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* ''VideoGame/AstraHunterZosma'':
** Revenge Dummy can alternate between countering physical and magical attacks, but cannot perform any offensive actions otherwise.
** If Clean Sweeper is poisoned, they will cure themselves of poison and inflict poison on the entire party, all without taking up their turn.
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** ''VideoGame/FinalFantasyXVI'': Precision-dodging an attack allows Clive to follow up with a counterattack. Additionally, various eikonic abilities are counterattacks.
*** 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.
*** 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.
*** 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.
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** ''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.

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* ''VideoGame/ShantaeHalfGenieHero'': 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.

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* ''VideoGame/ShantaeHalfGenieHero'': ''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.attacks.
** ''VideoGame/ShantaeHalfGenieHero''
** ''VideoGame/ShantaeAndTheSevenSirens''

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* In ''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.

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* In ''VideoGame/ShepherdsCrossing,'' many ''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.usefulness.
* ''VideoGame/{{Transistor}}'': Purge() as a passive has Red "Retaliate automatically when struck.".
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* In ''VideoGame/PennyArcadeAdventures: On The Rain-Slicked Precipe 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.

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* In ''VideoGame/PennyArcadeAdventures: On The Rain-Slicked Precipe 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.
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* ''VideoGame/ShantaeHalfGenieHero'': Electric Bats are immune to damage from Shantae's hair whip and damage her instead if attacked that way. They only take damage from magic attacks.

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* ''VideoGame/ShantaeHalfGenieHero'': Electric Bats are immune to damage from Shantae's hair whip while they're sparking and damage her instead if attacked that way. They In that state, they can only take damage from magic attacks.

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* In ''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.



* ''VideoGame/ShantaeHalfGenieHero'': Electric Bats are immune to damage from Shantae's hair whip and damage her instead if attacked that way. They only take damage from magic attacks.
* In ''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.



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* 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.
* 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''.



* ''VideoGame/TitanQuest'': The Warrior Mastery's Counter Attack skill:
--> Provides a chance to counter attack an enemy after being hit in Battle Rage.



* In ''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.

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* In ''BOTS'', ''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.


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* 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.
* 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''.
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** The Shard Burn Legend, a love letter to ''Franchise/StreetFighter'', ''VideoGame/{{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.

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** The Shard Burn Legend, a love letter to ''Franchise/StreetFighter'', ''VideoGame/{{Tekken}}'' ''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.



* ''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]], [[VideoGame/{{Tekken}} Heihachi]] and strangely VideoGame/SlyCooper (perhaps to make up for his lack of a block mechanic).

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* ''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]], [[VideoGame/{{Tekken}} [[Franchise/{{Tekken}} Heihachi]] and strangely VideoGame/SlyCooper (perhaps to make up for his lack of a block mechanic).



* Numerous characters in the ''VideoGame/{{Tekken}}'' series have reversals where they attempt to catch an opponent's attacking limb and perform a counterattack if they're successful.
* 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.

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* Numerous characters in the ''VideoGame/{{Tekken}}'' ''Franchise/{{Tekken}}'' series have reversals where they attempt to catch an opponent's attacking limb and perform a counterattack if they're successful.
* The [=PS2=] BeatEmUp ''VideoGame/UrbanReign'' has Tekken style ''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).''Tekken''). Escaping from certain grapples will result in your character counter-throwing the opponent.
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** 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 a 50% increase in power), and "Bide" makes the user to wait two turns before countering all the damage received during that time.
** "Endeavor" reduces the opponent to the same HP as the user, while "Destiny Bond" causes the opponent to faint [[TakingYouWithMe if the user was KO during the same turn]].
** Wynaut and Wobbuffet are built ''entirely'' around counterattacks, their repertiores consisting of the aforementioned Counter, Mirror Coat, and Destiny Bond.

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** 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 to wait two turns before countering all the damage received during that time.
** "Endeavor" reduces the opponent to the same HP as the user, while "Destiny Bond" causes the opponent to faint [[TakingYouWithMe if the user was KO knocked out during the same turn]].
** Wynaut and Wobbuffet are built ''entirely'' around counterattacks, their repertiores repertoires consisting of the aforementioned Counter, Mirror Coat, and Destiny Bond.



** Two moves, Revenge and Avalanche are moves that 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''.

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** Two moves, Revenge and Avalanche are moves that 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''.



** ''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 itsef be countered, and so on and so forth. Successfully countering a sand creature knocks them down and leaves them open to be Retrieved.

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** ''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 itsef itself be countered, and so on and so forth. Successfully countering a sand creature knocks them down and leaves them open to be Retrieved.



* In ''VideoGame/PennyArcadeAdventures: On The Rain-Slicked Precipe Of Darkness, Episode 1'', Counter Attacks results 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.

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* In ''VideoGame/PennyArcadeAdventures: On The Rain-Slicked Precipe Of Darkness, Episode 1'', Counter Attacks results 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.



* 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.

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* 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.
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* ''VideoGame/BlazBlue'':

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* ''VideoGame/BlazBlue'':''Franchise/BlazBlue'':



** [[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.
** [[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.

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** [[LittleBitBeastly Makoto Nanaya's]] 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.
** [[LargeHam Bang Shishigami's]] 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.
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* ''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.

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* ''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.

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* 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.
* ''TabletopGame/DungeonsAndDragons'':
** 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.
** 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.



* ''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.



* 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.
* ''TabletopGame/DungeonsAndDragons'' 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.
* ''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.



* 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.

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* ''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.


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* ''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.
* 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.

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* ''Roleplay/Bay12SwordArtOnlineRP'': Yuri's Sword Skill is this, with the added benefit of [[NoSell negating any damage to herself]].[[/folder]]

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* ''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]].
* ''Roleplay/Bay12SwordArtOnlineRP'': Yuri's Sword Skill is this, with the added benefit of [[NoSell negating any damage to herself]].herself]].
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* [[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!

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* [[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!
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* 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]].

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* ** 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]].
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* ''Anime/KillLaKill'': Ira Gamagoori's first [[ClothesMakeTheSuperman Goku Uniform]] works by tanking the enemy's blows, absorbing the energy thereof, and unleashing [[WhipItGood a devastating counterattack]].

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* ''Anime/KillLaKill'': Ira Gamagoori's first [[ClothesMakeTheSuperman Goku Uniform]] works by tanking the enemy's blows, absorbing the energy thereof, and unleashing [[WhipItGood a devastating counterattack]].counterattack.

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** ''VideoGame/SuperSmashBrosUltimate'': In addition to bringing back all previous fighters with this move, the game introduces [[VideoGame/DonkeyKongCountry King K.Rool]], who uses his [[{{Kevlard}} gold-plated gut]] as a counter similar to the ''Fire Emblem'' characters (including Chrom, who also debuts in this game and is an [[MovesetClone Echo Fighter]] to Roy). 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). [[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. 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). [[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. [[Franchise/KingdomHearts Sora]]'s Counterattack staggers opponents it counters and doesn't redirect projectiles.

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** ''VideoGame/SuperSmashBrosUltimate'': ''VideoGame/SuperSmashBrosUltimate'': In addition to bringing back all previous fighters with this move, the game introduces new characters capable of performing this move:
***
[[VideoGame/DonkeyKongCountry King K.Rool]], who 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). Roy).
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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). beforehand).
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[[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. attack.
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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). reflector).
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[[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. does.
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[[Franchise/KingdomHearts Sora]]'s Counterattack staggers opponents it counters and doesn't redirect projectiles.
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* ''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.]]
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* Just like in the games, Counter is used occasionally in ''Anime/{{Pokemon}}''. [[spoiler: It ends up being the move that breaks Ash’s losing streak in Alola.]]

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* Just like in the games, Counter is used occasionally in ''Anime/{{Pokemon}}''. ''Anime/PokemonTheSeries''. [[spoiler: It ends up being the move that breaks Ash’s League losing streak in Alola.[[Anime/PokemonTheSeriesSunAndMoon Alola]]. To be specific, [[DepartmentOfRedundancyDepartment Ash's Dusk Lycanroc countering Midnight Lycanroc's Counter with Counter]].]]
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* ''VideoGame/TheLegendOfZelda'': Creating and exploiting openings in order to counterattack monsters form the basis of the game's combat system.

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* ''VideoGame/TheLegendOfZelda'': ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Creating and exploiting openings in order to counterattack monsters form the basis of the game's combat system.

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{{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".



* In ''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.
* Sonja in ''VideoGame/AdvanceWars'' somewhat 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.

to:

* In ''VideoGame/{{Achaea}}'', the Monk-class ''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.
* ''VideoGame/AdvanceWars'': Sonja in ''VideoGame/AdvanceWars'' somewhat 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.



** In ''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.
** ''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.
* Connor, the protagonist of ''VideoGame/AssassinsCreedIII'' can counter two attacks at the same time, a la ''VideoGame/BatmanArkhamCity''.

to:

** In ''VideoGame/AssassinsCreedII'', the ''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.
** ''VideoGame/AssassinsCreedIII'': Connor, the protagonist, can counter two attacks at the same time, a la ''VideoGame/BatmanArkhamCity''.
** ''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.
* Connor, the protagonist of ''VideoGame/AssassinsCreedIII'' can counter two attacks at the same time, a la ''VideoGame/BatmanArkhamCity''.
go.



* ''VideoGame/BatmanArkhamAsylum's'' 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.

to:

* ''VideoGame/BatmanArkhamAsylum's'' ''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.



* Hakumen from ''VideoGame/BlazBlue'' 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]].
** [[LittleBitBeastly Makoto]] [[ActionGirl 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.
** [[LargeHam Bang]] [[HighlyVisibleNinja 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.

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* ''VideoGame/BlazBlue'':
* Hakumen from ''VideoGame/BlazBlue'' 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]].
** [[LittleBitBeastly Makoto]] [[ActionGirl 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.
** [[LargeHam Bang]] [[HighlyVisibleNinja 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.



* Though 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 in ''VideoGame/DemonsSouls'' 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...
* Parry & Riposting returns in ''VideoGame/DarkSouls'', but with a slightly more forgiving timing window.
* ''VideoGame/{{Darksiders}}'': 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.
** In ''{{VideoGame/Darksiders}}'', if 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.
* The counters in ''VideoGame/DeadOrAlive 4''. 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.

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* Though ''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 in ''VideoGame/DemonsSouls'' by parrying an incoming weapon strike with a small shield, certain weapons, or even [[BarehandedBladeBlock your own empty hand]], 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...
* Parry & Riposting returns in ''VideoGame/DarkSouls'', ''VideoGame/DarkSouls'': Parrying and riposting returns, but with a slightly more forgiving timing window.
* ''VideoGame/{{Darksiders}}'': ''VideoGame/{{Darksiders}}'':
**
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.
** In ''{{VideoGame/Darksiders}}'', if 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.
* ''VideoGame/DeadOrAlive4'': The counters in ''VideoGame/DeadOrAlive 4''. counters. It's amazing how much damage some characters can do with them.
**
them. Really, the whole series. Counter attacks are probably one of the most notable aspects of the series... besides that ''[[{{Fanservice}} other]]'' feature.



* While the Royal Guard style from ''VideoGame/DevilMayCry3DantesAwakening'' and ''VideoGame/DevilMayCry4'' 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.

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* While the Royal Guard style from ''VideoGame/DevilMayCry3DantesAwakening'' and ''VideoGame/DevilMayCry4'' ''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.



* In ''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.
* In ''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]]
* In ''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.
* Several characters in the ''VideoGame/DynastyWarriors'' franchise of games has a move that allows them to counter enemy attacks.
** Munenori Yagyu's Special Skill in Samurai Warriors 4 onwards 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.
* In ''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.

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* In ''VideoGame/Diablo3'', the ''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.
* In ''Franchise/{{Disgaea}}'', a ''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]]
* In ''VideoGame/DragonAgeII'', the ''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.
* ''VideoGame/DynastyWarriors'':
**
Several characters in the ''VideoGame/DynastyWarriors'' franchise of games has a move that allows them to counter enemy attacks.
** ''VideoGame/SamuraiWarriors4'': Munenori Yagyu's Special Skill in Samurai Warriors 4 onwards 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.
* In ''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.



* Carefully timed dodges, blocks, counters, and reversals are the core of ''VideoGame/{{Lugaru}}''[='s=] one-button fighting system.

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* ''VideoGame/{{Lugaru}}'': Carefully timed dodges, blocks, counters, and reversals are the core of ''VideoGame/{{Lugaru}}''[='s=] the game's one-button fighting system.



* ''VideoGame/Fallout4'' has 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.

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* ''VideoGame/Fallout4'' has ''VideoGame/Fallout4'':
** 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.



* [[FightingGame Fighting Games]] 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".



** Rubber Soul also has one.

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** %%** Rubber Soul also has one.



* The trope is discussed and Justified in ''VideoGame/MafiaII'' during the prison section, where Leo Galante explains that weaving around punches builds up momentum, and is much stronger than normal punches.
* Zafira's Iron Wall Stance in ''VideoGame/MagicalGirlLyricalNanohaAsPortable: The Battle of Aces'', 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.

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* ''VideoGame/TheLegendOfZelda'': Creating and exploiting openings in order to counterattack monsters form the basis of the game's combat system.
** 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.
** 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.
* ''VideoGame/MafiaII'':
The trope is discussed and Justified in ''VideoGame/MafiaII'' justified during the prison section, where Leo Galante explains that weaving around punches builds up momentum, and is much stronger than normal punches.
* Zafira's Iron Wall Stance in ''VideoGame/MagicalGirlLyricalNanohaAsPortable: The Battle of Aces'', 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.



* Activating the shield in ''VideoGame/ThePersistence'' 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.
* Effectively every melee-focused combatant in ''VideoGame/PlaystationAllStarsBattleRoyale'' 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]], [[VideoGame/{{Tekken}} Heihachi]] and strangely VideoGame/SlyCooper (perhaps to make up for his lack of a block mechanic).
* UsefulNotes/YagyuJubei as depicted in the ''VideoGame/SamuraiShodown'' 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.
* Guarding in the right way into an enemy's attack in ''VideoGame/SoulCalibur'' 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.
* The ''Franchise/StreetFighter'' character 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.
* Some of the Ultra moves in ''VideoGame/StreetFighterIV'' '''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]].

to:

* ''VideoGame/ThePersistence'': Activating the shield in ''VideoGame/ThePersistence'' 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.
* ''VideoGame/PlaystationAllStarsBattleRoyale'': Effectively every melee-focused combatant in ''VideoGame/PlaystationAllStarsBattleRoyale'' 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]], [[VideoGame/{{Tekken}} Heihachi]] and strangely VideoGame/SlyCooper (perhaps to make up for his lack of a block mechanic).
* ''VideoGame/SamuraiShodown'': UsefulNotes/YagyuJubei as depicted in the ''VideoGame/SamuraiShodown'' 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.
* ''VideoGame/SoulCalibur'': Guarding in the right way into an enemy's attack in ''VideoGame/SoulCalibur'' 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.
**
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.
* The ''Franchise/StreetFighter'' character ''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.
* ''VideoGame/StreetFighterIV'': Some of the Ultra moves in ''VideoGame/StreetFighterIV'' '''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]].

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** ''VideoGame/KingdomHeartsII'' also had "Counterguard," which was more forgiving in its timing. Was 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.

to:

** ''VideoGame/KingdomHeartsII'' also had "Counterguard," has "Counterguard", which was is more forgiving in its timing. Was 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.



* ''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.

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* ** ''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.



* 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.
** Parry-riposte-parry-riposte-parry-riposte... continue until someone screws up or gets bored.

to:

* 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.
**
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.
** Parry-riposte-parry-riposte-parry-riposte... continue until someone screws up or gets bored.
together.



** Examples abound. 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.

to:

** Examples abound. * 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.
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[[folder:Fan Works]]
* ''Film/GodzillaKingOfTheMonsters2019'' fanfiction ''Fanfic/AbraxasHrodvitnon'':
** Rodan dodges a charging Thor and spits a fireball from his mouth at the charging Thor's exposed shin.
** Both Godzilla and Rodan try to land counter-attacks as a strategy when either of them are sparring with Monster X.
** [[TwoBeingsOneBody Monster X]] takes advantage of openings created when [=MaNi=] lunges at them and they dodge around, in order to stab and gouge [=MaNi=].
[[/folder]]


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* ''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.
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I'm still new to editing trope pages, but counter-attacking (mostly via a punish) is omnipresent in fighting games.

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* [[FightingGame Fighting Games]] 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".
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* In ''LightNovel/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.

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* In ''LightNovel/InfiniteDendrogram'', ''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.



* ''LightNovel/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.

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* ''LightNovel/TheRisingOfTheShieldHero'': ''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.
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* ''VideoGame/LieOfCaelum'':
** At low HP, Kyou's 6th Eye ability increases his evasion and lets him counter with Volt Drop.
** Claire can cast a buff that lets her counter any non-item attack with a powerful laser.
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* Activating the shield in ''VideoGame/ThePersistence'' 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.

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