In Path of Radiance and Radiant Dawn, the enemy will receive half the damage he/she inflicted onto his/her opponent. The activation of the skill is also based on the user's Skill stat.
However, in Awakening, it will always activate. The effects of Counter will only go off against a non-fatal attack on the user and will only reflect back when the attacker is next to the user. In Lunatic+ mode, the enemy often suicide rushes users with Counter because of its effectiveness against the player early on. This continues until Chapter 4 when the player can start level grinding units that can attack from a distance to kill them.
If an enemy is killed by the effects of Counter, no experience is given to the user, even if they did damage against them.
|Counter||(Skill)%||10||Upon activation, the enemy will sustain half of the damage he/she inflicted upon his/her opponent.||Base skill of Titania; Can be assigned with the Counter Scroll.|
|Counter||(Skill)%||10||Upon activation, the enemy will sustain half of the damage he/she inflicted upon his/her opponent.||Base skill of Titania; Can be assigned with the Counter Scroll|
|Counter||Receive non-fatal damage from an adjacent enemy.||-||The user will deal back all damage received when attacked by an adjacent enemy. Will not activate on a Dual Strike attack or if the attacker defeats the user.||Class skill of Level 15 Warriors.
Upon reaching Chapter 3 and beyond of Lunatic+ mode, all enemies have a chance of appearing with this skill.
Counter is the B down special move of Marth, Roy, Ike and Lucina in the Super Smash Bros. series. In all of its versions, Marth, Roy, Ike, and Lucina take a defensive stance and will flash white for a few seconds. If any opponents hit them while they are in their defensive stance, they will quickly counterattack and nullify all damage they would have received. The amount of damaged dealt differs between characters and games. They can nullify projectiles with this move, but they will cause explosive items to detonate such as Link's bombs.
In Super Smash Bros. Melee, Marth's counter deals a maximum of 7% damage while Roy reflects 1.5x the amount of damage he would have received. Marth's counter is much quicker to start up and lasts longer, but the damage is low. Roy's is much slower to start up and lasts very shortly, but the damage output is much higher.
In Super Smash Bros. Brawl, Marth's counter now reflects 1.1x the amount of damage he would have received with a minimum of 8%. Ike's counter reflects 1.2x the amount of damage he would have received with a minimum of 10%. Marth's counter is still the fastest to start up, but Ike's last longer. Marth is left vulnerable slightly after his Counter ends while Ike's start up leaves him vulnerable, but has a shorter recovery.