Critical Hit: Difference between revisions

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Until the attack animation completely ends, the entire sword carries the effect, power, and knockback, meaning that the attack can also hit anyone directly behind Marth when Marth swings his sword. Rolling around Marth is not recommended. On the ground, the attack will follow to the edge of the platform. Missing with this attack on the ground on a walk-off stage or in the air without any intervening terrain ''usually'' results in a [[self-destruct]], as the dash Marth performs during the move is approximately the same distance as the width of the largest area available in the [[Stage Builder]].
Until the attack animation completely ends, the entire sword carries the effect, power, and knockback, meaning that the attack can also hit anyone directly behind Marth when Marth swings his sword. Rolling around Marth is not recommended. On the ground, the attack will follow to the edge of the platform. Missing with this attack on the ground on a walk-off stage or in the air without any intervening terrain ''usually'' results in a [[self-destruct]], as the dash Marth performs during the move is approximately the same distance as the width of the largest area available in the [[Stage Builder]].
===Trivia===
*The health gauge shown has 60 hp units, though the games Marth appeared in had a hp max of 52.


{{Marth Special Moves}}
{{Marth Special Moves}}

Revision as of 22:45, March 18, 2008

Marth Using his Final Smash

Critical Hit is Marth's Final Smash in Super Smash Bros. Brawl, and is one of the most powerful in the game. The animation is that of a critical hit of a Lord from the first Fire Emblem games. It deals 60% damage. However, the percent generally does not matter, as the knockback from this attack is enough to KO Bowser at 0%. It is one of the few Final Smashes that can deliver a one-hit knockout even if the opponent is at zero percent. If it hits, the Fire Emblem HP gauge from the original Famicom game is displayed and it quickly drops to zero.

Until the attack animation completely ends, the entire sword carries the effect, power, and knockback, meaning that the attack can also hit anyone directly behind Marth when Marth swings his sword. Rolling around Marth is not recommended. On the ground, the attack will follow to the edge of the platform. Missing with this attack on the ground on a walk-off stage or in the air without any intervening terrain usually results in a self-destruct, as the dash Marth performs during the move is approximately the same distance as the width of the largest area available in the Stage Builder.

Trivia

  • The health gauge shown has 60 hp units, though the games Marth appeared in had a hp max of 52.


Template:Marth Special Moves