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The Do's and the Do Not's of Counter -- Last Update: 1/1 10:01 PCT

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
Counter is not one of Marth's best moves, and is infamous for being spammed by beginners. Unfortunately, some overlook the better aspects of this move and is almost shunned entirely.

So I hope to show how when used (sparingly), it can be a great clutch tool for Marth.

The Facts:

Hits opponent at 1.1 times of the original attack.

Increased hitstun, but not increased knockback.

You can be grabbed out of it.

Activates on frame 4

Approximately in the range between ftilt and shieldbreaker.



[Disclaimer: I am trying to make this as clear as possible, do not spam this move, or even use it frequently]


One of the most important thing to remember when using counter, if something works once with it, it is highly recommended that you do not try to counter in that same situation if it comes up again.

As a clarifier on the last statement, it can be ok, but you must make sure you react several different ways afterward.


-----

After an unnecessarily long, verbose, unorganized introduction, I can get into the real substance. (Although, I'll need an intro for this as well...)


Here is why counter has such a bad rep: It is very addicting.

Like I said earlier, counter is most effective when used very sparingly.

Most people fall into two categories: 1) Does not use counter at all 2) Spams counter
(With the first being the better of the two.) Now one would be inclined to ask why is this? Well the reason is, counter does work. And after getting a successful counter in, it is very easy to think "Hey that work very well, let me do it again!" but this rarely works and becomes a slippery slope. So many find it much easier to avoid it entirely. Unfortunately they end up missing a distinct psychological element in Marth's game.
(<- See how I avoided using the term "mindgames"?)

An example:

You are Marth recovering, when MetaKnight jumps off the stage to try to gimp you, you are to far away to use dolphin slash, dancing blade would kill your momentum, and you do not have time to charge up shieldbreaker. So let's say use counter, and it works. Now a similar situation arises, now the MK must think, "Do I go full out trying to attack, or try to see if he'll counter first?" I don't think I need to explain how valuable this is. I would also like to mention, that your counter doesn't even need to hit in order for this thinking to occur. You just must show that you are willing to throw it out.




Counter Tactics:

General:

- You try to recover, and an opponent tries to gimp you.

- Hanging from the edge (without invincibility frames), an opponent uses their up-b. Drop down and counter.

- (Note: you need to predict your opponent in this case.) Your hanging on the edge, ledge jump and counter. Due to counter's odd momentum altering properties, you will land flat on the stage.


Specific:

- Donkey Kong's, Bowsers, or Ike's up-b while trying to recover on stage.

- MetaKnight's tornado, or when he is using drill rush trying to recover.

- Peach's side-b (Note: You need to be ready for this, as you do not have a very large window to react in time)

- Works particularly well against Snake's ftilt, but like I have said many times before, it is possible to activate the counter on his second hit without hitting him. Also works well against Mortar Slide (Dolphin Slash can be a good substitute as well).

- Mr. Game and Watch has a good deal of trouble with the counter. It is fanastic against his dair and his bair, but it also works well on his fair.

- Dedede's up-b (although a well timed usmash might be more effective, [not counting move degeneration])

- Snake's Mines

- Luigi's Tornado (Dolphin Slash also works)

- Pikachu's Thunder (Dolphin Slash also works)

- If you have many pikmin latched on to you, you can run up to Olimar and counter

- ROB's gyro when it is sitting on the ground. By doing a short hop and quickly pressing counter you will land right on it and activate the counter. This can be vary helpful as ROBs love to stay close to their gyro.


What does not work:

(Often times Dolphin Slash will work well in these situations.)

- Using it on Jigglypuff's rollout

- Wario's Bike

- Some of Sonic's Rolling attacks.


Just don't even try this:

- If you are above your opponent, do not try to counter, not only is very hard to connect if it does activate, but counter's weird momentum alteration, can make it very hard to activate in the first place. Also, if the opponent is on the ground you are will land right next to them begging to be punished.

---

The Counter in the Marth Ditto

If you're Marth dittos are anything like my Marth dittos, then the counter will come up more often here than in other places. Here are some strategies for dealing with it.

If your opponent uses his counter, what I like to do is to use a couple short hopped shieldbreakers and try to bait it. Once he starts trying to counter it, I hold it down and wait for the window to pass.

If he tries to recover on stage (assuming he does not have to use his up-b) and I see him use his counter throughout the match, I will DI towards him, wait for him to counter, DI back towards the ground, and punish appropriately. [I usually use either dsmash or dolphin slash, because it is generally too close to tipper anything else.]



---

The Stun Jacket

If you haven't heard of the Stun Jacket, it can be found here:
http://www.smashboards.com/showthread.php?t=201884

[Credit goes to Pierce7d]

In Singles:

If you do get a chance to activate the Stun Jacket in one on one here are some combos that you can create with it.

[Work in Progress]

Dedede at 0%

Dtilt -> dsmash, fsmash, dolphin slash, dancing blade, jab, dtilt, ftilt (grab?)

Jab -> (see dtilt)



Well, I hope this was mildly informative or helpful, and thank you for spending your time reading.


Questions, comments, obscene slander towards me and my family? Post away!

EDIT: Whew, finished this before the New Year! (For me at least)
 

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
Nightshine -

Well, that is usually used for team play, but perhaps I'll add a section on that, as well as combos created in singles.

Rukkiko -

Actually it's before the new year for me. =D
(As of now it is 11:53)

Oh yeah, I have no idea how it slipped my mind.

Counter> Bair/Dair
 

Foufy

Smash Apprentice
Joined
Dec 27, 2008
Messages
115
Good point on the 2 types of player thing.
I remember in melee just spamming it hoping for a spike my beginning days of playing =)

1 question though. On the ledge jump->counter
If some1 is using their b up into you (lets say Diddy for now) where will it send them?
I'll go test this myself, but was wondering if there was any1 to make it consistent stage spike/kill them.
 

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
Hmmm.... Good question.

Is the Diddy off the stage, or on the stage?

If he is on the stage, he will be sent in the opposite direction.

If he is not, I think he will still be sent in the opposite direction (approaching stage -> moving away from stage). Although I am not entirely sure.

I think I will add a section for dealing with the counter in the Marth ditto (which comes up a lot).
 

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
Thank you for all the positive feedback guys! =D

I'll be updating this periodically (the move specific stuff as I think of them). As of now I am going to test if you can counter down on to ROB's gyro when it's lying on the ground. [They always hang around it.]

EDIT: It's confirmed, it does work, which means a lot. It virtually prevents ROB from camping near it.
 

Freezewish

Smash Ace
Joined
Oct 8, 2008
Messages
827
Thank you for all the positive feedback guys! =D

I'll be updating this periodically (the move specific stuff as I think of them). As of now I am going to test if you can counter down on to ROB's gyro when it's lying on the ground. [They always hang around it.]

EDIT: It's confirmed, it does work, which means a lot. It virtually prevents ROB from camping near it.

It be alot easier(and safer) to just put up your shield to make the gyro disappear.
I suppose you could use counter to show off.:laugh:
 

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
It be alot easier(and safer) to just put up your shield to make the gyro disappear.
I suppose you could use counter to show off.:laugh:

Freezewish, I mean, after it has been launched and it is spinning on the ground.

Unless, you are aware I mean that, then I would be unaware by walking up to and shielding you could make it disappear.

Oh, and another advantage to not making disappear, is that ROB cannot immediately start charge another.

On a side note: I remember playing a ROB one time and countering a fully charged gyro and I was close enough so that my counter hit him and killed him.


EDIT: Phi1ny3, I have been think about that, and I am not quite sure. There are two things I would need to look into, 1) If the counter activates, does it last long enough to overcome the invincibility frames of the glidetoss, and 2) Is it predictable enough or do you have enough time to counter it on reaction.

Hmmm...

I wonder if my sister has enough skill to learn how to glide toss, if not then unfortunately, I have no way of testing it.
 

Freezewish

Smash Ace
Joined
Oct 8, 2008
Messages
827
Freezewish, I mean, after it has been launched and it is spinning on the ground.

Unless, you are aware I mean that, then I would be unaware by walking up to and shielding you could make it disappear
Oh ok i misunderstood the post there.

You can also mention that you can short hop above Snake's mines and time your counter so that as you hit the mine it will explode as a way to safely get rid of them.

EDIT: That leaves me to wonder if doing so will attach the stun jacket to snake since it is his dsmash. But it's indirect contact so im not sure if it'll work.
 

TKD+ITA+Mar=

Smash Ace
Joined
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Messages
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Location
San Diego
I think I have that mentioned in the "specifics" category unless I am mistaken. [Although I do not go into detail on how to do it.]

Yeah, I am pretty sure it does not activate the stun jacket though...
 

e__

Smash Ace
Joined
May 11, 2008
Messages
614
Location
Cincinnati
Counter works really well when you're opponent becomes too aggressive. Their attacking patterns become extremely predictable and punishable with counter. Especially if you don't use counter much in the match until then, you'll be able to get several successful counters off to kill the enemies momentum if they're slow learners.

Also, anytime you see someone charging a smash attack, try and make a reasonable attempt to run in and counter. They're just hoping you'll run in to get hit, and will most likely let loose a very strong, very predictable attack that you can shove back in their face. Nothing more satisfying than doing 30+% for countering a Snake Fsmash.

Make sure you don't screw it up though, you'll look like an idiot for running into a smash and then getting hit to your death.
 

clowsui

Smash Legend
Joined
Feb 14, 2007
Messages
10,184
Location
Chapel Hill, NC
Counter works really well when you're opponent becomes too aggressive. Their attacking patterns become extremely predictable and punishable with counter. Especially if you don't use counter much in the match until then, you'll be able to get several successful counters off to kill the enemies momentum if they're slow learners.

Also, anytime you see someone charging a smash attack, try and make a reasonable attempt to run in and counter. They're just hoping you'll run in to get hit, and will most likely let loose a very strong, very predictable attack that you can shove back in their face. Nothing more satisfying than doing 30+% for countering a Snake Fsmash.

Make sure you don't screw it up though, you'll look like an idiot for running into a smash and then getting hit to your death.
I've gotten hit by counter one too many times.

Too bad the knockback sucks though, I proceeded to make a comeback even though you countered my FSmash at the ledge in EVERY SINGLE MATCH I played as Falco.

Anyways Counter should really only be used when you're sure IMO, it's TOO easy to whiff and it's basically punishment to the MAX if you screw up :/ I highly disagree with using this to prevent a gimp btw, most Marfs get gimped near the bottom blast zone and even if you counter you're basically screwed :< It's a nice suicide move vs. people who don't have huge vert recovery or people who don't have any of their jumps left though.
 

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
Maybe I should have clarified, the situation I was referring to is when you are above the stage, not below.

Although, if someone attacks you while you're recovering, there isn't much you can do [assuming you are to far away to Dolphin Slash to the edge]; airdodging makes you go down, and counter kills horizontal momentum.


I apologize for any incomphrensiveness of my posts, I just got my molars removed and I am on Vicaden.
 

AndrewCarlson

Smash Journeyman
Joined
Sep 2, 2008
Messages
367
Marth's Counter comes out on frame 4 and deals 1.1x the original damage. Ike's Counter comes out on frame 10 and deals 1.2x the original damage. They both have the same duration of invincibility frames though.
 

Kaiasian

Smash Cadet
Joined
Jan 10, 2009
Messages
42
Im a guy that a person that almost never uses counter...
So when i do, its a suprise attack :O

But what do you think people use most? Counter in the air or on the ground?
 
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