JOB 9: Marth (Fire Emblem)
Marth from the cult classic JRPG strategy series Fire Emblem will be joining the fight as an Assist Trophy. Marth will act much like a normal fighter-kind of like how Ghirahim or Alucard work in our world. Marth has four moves he can pull off:
Shield Breaker: Marth leans back before stabbing forward, completely taking out any shield in his way.
Dancing Blade: Marth swings forward three times, each in a very swift and elegant motion. Each swing is fairly weak but hits into the next one. The fourth and final hit is much stronger and pops the opponent up in the air, preparing them for an attack from another fighter.
Dolphin Slash: An extremely fast move, Marth seemingly flies up with his sword. The first part of this move does a ton of knockback at later percents, and a decent amount of damage as well. However the later parts of the move are fairly weak. Marth can use this move both to attack and recover to the stage after being knocked off.
Counter: If Marth feels defensive, he might activate this move. He puts his sword in front of him and stops-and if he is hit in the first second of the move being active, he will block the attack completely and counterattack with a stronger swing of his sword. But if you simply wait a bit, you have an opening to attack him safely.
Marth does not take a lot of hits-in fact, one uncharged forward smash from a strong enough character might be able to do him in completely-however he is one of the strongest Assist Trophies in the game for how powerful and varied his sword attacks are.
When despawning, Marth will say something cool in Japanese, sheath his blade, and vanish.