Marth using Counter.
|Effect||Marth strikes a pose to counterattack a single hit.|
When performed, Marth becomes invincible as he poses with his sword in reverse grip and a small, metallic "chink" sound will be heard. When hit while this sound plays, Marth will suddenly turn to the direction of the hit and slash forward without receiving any damage from the hit. The damage and knockback dealt to opponents hit depends on how powerful the move that was countered was, with the minimum dealing 7% damage and the maximum dealing 20% damage. The knockback it deals is small at minimum and decent at maximum.
The move is effective for dealing with attacks that can be easily predicted, including many opponents' recoveries, which also makes it an excellent edgeguarding tool. Despite this, the move's relative lack of knockback does not make it a reliable KO tool. Additionally, Marth is not invincible when he attacks and can still be hit by certain attacks with lingering hitboxes, including explosions and certain projectiles.
Counter is based on a core element of Fire Emblem gameplay: in all games of the series, when a unit attacks another unit, the targeted unit will perform a counter-attack to strike back at their attacker if they currently have an equipped weapon with a compatible range.
- Counter is one of Marth's only attacks that does not have a sweet spot at the end of his blade.
|Marth's special moves|
|Standard special move||Shield Breaker|
|Side special move||Dancing Blade|
|Up special move||Dolphin Slash|
|Down special move||Counter|
|Final Smash||Critical Hit|