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5[[quoteright:350:[[Manga/HajimeNoIppo https://static.tvtropes.org/pmwiki/pub/images/counterattackexample.png]]]]
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7->''"It’s a shield, but its purpose was never to protect the wearer—at least, not directly. When awakened and at full strength, Mortis reacted to any attack on the wearer by sending out a concentrated burst of profane energies. It was incredibly swift, capable of traversing an entire world in a matter of heartbeats."''
8-->-- '''Death''' to '''War''' about [[EvilWeapon Mortis]], ''VideoGame/{{Darksiders}}: The Abomination Vault''
9
10The patient warrior who waits until their opponent commits to an attack will be rewarded with a good opportunity to smack the other guy, hard. This is the principle behind counter attacks in games and other types of fiction. Often, in exchange for the cost in tactical opportunities (and need for good timing), these attacks will be significantly more powerful than normal attacks, sometimes to the point of being a OneHitKill.
11
12See also ActionCommands and CrossCounter. Some counter attacks require the user to [[TakingYouWithMe not care about surviving the attack being countered]]. However some attacks, like the UnblockableAttack, can't be countered, only evaded. May lead to DeathOrGloryAttack if used to (try and) stop a particularly strong move. May also result in AwesomeButImpractical if the timing is too strict. Characters built around this may become DifficultButAwesome.
13
14{{Fighting Game}}s in general will always have some form of this trope. Attacking during a move's startup will cause a counter hit, dealing extra damage and potentially enabling some combos that otherwise wouldn't be possible, while attacking after someone misses a move (or when you block it, if it takes long enough to recover) is known as a "punish".
15
16Compare AttackReflector, which usually reflects the attack itself back at the enemy, rather than the attack being blocked before the defender launches their own while their guard is down.
17----
18!!Examples
19
20[[foldercontrol]]
21
22[[folder:Anime & Manga]]
23* ''Manga/JoJosBizarreAdventure'':
24** ''[[Manga/JoJosBizarreAdventureBattleTendency Battle Tendency]]'': After Caesar traps Wamuu with his Bubble Lenses, the Pillar Man tries to save himself with his Wind Suit. In order to stop that, Caesar leaps at him to finish him off, but this unfortunately creates a shadow that let Wamuu counterattack with a [[NoRangeLikePointBlankRange point-blank]] Divine Sandstorm.
25** ''[[Manga/JoJosBizarreAdventureDiamondIsUnbreakable Diamond is Unbreakable]]'': Toyohiro's Super Fly can absorb the power of any attacks done into the pylon and redirect the energy back. When Josuke and Okyuasu tried to pummel one of the supports down, Super Fly responded by unleashing flurry of punches where they attacked. Toyohiro can also take advantage of this by scratching at the steel beams to create {{Pinball Projectile}}s that bounce around the structure like billiard balls.
26* In ''Manga/NegimaMagisterNegiMagi'', Negi does this against [[BoisterousBruiser Rakan]], absorbing his attack then sending it back along with his own lightning spear in a convoluted yet [[Awesome/NegimaMagisterNegiMagi awesome]] fight scene. [[spoiler:Although it still wasn't enough to take the lunkhead down.]]
27* In ''Manga/YuYuHakusho'', Sensui's entire close combat fighting style revolves around this, deflecting the enemy's punches and kicks with his arms, then while their guard is down, counters back with a kick. This fighting style allows him to completely demolish Yusuke, a physically much more powerful and very skilled fighter, effortlessly during their first encounter.
28* Creator/RumikoTakahashi seems fond of giving these to her male protagonists. Manga/InuYasha uses the devastating Backlash Wave technique which requires an attack of significant strength to be thrown at him first. Manga/{{Ranma|OneHalf}}'s Hiryuu Shoten Ha technique goes a step farther than most techniques in fiction and requires a psychological component: to use this counter, Ranma must maintain a state of mind with no aggressive intent while his opponent or opponents must be attacking with aggressive intent. The Hiryuu Shoten Ha works on a yin and yang mechanic where two battle auras meet like bodies of cold and hot air to form a tornado. When properly employed the blast of energy can send multiple opponents at their full strength into [[HomeRunHitter lower Earth orbit]].
29** Most of the techniques of the Fist of a Thousand Seas (Umisenken) are devised precisely to counteract, or complement, those of the Fist of a Thousand Mountains (Yamasenken). Notable in that Genma, [[CrouchingMoronHiddenBadass of all people, is the creator of both of these supremely powerful schools]].
30* Seigfried of ''Manga/KenichiTheMightiestDisciple'' has an entire fighting style which consists of him transferring energy back towards his opponents by [[SpectacularSpinning spinning.]] He also waits until the last moment possible to jump back, and make it appear like his opponent is hitting him, while he's really not, creates the illusion of him being invincible.
31* Series thick with {{Sword Fight}}s don't hesitate to use these frequently, although they are rarely named. ''Anime/LeChevalierDEon'' is rife with ripostes, notably at the climax of D'Eon's first fight channelling Lia and Durand's first match with Tiellagory. Served Durand right for messing with Tiellagory's hat.
32* Vega Obscura, the pilot of the Berserk Fury in ''Anime/ZoidsNewCentury'', is shown to fight this way. When he gets knocked out while fighting Bit and the Liger Zero in the final episode, the Berserk Fury itself takes over and begins fighting more aggressively, leading to its eventual defeat.
33* ''Manga/BakiTheGrappler'' has Kaku Kaioh who can absorb punch from the world's strongest man and send the power of that attack back.
34* In ''Anime/MobileFighterGGundam'', Domon devises new attacks specifically to counter the {{Finishing Move}}s of the FiveManBand; the [[DoppelgangerAttack God Shadow]] creates afterimages which catch Chibodee's [[RapidFireFisticuffs Machine Gun Punch]] and the [[SpectacularSpinning God Slash Typhoon]] cuts down George's [[AttackDrone Rose Hurricane]]. The God Field Dash doesn't specifically counter Argo's [[DishingOutDirt Gaia Crusher]], but Domon uses it to put extra stress on the Bolt Gundam's knees, which were already strained by the move.
35* Early in ''Manga/{{Kinnikuman}}'', the titular hero faces off against Jesse Maivia, master of reversing enemies' moves against them. Unfortunately for him, [[CripplingOverspecialization by relying on his move reversals so much, Jesse did not have any techniques of his own]]. Kinnikuman took advantage of this by doing nothing and then using Jesse's confusion as an opening to perform a move that Jesse had no way of countering.
36* ''Anime/KillLaKill'': Ira Gamagoori's first [[ClothesMakeTheSuperman Goku Uniform]] works by tanking the enemy's blows, absorbing the energy thereof, and unleashing a devastating counterattack. It's actually so reliant on counterattacks that it's designed to let him attack ''himself'' to build up power in case anyone tries to exploit his LogicalWeakness by simply ignoring him.
37* ''Manga/HajimeNoIppo'':
38** FragileSpeedster Miyata's entire boxing strategy is based around using counterattacks to use his opponent's strength against him. Of course, with even the slightest miscalculation, his counterattack will lead to a CrossCounter that will probably not fare well for him.
39** Sawamura is also a very good counter puncher. Unlike Miyata, whose counters are high risk, high reward, Sawamura uses low risk, high reward counters where he attacks his opponent just as they begin their punch, and countering before it even is thrown.
40* In ''Literature/InfiniteDendrogram'', the main protagonist's entire offensive ability relies on counter attacks, as his weapon will keep track of all the damage that he has sustained and then return it two-fold upon releasing the accumulated build-up. This allows him to punch above his weight, as it also ignores the enemy's defense.
41* Just like in the games, Counter is used occasionally in ''Anime/PokemonTheSeries''. [[spoiler: It ends up being the move that breaks Ash’s League losing streak in [[Anime/PokemonTheSeriesSunAndMoon Alola]]. To be specific, [[DepartmentOfRedundancyDepartment Ash's Dusk Lycanroc countering Midnight Lycanroc's Counter with Counter]].]]
42* In ''Manga/CaptainTsubasa'', Chinese striker Xiao Junguang/Sho Shunko specializes in countering his opponents own shots, adding his own power to them to send the ball back much stronger and faster.
43* ''Literature/TheRisingOfTheShieldHero'': This is the only way Naofumi has to deal damage to his foes, justified because his weapon is a shield that prevents him from using ''any'' other weapon and his offensive stats are extremely low. It would take several minutes of striking starting level mooks if he wanted to kill by his own hand.
44* The "Tenchi Mato" stance in ''Manga/DragonQuestTheAdventureOfDai'' allows the user unleash three different techniques at the same time in response to an enemy attack. However, it is explicitly stated that the user can pull this off only by using the enemy attack's energy to lessen the strain of using three techniques at once. [[spoiler:Key word being [[ExactWords lessen]], not ''nullify'': after performing the counter-attack, the user needs a split second to recover]].
45[[/folder]]
46
47[[folder:Fan Works]]
48* ''Film/GodzillaKingOfTheMonsters2019'' fanfiction ''Fanfic/AbraxasHrodvitnon'':
49** Rodan dodges a charging Thor and spits a fireball from his mouth at the charging Thor's exposed shin.
50** Both Godzilla and Rodan try to land counter-attacks as a strategy when either of them are sparring with Monster X.
51** [[TwoBeingsOneBody Monster X]] takes advantage of openings created when [=MaNi=] lunges at them and they dodge around, in order to stab and gouge [=MaNi=].
52[[/folder]]
53
54[[folder:Films -- Live-Action]]
55* ''Film/GodzillaKingOfTheMonsters2019'': In Antarctica, Godzilla charges up and fires his atomic breath at [[Characters/MonsterVerseKingGhidorah King Ghidorah]]. Ghidorah's [[MultipleHeadCase heads]] dodge around the beam using their long necks, and then they fire their [[PsychoElectro gravity beams]] back at Godzilla, knocking Godzilla off his feet before he's even had a chance to shut off the atomic beam.
56* This forms the basis of Ryunosuke Tsukue's fighting style in ''Film/TheSwordOfDoom'', most easily seen in his fight with Bunnojo. Both the cruel nature of the style and its reactionary nature are implied to be caused by or a cause of Ryunosuke's evil but listless personality.
57[[/folder]]
58
59[[folder:Literature]]
60* One piece of Sky Masters tech introduced in the Creator/DaleBrown book ''Rogue Forces'' is a system that allows a plane to blow up incoming missiles with [[EnergyWeapon Frickin' Laser Beams]], then attempt to fry the missile-launcher as well.
61* In the Franchise/StarWarsExpandedUniverse, there is a [[LaserBlade lightsaber]] style called Soresu which revolves around waiting for an enemy to make a mistake... or simply get tired. It should be mentioned that Obi-Wan Kenobi is a master of this lightsaber style, which made him the council's top choice for the mission to hunt down and defeat [[SpamAttack General Grievous]] in ''Film/RevengeOfTheSith''.
62** In practice however, Form V: Shien/Djem So epitomize this trope more accordingly. As opposed to the Soresu's philosophy of "waiting them out", both variants of Form V emphasize immediate counter attacks after blocking. One of Djem So's signature techniques, ''Fluid Reposte'', is ExactlyWhatItSaysOnTheTin: a smooth transition from parrying an attack to a counterstrike.
63* Possibly the largest example ever by scope: in ''Literature/TheWheelOfTime'', when [[SatanicArchetype the Dark One]] is magically [[SealedEvilInACan imprisoned]], his counterattack taints ''half the magic in the universe'' with madness and death for the next few millennia [[spoiler: before someone figures out a way to cleanse it]].
64[[/folder]]
65
66[[folder:Live-Action TV]]
67* In ''Series/KamenRiderKabuto'', the title character's signature version of the franchise-standard [[FinishingMove Rider Kick]] involves turning his back to the MonsterOfTheWeek, powering up, and then landing an energy-charged roundhouse on whichever opponent was foolish enough to charge at his exposed back. Tendou himself outright calls the move a "counter kick" in the Hyper Battle DVD when Kagami imitates it during his attempt to [[IJustWantToBeYou be like Tendou]], and ''Kamen Rider'' video games often turn the move into a traditional counterattack.
68[[/folder]]
69
70[[folder:Roleplay]]
71* This, combined with potent [[RealityWarper reality warping]], is how Godmodding in ''Roleplay/DestroyTheGodmodder'' functions. Often used by the [[BigBad Godmodder]], but some other entities can use it as well.
72[[/folder]]
73
74[[folder:Tabletop Games]]
75* One of the things that make Shiro Yoshimo so badass in the tabletop version of ''TabletopGame/TheDresdenFiles'' is the Riposte stunt in his character writeup, which on a successful defense roll in melee allows him to sacrifice his next action in order to automatically hit the attacker back as though his ''defense'' roll had been a successful attack instead -- which, given his high skill and especially in conjunction with the damage bonus and supernatural protection-neutralizing powers of Fidelacchius, can potentially end a fight right there or at least seriously skew it in his favor. It's worth noting that while most Fate games feature ''some'' stunt like this, those versions are usually more freely usable (i.e., don't require giving up one's entire next action) but also less powerful (often just hitting the attacker back for some small token amount of damage, although that's still automatic); this particular implementation seems to be largely unique to ''Dresden Files'' in particular.
76* ''TabletopGame/DungeonsAndDragons'':
77** D&D 3.5 has the feats Karmic Strike and Robilar's Gambit, used to great effect in the famous "Jack B Quick" build, which hit back up to six times for every hit it received. Fighters can also take a "Counterattack" alternate class feature.
78** D&D Minis had a Riposte ability, which did allow the target to make a Counterattack prior to the initial attacker's attack. When two critters with Riposte were fighting each other... it got ugly. And confusing.
79* ''TabletopGame/{{Exalted}}'' has a whole slew of combat charms that grant one or more lightning-fast counterattacks. The stronger ones often combine the simple counterattack with a particularly nasty bonus effect.
80** Ready in Eight Directions Stance is particularly ridiculous, since it allows you an automatic counterattack at ''every attack aimed at you'' for 4-6 seconds. When combined with a perfect defence, attacking a Solar with this Charm active is rather like sticking your hand in a wood chipper.
81** The Shard Burn Legend, a love letter to ''Franchise/StreetFighter'', ''Franchise/{{Tekken}}'' and ''Franchise/MortalKombat'', has a number of Defensive Techniques that are non-events if the enemy doesn't attack. Of note is the Tennin technique Bridge of the Resilient Cat, which allows the user to counter ''bullets'' by striking their trajectories.
82* ''TabletopGame/FengShui'''s Path of the Healthy Tiger is built upon [=counterattack=]s. The second power on the list, Tiger Stance, activates when you take damage from a martial arts attack, and Unyielding Tiger Stance, the next one down, requires only that you get attacked with a martial arts attack, and in both cases allows you to make a free martial arts attack on the opponent out of sequence. Most characters who are serious about Tiger style take the full three-schtick Tiger package which includes both major powers.
83* ''TabletopGame/{{GURPS}}: Martial Arts'' telescopes most varieties of counterattack into a single, difficult-to-pull-off technique. There are also rules for trying a riposte or a stop hit.
84* ''TabletopGame/{{Lancer}}:'' The HORUS Gorgon is a non-standard approach (HORUS' specialty) to the Defender role, built all around counter-attacks. Rather than actively shielding allies or standing in front tanking the shots meant for them, the Gorgon will simply hover in the vicinity seemingly doing nothing, right until an enemy takes a swing at its allies - at which point the Gorgon bursts into action and deploys its massive array of Reaction options and traits to make them thoroughly regret the attempt. From simple instantaneous counter-battery fire to virulent malware and even {{Brown Note}}s beamed directly into sensors and brains alike, the Gorgon ''will'' punish anything you try.
85* In ''[[TabletopGame/LoveLetter Love Letter: Premium Edition]]'', if you hold the Assassin card in your hand when another player plays a Guard card against you, then that player is eliminated.
86* ''TabletopGame/MageKnight'', in its second iteration, had a Counterattack special ability, though it was activated by the initial attack missing. It was frequently paired with the Parry ability, which gave the defender a better chance of being missed by a melee attack (and thus triggering the Counterattack).
87* ''TabletopGame/SentinelsOfTheMultiverse'':
88** A few characters have counter attacks that trigger when they get hit by a target. However, these are not optional: If a hero hits themselves and they have their counter in play, it triggers and they hit themselves again.
89** A few of the villains have these, too. The lower-rated villains, like Baron Blade, have them as cards that have to be drawn first, and which the heroes can destroy. The highest rated villains, like The Chairman, have them as ingrained abilities. The Chairman has two -- when he flips, he counters for heavy damage the first time he's damaged a turn, and his [[TheDragon Dragon]], The Operative, hits the heroes every time one of the minions is destroyed.
90[[/folder]]
91
92[[folder:Video Games]]
93* ''VideoGame/AceCombatAssaultHorizon'' actually manages to incorporate this into aerial combat. If the player is being chased in a Dogfight Maneuver, then with the right positioning they can execute a counter-maneuver to loop behind their assailant and begin a DFM against them. Enemies can do the exact same thing, mind... but players with twitch reflexes and a bit of luck can perform a counter-counter-maneuver, which slows time and puts the enemy right in the middle of your cannon sights for a good couple of seconds, more than long enough to tear apart anything not a boss. [[AntiFrustrationFeatures Fortunately]], that trick is [[PlayerExclusiveMechanic exclusive to the player]].
94* ''VideoGame/{{Achaea}}'': The Monk class has access to the mother of all counters. Once you activate it, the next person to hit you is [[OneHitKill insta-killed]], with a very nice description that involves [[PowerFloats hovering]], GlowingEyesOfDoom, and EyeBeams.
95* ''VideoGame/AdvanceWars'': Sonja specializes in counterattacks (which are automatic for all units in the game anyway, but the first strike is generally stronger as the counterattacking unit will take losses first). However, Sonja's units during her super power gain the ability to strike first on defense, and even gain a boost.
96* ''VideoGame/ANNOMutationem'': Using the energy shield at the precise moment when an enemy delivers a strike will allow Ann to counteract by reflecting the attack back and dealing damage to her opponents.
97* ''Franchise/AssassinsCreed'':
98** ''VideoGame/AssassinsCreedI'' uses counterattacks to make up most of its fencing system. Altaïr only shoves away foes when countering a grapple, but countering foes' weapon strikes are [[OneHitKill instantly fatal]]. This is the best way to depopulate the city guards of the Holy Land given the [[MookChivalry kindness of the guardsmen in generously waiting their turns to attack you one at a time]].
99** There are times when countering with either sword only knocks an opponent back unless it's followed up by another button press at the correct moment. The Hidden Blade will always be fatal on the counter attack, though. As for waiting for the guards... the more skilled professional soldiers will gladly let you sit back -- and then guard break your weapon and beat the hell out of you.
100** ''VideoGame/AssassinsCreedII'': The tougher enemies (correlating to how much armor they wear) have a different animation when a counterattack isn't lethal and can even counterattack ''you'' (albeit without damage), but counters remain the best technique to kill everything. The Brutes (wielding axes or bastard swords) and Seekers (wielding polearms) cannot be countered by the longsword/mace/hammer (shared weapon slot) or the short blade, but ''can'' be countered by said axes, bastard swords, polearms, the Hidden Blade, or disarmed (as a well-timed "counter attack" with your Fists) when using your hands -- at which point you can [[HoistByHisOwnPetard kill them with their own weapon]], or just time your side step/dodge and you're be instantly behind your enemy, at which point any weapon is lethal.
101** ''VideoGame/AssassinsCreedIII'': Connor, the protagonist, can counter two attacks at the same time, a la ''VideoGame/BatmanArkhamCity''.
102** ''VideoGame/AssassinsCreedBrotherhood'' is supposed to encourage taking the initiative and attacking first, as the developers felt that the effectiveness of counter kills led to time-consuming encounters due to this encouraging defensive play ''especially'' since you could now block with the Hidden Blade equipped. Part of the changes to the combat system is Executions, which allow Ezio to chain {{One Hit Kill}}s after killing an enemy normally. In practice, a counter is still a perfectly legitimate means of getting that first kill. Also, aggressive countering -- staying on the attack and tapping the block button to counter the wiseguy trying to interfere - as opposed to defensive countering -- holding the block and waiting for enemies to strike -- is now the way to go.
103* ''VideoGame/AstraHunterZosma'':
104** Revenge Dummy can alternate between countering physical and magical attacks, but cannot perform any offensive actions otherwise.
105** If Clean Sweeper is poisoned, they will cure themselves of poison and inflict poison on the entire party, all without taking up their turn.
106* ''VideoGame/{{Bastion}}'', the Kid has the ability to counter enemy attacks with the the shield. However, to counter attacks and not merely deflect them, the shield must be drawn the moment before the attack lands. If the timing is right, the attack will be reflected back to the attacker for massive damage.
107* ''VideoGame/BatmanArkhamAsylum'': The combat system is based upon Attack and Counter-Attack, rather than the more traditional Fast and Strong attack buttons. Some of Batman's counters are wince worthy, like grabbing a thug's leg in mid kick, then giving them a kick of your own straight to the groin.
108* ''VideoGame/{{Battlerite}}'' has several characters with counter attacks, to the point where the ability to avoid hitting counters is one of the main differences between bad and good players. Counters that directly do damage are rare, though. Most simply apply a buff or debuff.
109* ''Franchise/BlazBlue'':
110** Hakumen has several moves of this sort. His standard Drive has him retaliate with various kinds of throws, [[https://www.youtube.com/watch?v=XuggahxKKmU Yukikaze]] [[https://www.youtube.com/watch?v=VtTgDCYdERU is a]] SingleStrokeBattle, while [[https://www.youtube.com/watch?v=JiO7eQFK0_4 Akumetsu pays awesomely transparent]] {{Homage}} to [[Franchise/StreetFighter Shun Goku Satsu]].
111** [[LittleBitBeastly Makoto Nanaya]]'s Space-Counter is a command parry rather than a drive like Hakumen's. Successful use will daze the opponent, leaving them open to a direct Impact reprisal that blows through them and sends them spinning skyward. An ''Extend'' {{nerf}} prevents this from being used too rapidly in succession.
112** [[LargeHam Bang Shishigami]]'s drive, [[HotBlooded Burning Heart]], is an interesting example. The move contains him doing a [[ElementalPunch fiery punch or kick]] which still works on its own. However, if Bang is hit before he can do his move properly, he will not only block it, but it allows Bang to teleport certain distance, either to appear behind the opponent or to cover distance.
113* ''VideoGame/BleedingSun'': Yori has the ability to counterattack a limited number of melee attacks per round. Some enemies can also counterattack against melee, making it safer to use ranged attacks against them.
114* ''VideoGame/BloodlineChampions'' has a multitude of abilities that do this.
115* ''VideoGame/{{Bonfire}}'' has two kinds:
116** Nadia's Riposte ability lets her dodge the next attack ([[UnblockableAttack except for]] AreaOfEffect) and follow it with a powerful counter, making it an incredibly good skill for both offense and defense. Beware, though -- [[{{Ninja}} Grim Slayers]] can use it too!
117** Mournfolk Guards' Earshot ability lets them counter ''any'' attack, even if not directed at them, and doesn't expire until their next turn comes around. While not terribly strong, it can wear you down if you use an AttackAttackAttack strategy.
118* ''VideoGame/DarkestDungeon'': The Highwayman and the Man-at-Arms both have skills (Duelist's Advance and Retribution, respectively) which give them a buff called Riposte. If an enemy attacks a target with Riposte active, they'll counter-attack for a small amount of damage.
119* ''VideoGame/DemonsSouls'': Although the timing is precise to the point where even if you time it right it may just fail outright anyway (if you're lucky it will consider it a block if you're using a shield) it's possible to pull off a counter attack by parrying an incoming weapon strike with a small shield, certain weapons, or even [[BarehandedBladeBlock your own empty hand]]; if you immediately press the attack button afterwards your character will dish out a brutal riposte, the style of which are the most damaging physical attacks [[OneHitKill possible in the game.]] Even more damaging than sneak-attack backstabs. Gets ridiculous when you learn the timing to parry the BFS wielding [[DemonicSpiders Golden Skeletons]] with nothing but your open hand...
120* ''VideoGame/DarkSouls'': Parrying and riposting returns, but with a slightly more forgiving timing window.
121* ''VideoGame/{{Darksiders}}'':
122** The novel ''The Abomination Vault'' mentions one of the titular [[EvilWeapon Grand Abominations]] is Mortis, a buckler built around this concept. Not only would the buckler completely negate an attack successfully blocked by it, it would then unleash a burst of "profane energies" that would seek out someone close to the attacker from their memories (be they friend, loved one, or even just comrade-in-arms) and kill them horribly. Fully awakened, this Counterattack could hit a target ''across a planet''. In ''VideoGame/DarksidersII'', Mortis "just" unleashes powerful blasts of energies when used successfully to block an attack or with a sufficient combo that home in on targets, though this can be explained in-lore by the fact by this point in canon Mortis is "[[LivingWeapon almost dead]]" and only has a fraction of the power it once did.
123** In the first game, War blocks the attack at the last moment it will stop the damage and stagger the smaller opponents; if the player keeps holding the block button, War will unleash Devil's Cross which is a massive [[ExactlyWhatItSaysOnTheTin criss-cross]] slash that will damage enemies in a considerable radius.
124* ''VideoGame/DeadOrAlive4'': The counters. It's amazing how much damage some characters can do with them. Really, the whole series. Counter attacks are probably one of the most notable aspects of the series... besides that ''[[{{Fanservice}} other]]'' feature.
125* ''VideoGame/DeadRising'' and the other games in the series have a few moves that can be unlocked to counter a grab by a zombie. The first game, for example, has the Judo Throw, which involves Frank tossing the zombie over his head and ripping off its right arm! In the sequel, ''VideoGame/DeadRising2'', these grapple escapes are activated by simply escaping fast enough.
126* ''VideoGame/DeusEx'' had a nano aug that would cause explosive munitions to detonate prematurely within a certain range of the aug's user. Leveled up high enough, it can even make missiles blow up inside the launcher when fired.
127* ''VideoGame/DevilMayCry3DantesAwakening'' and ''VideoGame/DevilMayCry4'': While the Royal Guard style does not need perfect timing to use normally, blocking or releasing at the moment the enemy attack hits completely nullifies the damage and, in the latter case, dramatically boosts the damage dealt. This is one of the ways of pulling off the really difficult NoDamageRun and killing the hardest-difficulty bosses much faster.
128* ''VideoGame/{{Bayonetta}}'': The eponymous character permits you to counter enemy attacks once you have the Moon of Malaa-Kalaa accessory. If you just tap the left stick towards an attack before it hits you, Bayonetta will parry it and negate the damage. The timing with this isn't very strict, since you can rapidly tap towards an attack and still parry it, but if your timing is exactly right, she'll automatically counterattack after parrying. This is the only way to get Witch Time when fighting some enemies, and it's just as difficult to time correctly as using Bat Within (pressing the dodge button the exact moment you get hit to negate the damage).
129* ''VideoGame/Diablo3'': The Crusader skill Punish (Roar) grants the ability to deal area-effect Fire damage on a successful block. As it's not uncommon for certain Crusader builds to block faster than they attack, this can be a significant source of damage. The Retaliate rune grants a more damaging single-target counterattack.
130* ''Franchise/{{Disgaea}}'': A unit that's been attacked can trigger a counter-attack if their normal attacks can reach them. Fists are particularly built for counter-attacks. There's also the fact counter-attacks can also be countered, with a "Counter-" prefixed on it, and it's very much possible to create a long series of counters countering each other. With the right setup, you can reach the hard-coded limit of ''20'' counters.[[note]]Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Counter-Attack![[/note]]
131* ''VideoGame/DragonAgeII'': The [[StoneWall shieldmaiden Aveline's]] unique ability Retaliation allows her to instantly counter every melee attack aimed at her for a short time. In ''VideoGame/DragonAgeInquisition'', both warriors and rogues have available powers that allow them to deflect an attack before unleashing a retaliatory strike. The Rogue power Parry does little damage, but can (with an upgrade) be performed for no stamina cost while the Warrior power strikes for massive damage. The Champion warrior specialization [[LimitBreak Counterstrike Focus Power]] allows you to automatically counter every melee attack that hits you for a short time.
132* ''VideoGame/DynastyWarriors'':
133** Several characters of games has a move that allows them to counter enemy attacks.
134** ''VideoGame/SamuraiWarriors4'': Munenori Yagyu's Special Skill is a counter. He activates it by striking a pose. If he takes any damage while his counter is active, he will automatically negate the damage and deal a quickdraw counter sword slash.
135* ''VideoGame/EldenRing'', you can use a Guard Counter to deliver a powerful attack after blocking an attack. They deal a great amount of posture damage, making them effective at staggering enemies.
136* ''VideoGame/EpicBattleFantasy'' series:
137** ''VideoGame/EpicBattleFantasy2'' features two Skill Bonuses which enable counters - "Counter" gives Matt a 50% chance to counter physical attacks with his normal attack[[note]]Another Skill Bonus, "Counter x2", increases the chance to 100%[[/note]], whilst "Magic Counter" gives Natalie a 60% chance to counter magical attacks with Lucky Star[[note]][[EarlyInstallmentWeirdness Unlike later games]], the counter will still drain MP[[/note]].
138** ''VideoGame/EpicBattleFantasy3'' makes this a universal feature, giving particular weapons the ability to counter when [[EquipmentUpgrade forged]] to a sufficiently high level.
139** ''VideoGame/EpicBattleFantasy4'' nerfs counters somewhat, making players unable to counter if they have the {{Defend|Command}} {{status effect}}.
140** ''VideoGame/EpicBattleFantasy5'' introduces the Counter-Attacking Foes {{Challenge|Run}}, which gives foes the ability to counter when enabled.
141* ''VideoGame/ExtrapowerAttackOfDarkforce'' has every character perform a counter-attack after receiving a normal attack within their attack range. This works for enemies and player characters alike. While this can work to the player's advantage, players can avoid receiving counter-attacks by attacking from outside the enemy's range, using a transcendental attack, or making sure to land a killing shot that turn.
142* ''VideoGame/HollowKnight'':
143** The Thorns of Agony charm responds to the Knight taking damage with a burst of thorny vines that do a small amount of damage to everything in their radius.
144** In her second battle at Kingdom's Edge, Hornet will hold up her needle to parry the Knight's attack and, if struck in this manner, will giggle and reply with a broad slashing attack of her own.
145* ''VideoGame/{{Lugaru}}'': Carefully timed dodges, blocks, counters, and reversals are the core of the game's one-button fighting system.
146* ''VideoGame/FableII'' has these as a buyable ability although the timing can be tricky.
147* ''VideoGame/Fallout4'':
148** There's a Perk called Ricochet that you can take after spending 10 points in Luck. The perk grants you the ability for a shot fired at you to occasionally bounce off you but hit the shooter, instantly killing him. Which is why it is a Luck based perk - it will not always trigger. Higher levels grant increasing chances of this instant kill ricochet happening. The downside - you have to be at very low health, at which point, the shot could very well finish you off instead of bouncing off you.
149** The Bloodied Legendary weapon effect obtained from random weapon drops grants increasing damage, the lower your health. The Rad-Powered Legendary effect grants increased damage at high radiation levels, which effectively reduce hit points anyway. And then there is the Junkie Legendary effect which grants increasing weapon damage, the more chem withdrawal effects you are experiencing.
150* ''VideoGame/GranblueFantasy'': Some characters have passive or active skills that allow them to dodge an enemy attack, and follow-up with an attack of their own. Buffs such as "Counters on Dodge" will also give this effect to affected party members.
151* One of the main gimmicks behind ''VideoGame/GuiltyGear'''s [[IaijutsuPractitioner Baiken]] is the unique ability to cancel her blockstun with a number of special moves while using no meter. Should the opponent keep attempting to attack her too much, she can choose to counter by either teleporting behind the opponent, stabbing them in the middle of their attack, or leaping behind them and slashing their head.
152* ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'':
153** Chaka, Khan and Black Polnareff have one of these as specials. Furthermore if they successfully connect, they "learn" the move that they countered so if the opponent uses that move on them again and its blocked, they will flash white and the player can press a button to instantly attack back. Chaka has a super where he can automatically learn ALL of his oppoennts moves at once!
154%%** Rubber Soul also has one.
155** Shadow DIO also has a variant Counter Teleport move where he starts reading a book. If the player hits him during this, he instanttly warps (or rather, stops time and walks) behind you whilst his book drops to the ground with an exclamation mark showing up.
156* ''VideoGame/JoJosBizarreAdventureAllStarBattle'', as with ''Heritage to the Future'', has a number of counters.
157** Part 2 Joseph Joestar has a counter attack where he strikes a pose and, if struck, [[MythologyGag predicts his opponent's next line of dialogue]], thus demoralizing and debuffing them. [[DevelopersForesight He has a line for every single member of the roster.]]
158** Josuke Higashikata has a similar counter move. If struck while posing in his attack, his opponent will make fun of his pompadour, hitting his BerserkButton and granting him a temporary attack buff.
159** Esidisi has a counter where being hit will result in him [[InelegantBlubbering crying desperately for a few seconds]]... [[MoodSwinger and then snap back to normal]]. This allows him to stay calm and relieve stress (increases his Heart Heat gauge) while simultaneously creeping out the opponent (decreasing their gauge).
160** Diavolo, in particular, bases his entire fighting style around countering the opponent; he goes so far as to have ''both'' of his Heat Moves built on this trope (his Heart Heat lets him automatically Stylish Evade any regular attack while it's running, and his Great Heat has him pose, retaliating to getting hit with an extremely powerful attack).
161* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Creating and exploiting openings in order to counterattack monsters form the basis of the game's combat system.
162** By parrying with Link's shield just as an enemy attacks, the player will briefly stun enemies and potentially knock their weapon out of their hands, leaving them wide open to a counterstrike.
163** By jumping backwards or sideways just as an enemy attacks, Link will briefly enter BulletTime, dodge to blow, and dart in to quickly deal a maximum of two combo attacks against the enemy. This allows Link to deal a great deal of damage with no chance of the blow being countered, dodged, or blocked, but requires waiting for the enemy to strike first to activate.
164* ''VideoGame/MafiaII'': The trope is discussed and justified during the prison section, where Leo Galante explains that weaving around punches builds up momentum, and is much stronger than normal punches.
165* ''VideoGame/MagicalGirlLyricalNanohaAsPortable: The Battle of Aces'': Zafira's Iron Wall Stance, which allows him to block long-ranged attacks and immdiately counter with one of his own. In addition, all characters have a generic counter attack when fighting in melee range.
166* ''VideoGame/{{Onimusha}}'', Kaede and Sannosuke can OneHitKill enemies by either launching a counter attack thru dodging, parrying or just hitting an enemy before they succesfully land their attack.
167* ''VideoGame/ThePersistence'': Activating the shield just as an enemy is going to strike you will knock them back and expose their back to you. If you're quick, you can strike them in the back of the head for bonus damage on par with a BackStab.
168* ''VideoGame/PlaystationAllStarsBattleRoyale'': Effectively every melee-focused combatant is given a counter, besides [[VideoGame/GodOfWar Kratos]], [[VideoGame/MetalGearRisingRevengeance Raiden]] and [[VideoGame/DevilMayCry Dante]] mentioned above (in Dante's case, they use his parry maneuver [[VideoGame/DMCDevilMayCry from the reboot]] instead of the Royal Guard). Other examples include [[VideoGame/HeavenlySword Nariko]], [[Franchise/{{Tekken}} Heihachi]] and strangely VideoGame/SlyCooper (perhaps to make up for his lack of a block mechanic).
169* ''VideoGame/RondoOfSwords'': Counter-attacks are purely based on percentages here. Therefore, units targeted by an enemy attacking head-on have chances to block the advance and attack in response. Moreover, skills like Retaliation increase the likeliness of counters if equipped and set. That said, counter chances can also be decreased, the skill Rook being an example for sacrificing them in favor of higher Defense.
170* ''VideoGame/SamuraiShodown'': UsefulNotes/YagyuJubei as depicted in the games. Starting from the second game onward becomes especially dangerous with the ''Yagyu Shingan-to'', a powerful Counter Attack maneuver where he parries and traps an opponent's weapon with his wakizashi, leaving the target open to an immediate strike from his katana.
171* ''VideoGame/SoulCalibur'': Guarding in the right way into an enemy's attack will Guard Break them, knocking them off balance. They can recover in time to guard break your own attack. There are also several more direct counters, when the attack is blocked and prompts a very quick attack in response. The most dramatic may be in ''Soul Calibur 3'', when the Katana and Shuriken style counters by blocking and then hitting their opponent in the face with a giant fiery shuriken. ''Soul Calibur 4'''s custom abilities meant you could increase the potency of this strategy; with a combination of high level Auto-Impact combined with Impact Edge and Impact Heal, the "offensive counter" strategy mentioned above works quite effectively; so equipped, the character can rush in and do their offensive moves, but with good timing they will do even MORE damage and regain health every time they parry an enemy's attempt to fight back. In the hands of a player who's really good at Guard Impacts, this can turn nearly any fight with special abilities enabled into a CurbStompBattle.
172* ''Franchise/StreetFighter'': Akuma has the Raging Demon move (aka Shun Goku Satsu or Instant Hell Murder). While it can be used as a normal attack, it is designed to counter almost any move in the games, as Akuma charges into the opponent while they are trying to attack.
173* ''VideoGame/StreetFighterIV'': Some of the Ultra moves '''must''' be pulled out when your character is attacked by their opponent, otherwise they won't work. (If they're blocked, also, you'll be open for a counterattack.) When they conntect, however? Total beatdown. The most obvious examples are [[https://www.youtube.com/watch?v=_BZRb1KRm2g Fei Long's Gekirinken]] and [[https://www.youtube.com/watch?v=8NHUOTyDCkU Cammy's Cammy Quick Combination]].
174* Half the moveset of SNK characters [[VideoGame/ArtOfFighting Ryuhaku Todoh]] and [[VideoGame/FatalFury Geese Howard]] revolve around this. [[GratuitousEnglish "PREDICTABOWL!"]]
175** Also Ryuhaku's heiress and daughter Kasumi. Makes sense since they both practice [[http://en.wikipedia.org/wiki/Aikido Aikido]], a martial art based heavily on redirecting the attacks that you receive.
176** Appropriately, Rock Howard also inherits his father's counter attacks (which he calls "Crack Counters"). Instead of slamming his opponent down, though, Rock performs Terry's Crack Shoot as his response.
177* Numerous characters in the ''Franchise/{{Tekken}}'' series have reversals where they attempt to catch an opponent's attacking limb and perform a counterattack if they're successful.
178* The [=PS2=] BeatEmUp ''VideoGame/UrbanReign'' has ''Tekken''-style reversals where you intercept an opponent's limb then throw them by it(Paul Phoenix, who [[GuestFighter guest stars]], retains his kick reversal from ''Tekken''). Escaping from certain grapples will result in your character counter-throwing the opponent.
179* Konami's Playstation game ''Soul of the Samurai'' is very similar to Onimusha and as such it shares a similar counter-attack OneHitKill feature as that game.
180* ''VideoGame/SuperSmashBros'': Multiple characters have a move of this nature, or some variant. They usually only have a very small window of being active, meaning the player will have to use very precise timing to successfully activate the counter.
181** ''VideoGame/SuperSmashBrosMelee'': Peach, Marth, and Roy have these, though the last of the three is most noteworthy, due to his counter's strength being based on how much damage the countered move would've dealt. There's also Mr. Game and Watch, who after catching three projectiles with his Oil Panic special can unleash their combined destructive force in a single attack. Peach is also the only character to not have her counter as a down-special.
182** ''VideoGame/SuperSmashBrosBrawl'': The game replaces Roy with Ike, whose counter functions in the same fashion. Marth's counter was upgraded to function similarly, but isn't as strong, due it triggering faster. It also adds Lucario, whose Double Team counter can become an extremely powerful KO move if he's at a high damage percentage, but is less reliable due to its physics.
183** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'':
184*** Both versions add [[VideoGame/PokemonXAndY Greninja]] who uses Substitute, replacing himself with a doll or NinjaLog to take the damage, and attacking the enemy when he reappears.
185*** [[VideoGame/FireEmblemAwakening Lucina]] has Marth's counter (being a MovesetClone). [[VideoGame/PunchOut Little Mac]] has a similar counter attack and so does [[VideoGame/KidIcarus Palutena]].
186*** [[VideoGame/XenobladeChronicles1 Shulk]]'s Counterattack comes in the form of his Monado giving him a vision of the impending attack as a callback to his origin game; this has a very generous window to activate it, but decreases if it is spammed.
187*** UsefulNotes/{{Mii}} Swordfighters can have a ''VideoGame/FireEmblem'' style counter attack for their down special.
188*** DLC character Corrin has a Counter as well, working similarly to Marth's but adding a MakingASplash effect.
189*** DLC Character {{VideoGame/Bayonetta}}'s down special, Witch Time, functions like a counter (Down-Special and Strength dependent on received attack), except instead of automatically dishing out damage, it instead slows down time, allowing Bayonetta to manually deal damage. Additional factors, such as enemy health percentage and if Witch Time was spammed (similar to Shulk), will affect the duration of Witch Time.
190** ''VideoGame/SuperSmashBrosUltimate'': In addition to bringing back all previous fighters with this move, the game introduces new characters capable of performing this move:
191*** [[VideoGame/DonkeyKongCountry King K.Rool]] uses his [[{{Kevlard}} gold-plated gut]] as a counter similar to that of the ''Fire Emblem'' characters (including Chrom, who also debuts in this game and is an [[MovesetClone Echo Fighter]] to Roy).
192*** Princess Daisy, being an Echo Fighter of Princess Peach, borrows her counter move (and once again it's used by simply pressing B, instead of holding Down beforehand).
193*** [[VideoGame/PokemonSunAndMoon Incineroar]] has a variation of a Counter called Revenge, where it still takes damaged (albeit reduced) but it powers up Incineroar's ''next'' attack.
194*** DLC Character [[VideoGame/Persona5 Joker]] has a variant of counter called Rebel's Guard where he takes reduced damage to fill up his Rebellion Gauge; when deactivated, Joker can deal minor damage to the opponent if he took a hit; and filling up the Rebellion Gauge allows him to summon Arsene, who will replace Rebel's Guard with Tetrakarn (a more traditional counter), and Makarakarn (a reflector).
195*** [[VideoGame/FinalFantasyVII Sephiroth]]'s Scintilla creates a reflective barrier in front of him that blocks hits, but the attack comes out even if it doesn't block anything and deals more damage if it does.
196*** [[Franchise/KingdomHearts Sora]]'s Counterattack staggers opponents it counters and doesn't redirect projectiles.
197* ''VideoGame/GuildWars'' has the skills riposte and deadly riposte which automatically counter any attack used against the character.
198* ''VideoGame/HeroesOfMightAndMagic'':
199** Counter-attacks are usually treated as normal attacks and deal the same damage. However some spells specifically increase the counter-attack damage, making it more potent than the regular attack as long as the spell is active.
200** Some units also have special abilities for counterattacks. Griffins especially have a history of being able to counterattack multiple times and may be given abilities like dealing more and more damage with each counterattack within the same turn.
201* ''VideoGame/TouhouSuimusouImmaterialAndMissingPower'' gives a knockback boost which can lead to (stronger) wallslams and (stronger) groundslams, a lot of juggle points, and the inability to tech when a counter on anything stronger than a poke lands. This allows for some massive aerial combo strings if you're good enough. The sequel, on the other hand, had counters [[HomeRunHitter launch the opponent 50 feet in the appropriate direction.]]
202** In addition, Sakuya has an attack that automatically counters melee attacks, but leaves her vulnerable to projectiles, Iku has an attack that reflects projectiles, and Youmu has ''both''.
203** In the main games, deathbombing/Final Spells can be seen as this.
204* With the right timing, Kratos could counterattack in the ''VideoGame/GodOfWar'' games. The first required a certain level of the Blades of Chaos, while the second required the Golden Fleece to be obtained. The ability to counter is given to you from the beginning since Kratos keeps the Golden Fleece from the last game.
205* ''VideoGame/IggysReckinBalls'' allows you to counter-slam an opponent if you time it properly. It can be done with both the basic slam and the multi-slam, but not the circular throw.
206* ''VideoGame/KillerIsDead'' has the Dodge Burst, Counter Smash, and Counter Shot. Counter Smash works after doing a Just Guard (pressing block when a Wire flashes red) and pressing the [[ActionCommands button prompt]] that appears afterward (Y on 360/Triangle on [=PS3=]). The Counter Shot works by doing a Dodge Burst on gun wielding Wires. The last two counters you have to buy with your upgrade points.
207* ''Franchise/KingdomHearts'':
208** The original ''[[VideoGame/KingdomHeartsI Kingdom Hearts]]'' has a move [[ExactlyWhatItSaysOnTheTin literally called]] Counterattack. It was only usable in the quarter of a second immediately after blocking an enemy attack.
209** ''VideoGame/KingdomHeartsII'' also has "Counterguard", which is more forgiving in its timing. It is also technically usable without the Guard ability (attacking at the right moment can yield the same effect), just much more unreliable/risky. Another move, "Retaliating Slash," allows Sora to strike back after a strong attack knocks him off balance.
210** ''[[VideoGame/KingdomHeartsBirthBySleep Birth by Sleep]]'' and ''[[VideoGame/KingdomHearts3DDreamDropDistance Dream Drop Distance]]'' follow a similar model. Each character has access to a "counter" move after guarding successfully and a "payback" move when knocked off balance, each tailored to their fighting style.
211** ''VideoGame/KingdomHeartsIII'' has the same style of reprisals as the above. Additionally, the Counter Shield [[MorphWeapon formchange]] is, as its name suggests, built around these; each successful block charges it up, and attacking once charged unleashes an extremely powerful counter move. The [[FryingPanOfDoom Frying Pan]] works the same way.
212* ''VideoGame/{{Mabinogi}}'':
213** The Counterattack skill, which takes an incoming melee attack and sends part of it[[note]]The exact percentage of the attack that gets returned depends on the defender's Counterattack skill rank.[[/note]] right back, with the defender's attack added to it. Extremely useful against [[MightyGlacier certain bosses]].
214** And in the prequel, ''VideoGame/{{Vindictus}}'', it is a key skill for Fiona, requiring a smash immediately after guarding against a non-smash attack to deliver a vicious attack against the enemy that attacked her (as well as everything else within range!). The skill eats shields for breakfast, though, meaning that a good Campfire skill (which regenerates the quality of your armor and shield after sitting at it) is essential for her.
215* ''[[VideoGame/RiseOfTheKasai The Mark of Kri]]'' had a counter move that only worked with your sword sheathed and caused Rau to kill the enemy with their own weapon.
216* ''VideoGame/TheMatrixPathOfNeo'' has these in well-timed counter throws/blows to knock enemies off balance and open them up to even more damage.
217* ''VideoGame/MetalGear'':
218** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' introduces this for the first time in the series, letting Snake return fire if he gets knocked onto his back. There's something very satisfying about reclining comfortably while blowing messy holes in the person that put you in that position to begin with.
219** ''VideoGame/MetalGearRisingRevengeance'' has one happen if the player does a well timed parry, called a Parry Counter. This does as much damage as a combo and often makes battles faster while minimizing damage you take. On the hardest difficulty, Revengeance, its power is multiplied by 10, allowing them to hit both mooks and bosses for massive damage. Certain enemies however, will either evade the counter or attempt to counter it. You can counter said counter, leading to some potentially long counter wars.
220* The Dark Step is a maneuver in ''VideoGame/NoMoreHeroes'' that's triggered by dodging just as you block an attack. The background goes black, and Travis can launch a series of hits on the enemy without retribution.
221* Amaterasu has a counter in ''VideoGame/{{Okami}}''. Whenever she successfully blocks an opponent's attack with her Reflector (which must be set as a sub-weapon), she can counter with an [[SpinningPiledriver izuna drop]] for ''massive'' damage. She can still perform this counter in ''VideoGame/MarvelVsCapcom3''.
222* In the game adaptation of ''VideoGame/OnePiece'' on GBA, counter attacks form the bulk of Tashigi's moveset. If you're not careful, she'll automatically dodge your attack and counter with one of her own.
223* The ''VideoGame/{{Onimusha}}'' series lives by this trope. Central to the combat system is the 'Issen' technique, which requires the player to hit the attack button at the precise instant before an enemy attack would connect with you, thus resulting on a one-hit kill of the opponent. When pulled off correctly, it was possible to wipe out an entire room of enemies in under 2 seconds. However ''VideoGame/OnimushaDawnOfDreams'' simplifies it so that a simple strike from the magic attack button can start off an Issen chain (though doing it the classic way nets you more souls).
224* The ''Franchise/{{Pokemon}}'' series is replete with examples:
225** The moves "Counter" and "Mirror Coat" return twice the damage incurred from physical or special attacks, respectively. "Metal Burst" can counter either type of attack (but with only a 50% increase in power), and "Bide" makes the user wait two turns before countering all the damage received during that time.
226** "Endeavor" reduces the opponent to the same HP as the user, while "Destiny Bond" causes the opponent to faint [[TakingYouWithMe if the user was knocked out during the same turn]].
227** Wynaut and Wobbuffet are built ''entirely'' around counterattacks, their repertoires consisting of the aforementioned Counter, Mirror Coat, and Destiny Bond.
228** The move "Sucker Punch" is unusual in that it hits hard and strikes first, but only if the opponent was readying a damage-dealing attack on the same turn. Likewise, the move "Me First" can mimic the opponent's move with stronger power, but only when the user is fast enough to act first.
229** Two moves, Revenge and Avalanche, will double in power if the user takes damage first. The move Payback is actually an aversion rather than an inversion: it doubles in power if the opponent moves first, ''regardless of whether damage was dealt''.
230** Inverted by the move Focus Punch, which is a powerful move but always goes last and fails if countered (i.e. the user gets hit on the same turn).
231* ''Franchise/PrinceOfPersia'':
232** The most common fighting tactic in ''VideoGame/PrinceOfPersia1'' is to wait for the opponent to attack, then defend and counter the attack. One of the enemies actually utilizes this tactic himself, and will not attack until the prince attacks him first.
233** ''VideoGame/PrinceOfPersiaTheSandsOfTime'' uses this heavily. Beware, however, since some sand creatures are capable of countering the Prince's counter. Luckily, the Prince can counter the counter of his counter, which can itself be countered, and so on and so forth. Successfully countering a sand creature knocks them down and leaves them open to be Retrieved.
234** Also used in the sequels ''VideoGame/PrinceOfPersiaWarriorWithin'' and ''VideoGame/PrinceOfPersiaTheTwoThrones''. The effects of successfully countering an opponent change because of the Free Form Fighting system, but they will always give the Prince an advantage.
235** Timing a block correctly in ''VideoGame/PrinceOfPersia2008'' leaves an enemy open to attack.
236* In ''VideoGame/PennyArcadeAdventures: On The Rain-Slicked Precipice Of Darkness, Episode 1'', Counter Attacks result when you get 'perfect timing' on a block-trigger. Completely nullifies damage, and hits the opponent with a basic attack instead. In the X360 version, there's even an achievement for winning a battle using nothing but counter-attacks.
237* The key to victory in ''VideoGame/PunchOut'' is to dodge and counterattack. In early fights, the enemies tend to hang open for quite some time; the window rapidly closes as the game goes on. In addition, launching your own attack successfully just before the opponent does theirs deals extra damage and grants you a [[LimitBreak Star]].
238* Ever since ''VideoGame/ResidentEvil4'', [[VideoGame/ResidentEvil the series]] has had ActionCommands to counter some attacks, but until ''[[VideoGame/ResidentEvil5 5]]'', they were quite limited in the variety of enemies susceptible to them, what attacks they used and especially the damage they dealt –- most of the time, they only serve to leave the opponent with its guard open for a while. ''VideoGame/ResidentEvil6'' expanded the counter mechanic to include nearly every attack from 95% of the enemies, and a successful counter either is a OneHitKill or hits for massive damage.
239* Also common in console {{RPG}}s. ''VideoGame/ChronoTrigger'' had two accessories, the [=RageBand=] and the [=FuryBand=], that would give the equipped characters a 50% and 70% chance to counter any attack that targeted them, and the DS UpdatedRerelease adds a few more. In this case, to 'counter' meant to slap the foe with a normal attack after they had already damaged you. Fortunately, the game had a broad definition of 'attacks' in this context; the final boss would ocassionally change the [[AmazingTechnicolorBattlefield Amazing Technicolor Background]], and while this did no damage, it could still provoke attacks from characters equipped with these items. Apparently, wearing these headands made people very critical of others' tastes in interior decorating.
240** They also let you counter other non-attack moves, such as the Black Tyranno's roars during its countdown. Turns out these headbands also cause loud noises to enrage the wearer. ([[DontExplainTheJoke Technically, the roar inflicts Sap, which is considered an attack by the game.]])
241* In ''VideoGame/BreathOfFireII'', Ryu is capable of countering attacks.
242** ''VideoGame/BreathOfFireIII'' has the reprisal attack which your party and the enemies are capable of doing. Peco has the highest reprisal rate and can be used as a front line tank since he has the highest HP growth.
243* Happens automatically for certain classes in ''Franchise/{{Disgaea}}''. Some classes can perform a counter-counter, and some can counter that, and so on. This can go on for minutes at a time.
244** In the [[VideoGame/Disgaea2CursedMemories second game]], Fist weapons add on 2 extra counters and have a higher counter chance, and the Item World can add extra counters to a weapon. The Nekomata class dealt more damage when they countered. There are also Geo Blocks that give extra counters.
245** The [[VideoGame/Disgaea3AbsenceOfJustice third game]] ups the ante with the addition of multiple counterattack related abilities, the most potent of them being Lion Stance, which adds the damage taken from the countered hit to the counter. Coupling this with the Nekomata's ability to counter special attacks can result in some truly ridiculous amounts of damage (In a game where damage is ''already'' ridiculous by conventional standards).
246** In the [[VideoGame/Disgaea4APromiseUnforgotten fourth game]], there is a Geo Effect called Forever Counter that raises the number of counter attacks so high that if two characters get into a counter war while affected by it, only one them is going to come out alive if they aren't both invincible.
247* ''VideoGame/DragonQuestIX'' gives you the shield ability Back Atcha, which protects against normal attacks and counters with an attack of your own. Available to both ally and foe (the shield using ones), your counter may not always hit the attacker if there are more than one opponents (rather, it'll hit one of them at random).
248** The Warrior's Workbook item acquired through a sidequest grants a counter-attack ability to the Warrior class when they're holding the item.
249* In ''VideoGame/FellSealArbitersMark'', every class learns a unique counter skill, though not all of them are actual attacks. The Mercenary’s Counterattack is a basic weapon attack against an adjacent attacker, the Knight’s Thorns counter is less powerful but can hit the attacker from any range, the Wizard’s Magic counters enemy spells by casting a non-elemental spell of equal power back at them, and so on.
250* ''Franchise/FinalFantasy'' and its many derivatives often use this trope, usually with the Monk class if there is one:
251** The Monk class in ''VideoGame/FinalFantasyIII'''s DS version has the "Retaliate" ability which causes the monk to counterattack with double his normal attack damage every time he is hit with a physical attack that turn.
252** The DS remake of ''VideoGame/FinalFantasyIV'' has items that teach abilities with one being a counter ability.
253** The Monk job in ''VideoGame/FinalFantasyV'' comes with a Counter ability, which gives a (fairly high) random chance for the character to respond to any physical attack that hits them with one of their own. Giving this ability to characters in other jobs (or in the Bare or Mimic jobs, each of which automatically give the character all non-command abilities from classes they have mastered) allows this ability to be effectively combined with other useful combat abilities, such as [[DualWielding 2-Swords]].
254** In ''VideoGame/FinalFantasyVI'', Cyan's second [=SwordTech=] ability, Retort, causes him to respond to the next physical attack with one of his own. This ability is the final trigger for the [[GoodBadBugs Psycho Cyan glitch.]], the short version of it being that it causes Cyan to consider his own counter attacks as an attack from the enemy, leading to an endless loop that won't end until every enemy is dead.
255*** Retort actually responds to any physical attacks between when it's activated and when Cyan's ATB bar fills up again, allowing him to counter multiple moves if he's attacked more than once. Considering the fact that Cyan is the MightyGlacier, this can be an effective way of getting him to hit powerfully multiple times in a single turn if the enemy keeps attacking him.
256*** Shadow also randomly blocks certain physical attacks and counters with his dog Interceptor.
257** In ''VideoGame/FinalFantasyVII'', certain [[PowersAsPrograms materia]], when equipped, enable counter-attacks. The Counter Attack materia does [[ExactlyWhatItSaysOnTheTin as it says]]: every time the character is struck with a physical attack, s/he has a 10%-50% chance (depending on the level of the materia) to hit the attacker right back with a physical attack. If the enemy's physical attack is part of a multi-hit combo, s/he can potentially counter each blow. Additionally, multiple Counter Attack materia can be equipped onto a single character, allowing him/her to [[DisproportionateRetribution counter every physical blow multiple times]].\
258\
259There was also Counter materia you could link to another materia, so you'd counter with a specific spell or command. If used right, multiple pairs of Counter Command + Mime can have you counter attack with a LimitBreak equal to how many pairs you have equipped! Even up to 8 [[SpamAttack Omni]][[NoHoldsBarredBeatdown Slashes]] [[GameBreaker can be done in a single turn this way]]. Though the materias in question are one of a kind and you need a lot of LevelGrinding to get multiple copies of them.
260*** Possibly unique variant in ''Anime/FinalFantasyVIIAdventChildren''; in the penultimate battle between [[TheDragon Kadaj]] and [[TheHero Cloud]], Kadaj (as the [[SugarWiki/AwesomeMusic battle music goes into the middle eight]]) [[DesperationAttack leaps at Cloud]], and Cloud uses the LimitBreak [[SingleStrokeBattle Finishing Touch]] to hit him in mid-leap, which sends Kadaj flying across the the battlefield, prompting Kadaj to have his [[OneWingedAngel "reunion"]]...
261** ''VideoGame/FinalFantasyIX'' has Counter, which gives the character a small chance to retaliate after being attacked and the support ability Eye 4 Eye increases the chances of a Counter triggering. Return Magic has the character that was hit by a magic attack cast the same spell back at the caster without spending MP to do so and it is not affected by Reflect. Return Magic also makes the Doomsday spell hit only the caster when it is used as a counterattack while the spell itself normally hits everyone in the battlefield.
262** ''VideoGame/FinalFantasyX'' lets characters equip weapons with various perks, including Counter (which triggers when hit with physical attacks), Evade&Counter (which triggers upon dodging physical attacks, AND increases the character's evasion rate), and Magic Counter (which triggers when hit with magic attacks, but the character counters with a physical attack).
263*** These can be combined with [[OneHitKO Deathstrike]] to make fiends commit SuicideByCop.
264** The Monk class in ''VideoGame/FinalFantasyXI'' has a Counter trait, which cancels an enemy attack and has you use an attack of your own. There's even an ability that boosts this counter rate, but it also removes most of your defense, so most of the time using the ability is paramount to suicide. Warriors also have a countering move, but it requires them to actually take damage before hitting back.
265** The first bosses of ''IV'' (Mist Dragon), ''V'' (Wing Raptor), ''VI'' (Whelk) and ''VII'' (Guard Scorpion). They have two phases, one of which is a defensive state that will counter with a strong attack if you hit them.
266** ''VideoGame/FinalFantasyXII'' has the Battle Harness and Genji Helm, both of which give the user a chance (based on the Speed stat) to counter melee attacks from enemies. The Genji Armor boosts the chance to counter.
267** [[StoneWall Sentinels]] in ''VideoGame/FinalFantasyXIII'' have the abilities Vendetta (endure damage for a set amount of time and deliver a powerful counter afterwards), Entrench (similar, but trades a weaker counterattack for being in guard state the whole time) and can learn a passive ability which lets them auto-counter after dodging at an attack. In fact, counters are their only method of dealing damage at all.
268** ''VideoGame/FinalFantasyXVI'': Precision-dodging an attack allows Clive to follow up with a counterattack. Additionally, various eikonic abilities are counterattacks.
269*** Phoenix: Heatwave by default sends out a flaming slash. If this slash hits an enemy's projectile, it blocks that projectile and Heatwave Counter is triggered, sending out even more slashes and reducing the ability's cooldown.
270*** Garuda: Rook's Gambit has Clive jump back and then deliver an attack. If the jump makes him evade an enemy attack, then the follow-up attack is stronger and cooldown is reduced.
271*** Titan: Titanic Block is a shield that blocks attacks. Precision-blocking an attack allows Clive to counterattack up to three times. There's also Raging Fists, a series of punches. If the first hit blocks an enemy attack, Raging Fists does more damage and has lower cooldown.
272** In ''VideoGame/FinalFantasyLegendII'', using the "Counter" and "Revenge Sword" items ("Cross Counter" and "Grudge Sword" in Japanese) would allow the character using it to immediately attack any enemy that attacked him/her/it during the turn. Several monsters also have specialized counter abilities.
273** ''VideoGame/FinalFantasyTactics'' has a number of counter-attacks, one of the most useful being Hamedo. A guy goes to hit you, and you hit him first...''hard''. (Sometimes enough to kill him. You can actually survive a surprise attack while at near-death by virtue of the fact that he never actually landed his blow before you countered). Unfortunately it only works against humans and even then only physical attacks, making it of dubious usefulness at best.
274** ''VideoGame/FinalFantasyTacticsAdvance'' also has several variations: Counter, which works against all physical attacks whether they hit or not; Bonecrusher (commonly considered the most useful), which deals 50% more damage than Counter but requires that the attack hits and Strike Back which lets you evade and counter but only against basic attacks. There is also a version for spells too (called "return magic") which hits the enemy with the spell they just used on you, but only if you have the mana. And against enemies like the flans which are healed by the element they use, this can backfire badly.
275** The same applies to ''VideoGame/FinalFantasyTacticsA2'', with Bonecrusher keeping its crown.
276** In ''VideoGame/DissidiaFinalFantasy'', [[VideoGame/FinalFantasyV Exdeath's]] move set is built around countering and [[BarrierWarrior blocking]], while Tidus's distinguishing feature is his reliance on DeadlyDodging. Though these two characters are built around the concept of counter-attacking, many other characters dabble in it: [[VideoGame/FinalFantasyI Warrior of Light]]'s Shield of Light, [[VideoGame/FinalFantasyII Firion]]'s Shield Bash, [[VideoGame/FinalFantasyIII Cloud of Darkness]]'s [Wrath] Particle Beam, [[VideoGame/FinalFantasyVII Sephiroth]]'s Scintilla, and [[VideoGame/FinalFantasyXII Vaan]]'s (switch) Sword & Shield are all block-and-counter moves, while the Cloud of Darkness, Prishe, and Vaan have a couple dodge-and-counter moves.
277* ''VideoGame/GoldenSunTheLostAge'' has the djinn Reflux, which when used will attach to a chosen party member and counter every attack inflicted onto that character during the turn.
278* ''VideoGame/JeanneDArc'':
279** All physical attacks are automatically countered, provided the attacker is in weapon range of the original target. The only exception is with the Archer class, which can't counter anything at all.
280** Additionally, there are the Skill Stones ''Counter'' and ''Counter II'', which enable the target to preempt the foe's attack and cancel it with one of their own (as long as they're both within weapons' range, again). Attacking a character equipped with ''Counter II'', even with special techniques, is usually an exercise in futility.
281* Franchise/FateSeries
282** In ''VisualNovel/FateHollowAtaraxia'', Bazett's Noble Phantasm, Fragarach, takes the form of a large silver dagger and is considered "the ultimate counter-attack", and instantly kills any opponent who tries to use their Noble Phantasm against her. Using it as anything but a counter-attack or against anything other than the opponent's "trump card", however, makes it little more than an irritation.
283** When Bazett becomes a Pseudo-Servant in ''VideoGame/FateGrandOrder'', she is host to the Celtic god Manannán mac Lir, the original owner of Fragarach who gave it to the god Lugh who in turn gave it to the Fraga family that was passed down to Bazett herself. As its original owner, Manannán is able to utilize Fragarach in a far greater variety of ways, such as being able to create multiple Fragaraches at once in a variety of forms. The counter-attack also increases in potency and viability by allowing Manannán to reliably use it even against an opponent's regular attacks, though these can't invoke the "instant kill" that would occur against an enemy's trump card.
284* ''Franchise/FireEmblem'':
285** Much like the ''Jeanne d'Arc'' example above, the games have automatic counterattacks as long as the attacked unit has a weapon with the proper range. What's more, if the defending unit's speed is high enough, it will attack ''twice''. If the attacking unit's speed is high enough, then ''it'' will counterattack after the defending unit does. Most of the damage you deal will probably be from counterattacks.
286** In addition, in ''VideoGame/FireEmblemPathOfRadiance'' and ''VideoGame/FireEmblemRadiantDawn'' your units can learn Counter skill, which has a chance to automatically hit an opponent for 50% of damage he inflicted.
287** In ''[[VideoGame/FireEmblemAwakening Awakening]]'', it becomes much more powerful -- now it reflects full damage and is guaranteed to activate, as long as the battlers are adjacent to each other.
288* ''VideoGame/LieOfCaelum'':
289** At low HP, Kyou's 6th Eye ability increases his evasion and lets him counter with Volt Drop.
290** Claire can cast a buff that lets her counter any non-item attack with a powerful laser.
291* ''VideoGame/LiveALive'' has Loads And Loads Of Counters, both on the PlayerCharacter and enemy side. Cube, the robot, even has a counter that heals itself and nearby allies.
292* In ''VideoGame/TheLegendOfZeldaTheWindWaker,'' the hero [[HeroicMime Link]] learns the Parry Attack, an [[ActionCommands Action Command]] in which the player [[CameraLockOn lock-on targets an enemy]], and presses "A" right before an enemy's attack, making Link dodge out of the way and then strike the enemy from behind or above. It's instrumental in defeating the powerful Darknut enemies, as well as [[spoiler:the BigBad Ganondorf]].
293* ''VideoGame/MegaManBattleNetwork'':
294** In ''VideoGame/MegaManBattleNetwork3WhiteAndBlue'', delivering a finishing blow using a Battle Chip properly timed to be a counterattack sounded a chime and awarded Bugfrags ([[GlobalCurrencyException a second and much more valuable form of currency]]) if you went on to win the battle. If the chip can hit multiple enemies, multiple Counter Hits on multiple enemies stack.
295** In ''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon'', this was changed to be more intuitive -- any properly timed chip counterattack can award a Counter Hit regardless of whether or not it was the finishing blow, but chips which [[ColourCodedTimestop darken the screen]] are not eligible. The reward was also changed; a Counter Hit briefly paralyzes the enemy or enemies, makes your ''next'' chip attack do double damage (which is a lot more valuable than doubling the attack that scored the Counter Hit itself, since the attacks you want doubled are often hard to counter with or not even eligible), and bosses don't get the usual MercyInvincibility after a Counter Hit. However, the double damage doesn't stack with multiple Counter Hits on multiple enemies, and you lose it if you get hit before your next chip attack, plus Bugfrags became RandomDrops and therefore harder to obtain.
296** The various Anti chips present throughout the series will automatically trigger a counterattack against the opponent if they attempt to attack in a particular fashion after they've been used. Anti-Damage is the most basic one, allowing Mega Man to negate the damage of an attack by using a ninja substitution technique, then throwing one or three shuriken at the the assailant depending on the game.
297* ''Franchise/SuperMarioBros'':
298** ''VideoGame/PaperMarioTheThousandYearDoor'' has the Superguard, an [[ActionCommands Action Command]] which negates all damage from an attack and damages the attacker for 1HP. It can also deflect some projectiles.
299** Vital in the ''VideoGame/MarioAndLuigi'' series. ''VideoGame/MarioAndLuigiDreamTeam'' also has clothes that automatically counter attacks afterwards (with a bolt of lightning hitting the enemy afterwards to deal out said damage). It's pretty useful on the later bosses, since their attacks do a ludicrous amount of damage anyway. And on Hard Mode, where attacks do about 7 times their usual damage to the hero (letting you get even on harder enemies without moving a muscle).
300* The ''Franchise/{{Persona}}'' franchise often provides skills of this nature, even outside the natural "Reflect" abilities that demons/Personas can be imbued with. They usually have names such as "Counter" (low chance,) "Counterstrike "(medium chance,) and "High Counter" (high chance.) When these skills activate, the targeted character receives zero damage and the attacker is hit back with damage ''greater'' than what would have been inflicted, which makes them essential against physical powerhouses with high defenses.
301** Skills similar to these are around in ''VideoGame/ShinMegamiTenseiIIINocturne'' and ''VideoGame/ShinMegamiTenseiIV'', but they just make whoever has them have a random chance to counterattack whoever used a Physical skill or normal attack on them. Counter deals light damage in both games while Retaliate deals moderate damage in ''Nocturne'' and heavy damage in ''IV''. ''[[VideoGame/ShinMegamiTenseiIIINocturne Nocturne's]]'' heavy-damage counterattack passive skill is called Avenge. ''VideoGame/ShinMegamiTenseiIV'' also has the Ally Counter and Ally Retaliate skills, which make the user counterattack when their allies are hit with normal attacks, Physical skills, or gun skills.
302* ''VideoGame/PizzaTower'': If Peppino taunts just before he would take damage, he'll block it and immediately strike back. For threats that are farther away, the counterattack [[AttackReflector can also reflect projectiles and take them out that way.]]
303* ''VideoGame/SuperRobotWars'':
304** The game has a Counter skill, but it works differently, seeing as the defender makes an attack anyways (as long as it can). This variation makes the unit that Counters go first.
305** In general, every attack done leave the attacker open for a counterattack. In fact, sending a powerful robot alone among an army of weak mooks will allow you to defeat them much faster that if you attacked them one by one. On the other hand, when facing more powerful foes, you will start to realise that if you don't finish your opponent, it would be wise to outrange them, be able to avoid their counter attack or repair the damage afterward.
306* Done in the ''VideoGame/{{Suikoden}}'' games, with the added bonus of dodging the attack that you're countering. Every game also has a rune that greatly increases the chances of one happening.
307* The most common form of this in the ''VideoGame/TalesSeries'' is the Pow Revenge skill, which provides a chance for the user to automatically toss a Pow Hammer at the assailant whenever they get hit.
308** Perhaps the best known villainous user of this in the series is [[VideoGame/TalesOfDestiny Barbatos Goetia]], whose fighting style in his first appearance revolves heavily around counterattacks that are performed in response to certain common actions, such as using magic, standing behind him, and running away from him. The one counterattack he retains in all of his appearances is performed in response to item usage, and is generally potent enough to discourage one from using items at all.
309*** He also has a more mundane counterattack that's performed shortly after being struck in ''VideoGame/TalesOfDestiny2''. Your characters can counter this counter with the Guard Strike ability, which in turn triggers another counter from him, which can result in silliness like [[https://www.youtube.com/watch?v=rFT2Z7N3UGw&list=PLC6399A12C710926A&index=25&feature=plpp_video this]].
310** In addition to Pow Revenge, ''VideoGame/TalesOfVesperia'' has the Guardial Artes skill, which allows multiple characters to use artes immediately after guarding an attack. There's also Raven with his Counter Arrow skill, and Rita with her Counter Spell skill, both of which can be used whenever they stagger from a hit.
311* In ''VideoGame/TeamFortress2'', the Pyro can essencially do this by reflecting projectiles with the airblasts produced by his default flamethrower. This can be particularly devastating against a critbuffed Soldier, but also works on Demomen, Snipers with the Huntsman, another Pyro's flaregun and even sentry rockets, but it's harder to pull off.
312* Common in ''Franchise/TheLegendOfZelda'' games.
313** In addition to frequent use of the sword or shield to [[PlayingTennisWithTheBoss reflect enemy projectile attacks]], ''VideoGame/TheLegendOfZeldaTheWindWaker'' and ''VideoGame/TheLegendOfZeldaTwilightPrincess'' have melee counters. The "Mortal Draw" in ''Twilight Princess'' is especially risky as Link must have his sword and shield put away to use it, though it's [[OneHitKill still worth using despite that]]. Many tough enemies are almost impossible to harm when they aren't trying to hit you, as well. Especially Darknuts.
314** ''VideoGame/TheLegendOfZeldaSkywardSword'':
315** The game has a parrying ability used by shaking the nunchuck for Link to thrust his shield forward. Learning to parry attacks is worth it, since timing it right can stun enemies or knock their projectiles right back at them, and it doesn't [[BreakableWeapons wear down your shield's durability]].
316** Mastering the Shield Bash's parrying ability is highly recommended to [[spoiler:survive the final boss fight's first stage without a ton of healing and damage reduction potions; just attacking outright will take him down eventually, but you'll lose nearly all your hearts to his counter attacks in the process, while Link's counter attack strategy can prevent the boss from ever regaining the initiative until he gets serious for the second stage]].
317* ''VideoGame/BravelyDefault'''s Swordmaster Job is entirely built around counterattacks, with Counter as its "specialty," or support skill that is always on, and different styles of counterattack, i.e., Nothing Ventured for physical attacks, Know Thine Enemy for a specific opponent, etc.
318* ''VideoGame/BraveHeroYuusha'': Urchies can counter all physical attacks as long as it chooses the right command. The Hero can do the same with the Retaliate Skill.
319* ''VideoGame/PrayerOfTheFaithless'': There are several skills that allow a character to counter physical attacks, magic attacks, or both, such as Mia's Viper Fang, Amalie's Resonant Shield, and Serra's Vision of Assault. Although the magic version of this mechanic is called [[AttackReflector Reflect]], in practice, it always deals non-elemental damage regardless of the element of the attack that is being countered.
320* In ''VideoGame/EternalCardGame'', the Primal and Shadow factions have cards that will punish an enemy for attacking.
321* ''VideoGame/{{Terraria}}'': With the Brand of the Inferno, if the player raises their shield a split-second before taking a hit, they'll nullify the attack and gain a buff that greatly increases the power of their next Melee attack for a couple seconds.
322* The Melee Counter ability in ''VideoGame/MetroidSamusReturns'', which allows Samus to whack an enemy with her arm cannon if it moves in to attack. If successfully performed, there will be a very brief moment of HitStop; pressing your Shoot button during the slowdown will cause Samus to automatically fire at the deflected target and inflict massive damage. On certain enemies, this can even start a cinematic that allows her the chance to inflict even more additional damage.
323* ''VideoGame/DragonballFighterz'' has two characters with counter moves:
324** Android 18 can call her brother 17 for an assist attack, but one variation of the move has him instead stand there and act as a counter-''assist'': if the opponent calls an assist, 17 will nullify it and blast away the assisting character.
325** Hit has a counter ability in place of the projectiles that most of the cast has. Additionally, he has a second ability, "Tides of Time", which makes him completely invincible for an instant.
326* In ''VideoGame/PhantasyStarOnline2'', players can use counterattacks through a variety of ways, though most notably by [[KatanasAreJustBetter wielding a katana]], which is the only weapon type with a built-in counter. Most of the rest involve using specific equipment or attacks to get similar results. Some enemies can perform counterattacks of their own, but they are nowhere near as powerful as yours.
327* ''VideoGame/TitanQuest'': The Warrior Mastery's Counter Attack skill:
328--> Provides a chance to counter attack an enemy after being hit in Battle Rage.
329* [[ReactorBoss The Boiler]] in ''VideoGame/ToontownRewritten'' has his "Stamp of Disapproval". He only uses it in his Defensive Phase, and only if someone attacks him, but if he uses it, the offending Toon will take ''50'' damage[[note]]in a game where the maximum HP only goes up to around 140[[/note]] -- and that's only how strong it is in a one-star Field Office!
330* In the ''VideoGame/TrailsSeries'', beginning with ''VideoGame/TheLegendOfHeroesTrailsInTheSky'', if an enemy attacks a playable character and misses, then the character can counterattack the enemy if they're close enough. Counteractively, if the playable character attacks the enemy and misses, the enemy can also counter.
331** ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' takes it up further with [[TheHero Rean Schwarzer]] in his [[HumongousMecha Divine]] [[SuperRobot Knight]] who has a craft called "Morning Moon" where he takes an [[IaijutsuPractitioner iaijutsu stance]] and will counterattack any enemy who attacks him.
332* ''VideoGame/AtlasReactor'' has several freelancer skills that deal indirect damage if the user is dealt direct damage, from Asana's [[BarrierWarrior Retribution]] to Rampart's AttackReflector shield mod. In the game's mechanics, 'direct' versus 'indirect' damage determines whether an attack triggers a counter-attack skill: Indirect damage from things like [[TrapMaster Gremolitions' mines]] or Grey's AttackDrone do not cause these skills to trigger a retribution ([[ObviousRulePatch thus two counter-attack skills do not cause an endless cycle of back-and-forth attacks until one side is dead]]).
333* ''VideoGame/RabiRibi'' has two boss-exclusive buffs that act as this: 99 Reflect, which [[AttackReflector reflects all attacks that deal more than 99 damage back at Erina]], and 300 Revenge, which inflicts the Instant Death debuff (which causes the next attack that hits Erina to be a OneHitKill that deals [[FourIsDeath 4444 damage]]) if hit with any attack that does more than 300 damage.
334* Two words: '''Tiger. Drop.''' Once you master Kazuma Kiryu's signature counterattack in the ''VideoGame/{{Yakuza}}'' series, you're next to unstoppable against just about anything that the games can throw at you.
335* In ''VideoGame/{{BOTS}}'', a Passive Skill Pack by this exact name allows you to do just that. More specifically, blocking normally turns attacks (from the correct direction) into ScratchDamage, while preventing {{Knockback}}. The Counterattack pack not only negates the damage, but makes you automatically attack back with a single, [[{{Knockback}} Knockdown-inflicting]] strike. While unlikely to kill anything (at appropriate levels), this can let you regain control of a battle, or with skill, slowly and gradually kill a boss or miniboss by DeathOfAThousandCuts.
336* ''VideoGame/{{Littlewood}}'': The in-game CardBattleGame has cards able to "reflect" damage, which means that damage that should have gone to the opponent goes back to the dealer. There are a few catches, however. One is that the reflecting card needs to be of the element that beats that of the attacking card in the ElementalRockPaperScissors system. The second is that the player needs to have accumulated enough arcana to play the card and those with reflective abilities require two rounds of weak or entirely skipped moves to be playable. The third is that the cards with reflective abilities are also among the bigger damage dealers and the reflected damage may be smaller than what the card would have dealt if used offensively.
337* ''VideoGame/{{Shantae}}'': Electric Bats are immune to damage from Shantae's hair whip while they're sparking and damage her instead if attacked that way. In that state, they can only take damage from magic attacks.
338** ''VideoGame/ShantaeHalfGenieHero''
339** ''VideoGame/ShantaeAndTheSevenSirens''
340* ''VideoGame/ShepherdsCrossing'': Many stronger prey animals in the hunts use these. If a foe "aims for a reverse," they'll counter any direct dog attacks. Defeating the particularly strong Rabbit & Kit hunt earns the player Bramble Run, a very strong counterattack... only usable by rabbits, which tragically limits its usefulness.
341* ''VideoGame/{{Transistor}}'': Purge() as a passive has Red "Retaliate automatically when struck.".
342* ''VideoGame/{{Ultrakill}}'': This is the sole purpose of The Feedbacker arm, your first arm and [[StarterGearStayingPower the one you might be using the most]]. It allows V1 to fully recover their health (up to the highest [[MaximumHPReduction Hard Damage limit]] at least) and stamina while dishing out the hurt by parrying enemy attacks. [[ShotgunsAreJustBetter The Shotgun]] is capable of parrying melee attacks as well, and while the timing and aiming may be a bit stricter, along with being unable to parry ranged attacks, [[DifficultButAwesome the Shotgun's parries hit much harder than the Feedbacker's parries]].
343* Some abilities in ''VideoGame/WorldOfWarcraft'' work as counters, although most of them require the caster to block, dodge or parry the attack first. The Parry mechanic also works like this. It prevents the attack from hitting, and causes the person who parried make their next attack faster, in a clear representation of a parry-riposte.
344* At least one Wrestling/{{WWE}} video game had a feature where, if you were able to counter the [[Wrestling/StoneColdSteveAustin Stone Cold Stunner]], had a special icon available, and had the ankelock as a FinishingMove, your character would grab the opponent's foot and drive him to the ground for the anklelock, in homage to how Wrestling/KurtAngle defeated Wrestling/StoneColdSteveAustin at ''Unforgiven 2001''.
345[[/folder]]
346
347[[folder:Webcomics]]
348* The [[DualWielding Twin Rose]] Style in ''Webcomic/{{Flipside}}'' solely consists of counter attacks. This is parodied in an omake, where, when faced with an opponent who won't attack (flipside) she's reduced to hurling random objects instead.
349[[/folder]]
350
351[[folder:Web Original]]
352* ''Roleplay/DestroyTheGodmodder'': One of the ways the Godmodder blocks attacks is by counter-attacking.
353* ''WebAnimation/{{Dreamscape}}'': In the flashback in "A Curse or a Blessing", Melinda's curse's dog form, if it is attacked, its attacker freezes in place, which allows it to bite them.
354* ''Lightning Sentai Blitzenger'': [[StockShonenHero Rai]]'s "Denkousekka Counter" technique has him parry an enemy attack with his sword, then use its power to charge up a responding slash. [[spoiler:The very end of the story has him finish off [[MonsterOfTheWeek Oni-Shogun]] using the tactic]].
355* ''Roleplay/Bay12SwordArtOnlineRP'': Yuri's Sword Skill is this, with the added benefit of [[NoSell negating any damage to herself]].
356[[/folder]]
357
358[[folder:Western Animation]]
359* ''WesternAnimation/AvatarTheLastAirbender'':
360** This is the main offensive method used by waterbenders. Waterbending is a primarily defensive art, but one of the principles of this element is redirecting opponents' energy and turning it against them, allowing waterbenders' defense to become their offense.
361** One of the few defensive moves used in firebending operates like this: lightning redirection, a technique that General Iroh invented himself specifically by studying waterbenders. Firebenders utilize this technique by allowing the energy in their own bodies to flow, causing the lightning to follow it. This allows them to guide the lightning back out in the direction of their choosing, usually back at the opponent who used it against them in the first place.
362* In ''WesternAnimation/XiaolinShowdown'', Chase Young's, [[SharedSignatureMove and consequently, Omi's,]] signature move is Repulse the Monkey, a defensive move specifically designed to counter an opponent's power by using it against them.
363[[/folder]]
364
365[[folder:Real Life]]
366* An integral but extremely difficult component of boxing is the counter punch. Throwing a punch leaves you open, though such things are mitigated by timing, speed and guard, and all punches but the jab require a degree of body movement to put your weight into the blow. As such, attacking an opponent as or after they punch, before they can get back into their full guard, is an efficient way of scoring a good hit. This is much easier said than done, of course, and an attempted counter can leave you open to a ''counter''-counter against a sharp opponent.
367* Epee fencing. The best times to attack are either right as an opponent lowers their guard to attack or right after a successful parry. The lack of pesky right-of-way rules helps too. Those same right-of-way rules make ripostes particularly important in foil and sabre fencing. A successful parry cancels the attacker's right-of-way, thus giving you the point if both fighters hit together.
368* Played with in medieval European swordsmanship. Many of the most effective defensive movements are designed to simultaneously strike your opponent in the face or groin.
369* "Soft/internal" martial arts fall under this category, with Tai Chi being the poster boy for this in most kung fu flicks. Aikido counts as well. A saying among kung fu sigungs goes, "The first one to strike wins the fight. The first one to commit to a strike loses the fight."
370* The whole point of counter-battery fire. Heavy artillery and rocket positions are somewhat risky to use near the frontline as their trajectory (or in the case of rockets the smoke trail) can be followed back to the source which is then [[StuffBlowingUp shot to hell]] with MoreDakka.
371** Sniper hunting in WWII usually took the form of this: put something tempting (like a scarecrow dressed in an officer's uniform, as the Finland Winter War demonstrated) to a place where the sniper sees it [[SchmuckBait and hope he takes a shot at it]]. Once he's revealed his position, you have several options available: artillery, anti-material rifles... bad thing is, snipers have caught up with it pretty quickly and nowadays they never take two shots from the same position.
372** The Vietnam war was the first conflict that saw widespread use of the UsefulNotes/WildWeasel. Basically, bait the enemy into firing a SAM at you then haul ass while the others bomb it. Even better, first-generation Wild Weasels only had unguided bombs and no radar-detecting gear, needing them to either wait for the SAM to fire and follow the smoke trail or find the SAM with their eyes.
373* A traditional feature of strategy and tactics throughout history and one of the reasons why Carl von Clausewitz declares the defensive superior to the offensive in his seminal book, ''[[BigBookOfWar On War]]''. As he puts it in Chapter 5 of Book 6:
374-->"A quick switch to the attack -- the flashing sword of retribution -- is the most brilliant point of defence".
375* A classic case is for instance the battle of [[UsefulNotes/TheNapoleonicWars Austerlitz]], where Napoleon struck just as the Austro-Russian attack got under way. Where it is most obvious is in cavalry fighting, as an attacking unit will often lose its formation in an unsuccessful or even a successful charge, leaving it vulnerably open to a countercharge. This for instance happened at Waterloo, where the British heavy cavalry successfully charged and threw back a French infantry attack (taking two Eagles in the process), only to be cut to pieces by the French countercharge to such an extent that its role in the battle was finished.
376[[/folder]]

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