The Problem(s) with Counters in Super Smash Bros.

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  • เผยแพร่เมื่อ 1 ก.ค. 2020
  • Today, we take a deep dive into one of the more contentious types of attack in the Super Smash Bros. series, examining it history along with some of the problems caused by them over the years.
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    Thanks for watching!
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    Topics related to this video:
    Super Smash Bros Ultimate, Smash Bros Ultimate, Super Smash Bros, Smash, Super Smash Bros Wii U, Smash 4, Super Smash Bros Brawl, Brawl, Super Smash Bros Melee, Melee, Smash 64, Rivals of Aether, Brawlhalla, Brawlout, Icons Combat Arena, Mario, Donkey Kong, Link, Samus, Dark Samus, Yoshi, Kirby, Fox, Pikachu, Luigi, Ness, Captain Falcon, Jigglypuff, Peach, Daisy, Bowser, Ice Climbers, Sheik, Zelda, Dr. Mario, Pichu, Falco, Marth, Lucina, Young Link, Ganondorf, Mewtwo, Roy, Chrom, Mr. Game and Watch, Meta Knight, Pit, Dark Pit, Zero Suit Samus, Wario, Snake, Ike, Pokemon Trainer, Diddy Kong, Lucas, Sonic, King Dedede, Olimar, Lucario, R.O.B., Toon Link, Wolf, Villager, Mega Man, Wii Fit Trainer, Rosalina and Luma, Little Mac, Greninja, Mii Brawler, Mii Swordfighter, Mii Gunner, Palutena, Pac-Man, Robin, Shulk, Bowser Jr, Duck Hunt, Ryu, Ken, Cloud, Corrin, Bayonetta, Inkling, Ridley, Simon, Richter, King K. Rool, Isabelle, Incineroar, Piranha Plant, Joker, Hero, Banjo-Kazooie, Terry, Byleth, The Legend of Zelda, Metroid, Star Fox, Pokemon, Earthbound, Mother, F Zero, Fire Emblem, Kid Icarus, Kid Icarus Uprising, Metal Gear Solid, Pikmin, Animal Crossing, Wii Fit, Punch-Out, Xenoblade, Street Fighter, Final Fantasy, Final Fantasy 7, Final Fantasy VII, Splatoon, Castlevania, Game Maker's Toolkit, Persona, Persona 5, Dragon Quest, Dragon Quest XI, King of Fighters, Fatal Fury, Nintendo, Nintendo Switch, Wii U, Wii, Gamecube, Nintendo 64, N64, SNES, NES, Tier List, Best, Worst, Fighting Game, Sakurai, Masahiro Sakurai, DLC, review, analysis, leak, Fighter's Pass, new character, ARMS, Scott the Woz, RelaxAlax, Alpharad, ZeRo, VGBootcamp, PJiggles, Little Z, MKLeo
    #SuperSmashBros #SmashUltimate #Nintendo
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ความคิดเห็น • 2.1K

  • @hat6125
    @hat6125 3 ปีที่แล้ว +7781

    Short answer:
    when you use it, it lasts for .7 seconds
    when somebody else uses it, it lasts for 3 years

  • @chessplayer6632
    @chessplayer6632 3 ปีที่แล้ว +4114

    I just find it annoying how long (no Arsen) Joker’s down-b lasts, like I predict it, wait for it to end, go make a sandwich, fold the laundry, do my taxes, start a family, then try to punish and it is still active.

    • @ryanherndon3927
      @ryanherndon3927 3 ปีที่แล้ว +137

      I hate this! It would be better if he just didn't counter attack and got out faster

    • @randomperson4137
      @randomperson4137 3 ปีที่แล้ว +292

      @Student Rohan Joshi thats a weak punish compared to a smash attack or another strong option for something normally as laggy as a counter

    • @slipknotfya
      @slipknotfya 3 ปีที่แล้ว +62

      @Student Rohan Joshi but it's so bs that his counter has advantage to projectiles in neutral. It's stupid

    • @slipknotfya
      @slipknotfya 3 ปีที่แล้ว +7

      @Student Rohan Joshi I see the point to that strategy but almost no characters are as fast as their own projectiles. Pikachu is definitely a special case

    • @donovanmahan2901
      @donovanmahan2901 3 ปีที่แล้ว +2

      Jab smash attack can work if spaced well.

  • @samuelvibritannia4831
    @samuelvibritannia4831 3 ปีที่แล้ว +790

    I totally agree, Incineroar's revenge is the most fascinating take on a counter, and honestly seems to fit the concept of a counter best.

    • @goon5665
      @goon5665 3 ปีที่แล้ว +22

      Problem is that you get grabbed once and lose your damage.

    • @naxonix
      @naxonix 3 ปีที่แล้ว +4

      YES, YOUR HIGNESS!

    • @thepeoplestightend1939
      @thepeoplestightend1939 3 ปีที่แล้ว +67

      @@goon5665 But that makes it balanced.

    • @yerman0564
      @yerman0564 3 ปีที่แล้ว +53

      @@goon5665 but if you grab once the opponent loses their stock.

    • @goon5665
      @goon5665 2 ปีที่แล้ว +15

      @@bageltoo yeah it has counter play but now you as the enemy to the incin know EXACTLY what they will do next. As soon as they hit that counter (which is hard enough as it is) they will fish for either a side B or a grab, so you just wait until they try one of those and grab him.

  • @ExileTwilight
    @ExileTwilight 3 ปีที่แล้ว +174

    Playing Ganondorf against a counter character is like always walking on egg-shells, except with a locomotive.

  • @aIkaIi
    @aIkaIi 3 ปีที่แล้ว +2128

    Why is it the one time I counter, my opponent decides to whiff his attack

    • @royalrick1
      @royalrick1 3 ปีที่แล้ว +141

      Bruh, I swear that always happens

    • @pandinus1377
      @pandinus1377 3 ปีที่แล้ว +242

      My guy be comboing me seven times in a row but when I bust the counter he misses.
      Thats like 1 mistake in 30 attacks and its always when I counter

    • @smashgambits
      @smashgambits 3 ปีที่แล้ว +40

      My guess is that's a symptom of predictable DI :) For example, suppose you always DI away from the first hit (or when you land you always drift away to try a spaced landing aerial). Your opponent may be predicting that DI movement but when you make up your mind to counter a few sec earlier, you may be holding down instead of out and this DI is messing up your opponent's prediction.

    • @aIkaIi
      @aIkaIi 3 ปีที่แล้ว +48

      @@smashgambits well, not exactly DI. But basically, when attacking, we naturally aim for where our opponent will be. When you counter it stops you dead in your tracks, so you miss.

    • @nevets2371
      @nevets2371 3 ปีที่แล้ว

      Lol every time

  • @bardw.3204
    @bardw.3204 3 ปีที่แล้ว +4985

    Flavorwise, Shulk's Vision is the "best", since it actually reflects his canonical abilities and translates Xenoblade gameplay into Smash.

    • @Sponsie1000
      @Sponsie1000 3 ปีที่แล้ว +873

      Same for Little Mac, his games almost 100% revolve around waiting for the opponent to strike and then retaliating back hard

    • @Endershock1678
      @Endershock1678 3 ปีที่แล้ว +417

      Functionality wise... it's possibly the worst counter in the game.

    • @zaos7321
      @zaos7321 3 ปีที่แล้ว +321

      @@Endershock1678 which really sucks, because shulk is a really cool character

    • @Vedrodeluke
      @Vedrodeluke 3 ปีที่แล้ว +30

      I think this applies to as many as they can to to try to stay true with material

    • @hellfrozenphoenix13
      @hellfrozenphoenix13 3 ปีที่แล้ว +240

      @@starbreaker6441 this very video mentions why that's not true. The whole "counter" system in FE is a retaliation to being hit, but still taking the damage. Counters not only stop the damage, but then immediately hits back.
      And as this video stated, different rewards makes it more interesting. FE has a bad rep among non-Japanese Smash fans for being so generic, but they have more potential. Starting with making the counter moves more unique, and not just in tiny clone-esqe ways, would do a lot by itself.

  • @SonicTheCutehog
    @SonicTheCutehog 3 ปีที่แล้ว +217

    Smash 4 was basically "Can't think of a Down Special, just give them a counter!"

    • @StealthNinja4577
      @StealthNinja4577 2 ปีที่แล้ว +15

      Melee: counter is on 2 characters maybe 3 depending on how you define it.
      Ultimate: new character here's your down special "counter"
      Down Special is broadly an AoE attack so a lot of them have countering as a theme but the make you invulnerable counter attack is over used.

    • @juniperrodley9843
      @juniperrodley9843 ปีที่แล้ว +5

      @@StealthNinja4577 Down specials are also often defensive

    • @StealthNinja4577
      @StealthNinja4577 ปีที่แล้ว +1

      @@juniperrodley9843 in melee? They gave you the option of using them offensively or defensively depending on your play style.

    • @juniperrodley9843
      @juniperrodley9843 ปีที่แล้ว +1

      @@StealthNinja4577 Yeah, they *can* be used offensively, but the requirement of being attacked makes them much more defensive than most moves by nature.
      Edit: Actually wait, this only applies to counters.

  • @devin5201
    @devin5201 3 ปีที่แล้ว +95

    I love how friggin batsh*t Roy gets when he counters, he screams like a maniac.

    • @lasercraft32
      @lasercraft32 ปีที่แล้ว +5

      The craziest part is Roy doesn't even act like that in actual Fire Emblem (he's actually very chill), because Sakurai designed Roy in Smash in preparation for the new upcoming Fire Emblem game before its release... so basically, Roy is an OC that stole the appearance of actual Roy who also screams a lot.

    • @e.m.2168
      @e.m.2168 6 หลายเดือนก่อน +1

      @@lasercraft32Smash Roy is just FE Roy that’s had enough

  • @starc1487
    @starc1487 3 ปีที่แล้ว +861

    counters in ult feel underwhelming for how laggy they are. meanwhile joker's counter is just busted.

    • @aggressivepianonoises813
      @aggressivepianonoises813 3 ปีที่แล้ว +13

      No it’s not.... ; - ;

    • @jrr6266
      @jrr6266 3 ปีที่แล้ว +175

      Fox I gotta respectfully disagree, maybe it’s not broken but Joker has surely the best counter. It’s speed, range and power are all crazy good.

    • @slipknotfya
      @slipknotfya 3 ปีที่แล้ว +67

      @@jrr6266 I find it broken because he has an advantage over projectiles in neutral. That's just stupid.
      I also think it should last as much as Incineroar's considering the theoretical similarity.

    • @eriknelson3238
      @eriknelson3238 3 ปีที่แล้ว +55

      @@slipknotfya I used to enjoying playing Duck Hunt but with the popularity of Joker it makes it so annoying. Joker's projectiles reverse the can (even 1 bullet from his gun makes it bounce the other way), and his counter reflects the frisbee throw. I understand that Duck Hunt is bottom-tier against the literal best character in the game, but it feels like just an unwinnable match-up. The tools available to Joker compared to most characters is just absurd.

    • @opheliavalentine6058
      @opheliavalentine6058 3 ปีที่แล้ว +25

      JR R It’s ok but it’s dumb how the character gets rewarded for getting hit. That’s the problem I have with Joker. He’s such a great character with so many useful tools and on top of that he gets rewarded for losing neutral. I don’t know how this issue could even be fixed but I’d say that Joker’s design as of now is unbalanced. Its frustrating to get a combo going or get a hard read with a powerful move and give him Arsen 2 or more times a stock. He also has the choice of camping with his projectiles when he is already extremely good at getting in and doing damage. He’s similar to Smash 4 Cloud in a way because Cloud was unbalanced in that game.

  • @soni-switch5270
    @soni-switch5270 3 ปีที่แล้ว +395

    12:39 Don't mind me, just laughing at pre 8.0.0 aether.

    • @sirpig7141
      @sirpig7141 3 ปีที่แล้ว +71

      Seeing Aether not kill as it does canonically in Fire Emblem feels weird and it's only been a couple days since said inconsistency was fixed.

    • @MerryBlind
      @MerryBlind 3 ปีที่แล้ว +22

      Sir Pig Next they just have to replace Ike’s counter with a sword beam ;)

    • @derodainfamous
      @derodainfamous 3 ปีที่แล้ว

      My switch is banned and doesn't have 8.0.0 :(

    • @Liezuli
      @Liezuli 3 ปีที่แล้ว +46

      Now they just have to make it heal Ike when landed

    • @slipknotfya
      @slipknotfya 3 ปีที่แล้ว +4

      Has it always made that much smoke/launch particles? It seems so over the top for an animation so simple.

  • @sapphic_sophie
    @sapphic_sophie 3 ปีที่แล้ว +258

    This has probably already been said, but I always thought that Sakurai’s intention was to represent the type of forethought and planning required to succeed in fire emblem games, not parallel a direct move or mechanic. I could be wrong, though. Great video either way!

    • @BearfootBrad
      @BearfootBrad ปีที่แล้ว +3

      Gay

    • @sapphic_sophie
      @sapphic_sophie ปีที่แล้ว +22

      @@BearfootBrad I mean, yeah? I am a lesbian but I don’t really see what that has to do with a point I made about sakurai’s design philosophy 2 years ago lmao

    • @BearfootBrad
      @BearfootBrad ปีที่แล้ว +6

      @@sapphic_sophie double gay

    • @dylanreed2581
      @dylanreed2581 ปีที่แล้ว +1

      gay

    • @undergroundmonorail
      @undergroundmonorail ปีที่แล้ว +17

      @@sapphic_sophie gay (complimentary)

  • @loptr9581
    @loptr9581 3 ปีที่แล้ว +61

    In terms of adherence to source material, Witch time is so beautifully implemented. It works just like the original games, allowing for creative setups or finishing off an enemy just like in the original games. It was definitely OP in smash 4, but the move as a whole feels just like it did in her base game

  • @charlesbrownjr5618
    @charlesbrownjr5618 3 ปีที่แล้ว +745

    Me: I'll do this random string of attacks to make sure he can't see it coming so I can take this stock before he takes mine
    Marth: pREdiCtAbLE
    GAME

    • @Fizz-Q
      @Fizz-Q 3 ปีที่แล้ว +21

      What can i say except you're welcome

    • @Marc-rw3dd
      @Marc-rw3dd 3 ปีที่แล้ว +35

      "Predictable"
      Trigger war flashbacks of Geese Howard

    • @strings491
      @strings491 3 ปีที่แล้ว +12

      @@Marc-rw3dd predictabo!

    • @lmao2302
      @lmao2302 3 ปีที่แล้ว +13

      I will say it here. And I will say it again. Only Mashers get hit by counter.

    • @Xrelent
      @Xrelent 3 ปีที่แล้ว +5

      If he's at kill percent, then charge a smash attack. Or if he's not then set yourself up for an uptilt or a falling upair or something. I personally find them annoying, but down-b counter is a legitimate move which isn't overpowered (except Joker's) and has intuitive counterplay.

  • @WilfredCthulu
    @WilfredCthulu 3 ปีที่แล้ว +755

    I'll admit I'm guilty of spamming these when at all desperate.

    • @morge6547
      @morge6547 3 ปีที่แล้ว +50

      Aren’t we all

    • @freakincheezits9813
      @freakincheezits9813 3 ปีที่แล้ว +37

      That's why you end up eating fully charged F smashes

    • @GalaxiaKnightX
      @GalaxiaKnightX 3 ปีที่แล้ว +49

      Agreed. And yet I still love using counters. But I only use them as a last resort..or when Ganondorf Warlock Punches.

    • @brandonlee8123
      @brandonlee8123 3 ปีที่แล้ว +13

      I hope you drop your switch in your soup.

    • @charmanderjones5585
      @charmanderjones5585 3 ปีที่แล้ว +9

      I can't even say I'm mad. I don't think counters were ever a good idea, especially against bad players they just plain win every time.

  • @guidomista3570
    @guidomista3570 3 ปีที่แล้ว +45

    Ironically, Aymr represents the idea of counters in FE than the actual counters. You take damage, but can strike back if they're within range, and you withstood the attack. Like a real counter attack with Aymr.

    • @hootle4641
      @hootle4641 2 ปีที่แล้ว

      Unless you're in the air.

  • @splattedi0i669
    @splattedi0i669 2 ปีที่แล้ว +41

    I'm not sure if it has been released after melee, but the fire emblem series has a skill called "Vantage" which causes the victim of an attack to strike before the enemy who initiated it. This could be the thing Sakurai was actually referring to and would make the smash representation make sense

    • @splattedi0i669
      @splattedi0i669 2 ปีที่แล้ว +10

      Update: The first game in which this skill appeared in came out 5 years before melee

    • @astralguardian5930
      @astralguardian5930 ปีที่แล้ว +1

      @@splattedi0i669 Yeah, if I remember right Geneology of the Holy War. With units like Ayra or other "swordmaster" units getting access to it for the most part, though there are still outliers of course.

    • @zaneheaston8254
      @zaneheaston8254 5 หลายเดือนก่อน

      Really because if I remember Skills didn’t make a debut until Path of Radiance, which came out after Melee

    • @splattedi0i669
      @splattedi0i669 5 หลายเดือนก่อน +3

      @@zaneheaston8254 Genealogy of holy war had vantage

  • @starburzt2054
    @starburzt2054 3 ปีที่แล้ว +2261

    The Smash community is falling apart, but hey! We still have MockRock

    • @plant3bananas297
      @plant3bananas297 3 ปีที่แล้ว +64

      Ayy

    • @TCTphantom
      @TCTphantom 3 ปีที่แล้ว +30

      Dylan Applegate I didn’t see it in the mega thread, so nope. MockRock as of now is a good guy.

    • @MrMockRock
      @MrMockRock  3 ปีที่แล้ว +405

      @@Deedj1 Excuse me? Point me to this accusation right now.

    • @user-rk2qn7wf6p
      @user-rk2qn7wf6p 3 ปีที่แล้ว +90

      MockRock Ayy he ain’t taking no shit from no one

    • @blip7882
      @blip7882 3 ปีที่แล้ว +164

      @@MrMockRock I hate that feeling even if I haven't done anything I don't like being accused of doing something your stomach must have dropped into your toes man

  • @Chaos-om4oh
    @Chaos-om4oh 3 ปีที่แล้ว +743

    I want to add that there is a skill called "Vantage" in the Fire Emblem series that does have an effect similar to "Counter" in Super Smash Bros. Vantage allows a character to counter attack a foe before their first attack (this is on the foes turn), the only differences is that Vantage is based on HP and how damage is dealt. Another close one is "Desperation", which allows a character to attack twice before the foes first attack (This is on the players turn). I think Vantage fits better for this though. If they would have called it Vantage, it would make more sense.

    • @andrewkos5560
      @andrewkos5560 3 ปีที่แล้ว +137

      I've been playing FE for almost a decade, Smash for even longer and I can't believe I've never connected Countering to Vantage.

    • @monsterhunterdude569
      @monsterhunterdude569 3 ปีที่แล้ว +82

      Fire emblem has a bunch if skills and arts I wish were used in smash. Aether has a cool use.

    • @lpfan4491
      @lpfan4491 3 ปีที่แล้ว +65

      The name vantage did not exist when melee was released due to fe4 and 5 never releasing in the west. If anything, it would have been called ambush.

    • @illusive-mike
      @illusive-mike 3 ปีที่แล้ว +21

      This is really fitting, but unfortunately not what the Smash devs were trying to emulate. Representing Vantage so prominently doesn't make much sense given how rarely lords could get it (especially considering that it wasn't in Marth's games or Binding Blade). And countering in Smash is indeed about as frustrating for both sides as playing Enemy Phase in Fire Emblem.

    • @xenodusk5750
      @xenodusk5750 3 ปีที่แล้ว +10

      Naw the counter that’s used in smash is based on basic mechanic of counterattacking during combat. Sakurai said it himself

  • @a........616
    @a........616 3 ปีที่แล้ว +179

    When you realize that the first character to have a counter was Peach

    • @justafan9206
      @justafan9206 2 ปีที่แล้ว +20

      No. Marth, Roy, AND peach.

    • @PiegiXD_2319
      @PiegiXD_2319 2 ปีที่แล้ว +2

      Umm… Wow.

    • @PiegiXD_2319
      @PiegiXD_2319 2 ปีที่แล้ว +31

      @@justafan9206 According to Ultimate numbers, Peach was the first character joining in Melee. Though it really depends who got it implemented first, which I don’t know.

    • @justafan9206
      @justafan9206 2 ปีที่แล้ว +3

      @@PiegiXD_2319 oh ok

    • @sideshowkrill4693
      @sideshowkrill4693 2 ปีที่แล้ว +5

      @@justafan9206 nah peach comes before marth and roy in ultimate meaning she’s the 1st

  • @TehNoobiness
    @TehNoobiness 3 ปีที่แล้ว +19

    "[Lucario's counter] significantly broke the mold..."
    I see what you did there.

    • @appurple
      @appurple 2 ปีที่แล้ว

      😂 Yeah

    • @psionics321
      @psionics321 2 ปีที่แล้ว

      lucario doesn't have Mold Breaker in any of the games

  • @Cnidarya
    @Cnidarya 3 ปีที่แล้ว +658

    *Me a Smash 4 Corrin main:* Ah yes the win button

    • @peluquin98
      @peluquin98 3 ปีที่แล้ว +22

      I remember when a replay was posted everywhere when corrin was new.
      Everybody lost their minds because a fox with a new stock just got hit once and the he approached with a dash attack while he had like 10% while corrin had like 150%.
      He used the counter and fox was sent out of the screen instantly very early(yeah the cherry on the cake was the stupid rage mechanic too)
      But i guess the idea they had about dlc back then was about selling a very extraordinary character thats why the last ones where very good in the game

    • @legion6989
      @legion6989 3 ปีที่แล้ว +10

      @@peluquin98 that’s why the game died so fast it was basically P2W also the stupid rage mechanic

    • @Cnidarya
      @Cnidarya 3 ปีที่แล้ว +1

      @Bruh Moment just because you don’t doesn’t mean everyone doesn’t

    • @CloneTrooper-fz6fk
      @CloneTrooper-fz6fk 3 ปีที่แล้ว +1

      @Bruh Moment yeah I’m pretty sure people just hate the amount there are and how close they are from being the same character.

    • @Cnidarya
      @Cnidarya 3 ปีที่แล้ว

      Same, but Pyra and Mythra are looking pretty good too.

  • @MrMockRock
    @MrMockRock  3 ปีที่แล้ว +2540

    Hi everyone, there are a few serious topics to talk about, it’s very important that you read this entire comment. One: there have been numerous reports of predatory behaviour from prominent Smash community members coming out in the past few days. Please take care of yourselves and each other. Two, and this is a big one: I am *not* among the accused group. A Ganondorf player named RockCrock was, and I’ve already started seeing confusion surfacing in my comments. To clarify: these accusations are not against me, it’s an extremely unfortunate overlap in our names. Three: this video features a few small clips of Nairo, a player who has been accused of and admitted to inappropriate relations with an underage person. This didn't surface until the video was already rendered and uploaded; I firmly condemn his behaviour and he will not be featured in any future content from me.
    [Apended: Nairo's case described above was settled legally and according to his account, he was the victim of his situation, not the perpetrator. I don't have the ability to fully determine the truth of events, but will rescind the earlier comment. That is not the same as an endorsement of his argument, I don't have the knowledge to do this.]
    In much lighter news, I wasn't clear enough about the wording of Mii Brawler's counter, its damage scaling is actually among the highest on the roster at 1.5x.
    Thanks for reading.

    • @idkbruv1716
      @idkbruv1716 3 ปีที่แล้ว +172

      You’re a good person, thanks for this.

    • @sirpig7141
      @sirpig7141 3 ปีที่แล้ว +74

      Thanks for the amazing content MockRock! Hope you're enjoying the Ike & Dark Pit buffs!

    • @WarrenValion
      @WarrenValion 3 ปีที่แล้ว +96

      RockCrock?
      You mean the Ganon that coined the term Rockcrocking for Ganon and Falcon?
      Him too?

    • @emblemblade9245
      @emblemblade9245 3 ปีที่แล้ว +26

      Warren Valion yeah

    • @2fang180
      @2fang180 3 ปีที่แล้ว +18

      Thanks for the clarification, but it wasn’t you and your video is great 👍 as well

  • @matthewairhart8992
    @matthewairhart8992 3 ปีที่แล้ว +68

    Kirby has his own “counter”, inhale. However it only turns into a counter when it inhales Dedede’s Gordo, or any big and / or strong projectile, but Kirby doesn’t actually instantly return it. You can spit it out to try to deal major damage, or just eat it. And eaten projectiles that aren’t instantly eaten don’t have the end lag.

    • @officialjokker124
      @officialjokker124 3 ปีที่แล้ว +10

      that would make it a reflector, but yeah, same concept. i forgot about kirby inhale

    • @JB-ng1mg
      @JB-ng1mg 3 ปีที่แล้ว

      I completely forgot Kirby could heal off of projectiles, haven't seen that since the demos lol

    • @Andres183_
      @Andres183_ 2 ปีที่แล้ว +3

      @@JB-ng1mg it's essentially useless in that it heals a flat 1% and has more endlag than a smash attack if you instantly eat it and still leaves you quite vulnerable if you just sit there and wait a bit to eat it

    • @appurple
      @appurple 2 ปีที่แล้ว +1

      Dedede can reflect with neutral b as well ya know :/

  • @nonplayercharacter12333
    @nonplayercharacter12333 3 ปีที่แล้ว +18

    When used correctly, a Counter is another layer of depth in a game of 4D Chess with your opponent. The knowledge of getting hard punished for whiffing it encourages smarter defensive utility.
    But I know the thrill of armoring through an opponent's attacks to deliver a powerful magically charged fist into my opponent's face.

  • @switchsurf
    @switchsurf 3 ปีที่แล้ว +538

    "less lethal than usual"
    Doesn't mii brawler have the strongest counter in the game?

    • @shwingcrimson8202
      @shwingcrimson8202 3 ปีที่แล้ว +86

      Yes, unless you count shulk with smash art

    • @sirpig7141
      @sirpig7141 3 ปีที่แล้ว +144

      I'm not sure if it's the strongest but it's unquestionably one of the safest in terms of pure frame data with surprising power to go with it. This comes at the cost of being completely ineffective against projectiles (which at least meelee counters block the damage of) and also the unique trait that mii brawler's counter fails to cover his lower body making it far less useful in landing scenarios.

    • @BugBoss1205
      @BugBoss1205 3 ปีที่แล้ว +43

      Yeah, the multiplier is 1.5. Only Joker’s is stronger, at least in terms of raw damage. Now to mention that it’s the only counter in the game that involves a throw.

    • @dylanenriguehuntington2908
      @dylanenriguehuntington2908 3 ปีที่แล้ว

      yes

    • @curtdog647
      @curtdog647 3 ปีที่แล้ว +16

      One of them. However, it's the shortest range. A good range or disjoint will leave the Brawler clutching at thin air and open for a punish

  • @buggybaguette5916
    @buggybaguette5916 3 ปีที่แล้ว +185

    I feel like counters are moves that are done for new players and the game pushes you to use them less and less as your skill progresses.
    Counters introduce you to the concept of reads while pushing your opponent to become less predictable in their approaches.
    However, as you get better, you discover less risky and more rewarding ways to accomplish the same goal of punishing approaches.

    • @bagofsteel9152
      @bagofsteel9152 3 ปีที่แล้ว +2

      Using that logic though would imply that there's even a higher skill cap for counters at a higher level of play.

    • @meyeneetuks4680
      @meyeneetuks4680 3 ปีที่แล้ว +3

      Bruh the basic down b counter aint even fun at all. Its just a button u press. Doesnt require much thinking

    • @ADAJ342
      @ADAJ342 3 ปีที่แล้ว +39

      @@meyeneetuks4680 , by that logic dodging, jumping and shielding aint even fun at all because it's just one button press.

    • @DeadpoolX9
      @DeadpoolX9 2 ปีที่แล้ว +2

      @@meyeneetuks4680 use it to edge guard for fucks sake

    • @Underworlder5
      @Underworlder5 2 ปีที่แล้ว +6

      @@DeadpoolX9 gives me memories of edgeguarding chrom with counter. he can NOT make it back on stage at all

  • @Goreblender
    @Goreblender 3 ปีที่แล้ว +5

    the point boils down to "if they aren't good, nobody ever uses them, but if they're too good, everybody hates them," but how does this differ significantly from any other move or move type? projectiles, standard hitbox generating moves, command grabs etc. all have to walk the same line

    • @Buglin_Burger7878
      @Buglin_Burger7878 3 ปีที่แล้ว +1

      Because counters remove shield breaking. Normally shield pressure has a benefit, a break... but if you're being set up for a break you're able to resort to counters. This lowers the punish even if you fail, gets you out, and is relatively low risk comparatively.

  • @sebas041296
    @sebas041296 3 ปีที่แล้ว +12

    Im just gonna copy and paste the description for Vantage from the Fire Emblem wiki because that's probably the reference that the counter moves have pulled inspiration from:
    Vantage is a recurring skill in the Fire Emblem franchise. It allows the user to initiate an attack when an enemy engages him/her in battle.
    This skill is first introduced in Fire Emblem: Genealogy of the Holy War, in which the user will always attack first if the user has less than 50% HP left.
    Genealogy of the Holy War was released in 1996 if anyone wants to know.

    • @espurrseyes42
      @espurrseyes42 3 ปีที่แล้ว +1

      Vantage is more akin to Suckerpunch from Pokémon; You "use" the move, then if you're going to get attacked, your move (Suckerpunch or Vantage) will trigger and let you strike first. It doesn't take the hit, nullify the damage (optional), then auto strike back. You hit them BEFORE their attack comes out, but unless you kill off the Vantage/Suckerpunch, you're still taking the damage. I'd argue Sakurai's alleged inspiration is still closer to a Counter than Vantage since the former at least involves you taking a hit before acting in retaliation of that hit while Vantage literally reverses the order of things (you hit first even if it's not your turn, then your opponent retaliates against you).

    • @extonjonas6820
      @extonjonas6820 ปีที่แล้ว

      @@espurrseyes42 But smash is not a turn based game. There is no way to design a move to work like vantage/suckerpunch. That is like saying watergun could not be based off of the pokemon move because it does no damage. The two games function differently. I am not saying he was inspired by this move, I dont even play fire emblem games, I am just saying your evidence that he did not makes no sense considering that these are moves being adapted across genres

    • @espurrseyes42
      @espurrseyes42 ปีที่แล้ว

      @@extonjonas6820
      Water Gun not dealing damage is an intentional design choice and still represents what the move does (shoots a stream of water at the opponent). Counter is EXPLICITLY meant to be based off something (Fire Emblem's combat system) that it doesn't properly represent. The two are not comparable, and if representing the latter properly isn't possible due to game genre differences, then maybe Sakurai should've opted AGAINST making it a defining feature of the Fire Emblem cast's gameplay to the post where 6 of their 8 reps have it.

    • @extonjonas6820
      @extonjonas6820 ปีที่แล้ว

      @@espurrseyes42 What you are saying makes no sense to me. Every special move in smash is adapted to fit the game. You could probably count on both hands all of the moves that strongly resemble their source material in functionality or limitations. For example, even marios fireballs can be used without a powerup. That is because it would not make much sense to implement a power up system just so he can use a basic projectile. I really dont see the distinction you are making here. There are a ton of moves far less faithful and only capture the essence of something from the core game. I dont know why you think the counter is particularly bad. Maybe you just hate counters?

    • @espurrseyes42
      @espurrseyes42 ปีที่แล้ว

      @@extonjonas6820
      And most of those moves aren't "adapted" so much that they fail to resemble the thing they're based on. Mario's fireball still functions similar to its SMB counterpart. It may be slower, have a range limit, and be done with a Fire Flower (Mario has used Fire abilities without the need for that power-up before, namely in SMRPG where he actually does a variation on that attack WITHOUT the Fire Flower). Robin may not be able to use Nosferatu, which is also a ranged attack and not a command grab, but it still functions as a Dark Magic attack that drains health. The Fire Emblem character's Counters don't in ANY way resemble the combat flow of an FE battle without severely stretching it. It is a poor representation of the source its based on and shouldn't have become that franchise's "gimmick" if Sakurai couldn't represent it properly.
      This video already explains why Counters are bad. They're oversaturated (thanks to Fire Emblem), usually not worth using when other options are available save for Witch Time (a notoriously broken move that got nerfed to the point of basically being a standard counter and not worth its use in most cases), and aren't conceptionally interesting with most being "block it, attack back". But at least in the cases OUTSIDE FE, those characters canonically have Counters/Counter-like abilities, and SOME of them get a bit interesting like Substitute, Revenge, Scintilla, and the two Counter-Reflect hybrids. None of this applies to Fire Emblem characters.

  • @LexStormA
    @LexStormA 3 ปีที่แล้ว +362

    The counter exists specifically for ai players when they read your inputs

    • @lmao2302
      @lmao2302 3 ปีที่แล้ว +58

      Counter in most regards are borderline the worst moves in the game but Cpus are godly with them.

    • @pizzaeater8905
      @pizzaeater8905 3 ปีที่แล้ว +10

      Two words: Geese Howard.

    • @shadowbonbon3
      @shadowbonbon3 2 ปีที่แล้ว +6

      And you can’t even bait it they know your every move every thought you don’t even have free will they control you they just let you win oh my goooooooooood

    • @watermelongaming3698
      @watermelongaming3698 ปีที่แล้ว +3

      Cpu: *Is about to counter my neutral special
      My final smash meter filling up right as I press B: *not today, kid*

  • @alabph
    @alabph 3 ปีที่แล้ว +180

    With the events that have been happening recently, it’s a big breath of fresh air seeing a form of media that isn’t related to said controversies.

    • @aIkaIi
      @aIkaIi 3 ปีที่แล้ว +9

      Those allegations had to come through, because they shouldn't be kept a secret, but honestly, they suck and they ruined the commmunity

    • @ADAJ342
      @ADAJ342 3 ปีที่แล้ว

      What happened?

    • @aIkaIi
      @aIkaIi 3 ปีที่แล้ว +7

      @@ADAJ342 You should check the twitters for Nairo, Keitaro, D1, Puppeh. Yeah, basically, a lot of pedophilia happened with them. (Personally, I think the one with Captain Zack and Nairo isn't completely solid and I don't think Captain Zack is innocent.)

    • @alabph
      @alabph 3 ปีที่แล้ว +8

      Samuel Cho *Cinnpie not Puppeh. I don’t want Puppeh’s name to be thrown around until he actually gets an allegation and is proven guilty.

    • @danielwoods3896
      @danielwoods3896 3 ปีที่แล้ว +3

      @@aIkaIi man you were ahead of your time with nairo

  • @yurayt1913
    @yurayt1913 3 ปีที่แล้ว +19

    Fun fact about counters in melee, since counters are a type of shields, you can perform the invisible ceiling glitch with counters, this happens a lot with Roy also, so many people think it's what Roy's counter is supposed to look like

  • @TheDreadyGamer
    @TheDreadyGamer 2 ปีที่แล้ว +17

    Something I would love to see a platform fighter attempt…
    A defense system where the only form of block is a universal counter for all the roster.
    It would really shake up the gameplay and force everyone to truly analyze their moves and how to handle the battlefield.

    • @SSM24_
      @SSM24_ 2 ปีที่แล้ว +10

      That's _kind of_ what Rivals of Aether does. Rather than having a shield like in Smash, characters instead have a parry, where if you time it right before an opponent hits, they'll be stunned for a bit under a second and you can follow up with a hard punish. It's not _quite_ the same thing as most of the counters in Smash since you still have to attack afterward (I guess it's kind of like Witch Time, but with a shorter stun rather than a long slowdown) but it certainly fulfills a similar purpose, and not being able to just sit in shield helps to make the game less defensive overall.

    • @watermelongaming3698
      @watermelongaming3698 ปีที่แล้ว

      @@SSM24_ Haha, Ronald McDonald parry into 0-death combo go brrr

    • @gabs3147
      @gabs3147 8 หลายเดือนก่อน +2

      I haven't played in a while but I think Shovel Knight Showdown has a similar parry system to RoA, you have to time your button press to right before they hit you to knock them off of you

  • @Greenomb
    @Greenomb 3 ปีที่แล้ว +204

    I know the "desperation counter" is kind of a meme, but I personally like how it makes it more ambiguous for your opponent whether they should push their advantage or play it save and return to neutral. For example, Incineroar has a terrible disadvantage stage but I can't count the number of times, where I got away just landing on stage because I revenged their two previous attempts of hitting me off-stage.

    • @BKupa666
      @BKupa666 3 ปีที่แล้ว +26

      This. K. Rool’s counter creates nuanced counterplay where good players can get around it with proper spacing and mixing up attacks and grabs, and the best even can bait it out to punish. But against mediocre or impatient players, counter becomes K. Rool’s tool for sending back charged projectiles used predictably, and turning the tables on opponents who aren’t putting thought into their combos beyond mashing aerials. The most fun is when people just grab ledge as K. Rool is recovering in the hopes of unthinkingly pressing B-Air to gimp him, in which case he can do a turnaround counter to KO them extremely early. I wouldn’t trade Gut Check for anything else in that special input’s place.

  • @idon896
    @idon896 3 ปีที่แล้ว +213

    IT'S BEEN 12 YEARS AND THEY STILL HAVEN'T GIVEN IKE HIS DAMN BLADE BEAMS.

    • @regalblade8171
      @regalblade8171 3 ปีที่แล้ว +18

      @Wil E I mean, you could give something like a less powerful and not-armored bur faster ans safer Hero side B to Roy's down b, reflecting his Distant Counter in the BInding Blade
      And for Ike.........you could gave him a new move that includes Urvan, kind of like a Hatchet Man with an actual axe

    • @Sharpclawasaurus
      @Sharpclawasaurus 3 ปีที่แล้ว +7

      Wil E The arm switching is the main reason I love Min Min so much. Definitely agree that more’ stance’ based mechanics would be interesting in Smash.

    • @TEBArceus
      @TEBArceus 3 ปีที่แล้ว

      Like Urshifu!

    • @DParkerNunya
      @DParkerNunya 3 ปีที่แล้ว +12

      WAIT IKE HAS BLADE BEAMS WHY AREN'T THESE IN THE GAME

    • @idon896
      @idon896 3 ปีที่แล้ว +5

      @@regalblade8171 Not interested. Ike is a swordsman first and Urvan is only used in non-canonical Heroes and Cipher art. Dual-wielding too is ridiculous and should only be reserved for Altina. Plus big slow moves like aymr and warlock punch are pretty stupid.
      I just want blade beams cuz it's kinda Ragnell's entire gimmick.

  • @Samzilla33
    @Samzilla33 3 ปีที่แล้ว +35

    1) Even though I don't like Sakurai's reasoning for designing counters, I think counters are still a good representation of FE's gameplay. A lot of high level FE is about baiting the enemy into a bad position. Move a unit into the enemy's range so they attack you, only to isolate that enemy away from its team. Counters are similar. You convince your opponent that you're vulnerable, only to use a counter on them and gain a hit in.
    2) I know people who like the idea of counters. Even though other defensive options are usually better at the high level, some people like the idea of tricking the enemy into thinking they are vulnerable only to use a counter. My sister isn't that good at the game, but she loves using counters (as Lucina usually) to exploit the fact that people think she's not going to dodge their attack.

  • @SteelTiamat
    @SteelTiamat 3 ปีที่แล้ว +7

    The counters from the newest characters have definitely become more varied and interesting. I also like the idea of counter-like attacks, like the ones seen in Pokken. In that game, everyone has a counter that can be fully charged or cancelled to act as a movement option. There are also a few offensive Pokemon moves that have counter properties that can be used to power through your opponent similar to Super Armor.

  • @oops3798
    @oops3798 3 ปีที่แล้ว +157

    Fun fact: If you can do an upper-crust female British accent, you can trigger the ptsd of any Smash 4 player with just two words!

    • @MasterKnightDH
      @MasterKnightDH 3 ปีที่แล้ว +1

      @Guillaume Héroux Like you can ever force people to?

    • @ballisticboo7808
      @ballisticboo7808 3 ปีที่แล้ว +51

      *SO CLOSE*

    • @slipknotfya
      @slipknotfya 3 ปีที่แล้ว +29

      Not even two words. "gotcha" and "almost"

    • @ahmadkazan7994
      @ahmadkazan7994 3 ปีที่แล้ว +2

      What are they?

    • @ADAJ342
      @ADAJ342 3 ปีที่แล้ว +1

      Lol

  • @benbaez6044
    @benbaez6044 3 ปีที่แล้ว +262

    I’ll be the one to say it- you’ve got serious guts. Two “negative” videos back to back? Don’t misunderstand me, this kind of content is INCREDIBLE. Most of the negative Smash content I see is people trying to use smaller points to prove a bigger agenda about the eternal “Which Smash is the best” debate, but these are purely design philosophy criticisms that are in nice, easily digestible forms while being incredibly comprehensive. Thank you so much for the work you put into these! I’d take as many more “negative” videos as long as you’ve got things to say 👀

    • @thesardonicrenegade3065
      @thesardonicrenegade3065 3 ปีที่แล้ว +7

      Honestly, the whole which smash game is better all comes down to how you play, if you are more of a competitive player, then melee and ultimate will be high up, if you are a casual, Brawl and Sm4sh will be higher up

    • @Underworlder5
      @Underworlder5 3 ปีที่แล้ว +5

      @@thesardonicrenegade3065 IMO, which is the best depends on what unique gimmick you like the most. fast paced, flashy gameplay and gimmicky adventure mode in melee, SSE in brawl, master core, trophy rush and custom moves in smash 4, and WoL and "everyone is here" in ultimate.

    • @meyes5671
      @meyes5671 3 ปีที่แล้ว +1

      @@thesardonicrenegade3065
      i think even super casuals pick ult over 4, lol

    • @user-s9eu8ce9fw
      @user-s9eu8ce9fw 3 ปีที่แล้ว +1

      @@thesardonicrenegade3065 Smash 4 and Smash 5 has pay to win so...
      Melee & Brawl = Best ones.
      Smash N64 is pretty good too ofc.

    • @m_e_nere
      @m_e_nere 3 ปีที่แล้ว +3

      @@user-s9eu8ce9fw no?? Dlc characters can be good but you don't need them to win. You just suck

  • @Cptn.Viridian
    @Cptn.Viridian 2 ปีที่แล้ว +5

    What I think is the worst part about counters is that rather than avoiding a move to then cash in on punishing it, you simply take the attack before pulling out an stupidly powerful no u card.
    I really like utility counters, because while they still have the annoyance of embracing an attack, to cash in on the reward you must still abide by the traditional rules of "not get hit by big attack"

  • @RyanGatts
    @RyanGatts 3 ปีที่แล้ว +10

    I'd love to see more "counter as command grab" experimentation. Maybe even putting them in an actual grab so you get access to a real throw out of your counter? That might be pretty strong, but I can imagine a grappler getting a lot of interesting play out of that.

    • @armorbearer9702
      @armorbearer9702 2 ปีที่แล้ว +1

      Your idea is brilliant. I would like to add a few things to your idea. The command grab counter does not work against projectiles. Command grab counter can be performed in the air, but does not go into a grapple. Instead, the character performs an aerial version of the forward throw automatically.

  • @enddorb
    @enddorb 3 ปีที่แล้ว +88

    I've never really thought of that whole taking up a move slot" issue, but that's a fair point. With newer characters leaning more into the concept of "character abilities" (an atypical aspect of their design that functions either without their moves or as a mechanic extending beyond a single move) I feel it would be appropriate to make future counters use spot dodge, kind of like a non-optional version of Terry's dodge attack. Of course, this would need careful balancing, as giving it the data of a counter as we see in ultimate would likely leave the character woefully unprepared for most attacks, given the reliance on the move found in competitive play

    • @pissguzzler9604
      @pissguzzler9604 3 ปีที่แล้ว +1

      Terry spot dodge attack is basically up tilt

    • @enddorb
      @enddorb 3 ปีที่แล้ว +1

      @@pissguzzler9604 I mean, sure his uses a lot of the data from uptilt, including the animation, but that's kinda tangential to my point

    • @aniotheeh.4226
      @aniotheeh.4226 2 ปีที่แล้ว

      So, Mythra?

    • @enddorb
      @enddorb 2 ปีที่แล้ว

      @@aniotheeh.4226 I suppose Mythra works kinda, but I was thinking more about traditional counters.

    • @aniotheeh.4226
      @aniotheeh.4226 2 ปีที่แล้ว

      So landing a spot dodge does an automatic counter? Just seems like Shulk's.

  • @Pikwii
    @Pikwii 3 ปีที่แล้ว +148

    I’ve been missing this content and I’m glad you’re back.

    • @liamm2288
      @liamm2288 3 ปีที่แล้ว

      Same

    • @moshimeshowu747
      @moshimeshowu747 3 ปีที่แล้ว

      Same

    • @appurple
      @appurple 2 ปีที่แล้ว

      Lol I thought you were Poppt1 for a second 🤣

  • @carrie-kun3354
    @carrie-kun3354 3 ปีที่แล้ว +17

    And then there's Sephiroth's counter

    • @Gamer-qw3ll
      @Gamer-qw3ll 2 ปีที่แล้ว +1

      It's fair and balanced

    • @thedorklord1029
      @thedorklord1029 2 ปีที่แล้ว +1

      A counter with several asterisks at the end, all surrounded by two pairs of quotation marks.

    • @jomaq9233
      @jomaq9233 2 ปีที่แล้ว

      I mean, it is probably the only counter that can be reflected or absorbed, since it’s considered a projectile

  • @user-ti5cw1ug6l
    @user-ti5cw1ug6l 3 ปีที่แล้ว +2

    Counters not being very representative of gameplay in Fire Emblem (FE) is a bad argument because they actually are. The whole point of positioning the units in your army in FE is for your army to receive attacks in enemy phase and then counter attack in player phase without anyone dying. Basically I'm saying the counter represents how your army as a whole fights in FE and not how individual units fight. One of the best and most important strategies in the harder difficulties of FE is waiting in an enemy's attack range in player phase, receiving an attack in enemy phase, counter attacking in enemy phase, and then healing and attacking or just attacking again in player phase with the force of your entire army. This is how you are supposed to beat a lot of strong and bulky enemies and bosses in FE. You can also position yourself at the edge of a enemy's attack range to lure it away from the group and kill it with the full power of your army. It's supposed to be a trap set using the army. The principal is the same in smash. You position yourself where the opponents hit box is going to be, you wait, let them attack you, and then retaliate. Taking no damage from countering in smash is still true to FE because in FE the amount of damage you receive in the enemy phase is inconsequential as long as you survive since you can use healers and healing items in player phase. Giving the FE characters a move that functions like the armies made the gameplay of those characters a little bit more like FE because in FE the player controls and fights with the whole army, not the individual characters.

  • @sh-awe7328
    @sh-awe7328 3 ปีที่แล้ว +59

    12:38 boy that move does some very different things now.

    • @MrMockRock
      @MrMockRock  3 ปีที่แล้ว +25

      All my archived Ike footage is outdated now >:(

    • @bobcat24
      @bobcat24 3 ปีที่แล้ว

      I don’t get it

    • @Empy_C.
      @Empy_C. 3 ปีที่แล้ว +1

      @@bobcat24 Ike Up-B

  • @snailymitch
    @snailymitch 3 ปีที่แล้ว +43

    Clairen's counter is really interesting since every character in RoA has what you could consider a counter due to the game's mechanics. The counter barely does any damage and does basically 0 knockback but instead it's used to solve a design issue with Clairen herself. That being that she needs to have some kind of way to deal with projectiles without having one herself. It's a cool subversion of a common trope (especially since she's basically the Marth of RoA) which also serves a lot of purpose design wise.

  • @KazeMemaryu
    @KazeMemaryu 3 ปีที่แล้ว +13

    In my mind, Ryu, Ken, and Incineroar have the most interesting counters. They don't flatly retaliate - Incineroar uses Revenge to compliment his low-combo high-power moveset, while Ryu and Ken still attack even on whiff or if the opponent doesn't attack at all, making it more versatile than "predicting" an attack or guessing.
    That said, I'd like to see a counter that actually puts pressure on opponents who play too cautiously. For instance, such a counter could fill a special gauge if used without getting attacked, and once filled, the counter would temporarily turn into a dangerous attack or even change the general moveset to cover weak points the character would normally have in his/her moveset. To make up for this level of potential pace control, during the counter stance, getting grabbed out of it would actually decrease the meter. Additionally, the move would have a cooldown period whenever you land a kill so you can't just fill the gauge while your opponent respawns.
    On a side note: Byleth being called "creative" had me do a spit take. You owe me a cup of tea, dude.

  • @xuanpang1972
    @xuanpang1972 3 ปีที่แล้ว +2

    Pokemon’s counter moves, counter and mirror coat, also act like FEs counters, with counter taking a physical attack and returning the attack with double the power, and mirror coat acting the same with special attacks instead. But the 3 counters in smash attached to pokemon with Lucario’s double team, Greninja’s substitute, and Incineroar’s revenge, are all not counters. Double team increases evasiveness (making the opponent miss more often) often depicted in the Pokemon anime and manga as making shadow clones as a decoy, which is also how it is represented in smash. But there is no counterattack part in double team, as it increases evasiveness which makes future attacks miss, while your Pokemon can also attack, but the attack is not tied to double team itself. Substitute acts similarly, and the Pokemon puts in a substitute doll as a “meat shield”. This costs 1/4 of the Pokemon’s max health and removes it, in exchange for the substitute that can take the amount of health that was used before being destroying. Again, you can attack in this time period while it is up, but the attack is not attached to the substitute. Revenge is likely the most similar to a counterattack in smash. Revenge is a 60 base power move that doubles to 120 if you take damage previously in the turn. It also has negative priority, meaning that it will likely go last within the turn. But in smash it is extremely different, revenge in Pokemon doesn’t at all increase the next attack, but instead is an attack itself.

  • @JayOutOfHell
    @JayOutOfHell 3 ปีที่แล้ว +65

    I think Sakura’s inspiration for counters might have come more from games like Fatal Fury more than Fire Emblem, as the character Geese has one of the first counter moves in fighting games and Sakura is a fan of King of Fighters and Fatal Fury

    • @nezarredondo6101
      @nezarredondo6101 3 ปีที่แล้ว +2

      Also, Yamazaki has sorta one, which consists in taunting the enemy, and once he gets hit, he counters

    • @troykv96
      @troykv96 3 ปีที่แล้ว +14

      Sakurai's reason to give the FE Characters specifically a counter move was likely the one he explained (relating to the feeling of dodging and the attacking back that is relatively common in FE), but how it worked in Smash... It definitely was inspired by his love for Fatal Fury (Geese and also Yamazaki do counters).

    • @nuibaba280
      @nuibaba280 3 ปีที่แล้ว

      *Terry voice* Geeeese.

  • @Evan-mt7bc
    @Evan-mt7bc 3 ปีที่แล้ว +77

    I don't like that counters are hail mary kill options most of the time and I wish they all leaned more towards the Little Mac custom where they were weak but they set the opponent up for a combo or if they were just weak attacks that reset neutral. It would still turn around an exchange but it's true potential would only exist in your ability to follow up on it.
    Incineroar's counter IMO is fucking perfect philosophy wise. Incineroar is a character designed to be hard countered by projectile spamming but Incineroar can use this predictable weakness to his advantage but ONLY if he can overcome the weakness of his kit which is closing distance. Incineroar can stack 100 Falco lasers but if he can never hit Falco it's completely pointless and Falco still has counterplay to incineroar by just grabbing him to reset his stacks as opposed to just laming him out like you would have to do against Cloud and Joker for instance in their respective super powered modes.
    Incineroar's counter winds up adding 3 different avenues of skill in not only using it but taking advantage of it AS well as adding a skill layer to his opponent which is something not seen in any other counter.

    • @givecamichips
      @givecamichips 3 ปีที่แล้ว

      The only time most counters are hail mary kill moves are if the opponent goes for disrespect or is over kill percent and thus it's a fair punish for pressing advantage too much.

  • @notsodogninja35
    @notsodogninja35 3 ปีที่แล้ว +14

    Some Smash Bros Characters on their counters:
    Bayonetta: The power of being a Umbra Witch allows me to put the chill on these ruffians.
    Dark Pit/Pit: Wait, what? I had a counter?
    Greninja: GREN GREN INJA
    Incineroar: For the power, I can tank those flowers!
    Lucario: My aura allows me to predict the opponents moves, leading them to an abrupt end.
    Mii Brawler: Rickety roll, time to YEET ur soul!

    • @sonomni
      @sonomni 3 ปีที่แล้ว

      Except Bayonetta's human

    • @notsodogninja35
      @notsodogninja35 3 ปีที่แล้ว

      @@sonomni Fixed.

  • @slipknotfya
    @slipknotfya 3 ปีที่แล้ว +2

    What I feel could've worked greatly for Bayonetta is a slight rework. Her games explicitly say witch time is only activated when you time your dodge just right, but if you fail, attacks will phase through you. It could've been just like that in smash, you do down b and she starts a long intangibility and only for a few frames witch time can be actually landed. Once finished, she has less endlag than most counters. This makes it honest, balanced and true to her games.

  • @oscaranibalhernandez8590
    @oscaranibalhernandez8590 3 ปีที่แล้ว +76

    9:03 Witch time is useless now.
    While other counters like Peach guarantee an stock if you use it properly Bayonetta was nerfed so bad that I will prefer that Witch time was replaced by another new move instead of a watered version dat does not work EVEN at high percents.
    Landing witch time in a character with 150% damage or above should guarantee you a stock.

    • @simeonellinger2064
      @simeonellinger2064 3 ปีที่แล้ว +28

      Smash has a history of over-nerfing.
      Brawl metaknight needed nerfs too but not to this level.

    • @h-man1371
      @h-man1371 3 ปีที่แล้ว

      Peach's counter is strong but since it's a projectile moves that reflect beat it. Ex. shine, rotor arm, any of Hero's moves when he has bounce.

    • @oscaranibalhernandez8590
      @oscaranibalhernandez8590 3 ปีที่แล้ว +25

      @@h-man1371 I am a Greninja-Peach player now. And both of those characters have a FUNCTIONAL counter. If you use it you get something out of it. A stock or some damaged. Bayonetta in other hand was over-nerfed and hardly gets a follow up after her counter.

    • @raiseanothermanskidsforlov4920
      @raiseanothermanskidsforlov4920 3 ปีที่แล้ว

      Didn't Bayonetta recently get buffed?

    • @juanrodriguez9971
      @juanrodriguez9971 3 ปีที่แล้ว +11

      In Sm4sh I wasn't able to buy DLCs so the moment I finally was able to play Bayonetta in Ultimate I feel like it was just a worthless move, like, what I'm supposed to do in half of a second besides side-b? That move is useless as hell.

  • @RamblyngRobyn
    @RamblyngRobyn 3 ปีที่แล้ว +175

    I agree with most other points but I feel like the "Counters do a poor job representing Fire Emblem's mechanics" point is an overreaching nitpick more than anything.
    No the counter in Smash does not *literally* work the same way counterattacking works in Fire Emblem. But it still goes in an order of oppontent attacks -> unit retaliates. It's really not that complicated and yet you spent a significant chunk of the video basically saying "well that's not how fire emblem actually works".
    Normally I wouldn't care but I already know we're gonna see this point referenced in every thinkpiece about "Why Fire Emblem Characters in Smash are Bad" from now until the end of time. All for a nitpick.

    • @lpfan4491
      @lpfan4491 3 ปีที่แล้ว +6

      I mean, fire emblem characters largely sucked in smash regardless and that is a fact. What was going on there? Swords, fire and dragons. Even if the inaccuracy does not matter, the move is still a keypart of the movesets that are just boring. Not to mention, if we want to play the game that it is similar enough, it is not really. Units in fire emblem can doubleattack when they counterattack, yet the counter in smash is not really a tool to set-up combos.

    • @agentdiamond9211
      @agentdiamond9211 3 ปีที่แล้ว +19

      The key difference is that in Smash, the counter-er doesn't take any damage. If the designers wanted their counters to be more accurate to Fire Emblem, they could simply make it so that you take a fraction of, or even full damage. That might hurt the viability of the move, though.

    • @yuisyu8937
      @yuisyu8937 3 ปีที่แล้ว +30

      @@lpfan4491 i disagree with counters being a bad move. Counters are supposed to be used punish obvious hits from opponents. In the safe on shield ridden meta game of ultimate, i believe counters are very good tool. Its supposed to be a easy call out tool. I think counters are given a bad name especially because ultimate is a spam safe on shield moves. In melee... yeah counters suck.

    • @lumas825
      @lumas825 3 ปีที่แล้ว +14

      LPFan That's one of the reasons many of us who are both Fire Emblem and Smash fans wanted FE representatives who weren't just swordfighters. I mean, there's so much more to use than just agile swordies in FE: there's axe-users, lancers, archers, mages, healers, armored knights, flying units, units on horseback, transforming units, and more! Plus, there are so many skills and abilities that could be worked into Smash movesets.
      Granted, most of what I mentioned have already included in Smash in some way or another, even though most of them still use a counter for some reason. Ike uses skills from his base game (most notably Aether), Robin uses magic and their base game's Pair Up mechanic (Final Smash only, though), Corrin makes use of their dragon transformations, and Byleth employs the use of 3 non-sword weapons. That's also not counting the Assist Trophies.
      But yeah, the only FE reps that I find really unique are Ike, Robin, Corrin, and Byleth. All of the others feel like variations of Marth. I do like their inclusion, but I feel they, especially Roy & Chrom, could do with a few more interesting moves.

    • @yuisyu8937
      @yuisyu8937 3 ปีที่แล้ว +10

      I agree that the counter isnt really derived from fe. But sakurai never said counter is directly taken out from fe, he actually said that counter is inspired by the turn base combat of fe. In fe, you are rewarded by counter attacking by luring in enemy troops with tanky units and defeating them with the the rest of your troops. It is kinda the same with counter, your opponent attacks u, but you soak up a hit and deliver a stronger counter attack. Again, counter is not directly taken from fe, but rather inspired by the combat system of fe.

  • @theotherjared9824
    @theotherjared9824 3 ปีที่แล้ว +2

    An underrated aspect about counters is that they work on any damage dealing move, including projectiles and other counters. Countering projectiles can be useful against rushdown characters because the strategy of firing a projectile and chasing the opponent that's running away turns into running into the counter. And, while it's tricky to set up, countering forever is just fun to do.

  • @samanbouniady
    @samanbouniady 3 ปีที่แล้ว +3

    I use Shulk's counter as an offstage mobility option since it changes with his arts. Especially in Jump and Speed modes, jump in the air can get me to center stage, and speed mode I can actually retreat a bit, and poke them to regain my stance. Or punishing a bad option in Smash or Buster mode.

  • @Mr_Mimestamp
    @Mr_Mimestamp 3 ปีที่แล้ว +80

    Most people using counters: wait for a moment when the opponent would likely attack
    Me: haha counter go *_SHING_*

    • @juanrodriguez9971
      @juanrodriguez9971 3 ปีที่แล้ว +7

      Me, a lover of grabs: Haha, the lil counter-boy goes AAAAGGH!

  • @Netheraptr
    @Netheraptr 3 ปีที่แล้ว +11

    Honestly out of all the FE characters, Byleth would most suit a counter, since in her game she has an ability where she can reverse time and undo mistakes.

    • @goodpeople25
      @goodpeople25 3 ปีที่แล้ว +1

      Wil E Been a while since I dived into the full skill system of awakening so I may be forgetting a way to steal skills but Chrom doesn't have access to the Myrmidon class which is the source of vantage and while half of Lucina's possible parents give vantage, the slightly pushed Sumia doesn't and Robin can marry everybody and gives every normal class.
      As for the others Ike's skill capacity is often taken up by Aether in PoR and Nilhi in F10 (along with his unremovable Aether and Shove) and while that's a gameplay choice there is some push in the games to use those skills instead of skills like vantage. (Aether has a base conversation, is one of the ways to beat the Black Knight and is tied to his inherited fighting style, while Nilhi is given to Ike as a free bonus when he promotes and is somewhat of a necessity for endgame.) For the other characters all of them have access to vantage (though Corrin needs to either choose Samurai as their class or poach it) and use swords so have synergy with the class that gives it. Though overall I think Byleth has the edge as Merc is a pretty natural choice for them from both a progressional and thematic sense. (And the seeing the Future thing does result in a couple counter attack esque cutscenes)

    • @pizzawonderer5024
      @pizzawonderer5024 3 ปีที่แล้ว +2

      And yet she's the only FE character that doesn't have a counter. (Apart from robin)

    • @nah4467
      @nah4467 3 ปีที่แล้ว

      Mmmmmm, that's more Sothis not Byleth

  • @kathrynzee9210
    @kathrynzee9210 3 ปีที่แล้ว +3

    I think it'd be interesting to take a look at counters in more conventional fighting games and how they play into the conversation. Sure, the Fire Emblem counters aren't really that truly representative of Fire Emblem as a series, but they are pretty similar to and reminiscent of counters in classic fighting games, simply with a lowered difficulty of use.

  • @tails512
    @tails512 3 ปีที่แล้ว +2

    The Fire Emblem counters are like the skill Vantage (previously called Ambush), which was already in the Fire Emblem games before Smash Bros.

  • @chewyster3033
    @chewyster3033 3 ปีที่แล้ว +12

    In Fire emblem 4 and beyond, we can see a skill known as Vantage, one that allows you to attack before the opponent evej if they initiate, most commonly when the user is at lower health, hoping to kill the opponent before the attack.
    This, from my perspective, is far more like how the "Counter", all the fire emblem unit have. Despite most of the lords not having it at base, like Ike, Corrin, Chrom and Lucina, or access at all like Marth and Roy, it still would at least make for a neat name change, even it it doesn't justify them all having one 😁

    • @bynightfall_4516
      @bynightfall_4516 3 ปีที่แล้ว +1

      You like most people dont realize why they have counters. Sakurai wanted to represent the turn based combat of the game they came from.

    • @Chaos-om4oh
      @Chaos-om4oh 3 ปีที่แล้ว +5

      @@bynightfall_4516 I'm pretty sure everyone remembers why FE characters have counters, but Chewyster is just saying that the counter is most like Vantage.

  • @sorrenspall
    @sorrenspall 3 ปีที่แล้ว +28

    I'm totally fine with counters existing as they can make for some fun moments. But sometimes it feels like the 'easy way out' when designing a character. Like I really think little mac should not have a counter as it just doesnt really fit in my opinion. I feel they could have done something cooler with him

    • @juanrodriguez9971
      @juanrodriguez9971 3 ปีที่แล้ว +21

      Actually, a counter for Little Mac makes sense, he is a boxer and that is really common in boxing, but for character line Palutena, King K. Rool, Peach, and the FE character, is just a default for not having enough source material, I wouldn't be surprised if one day we get a Tetris fighter and it has a counter.

    • @DParkerNunya
      @DParkerNunya 3 ปีที่แล้ว +7

      I actually think it makes sense. In boxing, slipping a punch and getting a good solid hit can happen pretty often among better fighters.

    • @sorrenspall
      @sorrenspall 3 ปีที่แล้ว +4

      Oh okay fair enough. Thanks for explaining to the uninformed like me :D

    • @aurelionsolofficial
      @aurelionsolofficial 3 ปีที่แล้ว +5

      @@juanrodriguez9971
      Palutena is a reference to the "gift" (I think they are called like this in english) from Kid Icarus, as well as all her special, final smash and UpSmah iirc.
      So it fits ^^

    • @nuibaba280
      @nuibaba280 3 ปีที่แล้ว +3

      There's also the fact that Little Mac's counter represents Punch Out better than FE counters do. It's common that you wait for your opponent to throw out a move recklessly in Punch Out and punch them for slipping up.

  • @OatmealCreamPie
    @OatmealCreamPie 3 ปีที่แล้ว +27

    Okay, I need to ask...
    *Why don't they replace a character's parry with their existing counter, freeing up a Down-B move slot?*

    • @StudioEnergizerMV
      @StudioEnergizerMV 3 ปีที่แล้ว +8

      Because what if you want to use a different move of parry. Like a combo starter or grab.

    • @OatmealCreamPie
      @OatmealCreamPie 3 ปีที่แล้ว +1

      @@StudioEnergizerMV Hmmm...maybe make it so that the "parry" happens upon a perfect shield, and the "counter window" happens upon releasing the shield?

    • @rurounijay7100
      @rurounijay7100 2 ปีที่แล้ว +3

      @@OatmealCreamPie that would be too hard to do, as releasing shield at the right time is exactly how you parry in the first place, its just a bad idea i feel

    • @manuelandresborregoamaya2353
      @manuelandresborregoamaya2353 2 ปีที่แล้ว

      Sakurai had this in mind while programming Bayonetta in sm4sh

    • @timmtimm9729
      @timmtimm9729 2 ปีที่แล้ว

      @@rurounijay7100 he is sugjestin gyou change it for these cahricters to be more like melee where perfect sheilds are done with pressing the button

  • @givecamichips
    @givecamichips 2 ปีที่แล้ว +13

    The FE counters are decently representative of the Vantage skill, at least as well as Revenge is represented by Incineroar.

    • @givecamichips
      @givecamichips ปีที่แล้ว +1

      And for the record, in Thracia 776, the most recent Fire Emblem game before Melee, Vantage always activated no matter your health.

  • @perturbo4253
    @perturbo4253 3 ปีที่แล้ว +11

    Hi mockrock. Regarding your plans for your archetype series, I think it would be interesting to talk about the multiple zoners this game has, and how each game has gone by adding a new and interesting way to zone the opponent, whether it be Samus' projectiles in 64, Min Min's arms in Ult, ETC. I think the history of how Zoners evolved and what the fundementle trade off that these characters get for extreme space control capabilities will be interesting. And maybe how these characters have been the subject of hate ever since online became a huge part of the game?

  • @TheTrueSavior
    @TheTrueSavior 3 ปีที่แล้ว +19

    Thanks MockRock, I needed something to take my mind off the community and put it back on the game

  • @chickenalakingina
    @chickenalakingina 3 ปีที่แล้ว +1

    The fast shulk counter, when you hold forward during a ground counter, is something I use pretty often despite it being very risky due to being able to miss

  • @sirgarde9256
    @sirgarde9256 3 ปีที่แล้ว +1

    I personally really like counterattacks use in edgeguarding. It feels like a really in flavor use of the move as well as just being a good option. They're made to punish extremely predictable options and that's what a lot of recoveries are, Moves like firefox/bird, aether, soaring slash, they're telegraphed abilities with limited ways of use and it encourages both careful use of the counterattacks to stop them while protecting yourself from a trade or even reversal while also encouraging mixups in recovery to throw off your opponents timing even more. In melee it's mostly just used against firebird/firefox but i really like how they feel as edgeguarding tools in ultimate.
    Plus most kind of characters that have them are already pretty decent characters that don't need an additional move instead of a counterattack. Obviously mac's and shulks counters don't really do much as edgeguarding tools but neither really needs the other move slot in particular (shulk is just a good character and having another down special wouldn't fix mac's main issues)

  • @aidenzorn8322
    @aidenzorn8322 3 ปีที่แล้ว +30

    Counters lend themselves more to casuals, fitting with Sakurai’s attempt to keep the series focused more on casual play than competitive play. Furthermore, a similar argument to Ganondorf’s moveset could be made as counters have come to represent Fire Emblem in Smash and, unlike Ganondorf, most players are introduced to or only know about FE because of smash, meaning that this train of thought is fairly warranted for the FE cast. I am by no means saying that this is warranted for Ganondorf, nor am I saying that FE reps don’t deserve proper representation from their games.

    • @Underworlder5
      @Underworlder5 3 ปีที่แล้ว +3

      fire emblem: swords, lances, axes, bows, magic and transformation stones, alongside infantry, armor, mounted and flying, all used at the right time and place to win
      fire emblem in smash: swords

    • @wolfgangervin2582
      @wolfgangervin2582 3 ปีที่แล้ว

      It's worth noting that the counters in Smash are clearly modeled after counters in SNK games (which we know Sakurai is a big fan of), which are as far from casual as it gets.

  • @greatdaein6699
    @greatdaein6699 3 ปีที่แล้ว +7

    On the topic of counter being referenced to a skill, it could be possible that it could be referencing the vantage skill, which does allow the he attacked unit to attack first before the enemy (of course it varies with health requirements from game time game but the main use never changed). And it was introduced in fe4 genealogy of the holy war, which did release years before melee. Though this is just a theory of mine.

    • @espurrseyes42
      @espurrseyes42 3 ปีที่แล้ว

      Vantage only allows you to attack first when getting attacked. While it does interrupt your opponent's attack, it doesn't function as a "block the attack, immediately strike back" type of move. It's more like Suckerpunch from Pokémon, which always strikes first, but will only be able to hit if the target was going to use an attacking move on that turn just like how Vantage lets you strike first if you were being attacked.

  • @satouoosugi2
    @satouoosugi2 3 ปีที่แล้ว

    I'd just like to say that I love this video. Well done! I won't go into unnecessary details, except to simply say I loved everything about it :) Keep it up!

  • @mrmolasses5888
    @mrmolasses5888 3 ปีที่แล้ว +1

    My head started bobbing as soon as the crypt of the NecroDancer music started playing

  • @UltraPaperGamer
    @UltraPaperGamer 3 ปีที่แล้ว +10

    I still think Counter are fun to use, I understand the problem related to the fire emblem origin, however if they had a similar animation to spotdodge I would think that's a worst design that just a defend animation.
    I personally think that Peach is the worst case for a Counter, I get the idea of using a Toad as a guardian or something like that, But Honestly of all the counter she's the one that makes the least sense of all.
    I love Ultimate Aproach since I Believe a Counter is a Perfectly normal tool for a characther, to the point were I wonder if the next smash game would just add a dedicated button for counters instead of making them specials.
    I think the Video is very well Research in the introduction of this moves, I still think there's nothing wrong with FE with Counter moves if they behave diferenly, Corrin's the best example, it not just looks diferent it also behaves diferently.
    At the end of the day, this was a great Video, Keep doing this great work, MockRock.

    • @nuibaba280
      @nuibaba280 3 ปีที่แล้ว +1

      Peach's counter is slightly better in Ultimate regarding accuracy since Peach plays damsel fully and Toad comes out and tries to defend her. I love that.

  • @vegetables1593
    @vegetables1593 3 ปีที่แล้ว +3

    My favourite counters to use are Greninja' and Bayonetta's. Neither of them feel like a useless move slot because they usually feel satisfying to use. It's especially satisfying when I spike with Greninja's counter while edgeguarding

  • @lasercraft32
    @lasercraft32 ปีที่แล้ว +1

    Y'know? If every character had a unique special attack they could trigger by pressing B while shielding (like Steve's crafting table or Inkling's ink refill), or by holding shield + b in the air (with a few frames at the start of air dodge to cancel into a shield special), then the Fire Emblem characters could easily keep their counters while also giving them an extra move slot to work with.
    If Mario's cape was a "shield special" he could use Cappy as his side special. Zelda's Nayru's Love attack, Mewtwo's Disable, Samus' bomb drop, Bowser's side special... a lot of moves could be reworked as shield specials. Luigi could use his poltergust as an entirely shield special... it'd take some getting used to but if they did it right it would make a really cool mechanic, and each character would get one more move to work with.

  • @nlb137
    @nlb137 3 ปีที่แล้ว +1

    "Parry riposte" is a core idea in *sword fighting in general* in game design

  • @dxrkness4802
    @dxrkness4802 3 ปีที่แล้ว +19

    "counter surge can make some considerable *feets* "
    u h u h

    • @appurple
      @appurple 2 ปีที่แล้ว

      😂

  • @ratman6754
    @ratman6754 3 ปีที่แล้ว +4

    I always forget how floaty the knock back is in smash 4.

  • @FoxIord
    @FoxIord 3 ปีที่แล้ว

    I don't know if you're sick of hearing this yet or not, but your freaking intro is incredible. Watching it and hearing that awesome music makes me feel like I'm about to watch something awesome Every. Single. Time.

  • @luckyc4t110
    @luckyc4t110 3 ปีที่แล้ว

    Another thing worth mentioning about Counter as a reference to the home series is that it also reflects the skill Vantage, which allows the user to counter attack before the foe hits them, which can protect the user if they kill the attacker before the attacker gets the chance to attack. Unlike the skill called Counter, Vantage first appeared in Genealogy of the Holy War, released in 1996.

  • @averypatrick5279
    @averypatrick5279 3 ปีที่แล้ว +6

    I just realized that in your intro, it's all smash characters and then Sylvanos for some reason. I'm not complaining, though.

  • @mostafaahmed9430
    @mostafaahmed9430 3 ปีที่แล้ว +31

    mock looks kinda depressed these days. Hope he's doing fine

    • @blade5445
      @blade5445 3 ปีที่แล้ว +11

      Most smash players and youtubers are. This is a crazy time.

    • @AverageHandle_
      @AverageHandle_ 3 ปีที่แล้ว +3

      Yeah even HopCat didn’t sound as enthusiastic in his video of buffed smash characters but he could’ve just had a cold

    • @vt3036
      @vt3036 3 ปีที่แล้ว +1

      JoJo Mama ya he said in the comments that he was sick the day he was recording

  • @calibvr
    @calibvr 3 ปีที่แล้ว +2

    i remember when you had under 1K subs, and I really wanted to see you succeed because of your entertaining style of content, keep on going! you're great at it!

  • @Sharpclawasaurus
    @Sharpclawasaurus 3 ปีที่แล้ว +1

    19:16 "Oh my God" really is the most appropriate reaction to a Revenge-juiced Incineroar.

  • @puffypuff3144
    @puffypuff3144 3 ปีที่แล้ว +3

    definitely make an anecdote to this, theres a lot more to be said. Most importantly, comparing smash counters to traditional fighter counters, how t. fighters do it better, and why it doesnt transition to smash in a linear fashion due to how smash's mechanics differ from regular fighters. It is a very big talking point thats a lot more important than the semantics on how well it represents Fire Emblem tbh and would better illustrate why counter design in smash is usually garbo

  • @ActuallyKun
    @ActuallyKun 3 ปีที่แล้ว +3

    You ever start watching a video to answer a basic question only for them to start going off like "the game was released in north america in 2001 followed by europe and australia a few months later which reminds me of a story my grandpa always told me about..." and thats when you realize the video is over 20min long.

  • @JamesBLonde0059
    @JamesBLonde0059 3 ปีที่แล้ว +1

    If any skill in Fire Emblem most closely represents the counter moves in Smash; it's the vantage skill which allows a player's character to attack first on enemy phase (and vise-versa). Vantage has been in the series since the fourth entry, Genealogy of the Holy War.

  • @milanmalfait9914
    @milanmalfait9914 3 ปีที่แล้ว +1

    A friend of mine was a bit counter-happy back in Smash 4 (Corrin main back then).
    He succeeded at first, but when I started to adapt and punish his whiffed counters almost each time, he quickly gave up on spamming them.

  • @mickelkun5658
    @mickelkun5658 3 ปีที่แล้ว +7

    I think counters in smash actually provide a good representation of the fire emblem games. In fire emblem, if your defense and speed stats are high enough, you can actually block the enemy's initial attack and counterattack. Obviously it's not as fast and as fluid as Smash's counters but thats just because smash is a faster and more fluid game then Fire Emblem.

  • @BigMigVal
    @BigMigVal 3 ปีที่แล้ว +2

    This video should be titled “history of counters in smash”. The video felt more like a history lesson on smash’s counters opposed to focusing on the problems they create.

  • @MrGameadd1ct
    @MrGameadd1ct 3 ปีที่แล้ว +1

    There is the counter ability and vantage ability which achieve what the fire emblem counter does. We could also talk about how common fire emblem strategies premote having your opponent attack you first then reacting.

  • @WarrenValion
    @WarrenValion 3 ปีที่แล้ว +26

    My problem with counters is that the timing feels RNG.
    I wait a whole second before hard punishing the counter, and I still activate it and get hit/die.
    But every time I counter, my opponent waits a fraction of the time I do, and they hit me.
    It's very frustrating.

    • @itsyaboychipsahoy.7989
      @itsyaboychipsahoy.7989 3 ปีที่แล้ว +7

      Perhaps you waited too long and you didn't notice that they threw out another counter after the primary counter wiffed.

    • @WarrenValion
      @WarrenValion 3 ปีที่แล้ว +2

      @@itsyaboychipsahoy.7989 They are still in the endlag of the move when I attack.

    • @Gamesforus1
      @Gamesforus1 3 ปีที่แล้ว

      I've never had that problem with counters, just wait until the last send before they hit you. My only problems with them, is that they can sometimes wiff

    • @Mullkaw
      @Mullkaw 3 ปีที่แล้ว +2

      What frustrates me is that they increased the counter window for a lot of moves in ult, so the timing that got you a hard punish in Brawl will get you killed in Ult

    • @ParadoxObscur
      @ParadoxObscur 3 ปีที่แล้ว +1

      I have this problem all the time. I've waited what had to be a full 2 seconds after a lucina's counter before and still got it. It was only 1 counter but then I went into a match as Marth, I countered a bowser down b with great timing but still got hit by the attack.

  • @jamesonmikewazowski4552
    @jamesonmikewazowski4552 3 ปีที่แล้ว +4

    Mockrock: Having a counter That is less lethal than normal.
    Me: HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. That thing is sm4sh Corrin's Counter.

  • @Cronosonic
    @Cronosonic 3 ปีที่แล้ว +1

    The game I’m designing, which has dedicated melee and ranged attack buttons, goes the “counters as a core mechanic” route, with guard+ranged being a Bloodborne-styled parry against melee attacks while guard+melee reflecting projectiles, which get faster and stronger each time they’re reflected, allowing for Zelda-style tennis matches which provide risk/reward dynamics for both players involved. A special slot isn’t “wasted”, and opens up new options and opportunities in combat.

  • @D.Solward
    @D.Solward 3 ปีที่แล้ว +2

    I also love it when my counter does activate but my opponent is at a slight angle so the sword swing and trail cut through everything, enemy model included.. just not their hit box.
    Medium or long range attacks would be cool replacements for them, Roy could have a fire burst attack which would also be faithful to his game. Or use of a different weapon, it's not like Byleth and Robin were the only ones to do so. Lol

  • @aislingbones1854
    @aislingbones1854 3 ปีที่แล้ว +10

    I appreciate where you're coming from but I'm gonna have to disagree. I think focusing on how useful it is in high-level play is an overly utilitarian way of viewing the move, especially when you consider that plenty of more traditional fighting games have moves that don't get a whole lot of use in high-level play despite those games being primarily designed with that in mind; it's just a consequence of the developing metagame that some strategies are gonna end up less useful than others.
    I'd argue that Marth/Lucina's counter is a perfect "tone-setter" move for the style of character that they are. Marth is a zoner but unlike more traditional projectile-based zoners he has to rely on his disjointed hitboxes to control space. If a new player picks the character, knowing nothing about frame data or optimal set-ups or anything, the thing that's going to clue them in on how to play the character is their kit. The tipper mechanic is a great way of encouraging players to be wary of spacing, especially with the fantastic visual and audio feedback you get from connecting a properly spaced move, but the tipper mechanic could still go over the heads of a younger or more casual audience (it certainly escaped a younger me playing melee back in the day). The counter is even more on the nose about this play-style than the tipper mechanic, the sole function of the move is to anticipate an attack and beat it out. If some random kid picks up Marth or Lucina and runs around trying to land counters on their friends, then there's a stronger chance that they'll accidentally fall in to playing the character the right way than if the move was replaced with just another fancy sword attack.
    Also I realised this while typing out this comment, but Marth's zoning playstyle is actually an excellent homage to the Fire Emblem games, which is all about exploiting positioning and weapon properties to win battles.

  • @apoluke72
    @apoluke72 3 ปีที่แล้ว +7

    My idea is that every character gets a "Shield Special" move (like Inkling's ink charge works) that is a purely defensive move such as a counter or a reflector

    • @pheonixowl999
      @pheonixowl999 3 ปีที่แล้ว

      That would actually be pretty cool

    • @jamiemccreath3959
      @jamiemccreath3959 3 ปีที่แล้ว +3

      Yes! Here's a good video about this: th-cam.com/video/5dd5aQ9t5ms/w-d-xo.html
      A shield special would also present some interesting options since it could only be used on the ground (since you need to be able to shield to use it). Some moves, like Villager's down special, don't do anything off the ground anyway, so maybe a shield special would be a good spot to move them. Although I would miss Villager's pseudo-taunt shrugging animation

    • @lucatriom5175
      @lucatriom5175 3 ปีที่แล้ว

      Its called a parry

    • @jamiemccreath3959
      @jamiemccreath3959 3 ปีที่แล้ว

      @@lucatriom5175 Only if the shield special was a basic counter.

  • @sevi7468
    @sevi7468 3 ปีที่แล้ว +1

    Feels so good to hear this.

  • @ADividedSoulYT
    @ADividedSoulYT 3 ปีที่แล้ว +1

    You're right about Counters not really representing Fire Emblem. What they could have done for the back and forth gameplay representation of Fire Emblem is have the Fire Emblem character dodge or jump back (representing an attack missing) and quickly charge at the opponent (representing their turn to attack), that way it's not just a dodge and gives the "Counter" a Fire Emblem feel. They could do "Miss" animations based on each Fire Emblem characters' actual miss animation and (optional) they could play the sound effect for when an attack in Fire Emblem misses for each of the characters' respective Fire Emblem games (Also it'd be a nice touch to see the word "Miss" in Fire Emblem font pop up where the character dodges at but I'm asking for too much). I'm probably over thinking this but I think the risk and reward would balance out this way as well.

  • @wraith4978
    @wraith4978 3 ปีที่แล้ว +8

    being honest, i like the counter.
    when me and my friends play, it can be a huge mind game between grab, hit and counter.