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====Special Moveset==== *'''Neutral Special: Shield Breaker''': Marth's standard special move. In ''Melee'', this was performed as an downward-arcing vertical slash. In ''Brawl'', it was changed into Marth's standard thrust move from his battle animations in the ''Fire Emblem'' universe. The move can be charged in place and will initiate once the player lets go of the special attack button. The longer the move is charged, it will do more damage and has a higher chance of breaking a shield if the opponent is shielding, leaving them stunned for a short period of time. Unlike most charge moves, Marth's Shield Breaker cannot be stored for later use. **'''Custom Neutral Special 1: Storm Thrust:''' Marth's thrusting animation gains a small whirlwind in front of him, giving him higher knockback. **'''Custom Neutral Special 2: Assault Dash:''' Marth gains a lunging property to his thrust. *'''Side Special: Dancing Blade''': Marth's side special move. Marth performs a series of different slashes depending on the button input by the player. After performing the standard Side Special input, the player can press the special button while pressing up, down, or forward, up to 4 attacks. With all the different move variations, Marth can perform 18 different versions of the Dancing Blade move. High variations are outlined with blue streaks, middle variations are outlined with red streaks, and low variations are outlined with green streaks. **'''Custom Side Special 1: Easy Combination:''' Marth's combo is executed much quicker, however it has low damage output and low knockback. **'''Custom Side Special 2: Heavy Combination:''' Marth's combo is executed much slower but has higher damage and knockback. Due to the higher knockback, all three strikes do not fully combo off of each other. *'''Up Special: Dolphin Slash''': Marth's stage recovery move. Marth performs an extremely quick, leaping vertical slash that launches him almost straight up. However it has little horizontal movement making it difficult to recover from the sides of the screen. **'''Custom Up Special 1: Crescent Slash:''' Marth propels himself with a diagonal trajectory **'''Custom Up Special 2: Dolphin High Jump:''' Marth propels himself much higher than its base form, however it does not deal any damage. *'''Down Special: Counter''': Marth's down special move. Marth takes a defensive stance and his body flashes for a few seconds. If any character attacks him with a non-projectile move up close, Marth will reflect the damage. In ''Melee'' Marth's counter will deal at least 1% to a maximum of 7% in reflect damage depending on the strength of the move the Marth is countering. In ''Brawl'', Marth's counter will deal x1.1 of the damage he would have received with a minimum 8% should the counter deal less than 8%. Marth can counter/negate items thrown at him using this move, however projectiles with explosive properties cannot be reflected and will detonate on him if he tries to reflect these. **'''Custom Down Special 1: Easy Counter:''' Marth's counter starts up faster and lasts longer but deals less counter damage and has low knockback **'''Custom Down Special 2: ''Iai'' Counter''' Marth's counter starts off a bit slower and has a slightly longer recovery period. However, it deals more counter damage and has a much higher knockback. Also, he will take a step forward on the slash, ending the move slightly in front of where he began if he successfully counters a hit. *'''Final Smash: Critical Hit''': Critical Hit is an extremely fast and powerful Final Smash. After raising his sword, Marth quickly rushes forward, instantly blowing away all enemies he comes in contact with off screen. A Health Meter appears, which rapidly decreases to zero, though this is purely an aesthetic. Arguably the most powerful Final Smash, not just for the 60% damage if it connects, but for the knockback effect, able to offscreen KO Bowser, the heaviest character in the game, even when he is at 0% from the opposite edge of a medium sized stage. It can also be launched in the air and he will still propel him straight forward. However, Marth risks flying offscreen using this move and self-destructing. The move can be cancelled by pressing the special attack again to stop him from dashing.
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