The Shield Breaker is Marth's Neutral Special Move. It is functionally similar to Roy's Flare Blade, but it charges much more quickly and does not deliver as much damage and knockback, and does not deal any recoil to Marth. Also, it does not yield an explosion, as the Flare Blade does when fully charged. True to its name, it can break almost any shield once fully charged, including super armor, making it very good against Jigglypuff.
In Super Smash Bros. Brawl, the move has had a change in animation. Instead of an overhead vertical slash with a large arc area, it has become a single powerful stab. The damage of the attack is the same, but it is much more easily sweetspotted because of the new animation. It is also much faster, and now has higher knockback when not sweetspotted (which is slightly weaker and does 18% instead of the tipped 23%). The only downside is that it is harder to hit people with.
A fully charged Shield Breaker used in the air can be used to aid recovery if it is performed when Marth is knocked in the very top left or right position of the screen/stage as makes him move forward quite a bit. Not fully charged also moves forward, but much less. After performing Shield Breaker, Marth can still use Dolphin Slash to further aid his recovery.
|Marth's Special Moves|
|Standard Special Move:||Shield Breaker|
|Side Special Move:||Dancing Blade|
|Up Special Move:||Dolphin Slash|
|Down Special Move:||Counter|
|Final Smash1:||Critical Hit|
|1: In Super Smash Bros. Brawl only.|
This move is based on the Rapier, Marth's unique weapon in the Fire Emblem series. The Rapier has the ability to deal more damage on armored foes who usually take little damage due to a high class-granted Defense stat. In Melee, Marth performed this move as an overhead downward slash, but in Brawl, it was changed to a forward thrust to make it more similar to Marth's standard attacks in the Fire Emblem series.
- Strangely, although it breaks shields, it can be perfect shielded.