Weapon Of the Week: Counter Sword 18.12.11
This is one of the more often used weapons in S4. Seriously, go in a Sword Only match and you’ll probably see only one person without this thing. The newbs and noobs like to use this because they think they can kill everyone with click click click. The pros like to use this weapon because you can block most melee attacks, good range and good damage output and you can perform so many glitches with this thing, it’s crazy.
This is also the sword which has been subjected to being the ‘noob’ weapon. You will often see people typing ‘CS noobs’ or ‘CS spammer’ (even in gun matches) so it may put you off at first but you will get used to it.
Left click: Light slash which charges forward very fast (almost instant). This can be clicked multiple times for a combo of up to 4 chains. The first and the fourth click do 2 hits. The first click has the longest range, the attack after the second click will take the longest and the fourth click has the longest delay and its delay cannot be cancelled into an uppercut. If you choose to stop the combo, you will be stuck in place for about half a second. This delay can be cancelled into an uppercut.
This attack can flinch people and hit people when they are on the floor, on the wall or even when they are in the air (you can still miss).
The range of the first click (from the Sentry to the red player):
Left click (hold): Heavy Slash/Uppercut. This attack creates an uppercut which knockbacks your opponent (further than the Plasma Sword but shorter than the Storm Bat) which can wall slam. This attack can hit people who are below and above as well (crazy, I know). You will be fixed on the spot while and after performing an uppercut for about half a second. This delay can be cancelled into a light slash.
To perform a critical hit with this weapon, you must be standing close to the opponent as well as facing them with your character (check 2.3 Specific game elements then Critical Hits).
Just like the light slash, this attack can hit people while they are on the wall, lying down or when they are in the air (obviously the uppercut hits higher).
The range of the uppercut:
Left click (while in mid-air): A smash which makes you go forward as well as downwards. This attack has a noticeable start-up time where you will be fixed on the spot in mid-air. This also makes a wide smash which hits all around you but you can only hit people who are below you or on the same level when you descend (so if one person performs a stun with the Plasma Sword while the other uses this attack after they have both jumped at the same time, he will be the only one to hit you). You will be fixed on the spot for about half a second (again) after the attack. This delay can be cancelled (again) into an uppercut and if you left click during the delay, you will always perform an uppercut (no matter how long you hold the left click for).
To perform a critical with this weapon, you must land near them but not on them as well as performing the normal condition (check 2.3 Specific game elements to Critical Hits). So try performing a crit by landing right in front of them.
This attack can hit through some walls and (like most jump attacks) this can hit people lying down.
The distance the jump attack can move you forward:
NOTE: This distance will not be reached with just a normal jump. This is because you will stop going forward with this attack when you land.
Right click: Revenge (can hold). While holding the Right click, your character will put their left arm up (the arm with the giant fist) to guard against attacks. While guarding, most melee attacks will do no damage to you and the person who initiated the attack will be stunned. This can only block attacks from the front so your sides and your back will still be vulnerable. While your character is lowering their arm when you release the guard, you will only be able to move and jump for less than half a second.
The guard can also be cancelled into a light slash or an uppercut but only when your guard is fully up (so you can’t attack instantly after guarding).
The Revenge cannot guard against:
Plasma Sword’s jump attack
Counter Sword’s uppercut
Storm Bat’s jump attack
Twin Blades’ second part of the left click ground combo (clicking twice) and charge attack
Breaker’s jump attack and charge attack.
Also see Comet/Meteor and Revenge Dodge in the ‘4. Glitches’ section.
All non-melee attacks
First Left click: 15 each, 45 on crit (the first part cannot crit)
Second and Third Left click: 30, 60 on crit
Fourth Left click: 23 each, 67 on crit (the first part cannot crit)
Uppercut and Jump attack: 40, 90 on crit
Why use the Counter Sword?
If I didn’t say this already, I’ll say this now: This weapon is a beast. It fits into so many situations and it works well with many weapons. It has good damage, good range and lots of glitches to use so what’s not to like (actually there is plenty)? This weapon is also essential in Sword Only matches as it is the only weapon in the entire game which is able to block melee attacks. Don’t be mistaken though; this weapon won’t make you invincible (it will actually make you pretty vulnerable a lot despite its name).
How to fight with the Counter Sword
Now before I start, a written guide is probably not the best to show how to use the Counter Sword. A video will be a lot better but I am an absolute amateur in making videos so this is the best I can do. However, there are other good tutorials and guides which I will give you the link at the end.
You may have already used the Counter Sword before and if you are a newb/noob, you might wonder: why do you need a guide for the Counter Sword? All you need to do is spam left click! This may work against other newbs’noobs but you will be defeated ridiculously easily against skilled players.
The biggest downside of the Counter Sword is its delays. There is a delay after every single attack which makes you vulnerable. You can cancel these of course but you can only cancel them to another attack which has its own delay. And even when this sword boasts its own range, it really isn’t that difficult to just run backwards and shoot (or rip you apart while you are standing still with a sword).
In a gun match, you will need to attack less often with this sword. The delays will kill you fast and remember that in gun matches, you can be attacked from anywhere so standing still for a short while is a very big loss.
In a sword match, this is a bit less of a problem. After your delays, you can quickly guard up and that will stop most attacks. However, your opponent will probably adapt to this so they will start using unblockable attacks so keep that in mind.
Despite its range, you shouldn’t attack with this often. It’s fast and you can chain it into combos but all your opponent has to do is dodge (even if he gets hit) a couple of times and he will be out of your range while you are stuck in your delay or attack. Instead, use it for evasion. Since it’s so fast and has good range, use it to get out of your opponent’s range. In Sword matches, use it to go away from your enemies, especially if you missed an uppercut, there are other enemies around you or when you are have the ball. You should also click more than once (but rarely more than twice) sometimes to have a little of bit of mix-up as the second click may give you the extra push you need.
In a gun match, use it like the above except you shouldn’t click more than once and you would preferably want to use it to go behind obstacles or walls for cover.
Another way to use this attack (other than for damage) is to use it to get your opponent in range for your uppercut. Just click once to get close (the light slash doesn’t have to hit) and then uppercut them. You should aim your light slash to where your opponent will be so predicting their movements is something you have to get used to. This works especially well against people who have the revenge up because they will expect you to hit their Revenge for you to get stunned but you are only aiming near them. You can also use this after you hit your opponent with an uppercut near a wall. When people are hit, their normal reaction would be to dodge for recovery so you can use this for your advantage. This technique doesn’t work so well in normal matches but it can be effective in Sword Only.
Use this to attack cause damage if your opponent is low on HP. This attack is easy to counter but difficult to dodge entirely. You obviously can’t counter if you are dead so you will be safe during your delay.
Another way is to use it after you uppercut someone against the wall for a wall slam. You are not able to recover from a wall slam until you fall to the ground and this sword's light slash can hit them whether they are on the wall or on the ground for a 'safe' hit. You can even chain this into a second uppercut if your opponent is still in range.
Lastly, remember that after left clicking, you have 4 choices. You can cancel the delay into an uppercut for a combo, cancel the delay into a timed delayed uppercut, continue the combo or wait for the end of the delay. Mixing these options is good so you stay unpredictable.
This will be your primary attack with your jump attack. You will probably use this attack more in Sword matches because other people can guard against jump attacks. However, if you have another melee that can cause knockback with less delay (like the Plasma Sword’s heavy slash or the Storm Bat’s swing), use that one more often if you can hit them with it instead. It will leave you less vulnerable and you will have more choice in your next action.
What I mean is that while you are using the uppercut, you are fixed on the spot. But, while you are using the Plasma Sword’s heavy slash, you are able to move left and right and even jump which makes you more evasive. After an uppercut, you have to stand still or chain it into a light slash. After a Plasma Sword’s heavy slash you are free to do anything which will leave you less open as well.
Only use the uppercut instead of other heavy slashes if:
Your opponent has their Revenge up
You THINK your opponent will have their Revenge up
When you find it difficult to hit people who are in the air (those Plasma Sword ‘pros’ who bobs up and down)
When you can’t hit them with your ‘normal’ heavy slash
When you want to cause stronger knockback (this situation does not apply if you have the Storm Bat because the Storm Bat’s knockback is stronger than the Counter Sword’s)
There is also a way to hit higher with the uppercut.
Step 1: Hold Right click (you can just tap it and skip to Step 3 if you want)
Step 2: Release Right click
Step 3: Perform a dodge (so this dodge becomes a revenge dodge)
Step 4: Immediately uppercut
Here is a video to show you how far it can reach and some places you can use this in:http://www.youtube.com/watch?v=a3Q0BNoF ... ideo_title
Like I said before, you can also use the uppercut to hit people below you. For example, when you are in this situation:
You can still hit them
A heavy slash from a Plasma Sword or a Storm Bat would obviously not hit the person underneath. However, the Counter Sword’s uppercut will hit (just replace the Sentry Gun with a real person in real situations).
This attack is very useful to hit many people at once. It can be also difficult to dodge, especially if you are up high so using this attack after a wall jump can give you easy hits. Another beauty of this attack is that if you combo this into an uppercut, you would have killed (if you made cirts) or nearly killed your opponent. The jump attack + uppercut will deal 80 damage and 130 if one of them was a crit. The delay at the start can also be a good thing because you can change your direction of attack easily.
After a jump attack, you have 3 choices. You can hit your opponent with an uppercut as a follow-up (they will likely be in your range), delay your uppercut to time your hit against the opponent or you can just wait until your delay is over.
Only use an uppercut as a follow-up if your opponent is in range, a missed uppercut leaves you open so it isn’t good idea to spam left click. However, this means that even if you miss your jump attack, you can always try to hit them with your uppercut quickly.
Delay your uppercut if you know your opponent is aiming for your jump attack delay or your ‘missed’ uppercut delay. This works well against people who aim their Plasma Sword/Spy Dagger dash at you.
The safest option is to get your Revenge up after a jump attack. It will block most attacks and you will be able to revenge dodge right afterwards.
Remember that your opponent can jump over or dodge this attack entirely and attack you before you can do any of the above things so don’t attack carelessly.
This attack is also the best (in my opinion) attack to use for ‘Boomerang’. Boomerang is performed by recovering from a knockback which will most likely make you go high and further away from your opponent. This attack will stop you going further (like the Plasma Sword) and you can use the height you gained from the knockback to your advantage to attack your opponent while they are still in their delay. Not to mention that this jump attack can deal the most damage at once because it can chained into an uppercut.
The last thing to mention is that this attack can help you on some jumps. It will make landing easier (the ‘tree jump’ in Arcade mode, the second part of stage 6) or it can take you further to reach places that you normally wouldn’t be able to (Side-03 is a good example).
In gun matches, you won’t be using this much since people can decide to shoot you. This is used more often in Sword matches as it can block more than half of the melee weapons available in the game so it becomes especially crucial in Touch Down (when you have the ball) and Siege (when you are trying to capture a point). The Revenge won’t help you much against most Breaker users since they use their jump attack primarily but it will make it very hard for the Plasma Sword and it will destroy the Spy Daggers.
However, in gun matches and sword matches alike, you can still use this for tricks with the Revenge dodge. After a Revenge dodge, you can do many things like:
Afterimage: After a Revenge dodge, cancel the dodge by pressing space and then use the jump attack. This can be difficult but it will surprise your opponents and it is better than doing a normal dodge then jumping for the jump attack as it is faster. With the Revenge dodge, you can also make it look like you are jumping off a ledge but come back with an Afterimage.
Uppercut people on higher levels (as in the height, not ranks): The Revenge dodge will make you go up as much as a normal jump would do so you can uppercut people who are higher much faster.
The uppercut used after the Revenge dodge can also hit people who are on the same level but if you want to use a different heavy (like the Plasma Sword’s one) instead, you can switch to that one and it will give you the perfect height to hit someone on the ground. It is easy to make mistakes with this though so get used to using the uppercut first.
Setup for the Counter Sword
In a normal match, you don’t really have to be picky. This sword can go into the usual ‘2 guns and 1 sword’ set so you don’t have to boggle your mind to much.
In a sword match, you MUST have this sword so it’s not much of a problem to use this with any other melees. I find that using the Plasma Sword with the Counter Sword the most effective because they both have attacks that are very different in properties (just compare them and you’ll see what I mean) which gives you more options and comets/meteors works the best with the Plasma Sword in my opinion.
The only particular skill that this weapon works well with would be Flying just because it will give you more range for your jump attack and you can maintain your flight while moving with the Revenge dodge. You can also perform meteors while flying, but you won't be able to do this in a Sword Only match and in an unlimited match, equipping two swords isn't usually a good idea (these tricks also costs a lot of SP as well). Anchoring can be used as an alternative if you want (anchor to the wall your opponent is nearest to then jump attack).
Other than that, you don’t have much to be fussy about. This weapon can go well with most skills.
Like I said before, the jump attack can go through some walls but the uppercut can go through some walls too. Using this to your advantage impractical in many situations but you can always experiment.
You may have noticed that the Counter Sword's light slashes will make you go back a bit after you decide to stop the combo (even after the 4th slash).
This is the only melee weapon with 2 FPs, one being the Crow Counter Sword and the other being the Guillotine.
This is the melee with the most number of attacks (if you count the Revenge as an attack too) along with the Plasma Sword (this also has 4 different attacks).
The Counter Sword is also one of the oldest weapons to be subjected as a ‘noob’ weapon.
This video may give you more of an ingame demonstration so watch this if you want to see more (made by FukYeahSeaking:http://www.youtube.com/watch?v=D_82pV5z