Counter Sword

Counter-sword, the closest thing to a controversial weapon in S4.  With ping-times and relay, the counter-sword’s longer melee range tends to clip players when it probably shouldn’t.  It is also a power hitter, dealing an incredible amount of damage over short amounts of time.  With well-placed attacks, a simple jump attack and heavy attack will instantly kill all players, even those with +30 hp equipped.  The counter-sword’s sweet zone for crits works almost identically as the plasma sword.  Aim to have your avatar directly face the enemy, with the aiming reticule off to the side.

Normal Swings: Quick series of slashes that will pull down aerial players, cancel the more powerful attacks by the plasma sword, and reduce weakened foes to death quite quickly.  These attacks range from 15-25 damage normally, and from 40-48 damage critical.

Jump AttackHeavy downwards thrust that has more than offensive application. Much like the dash attack of a sword, this can be used to cover aerial distance in certain circumstances. Elsewhere, this is a powerful attack that can be guided to go any direction once airborne. It is harder to cancel than most other attacks, and has a large area of effect. Damage ranges from 40-46 damage normally, and exactly 90 damage when critted.  Thanks to input by Cuddles, there seems to be easier ways in which to land crits with this attack.  If you press “z” while in game, it changes the camera’s “shoulder,” which lets you target criticals with a bit more ease.  I found it to only help a little (And crippling my shooting), but it’s something to help experiment with! Thanks for the input Cuddles!

Heavy Attack: Unlike the sword, the heavy attack is a massive uppercut, which strikes all surrounding enemies with astounding force.  Useful for driving potential TD scorers far from the goal, or for dealing killing damage to multiple enemies.  Damage ranged from 44-46 damage with normal attacks, and exactly 90 for criticals.

Revenge: This is the little-used and underestimated aspect of counter-swords.  Since offense is so wonderful, few actually use this feature, feeling it may gimp the weapon.  However, it’s quite useful, and its applications become apparent very quickly.  By right-clicking, the counter-sword user brings up the mechanical claw, and all attacks by a heavy sword (Except for the jump attack) are nullified.  Not only that, dizzy is induced upon the sword user, giving you ample time to line up a critical attack. The revenge stance  is capable of blocking every melee attack except  both the plasma sword’s and the storm bat’s jump attacks, and the counter sword’s own heavy slash (it can, however, block the counter sword’s jump attack, so don’t get them mixed).

Walls: With the c-sword, walls are always welcome Critical damage has a minimal impact on wall hits, but we found that striking a wall does anywhere from 14 to 20 damage. This can be a way to correct your lack of damage agianst some players, as sending them into a wall almost always finishes them off, even if one or both criticals were missed.  Finishing a survivor off with the normal attacks is quick and easy.

Bugs/ Tricks: The controversy part of Counter-Sword comes up here. First, dodge animations and effects can be altered by using the Revenge stance. Raise Revenge, then dodge as you lower it. Doing this near the enemy lasers on the stairs of Station-2 allows some people to slip by them easily. Another bug involving the Counter-Sword is jump-cancellation, known as “Bunny Hopping.” Tap the right-click to bring Revenge up extremely briefly. If you do this right after landing, the jump ending animation is canceled, and you can hop again without landing delay. Finally, Counter-Sword can be used in tandem with the Plasma-Sword in order to “cheat” yourself a small advantage in combat. If airborne, tapping right-click to bring up “Revenge,” switching to Plasma-Sword, evading just as you do this, and right clicking with the Plasma-Sword allows for an aerial dash attack. I’ve gotten this to work by simply using the Counter-Sword’s jump attack, then switching, but this is somewhat slower and less practical.  (Thanks to Sarang for the info!)

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8 Comments

  1. Posted November 13, 2008 at 9:17 am | Permalink

    additional to CS..

    revenge is useful for a lot of lame tricks.

    if you were guarding and let go of your right click then evade(a or d+space) then you float and evade.

    if you dont have any SP left for running, you can do bunnyjumping. do jump in any direction, when fell to ground and rolling,right click for very short time and jump again. rolling is cancelled and you can jump right away. this enables jump in no delay.

  2. Cuddles
    Posted November 20, 2008 at 3:26 pm | Permalink

    Not sure if this will help everyone, but I had trouble targeting with CS until I hit Z to swap to the right side character. After that, lining up enemies in the middle to hit them is the best way to strike.

  3. ScythodDeath
    Posted November 21, 2008 at 1:09 pm | Permalink

    revenge is also used for wave dashing – dash revenge dash revenge dash revenge. equipt sp + skill, and you can use evasion for a helluva time.

  4. asdf
    Posted April 16, 2009 at 12:50 pm | Permalink

    Although this form of revenge wave dashing isnt as efficient in compared to the normal mode of jump dash jump dash jump etcetera.

  5. Posted June 5, 2009 at 8:50 am | Permalink

    As Sarang said, you can use lot of lame tricks with CS.
    A “trick” not mentioned can be used to kill in 2 hits (that will look like a one shot) even the 130HP players.
    This is pretty simple… and works because of the small delay given by the PING.
    As you said, the heavy attack critical can damage 90, not enough to beat a player.

    Immediately after the heavy attack (before the enemy get striked away) just do the first normal swing (it hits the opponent twice) and you kill the enemy.

    In few words:
    Heavy attack–Normal swing = One hit killed (because of the ping delay)

  6. Irmo
    Posted July 13, 2009 at 4:40 am | Permalink

    “I’ve gotten this to work by simply using the Counter-Sword’s jump attack, then switching”

    Did u mean u can do it without side dash (so SP) ?

    i tryed jump attack + sword switch but it dont dash..

  7. XxNighterxX
    Posted July 28, 2009 at 9:55 pm | Permalink

    PS owns CS ! cause of the sprint attack. and to mention, I think the CS makes users run slower ! though I’m not that sure about that, maybe I just feel like it.
    if you do uppercut and against u is someone with PS. you’re dead ! They just doge it once,after that they gonna sprint attack and do a heavy strike. My way killing is analyzing people’s moves first and spotting their weakness. So if u got that out they’re dead. Well try it. It works with me in every game !

  8. Akai012
    Posted February 10, 2011 at 10:26 am | Permalink

    A note to Revenge:

    It certainly blocks most attacks from all melee weapons, but I will list all the attacks that can be blocked

    Blocked attacks:
    Spy Dagger’s light attack
    Plasma Sword’s light attack
    Twin Dagger’s jump attack
    Counter Sword’s light and jump attack
    Storm Bat’s light swing attack

    Attacks that cannot be blocked:
    Plasma Sword’s heavy attack (will stun you)
    Twin Dagger’s light attack and charge attack
    Counter Sword’s heavy attack
    Storm Bat’s jump attack

    Unverified Revenge Blocking:
    Spy Dagger’s heavy attack
    Plasma Sword’s charging attack
    Storm Bat’s spinning attack

    Just something to share with revenge blocking when I use it.

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