Editing Lucina (SSBU)

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Like her ancestor {{SSBU|Marth}}, Lucina was a high-ranking character near the end of ''SSB4''{{'}}s lifespan, especially after receiving major buffs from game updates, thanks to her combination of speed and range. In the transition to ''Ultimate'', Lucina has received a mix of buffs and nerfs, though despite being objectively nerfed, the indirect changes to the game's engine benefit her playstyle greatly. As a result, Lucina has been neither strongly buffed or nerfed overall.
Like her ancestor {{SSBU|Marth}}, Lucina was a high-ranking character near the end of ''SSB4''{{'}}s lifespan, especially after receiving major buffs from game updates, thanks to her combination of speed and range. In the transition to ''Ultimate'', Lucina has received a mixture of buffs and nerfs. Though despite receiving a few notable nerfs in the transition, she benefits greatly from the the indirect changes to the game's engine. As a result, Lucina has been slightly buffed overall.


Compared to other characters, Lucina has received few major, direct changes between games, with most of her notable nerfs being shared with Marth. Her biggest nerf is to her [[neutral attack]]; previously an excellent combo starter and neutral tool due to its first hit, it has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, completely removing its powerful jab cancel from ''SSB4'' that was vital to Lucina's gameplan in exchange for more situational [[lock]]ing potential. Her KO potential was also weakened, with her forward smash, forward aerial, [[Shield Breaker]] and Dancing Blade receiving knockback nerfs. [[Dolphin Slash]] and [[Counter]] are also slightly more punishable than before. Lucina's previously weak grab game was further neutered, with forward throw losing its combo potential and up throw, previously an emergency KO option with the aid of rage, being weaker; this limits her options against shields, forcing her to rely on breaking them through the usage of [[Shield Breaker]]. Lastly, her already linear recovery was also made less safe by the changes to [[air dodge]] mechanics as well as the reduction in [[edge sweetspot]] size, making her easier to edgeguard and thus worsening her survivability.
Compared to other characters, Lucina has received few major, direct changes between games, with most of her notable nerfs being shared with Marth. Her biggest nerf is to her [[neutral attack]]; previously an excellent combo starter and neutral tool due to its first hit, it has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, completely removing its powerful jab cancel from ''SSB4'' that was vital to Lucina's gameplan in exchange for more situational [[lock]]ing potential. Her KO potential was also weakened, with her forward smash, forward aerial, [[Shield Breaker]] and Dancing Blade receiving knockback nerfs. [[Dolphin Slash]] and [[Counter]] are also slightly more punishable than before. Lucina's previously weak grab game was further neutered, with forward throw losing its combo potential and up throw, previously an emergency KO option with the aid of rage, being weaker; this limits her options against shields, forcing her to rely on breaking them through the usage of [[Shield Breaker]]. Lastly, her already linear recovery was also made less safe by the changes to [[air dodge]] mechanics as well as the reduction in [[edge sweetspot]] size, making her easier to edgeguard and thus worsening her survivability.
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Lucina also received a few noteworthy direct buffs, the most notable of them being to [[Dancing Blade]]: the move was sped up greatly, allowing her to link each hit into one another more reliably. A few of her moves received slight damage increases, further helping her damage racking game. Lastly, her dash attack, previously one of her more mediocre options in the previous game, also received a knockback buff, giving it more utility.
Lucina also received a few noteworthy direct buffs, the most notable of them being to [[Dancing Blade]]: the move was sped up greatly, allowing her to link each hit into one another more reliably. A few of her moves received slight damage increases, further helping her damage racking game. Lastly, her dash attack, previously one of her more mediocre options in the previous game, also received a knockback buff, giving it more utility.


Overall, Lucina's nerfs weaken the miscellaneous tools she had in ''SSB4'' as well as further defining one of her weaknesses, but the buffs she has received and the game's different engine have benefited her in several ways that generally compensate for these nerfs, as they affect her much less than Marth due to not relying on tippers at all. As a result of this, Lucina is now generally considered superior to Marth; however,the slight nerfs Lucina has received in game updates and general optimizations to the metagame have resulted in her overall performing similarly effective in ''Ultimate'' as in ''SSB4''.
Overall, Lucina's nerfs weaken the miscellaneous tools she had in ''SSB4'' as well as further defining one of her weaknesses, but the buffs she has received and the game's different engine have benefited her in several ways that generally compensate for these nerfs, as they affect her much less than Marth due to her not relying on tippers at all. As a result of this, Lucina has retained her high-ranking in ''Ultimate'', and is now generally considered superior to Marth; though while originally called the best swordfighter in the game, the slight nerfs Lucina has received in game updates and the prevalence of other swordfighters such as {{SSBU|Pyra}} & {{SSBU|Mythra}}, {{SSBU|Roy}}, and {{SSBU|Shulk}}, have resulted in her being in a similar position relative to the cast overall.


{{SSB4 to SSBU changelist|char=Lucina}}
{{SSB4 to SSBU changelist|char=Lucina}}

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