Critical Hit (必殺の一撃, Sure-Killing Blow) is Marth's, Lucina's, and Roy's Final Smash.


Marth and Lucina

The Final Smash starts with Marth and Lucina raising the Falchion and Parallel Falchion respectively into the air (accompanied by Marth calling out and Lucina shouting "Time to change fate!") before dashing forward quickly in the direction they were facing, slashing at any opponent they encounter once. The move deals 62% damage, but its most definable feature is its immense knockback, which is enough to OHKO at 0%. Critical Hit also gives many freeze frames when striking an opponent.

Until the Final Smash ends, the Falchion/Parallel Falchion carries the entire hitbox, meaning that the move can even catch opponents behind them in the slash. On the ground, the move follows the ground's contours, and will immediately end without slashing at an edge, so using it on walk-off stages will cause a self-destruct, which can also be initiated if used in the air without being stopped by terrain.

Despite its power, Critical Hit is extremely predictable due to its startup and introduction sequence. It can be entirely avoided by airdodging, sidestepping (though this requires extreme precision), or simply jumping away. Moves with super armor also can stop the knockback, but the user will still take the damage.


Roy's Final Smash is different from Marth's and Lucina's. Roy slowly swings the Sword of Seals in a circular arc, with opponents making contact with the blade being pushed forward in front of Roy, before performing a downward slash that creates a fiery explosion. Roy's Critical Hit deals 40% damage with massive knockback. While Roy's Critical Hit lacks the range and OHKO potential of Lucina and Marth's Critical Hit, it is less predictable and more reliable for connecting due to trapping opponents in the introduction sequence.

Marth's Special Moves
Melee Brawl SSBWU/3DS Ultimate
Standard Special Shield Breaker
Side Special Dancing Blade
Up Special Dolphin Slash
Down Special Counter
Final Smash Critical Hit

Lucina's Special Moves
SSBWU/3DS Ultimate
Standard Special Shield Breaker
Side Special Dancing Blade
Up Special Dolphin Slash
Down Special Counter
Final Smash Critical Hit

Roy's Special Moves
Melee SSBWU/3DS Ultimate
Standard Special Flare Blade
Side Special Double-Edge Dance
Up Special Blazer
Down Special Counter
Final Smash Critical Hit

Trophy Descriptions

Super Smash Bros. Brawl

Marth's Critical Hit trophy in Super Smash Bros. Brawl


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.

Super Smash Bros. for Nintendo 3DS and Wii U


Marth raises his Exalted Falchion to the sky and then rushes forward to deal an incredibly powerful blow, almost certainly KO'ing anyone and everyone who gets hit! When it's used in the air, he'll fly forward a certain distance. On the ground, however, he'll only dash to the edge of the platform he's standing on.


In Lucina's Final Smash, she raises her sword high before dashing swiftly forward to deliver a deadly blow to whomever she makes contact with first. Even if their damage is low, this strike is powerful enough to take out foes in a single hit. Just make sure you don't dash off the stage when you use it in midair!


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!


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.

Roy's version of Critical Hit is a direct recreation of the Sword of Seals' long range attack animation from his original game.

While the health gauge shown has 60 HP units, the first few games that Marth appeared in had a maximum cap of 52 HP for player units (though enemies with beyond 60 HP existed). However, the player unit HP cap has been raised since then, usually residing around 60 (or 80 for more recent games).

Most games have this feature, possibly on RPG, MOBA and idle games.


  • 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 gauges will appear.
  • Olimar can block the Critical Hit by using the Pikmin Order at the right time, even though he will take damage.
  • At the Find Mii Stage, if you have the Smash Ball with you, you can activate a small glitch by using it against the Dark Emperor. It will cancel your Final Smash, but you will keep the multi-colored aura and will be able to use your standard Special Move.
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