checking out of habit but now its like meh. lol your thread is what sorta convinced me to quit Ike. Although I would still really like to see how good Ikes will fair in competitive play now.

Also yeah I've had that happen once where I was hit out of it. I know I didn't counter too late b/c he actually go into the stance but I was still hit out of it. I don't remeber what move it was but I believe it hit like the bottom of marth's back leg (the one he pivots with). But don't hold me accountable for this info although I know it was near his foot.
This is no joke bro, and yea that's exactly what I called it the 1st time I saw it.
Do please test, I have. The heel is screwed. For sure, its hard to hit though.
 

Renzo X

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I like to, in free-for-alls, jump into a bunch of fighting players and use counter as I'm coming down so it hits everyone and clears them all out :chuckle:
 

Dark Sonic

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Wow. Are all of Marth's B moves this amazing?

I might have to make a guide to Marth's up B just to complete the set.

Definately going to wait until after I get some sleep though. lol


P.S. Don't ban me for all the bumps please. They were good threads.
 

ThaRoy

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In my experience I have learned that a really effective way to punish opponents with this technique and to mind game as well is to use this when recovering. What I mean is this: you jump back onto the stage and use your Counter right as you'd land. Think about it, people want to keep you off the stage and would expect a SH Fair or Nair...all of a sudden you land with a counter. They will be punished and also, next time they edgeguard they will recall hat you used counter allowing you yet another variable in your recovery game. It works well, I recommend using it and mixing it up every once in a while.
 
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