Critical Hit

Critical Hit is Marth's Final Smash in Super Smash Bros. Brawl, and it is one of the most powerful in the game. It deals 60% damage. However, the percent generally does not matter, as the knockback from this attack is enough to KO any character at 0% under most normal circumstances, including Bowser (or multiple Bowsers at once). The power of this move is countered somewhat by its larger time frame in which to perform a dodge (the time during which Marth raises his sword), though it is still relatively fast. If it hits, the Fire Emblem HP gauge from Marth's Super Famicom game is displayed with 60 hit points, and quickly drops to zero.

Overview
Until the attack animation completely ends, the entire sword carries the move's hitbox, 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 the platform's contours, and the move will end without Marth swinging if he reaches the edge. 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. However, this can be avoided by pressing an attack button, which will stop the dash and trigger the strike immediately, or using the attack on the far left of a large stage such as New Pork City or Temple.

Since the move is nothing more than a single hit, launch resistance such as that gained from using Aether can be used to survive, provided there is good timing. Of course, this will not stop the target from taking the move's full damage. Characters can also dodge this attack by sidestepping or using an air dodge; Marth will try to attack the dodging character but will miss.

Critical Hit has earned the reputation of being one of the most predictable and avoidable Final Smashes, due to its slow startup time and introduction sequence, which gives all other players in range the chance to completely dodge the move.

This attack has such immense knockback that is possible to KO someone else by being knocked into them after being hit by the attack.

Trophy Description
''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.''

Origin
The critical hit is a staple feature of the Fire Emblem game series, which inflicts three times the standard damage if performed, accompanied by a unique attack animation. The animation for this Final Smash was likely inspired by the critical hit animations of the various Lords in the series' past. The gauge that appears represents the Hit Point system used in the series, and it has a graphical style similar to those of Fire Emblem: Radiant Dawn.

Trivia

 * While the health gauge shown has 60 HP units, the games Marth appeared in had a maximum of 52 HP (though enemies with beyond 60 HP exist). However, this may be possible reference to the remake, Fire Emblem: Shadow Dragon where allied characters are able to reach 60 HP. Critical Hit's damage may also be related to this, as it deals 60%.
 * Marth's Final Smash is able to outrun the cars on Big Blue. However, due to the attack's ending lag, Marth will probably still SD using it.
 * Unlike the Trophy, Marth actually does an attack that is similar to a stab. His sword hits in a V shape. He starts by running with his sword by his left shoulder then he swings down until the tip of his sword is level with his head, then he pulls it back.
 * The move can be stopped prematurely by again pressing the Special Move button very fast.
 * Even though the trophy says Super Smash Bros. doesn't use a hit-points system, there is actually a HP-based mode. In fact, the series's recurring boss always has HP.
 * Despite generally being slower than Sonic, when Marth rushes forward, he is faster.
 * If timed correctly, Critical Hit can be partially blocked by Ike's Aether. Damage is still taken but Ike will not be sent flying.
 * If three players select Ice Climbers as their fighter and Marth hits every Ice Climber with Critical Hit, a maximum of 6 HP Guages will appear.
 * Olimar can block the Critical Hit by using the Pikmin Order at the right time, even though he will take damage.