Critical Hit: Difference between revisions

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{{for|the mechanic used by [[Hero]]|Randomness}}
{{for|the mechanic used by [[Hero]]|Randomness}}
{{Infobox Special Move
{{Infobox Special Move
|image={{tabber|title1=Marth|tab1=[[File:Marth Final Smash SSBU.gif|300px]]|title2=Lucina|tab2=[[File:Lucina Final Smash SSBU.gif|300px]]|title3=Roy|tab3=[[File:Roy Final Smash SSBU.gif|300px]]}}
|image={{tabber|title1=Marth|content1=[[File:Marth Final Smash SSBU.gif|300px]]|title2=Lucina|content2=[[File:Lucina Final Smash SSBU.gif|300px]]|title3=Roy|content3=[[File:Roy Final Smash SSBU.gif|300px]]}}
|caption=Marth, Lucina and Roy's Critical Hit in ''Ultimate''.
|caption=Marth, Lucina, and Roy's Critical Hit in ''Ultimate''.
|user=[[Marth]]<br>[[Lucina]]<br>[[Roy]]
|user=[[Marth]]
|user2=[[Lucina]]<br>[[Roy]]
|universe={{uv|Fire Emblem}}
|universe={{uv|Fire Emblem}}
|interwiki=fireemblemwiki
|interwiki=fireemblemwiki
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}}
}}


'''Critical Hit''' ({{ja|必殺の一撃|Hissatsu no Ichigeki}}, ''Sure-Killing Blow'') is {{SSBB|Marth}}'s [[Final Smash]] in ''[[Super Smash Bros. Brawl]]'' and [[Marth]], [[Lucina]] and [[Roy]]'s Final Smash in ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''.
'''Critical Hit''' ({{ja|必殺の一撃|Hissatsu no Ichigeki}}, ''Sure-Killing Blow'') is [[Marth]], [[Lucina]], and [[Roy]]'s [[Final Smash]].


==Overview==
==Overview==
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The user raises their sword in the air, where it catches the light and shimmers brightly, before dashing forward with blazing speed to catch any unfortunate opponents with an extremely powerful slash. In all installments, Marth does not say anything while performing this move (apart from a simple grunt).
The user raises their sword in the air, where it catches the light and shimmers brightly, before dashing forward with blazing speed to catch any unfortunate opponents with an extremely powerful slash. In all installments, Marth does not say anything while performing this move (apart from a simple grunt).


In terms of knockback, it is by far the strongest Final Smash in ''Brawl'', ''SSB4'' and ''Ultimate'', and its power and damage also make it one of the strongest attacks in all of the games that it appears in (without any exterior factors or buffs). It deals 62% damage in ''Brawl'' (60% base plus 2% [[Stale-move negation|fresh]]) and deals more than enough knockback to [[One-hit KO|KO any character at 0%]] under most normal circumstances. However, the power of this move is somewhat hampered by its larger time frame in which to perform a dodge (the time during which the user raises their sword), making it deceptively predictable and avoidable. Landing the blow is hence easiest against opponents suffering from ending lag or [[helpless]]ness, or who are simply unaware, as all other players in range can completely dodge the move by [[air dodging]], [[sidestepping]], or simply moving away with good timing. In ''Brawl'', Marth can also get a guaranteed Critical Hit if he forces his opponent into an aerial [[grab release]], although this only works on some characters. In ''SSB4'' and ''Ultimate'', the startup slows down time by a slight amount, making the main attack harder to dodge.
In terms of knockback, it is by far the strongest Final Smash in ''Brawl'', ''SSB4'', and ''Ultimate'', and its power and damage also make it one of the strongest attacks in all of the games that it appears in (without any exterior factors or buffs). It deals 62% damage in ''Brawl'' (60% base plus 2% [[Stale-move negation|fresh]]) and deals more than enough knockback to [[One-hit KO|KO any character at 0%]] under most normal circumstances. However, the power of this move is somewhat hampered by its larger time frame in which to perform a dodge (the time during which the user raises their sword), making it deceptively predictable and avoidable. Landing the blow is the easiest against opponents suffering from ending lag or [[helpless]]ness, or who are simply unaware, as all other players in range can completely dodge the move by [[air dodging]], [[sidestepping]], or simply moving away with good timing. In ''Brawl'', Marth can also get a guaranteed Critical Hit if he forces his opponent into an aerial [[grab release]], although this only works on some characters. In ''SSB4'' and ''Ultimate'', the startup slows down time by a slight amount, making the main attack harder to dodge.


Until the attack animation completely ends, the entire sword carries the move's hitbox, meaning that the attack can also hit anyone directly behind the user when they raise their sword. Because the attack itself gives such an high amount of [[freeze frame]]s, it is also possible for a fighter to walk into the user's sword once it hits another opponent and still be given a OHKO, even after half a second. Critical Hit only hits once, so with proper timing, moves that provide [[armor]] can be used to survive it. Of course, this will not stop the target from taking the move's full damage.
Until the attack animation completely ends, the entire sword carries the move's hitbox, meaning that the attack can also hit anyone directly behind the user when they raise their sword. Because the attack itself gives such an high amount of [[freeze frame]]s, it is also possible for a fighter to walk into the user's sword once it hits another opponent and still be given a OHKO, even after half a second. Critical Hit only hits once, so with proper timing, moves that provide [[armor]] can be used to survive it. Of course, this will not stop the target from taking the move's full damage.
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[[File:RoyCriticalHitSSB4.jpg|thumb|Roy's Critical Hit in ''Smash 4''.]]
[[File:RoyCriticalHitSSB4.jpg|thumb|Roy's Critical Hit in ''Smash 4''.]]


Roy's Critical Hit involves him standing in place while spinning the [[List of swords#Binding Blade|Binding Blade]] in a backwards arc around him with two hands. It then flashes with light (similar to the startup of Marth/Lucina's shared Critical Hit) before Roy swings his sword violently downwards, creating a massive [[flame|fiery]] explosion in front of him. Roy will then sheathe his sword (a purely aesthetic animation that ends in a second); if he finishes the Final Smash in the air, he leaps a small distance upward, which does not count as a second jump. Similar to Marth's/Lucina's, a purely aesthetic health bar appears for every victim sent flying, showing them dropping from full health to zero. However, Roy's variant of Critical Hit is not able to pierce through super armor.
Roy's Critical Hit involves him standing in place while spinning the [[List of swords#Binding Blade|Binding Blade]] in a backwards arc around him with two hands. It then flashes with light (similar to the startup of Marth/Lucina's shared Critical Hit) before Roy swings his sword violently downwards, creating a massive [[flame|fiery]] explosion in front of him. Roy will then sheathe his sword (which is interruptible); if he finishes the Final Smash in the air, he leaps a small distance upward, which does not count as a second jump. Similar to Marth's/Lucina's, a purely aesthetic health bar appears for every victim sent flying, showing them dropping from full health to zero. However, Roy's variant of Critical Hit is not able to pierce through super armor.


Unlike Marth/Lucina's shared versions of Critical Hit (which can KO at any percentage under normal circumstances), Roy's version only deals 40% and can only begin KOing at around 40%. It also requires careful positioning since Roy stands still, and the hitbox does not cover below Roy, making it possible to miss if the opponent is not directly in front of him. However, touching the Binding Blade during the move's startup (when Roy slowly circles his sword) traps victims within the swing, which leads directly into the final hit. This gives the move combo utility at low percents, as a forward/down throw or neutral attack can lead directly into a Critical Hit. As the swing starts from behind, it is easier to catch opponents behind Roy when compared to the front.
Unlike Marth/Lucina's shared versions of Critical Hit (which can KO at any percentage under normal circumstances), Roy's version only deals 40% and can only begin KOing at around 40%. It also requires careful positioning since Roy stands still, and the hitbox does not cover below Roy, making it possible to miss if the opponent is not directly in front of him. However, touching the Binding Blade during the move's startup (when Roy slowly circles his sword) traps victims within the swing, which leads directly into the final hit. This gives the move combo utility at low percents, as a forward/down throw or neutral attack can lead directly into a Critical Hit. As the swing starts from behind, it is easier to catch opponents behind Roy when compared to the front.
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|image=Critical Hit - Brawl Trophy.png
|image=Critical Hit - Brawl Trophy.png
|desc=Marth's Final Smash. He thrusts his sword skyward, then rushes to meet his targeted enemy with furious speed. The blow he strikes is so powerful that his foe is instantly launched off the screen. As in Fire Emblem, a window appears that shows the character's hit points dropping rapidly to zero--but this is just for effect. Smash Bros. does not use a hit-point system.
|desc=Marth's Final Smash. He thrusts his sword skyward, then rushes to meet his targeted enemy with furious speed. The blow he strikes is so powerful that his foe is instantly launched off the screen. As in Fire Emblem, a window appears that shows the character's hit points dropping rapidly to zero--but this is just for effect. Smash Bros. does not use a hit-point system.
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
|game=Brawl
}}
}}
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|image=CriticalHitRoyTrophyWiiU.png
|image=CriticalHitRoyTrophyWiiU.png
|desc-ntsc=For Roy's Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn't have much range, so make sure you're close enough to hit your enemies with the full combo and really seal their fate!
|desc-ntsc=For Roy's Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn't have much range, so make sure you're close enough to hit your enemies with the full combo and really seal their fate!
|desc-pal=For Roy’s Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own, but doesn’t have much range, so make sure you’re close enough to hit your enemies with the full combo and really seal their fate!
|desc-pal=For Roy's Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own, but doesn't have much range, so make sure you're close enough to hit your enemies with the full combo and really seal their fate!
|game=ssb4-wiiu
|game=ssb4-wiiu
}}
}}
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==Origin==
==Origin==
[[File:Critical Hit Origin.png|thumb|left|{{s|fireemblemwiki|Lon'qu}} performing a critical hit on an enemy {{s|fireemblemwiki|Knight}} in ''Fire Emblem Awakening''.]]
[[File:Critical Hit Origin.png|thumb|left|{{s|fireemblemwiki|Lon'qu}} performing a critical hit on an enemy {{s|fireemblemwiki|Knight}} in ''Fire Emblem Awakening''.]]
[[File:Roy Critical Hit origin.gif|right|thumb|135x235px|Roy's critical hit animation in ''Fire Emblem: The Binding Blade''.]]
[[File:Roy Critical Hit origin.gif|thumb|135x235px|Roy's critical hit animation in ''Fire Emblem: The Binding Blade''.]]
Critical hits are a staple feature of many role-playing video games (including other series seen in ''Smash'', such as {{uv|Pokémon}}, {{uv|EarthBound}}, {{uv|Final Fantasy}}, {{uv|Xenoblade Chronicles}}, and {{uv|Dragon Quest}}). They are generally rare attacks that have a certain chance of occurrence, with the payoff usually being an increase to the amount of damage dealt, e.g. doubling the current amount. In {{uv|Fire Emblem}}, critical hits inflict three times the damage that a normal strike would (with the exception of ''[[fireemblemwiki:Fire Emblem: Genealogy of the Holy War|Genealogy of the Holy War]]'' and ''[[fireemblemwiki:Fire Emblem: Thracia 776|Thracia 776]]''), and the odds of executing them are based on the unit's [[fireemblemwiki:Skill (stat)|skill stat]] and on the properties of the weapon they wield. The Critical Hit Final Smashes reflect the source material's extreme power — often far more than enough to kill an enemy in a single hit — with their high damage output and, in particular, the extremely high knockback of Marth and Lucina's shared version.
Critical hits are a staple feature of many role-playing video games (including other series seen in ''Smash'', such as {{uv|Pokémon}}, {{uv|EarthBound}}, {{uv|Final Fantasy}}, {{uv|Xenoblade Chronicles}}, and {{uv|Dragon Quest}}). They are generally rare attacks that have a certain chance of occurrence, with the payoff usually being an increase to the amount of damage dealt, e.g. doubling the current amount. In {{uv|Fire Emblem}}, critical hits inflict three times the damage that a normal strike would (with the exception of ''[[fireemblemwiki:Fire Emblem: Genealogy of the Holy War|Genealogy of the Holy War]]'' and ''[[fireemblemwiki:Fire Emblem: Thracia 776|Thracia 776]]''), and the odds of executing them are based on the unit's [[fireemblemwiki:Skill (stat)|skill stat]] and on the properties of the weapon they wield. The Critical Hit Final Smashes reflect the source material's extreme power — often far more than enough to kill an enemy in a single hit — with their high damage output and, in particular, the extremely high knockback of Marth and Lucina's shared version.


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*Roy's Critical Hit actually does less damage and knockback than his fully charged [[Flare Blade]].
*Roy's Critical Hit actually does less damage and knockback than his fully charged [[Flare Blade]].
*When Roy performs the Final Smash, his sheath appears during the attack but disappears when the attack is finished.
*When Roy performs the Final Smash, his sheath appears during the attack but disappears when the attack is finished.
*[[Chrom]] is the only character derived from Marth to not utilize this Final Smash, though [[Awakening Aether|his final smash]] does resemble Marth and Lucina's Critical Hit with an extra attack after the initial dash.
*[[Chrom]] is the only character derived from Marth to not utilize this Final Smash, though [[Awakening Aether|his Final Smash]] does resemble Marth and Lucina's Critical Hit with an extra attack after the initial dash.
{{clr}}
{{clr}}


{{Multiple Special Moves|Marth|Lucina}}
{{Multiple Special Moves|Marth|Lucina|Roy}}
{{Special Moves|char=Roy}}
{{FinalSmash}}
{{FinalSmash}}
[[Category:Fire Emblem universe]]
[[Category:Fire Emblem universe]]
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[[Category:Final Smashes (SSB4)]]
[[Category:Final Smashes (SSB4)]]
[[Category:Final Smashes (SSBU)]]
[[Category:Final Smashes (SSBU)]]
[[es:Golpe crítico]]