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{{Disambig2|Lucina's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts| | {{Disambig2|Lucina's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts, see [[Lucina]]; for information on the character of whom Lucina is an [[Echo Fighter]]|Marth (SSBU)}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Lucina | |name = Lucina | ||
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|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Lucina''' ({{ja|ルキナ|Rukina}}, ''Lucina'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was | '''Lucina''' ({{ja|ルキナ|Rukina}}, ''Lucina'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character on June 12th, 2018. Lucina is {{SSBU|Marth}}'s [[Echo Fighter]], thus being classified as [[Fighter number|Fighter #21<sup>ε</sup>]]. | ||
Both {{s|wikipedia|Laura Bailey}} and {{s|wikipedia|Yū Kobayashi}} | Both {{s|wikipedia|Laura Bailey}} and {{s|wikipedia|Yū Kobayashi}}'s respective English and Japanese portrayals of Lucina from ''[[Super Smash Bros. 4]]'' were repurposed for, respectively, the western and Japanese versions of ''Ultimate''. As a consequence of this, Lucina is not voiced by her current English voice actress, {{s|wikipedia|Alexis Tipton}}, who has otherwise held the role since 2017; she is one of only two ''Fire Emblem'' characters in ''Ultimate'' to not be portrayed by their current English actor from ''{{s|fireemblem|Fire Emblem Heroes}}'' onward, the other being [[Lyn]]. | ||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 5th character unlocked after {{SSBU|Ganondorf}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 5th character unlocked after {{SSBU|Ganondorf}}. | ||
*Have Lucina join the player's party in [[World of Light]]. | *Have Lucina join the player's party in [[World of Light]]. | ||
Lucina must then be defeated on [[Arena Ferox]] | With the exception of the third method, Lucina must then be defeated on [[Arena Ferox]]. | ||
==Attributes== | ==Attributes== | ||
Being {{SSBU|Marth}}'s distant descendant and his Echo Fighter, Lucina's moveset and animations are generally based off of Marth's, and her attributes are also identical to his, being a tall and rather light | Being {{SSBU|Marth}}'s distant descendant and his Echo Fighter, Lucina's moveset and animations are generally based off of Marth's, and her attributes are also identical to his, being a tall and rather light [[Weight|middleweight]] with above-average mobility in most aspects; like him, she has the fastest [[walk]]ing speed in the game, a very fast initial [[dash]] speed, a decent [[Dash|running]] speed, a decent [[jump]] height, decent [[air acceleration]] and an average [[falling speed]]; however, her [[air speed]] is merely average, and her [[gravity]] value is low, the latter of these two values making her feel somewhat floaty in the air. | ||
As in ''SSB4'', the primary difference between Lucina and {{SSBU|Marth}} is that Lucina lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. While her sword attacks deal more damage and knockback than Marth's weak sourspots, they deal less damage and knockback than his powerful tipper sweetspots. Theoretically, Marth should deal more overall damage when played optimally and can kill earlier, but Lucina can deal consistent damage and kill more reliably without worrying about precise spacing, and her KOing potential is significantly more consistent in comparison, especially at higher percents. | As in ''SSB4'', the primary difference between Lucina and {{SSBU|Marth}} is that Lucina lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. While her sword attacks deal more damage and knockback than Marth's weak sourspots, they deal less damage and knockback than his powerful tipper sweetspots. Theoretically, Marth should deal more overall damage when played optimally and can kill earlier, but Lucina can deal consistent damage and kill more reliably without worrying about precise spacing, and her KOing potential is significantly more consistent in comparison, especially at higher percents. | ||
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Overall, whether a person wants to use Lucina or Marth is based on their playstyle. Marth relies on spacing, more defensive play, and early KOs with his powerful tippers. Lucina can be played more aggressively, and relies on her more effective combos to increase the opponent's damage enough so she can KO the opponent. Marth has the potential to be more rewarding if used correctly, but Lucina's consistent damage and knockback gives her a stronger up-close game, makes her attacks significantly safer on shield and on hit than Marth's sourspotted moves, and gives her better matchups against smaller or faster characters that Marth can have a hard time landing his tippers against, such as {{SSBU|Pikachu}} or {{SSBU|Fox}}. Even without a tipper, Lucina is still extremely effective at spacing nevertheless. She also shares Marth's other strengths, such as his decent mobility, above-average frame data, strong [[juggling]] and [[edgeguarding]] capabilities, and decent [[out of shield]] options. As such, she is considered to be one of the easiest and most versatile characters in the game, even when compared to Marth. | Overall, whether a person wants to use Lucina or Marth is based on their playstyle. Marth relies on spacing, more defensive play, and early KOs with his powerful tippers. Lucina can be played more aggressively, and relies on her more effective combos to increase the opponent's damage enough so she can KO the opponent. Marth has the potential to be more rewarding if used correctly, but Lucina's consistent damage and knockback gives her a stronger up-close game, makes her attacks significantly safer on shield and on hit than Marth's sourspotted moves, and gives her better matchups against smaller or faster characters that Marth can have a hard time landing his tippers against, such as {{SSBU|Pikachu}} or {{SSBU|Fox}}. Even without a tipper, Lucina is still extremely effective at spacing nevertheless. She also shares Marth's other strengths, such as his decent mobility, above-average frame data, strong [[juggling]] and [[edgeguarding]] capabilities, and decent [[out of shield]] options. As such, she is considered to be one of the easiest and most versatile characters in the game, even when compared to Marth. | ||
Lucina's special moveset also possesses immense utility, and in two cases, more than that of Marth. [[Shield Breaker]] can break shields thanks to its high [[shield damage]], even when uncharged, and it is useful for punishing rolls. It also grants some horizontal movement, which is amplified when fully charged, deals additional damage should it directly strike an opponent's head, and deals consistent damage unlike Marth's version. [[Dancing Blade]] can be used to punish sidesteps and boasts damage-racking, mix-up, KO and even recovery potential. Unlike Marth's version, the move is easier to properly connect due to its consistent hitboxes. [[Dolphin Slash]] has quick startup (coming out on frame 5), provides intangibility during its startup, and is relatively strong upon coming out. These attributes make it Lucina's primary method of recovery, as its speed can make it difficult to intercept, while also making it a decent [[out of shield]] option as well. In addition, its power | Lucina's special moveset also possesses immense utility, and in two cases, more than that of Marth. [[Shield Breaker]] can break shields thanks to its high [[shield damage]], even when uncharged, and it is useful for punishing rolls. It also grants some horizontal movement, which is amplified when fully charged, deals additional damage should it directly strike an opponent's head, and deals consistent damage unlike Marth's version. [[Dancing Blade]] can be used to punish sidesteps and boasts damage-racking, mix-up, KO and even recovery potential. Unlike Marth's version, the move is easier to properly connect due to its consistent hitboxes. [[Dolphin Slash]] has quick startup (coming out on frame 5), provides intangibility during its startup, and is relatively strong upon coming out. These attributes make it Lucina's primary method of recovery, as its speed can make it difficult to intercept, while also making it a decent [[out of shield]] option as well. In addition, its power combined with the aerial version's frame 1 [[intangibility]] makes it capable of breaking combos, and even [[stage spike|stage spiking]] reckless edgeguarding attempts. Lastly, [[Counter]] is a counterattack with a 1.2× damage multiplier that can KO an opponent who uses a sufficiently strong attack, and can also be used to edgeguard many recovery moves with damaging hitboxes. | ||
Despite her strengths and versatility, Lucina is not without flaws, most of them shared with Marth. Perhaps the biggest one is her difficulty in escaping from [[juggle]]s; her air speed is average at best, her gravity is fairly low, her weight is slightly below-average and her tall hurtbox provides an easy target. Dolphin Slash is her only reliable combo breaker, but as it leaves her helpless, it can inadvertently put her in an even worse position. Also, while Counter can be used defensively, it leaves Lucina extremely vulnerable to punishment should it whiff. Lucina also has little defense against juggling, as her aerials are ineffective at relieving pressure; though her attacks have quick startup and decent range, many of them come with high ending lag, and also suffer from short hitbox durations. Additionally, being a solely sword-based character, her otherwise-excellent [[neutral game]] suffers from her lack of a projectile, and she can sometimes struggle against projectile-heavy characters and playstyles; however, her combination of high mobility, good range and decent frame data helps to alleviate this issue. | Despite her strengths and versatility, Lucina is not without flaws, most of them shared with Marth. Perhaps the biggest one is her difficulty in escaping from [[juggle]]s; her air speed is average at best, her gravity is fairly low, her weight is slightly below-average and her tall hurtbox provides an easy target. Dolphin Slash is her only reliable combo breaker, but as it leaves her helpless, it can inadvertently put her in an even worse position. Also, while Counter can be used defensively, it leaves Lucina extremely vulnerable to punishment should it whiff. Lucina also has little defense against juggling, as her aerials are ineffective at relieving pressure; though her attacks have quick startup and decent range, many of them come with high ending lag, and also suffer from short hitbox durations. Additionally, being a solely sword-based character, her otherwise-excellent [[neutral game]] suffers from her lack of a projectile, and she can sometimes struggle against projectile-heavy characters and playstyles; however, her combination of high mobility, good range and decent frame data helps to alleviate this issue. | ||
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Lucina herself is somewhat vulnerable to edgeguarding, though she has options for mix-ups with her recovery. Dolphin Slash is her only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed, frame 1 intangibility and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable. Additionally, since this move grants little horizontal distance, Lucina is vulnerable to semi-spikes. While Shield Breaker can aid her horizontal recovery, it covers little distance without charging and does not halt her vertical momentum either. Lucina is also heavily reliant on her double jump and directional air dodge for mix-ups in her recovery, and is in significant danger if offstage without either of them. | Lucina herself is somewhat vulnerable to edgeguarding, though she has options for mix-ups with her recovery. Dolphin Slash is her only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed, frame 1 intangibility and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable. Additionally, since this move grants little horizontal distance, Lucina is vulnerable to semi-spikes. While Shield Breaker can aid her horizontal recovery, it covers little distance without charging and does not halt her vertical momentum either. Lucina is also heavily reliant on her double jump and directional air dodge for mix-ups in her recovery, and is in significant danger if offstage without either of them. | ||
Overall, Lucina is a "lower-risk, higher-reward" version of Marth, and her strengths outweigh her weaknesses. She trades Marth's stronger KO potential courtesy of his stronger but notoriously inconsistent tippers for more consistent spacing and damage-racking abilities, better close-range capabilities, as well as more consistent KO potential. She has a low learning curve thanks to her straightforward playstyle, since she benefits from spacing at close range while also having several fast and reliably strong KOing options; however, | Overall, Lucina is a "lower-risk, higher-reward" version of Marth, and her strengths outweigh her weaknesses. She trades Marth's stronger KO potential courtesy of his stronger but notoriously inconsistent tippers for more consistent spacing and damage-racking abilities, better close-range capabilities, as well as more consistent KO potential. She has a low learning curve thanks to her straightforward playstyle, since she benefits from spacing at close range while also having several fast and reliably strong KOing options. As a result, Lucina has a very large playerbase, and has achieved excellent results and representation courtesy of players like {{sm|Mr. E}} and {{sm|ProtoBanham}}; as such, she is considered to be a competitively viable character. In recent times, however, her placings have somewhat diminished over time: other sword characters such as {{SSBU|Roy}} and {{SSBU|Chrom}} have achieved higher placings and representation. As such, while Lucina is still widely considered a top- or high-tier character, her overall position remains debatable. | ||
==Differences from {{SSBU|Marth}}== | ==Differences from {{SSBU|Marth}}== | ||
As mentioned above, the primary difference between Lucina and Marth is that Lucina lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. This means that Lucina will be able to rack up damage and KO much more consistently, but in turn does not have the option to KO as early as Marth does | As mentioned above, the primary difference between Lucina and Marth is that Lucina lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. This means that Lucina will be able to rack up damage and KO much more consistently, but in turn does not have the option to KO as early as Marth does. | ||
Lucina was also slightly recloned from her previous appearance in ''SSB4'', as she is no longer smaller than Marth (which increases the size of her hurtbox but improves her range), her up tilt will now move her forward slightly, and she no longer keeps her momentum on her neutral attack and up tilt. Despite losing these somewhat negligible differences, she keeps one other difference from ''SSB4'': her up tilt has a unique sweetspot based on how late into the swing the opponent is hit. This ensures that she can rack up damage more easily with her up tilt as long as she is facing away from her opponent. | Lucina was also slightly recloned from her previous appearance in ''SSB4'', as she is no longer smaller than Marth (which increases the size of her hurtbox but improves her range), her up tilt will now move her forward slightly, and she no longer keeps her momentum on her neutral attack and up tilt. Despite losing these somewhat negligible differences, she keeps one other difference from ''SSB4'': her up tilt has a unique sweetspot based on how late into the swing the opponent is hit. This ensures that she can rack up damage more easily with her up tilt as long as she is facing away from her opponent. | ||
While Lucina and Marth have largely identical attacks, mobility attributes and frame data, the lack of a tipper spreads across Lucina's entire moveset, making her one of the more unique Echo Fighters alongside her father {{SSBU|Chrom}} and {{SSBU|Ken}}. As such, these three characters are | While Lucina and Marth have largely identical attacks, mobility attributes and frame data, the lack of a tipper spreads across Lucina's entire moveset, making her one of the more unique Echo Fighters alongside her father {{SSBU|Chrom}} and {{SSBU|Ken}}. As such, these three characters are expected to have their own spots on the [[tier list]], and are expected to be permitted to be used alongside their base fighters in [[Squad Strike]]. Lucina has obtained excellent results and representation early in the ''Ultimate'' metagame, especially compared to Marth; as such, she is near-universally considered to be the best swordfighter in the game. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|As with all other Echo Fighters, Lucina has different taunts and victory animations.}} | *{{change|As with all other Echo Fighters, Lucina has different taunts and victory animations.}} | ||
*{{change|Lucina's on-screen appearance is slightly different from that of Marth, as she removes her mask. She also has a different No Contest animation as well.}} | *{{change|Lucina's on-screen appearance is slightly different from that of Marth, as she removes her mask. She also has a different No Contest animation as well.}} | ||
*{{change|Unlike all other Echo Fighters, Lucina's [[Screen KO]] animation is different from Marth's.}} | *{{change|Unlike all other Echo Fighters, Lucina's [[Screen KO]] animation is different from Marth's.}} | ||
*{{change|Lucina has an additional voice clip for taking medium knockback, a trait shared with | *{{change|Lucina has an additional voice clip for taking medium knockback, a trait shared with most of the other ''SSB4'' newcomers.}} | ||
*{{change|Lucina's [[victory theme]] is different from that of Marth, being | *{{change|Lucina's [[victory theme]] is different from that of Marth, being a remix of the ''Fire Emblem Awakening'' song "Id (Purpose)."}} | ||
*{{change|Lucina's sword trails are completely opaque, while Marth's are only opaque at the tip of his blade.}} | *{{change|Lucina's sword trails are completely opaque, while Marth's are only opaque at the tip of his blade.}} | ||
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*{{change|Aside from her neutral attack and Dancing Blade, the rest of Lucina's moveset lacks [[hitlag]] modifiers.}} | *{{change|Aside from her neutral attack and Dancing Blade, the rest of Lucina's moveset lacks [[hitlag]] modifiers.}} | ||
*{{buff|Lucina's [[spot dodge]] retains her horizontal momentum, granting it follow-ups that Marth's lacks.}} | *{{buff|Lucina's [[spot dodge]] retains her horizontal momentum, granting it follow-ups that Marth's lacks.}} | ||
*{{nerf|Lucina's [[shield jump]] goes slightly higher than Marth's | *{{nerf|Lucina's [[shield jump]] goes slightly higher than Marth's, resulting in it taking 3 frames longer for her to land on flat ground.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Lucina's [[up tilt]] (named "Anti-air Slash" in the in-game tips) has a unique timing-based sweetspot. On the later half of the slash, the attack does more damage while also having weaker knockback. The combination of less knockback and more damage allows her up tilt to rack more damage than Marth's as long as she is facing away from her opponent.}} | |||
*{{buff|Lucina's [[up tilt]] (named "Anti-air Slash" in the in-game tips) has a unique timing-based sweetspot. On the | |||
**{{nerf|Since the timing-based sweetspot deals less knockback, it cannot be used to reliably KO as much as Marth's variant.}} | **{{nerf|Since the timing-based sweetspot deals less knockback, it cannot be used to reliably KO as much as Marth's variant.}} | ||
***{{buff|However, this allows it more effective combo potential.}} | ***{{buff|However, this allows it more effective combo potential.}} | ||
*{{change|The arm hitbox of Lucina's up smash has | *{{change|The arm hitbox of Lucina's up smash has slightly different angle (90 → 89).}} | ||
===Air attacks=== | ===Air attacks=== | ||
*{{buff|All of up aerial's hitboxes have altered angles, even compared to the non-tippered hitboxes of Marth's version (80/90 → 85).}} | *{{buff|All of up aerial's hitboxes have altered angles, even compared to the non-tippered hitboxes of Marth's version (80/90 → 85).}} | ||
*{{nerf|Due to Marth's down aerial meteor hitbox being a tipper, Lucina's meteor hitbox deals less damage (15% → 14.25%) reducing her edgeguarding potential.}} | *{{nerf|Due to Marth's down aerial meteor hitbox being a tipper, Lucina's meteor hitbox deals less damage (15% → 14.25%) reducing her edgeguarding potential.}} | ||
*{{change|The middle hitboxes of Lucina's forward, back and up aerials cover the tip hitboxes more, mildly changing the range around the sword.}} | *{{change|The middle hitboxes of Lucina's forward, back and up aerials cover the tip hitboxes more, mildly changing the range around the sword.}} | ||
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*[[Critical Hit]]: | *[[Critical Hit]]: | ||
**{{change|Lucina utters "Time to change fate!" when using her Final Smash, whereas Marth merely grunts.}} | **{{change|Lucina utters "Time to change fate!" when using her Final Smash, whereas Marth merely grunts.}} | ||
==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. | 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. Lucina has received a mixture of buffs and nerfs in the transition to ''Ultimate'', although she was overall buffed despite her high-tier placement. | ||
Compared to other characters, Lucina has received few major, direct changes between games, with most of her notable nerfs being shared with Marth. Her | Compared to other characters, Lucina has received few major, direct changes between games, with most of her notable nerfs being shared with Marth. Her previously weak grab game was further weakened, with her throws losing most of their combo and emergency KO potential, which weakens her options against shields. 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. Lastly, her [[neutral attack]], previously an excellent combo starter and neutral tool due to its first hit, 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. Additionally, Lucina's already linear recovery was also made less safe by the changes to air dodging as well as the reduction in [[edge sweetspot]] size, making her easier to edgeguard and thus worsening her survivability. | ||
In spite of these nerfs, Lucina benefits from the gameplay changes to an extent far greater than Marth. The ability to [[dash cancel]] into any attack improves her grounded spacing ability (especially for her tilt attacks), and allow her to bait attacks with fox-trotting; this is all further compounded by her fast running speed, which has also been improved due to the universal increase in mobility. The reduction in landing lag on her aerials makes them safer for spacing and approaching, while also enhancing their combo ability. The general increase in shieldstun also makes the majority of her attacks safer on shield. All of these changes improve her more aggressive game compared to Marth, as the game's faster pace fosters more aggressive playstyles than in '' | In spite of these nerfs, Lucina benefits from the gameplay changes to an extent far greater than Marth. The ability to [[dash cancel]] into any attack improves her grounded spacing ability (especially for her tilt attacks), and allow her to bait attacks with fox-trotting; this is all further compounded by her fast running speed, which has also been improved due to the universal increase in mobility. The reduction in landing lag on her aerials makes them safer for spacing and approaching, while also enhancing their combo ability. The general increase in shieldstun also makes the majority of her attacks safer on shield. All of these changes improve her more aggressive game compared to Marth, as the game's faster pace fosters more aggressive playstyles than in ''Smash 4'', allowing her greater close-combat capabilities to be an advantage in far more situations. Lastly, the changes to [[air dodge]] mechanics also greatly enhance her juggling and edgeguarding capabilities, as they provide less leeway for opponents to recover against her wide aerials, further improving her edgeguarding game to the point it is among the most fearsome. | ||
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 | Overall, the benefits Lucina has gained from the game's engine have benefited her in several ways that heavily compensate for the direct nerfs she has received, as said nerfs affect her much less than they did to Marth due to Lucina not relying on tippers at all, while the direct buffs she received complement this. As a result of her positive changes, Lucina has been a very high-placing character in ''Ultimate''{{'}}s metagame so far, with impressive representation and results from the likes of {{sm|Laid}}, {{sm|MkLeo}}, {{sm|Mr E}} and {{sm|ProtoBanham}}. As such, she is generally considered to be a top- or high-tier character, and is usually regarded as the best swordfighter in the game, akin to [[Marth (SSBM)|her ancestor]] in ''Melee'', {{SSBB|Meta Knight}} in ''Brawl'', and {{SSB4|Cloud}} in ''SSB4''. | ||
{{SSB4 to SSBU changelist|char=Lucina}} | {{SSB4 to SSBU changelist|char=Lucina}} | ||
==Update history== | ==Update history== | ||
Unlike Marth, who | Unlike Marth, who has been slightly buffed, Lucina has been slightly nerfed overall, likely as a result of her perceived top-tier status. Update 3.0.0 increased the range of her dash grab, much like Marth, {{SSBU|Roy}}, and [[Chrom (SSBU)|her father]]. The nerfs to the shield damage of various projectiles also benefits Lucina, making it easier for her to overcome projectile camping from various characters. However, update 3.1.0 reduced the knockback scaling of her forward smash and forward aerial, somewhat hindering her KO ability, though forward aerial's combo potential has somewhat improved as a result. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
{{UpdateList (SSBU)/3.1.0|char=Lucina}} | {{UpdateList (SSBU)/3.1.0|char=Lucina}} | ||
==Moveset== | ==Moveset== | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3.325% | |neutral1dmg=3.325% | ||
|neutral2dmg=4.75% | |neutral2dmg=4.75% | ||
|neutraldesc=Slashes the Parallel Falchion twice in front of herself. The first hit can also [[jab lock]]. It is tied with her up aerial and Dolphin Slash as her fastest move in her entire moveset as well. | |neutraldesc=Slashes the Parallel Falchion twice in front of herself. The first hit can also [[jab lock]]. It is tied with her up aerial and Dolphin Slash as her fastest move in her entire moveset as well. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% | |ftiltdmg=11% | ||
|ftiltdesc=A fast upward swipe while leaning forward. Has a large arc that is useful for spacing. Can hit opponents standing on top of some platforms. The move can also serve as an emergency KO move near the ledge at extremely high percents. | |ftiltdesc=A fast upward swipe while leaning forward. Has a large arc that is useful for spacing. Can hit opponents standing on top of some platforms. The move can also serve as an emergency KO move near the ledge at extremely high percents. | ||
|utiltname=Anti-air Slash | |utiltname=Anti-air Slash | ||
|utiltdmg=7.6% (early), 8.075% (late) | |utiltdmg=7.6% (early), 8.075% (late) | ||
|utiltdesc=Swings the Parallel Falchion in a large arc above her head, with a large hitbox that can hit enemies in front of, above and behind her. Has the fastest startup out of Lucina's tilts. Additionally, the move has a timing-based sweetspot unlike Marth's version; on the latter half of the swing, Lucina deals more damage but less knockback, allowing her to rack up damage more easily as long as she is facing away from her opponent. Covers platforms very well and is useful for juggling and starting aerial combos. It can KO at very high percents as well. | |utiltdesc=Swings the Parallel Falchion in a large arc above her head, with a large hitbox that can hit enemies in front of, above and behind her. Has the fastest startup out of Lucina's tilts. Additionally, the move has a timing-based sweetspot unlike Marth's version; on the latter half of the swing, Lucina deals more damage but less knockback, allowing her to rack up damage more easily as long as she is facing away from her opponent. Covers platforms very well and is useful for juggling and starting aerial combos. It can KO at very high percents as well. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8.5% | |dtiltdmg=8.5% | ||
|dtiltdesc=A quick crouching sword poke. Has the lowest ending lag out of Lucina's tilts, making it useful for interrupting grounded approaches and creating space. Deals [[semi-spike]] knockback, making it useful for edgeguarding. Knocks opponents into a [[tumble]] around 80%, which can force opponents into a [[tech-chase]] situation. | |dtiltdesc=A quick crouching sword poke. Has the lowest ending lag out of Lucina's tilts, making it useful for interrupting grounded approaches and creating space. Deals [[semi-spike]] knockback, making it useful for edgeguarding. Knocks opponents into a [[tumble]] around 80%, which can force opponents into a [[tech-chase]] situation. | ||
|dashname= | |dashname= | ||
|dashdmg=10.925% | |dashdmg=10.925% | ||
|dashdesc=A running, upward-sweeping diagonal slash. Has somewhat slow startup for a dash attack, but deals decent horizontal knockback, KOing middleweights at the edge at around 130%. Has notable ending lag and low hitlag, making it rather unsafe against shields. Compared to forward tilt, it has slower startup, higher ending lag, less vertical range, is less safe on shield, and is more situational, but it has more horizontal range and KOs much sooner. | |dashdesc=A running, upward-sweeping diagonal slash. Has somewhat slow startup for a dash attack, but deals decent horizontal knockback, KOing middleweights at the edge at around 130%. Has notable ending lag and low hitlag, making it rather unsafe against shields. Compared to forward tilt, it has slower startup, higher ending lag, less vertical range, is less safe on shield, and is more situational, but it has more horizontal range and KOs much sooner. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|15}} | |fsmashdmg={{ChargedSmashDmgSSBU|15}} | ||
|fsmashdesc=Rotates her body counter-clockwise with a strong overarching one-handed swing from her head to the ground. Very fast startup for a forward smash, but has high ending lag. Deals considerably high knockback, KOing middleweights at the edge around | |fsmashdesc=Rotates her body counter-clockwise with a strong overarching one-handed swing from her head to the ground. Very fast startup for a forward smash, but has high ending lag. Deals considerably high knockback, KOing middleweights at the edge around 76%. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|3}} (ground), {{ChargedSmashDmgSSBU|14.25}} (blade). | |usmashdmg={{ChargedSmashDmgSSBU|3}} (ground), {{ChargedSmashDmgSSBU|14.25}} (blade). | ||
|usmashdesc=A quick, upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. It is also comparatively more reliable than Marth's, because of the positioning needed for him to land a sweetspot in his case. | |usmashdesc=A quick, upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. It is also comparatively more reliable than Marth's, because of the positioning needed for him to land a sweetspot in his case. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|9.5}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|9.5}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2) | ||
|dsmashdesc=Sweeps the Parallel Falchion on the ground toward the front outward then toward the back inward. The back hit is noticeably stronger than the front hit. Lucina's fastest smash attack, though it also has high ending lag. | |dsmashdesc=Sweeps the Parallel Falchion on the ground toward the front outward then toward the back inward. The back hit is noticeably stronger than the front hit. Lucina's fastest smash attack, though it also has high ending lag. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|4.275}} (hit 1), {{ShortHopDmgSSBU|8.55}} (hit 2) | |nairdmg={{ShortHopDmgSSBU|4.275}} (hit 1), {{ShortHopDmgSSBU|8.55}} (hit 2) | ||
|nairdesc=Two horizontal slashes around herself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Lucina, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The first hit has low knockback scaling, which when combined with [[fast fall]]ing and the move's low landing lag, allows it to combo into many of Lucina's tilts, and even her forward smash, even at high percentages. The second hit has moderately strong knockback, KOing middleweights at the edge around 120%. | |nairdesc=Two horizontal slashes around herself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Lucina, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The first hit has low knockback scaling, which when combined with [[fast fall]]ing and the move's low landing lag, allows it to combo into many of Lucina's tilts, and even her forward smash, even at high percentages. The second hit has moderately strong knockback, KOing middleweights at the edge around 120%. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|10.5}} | |fairdmg={{ShortHopDmgSSBU|10.5}} | ||
|fairdesc=Does a descending crescent slash in front of her with great coverage. This is Lucina's best tool for air combat, and its reasonably low landing lag makes it very safe when spaced properly. Lucina can also use this move more reliably than Marth can, as it deals relatively high damage and knockback throughout. Around 27%, it begins to knock opponents into a tumble, which can force a tech-chase situation. KOs middleweights at the edge around | |fairdesc=Does a descending crescent slash in front of her with great coverage. This is Lucina's best tool for air combat, and its reasonably low landing lag makes it very safe when spaced properly. Lucina can also use this move more reliably than Marth can, as it deals relatively high damage and knockback throughout. Around 27%, it begins to knock opponents into a tumble, which can force a tech-chase situation. KOs middleweights at the edge around 143%. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|11.875}} | |bairdmg={{ShortHopDmgSSBU|11.875}} | ||
|bairdesc=An upward crescent slash behind her in an inward swipe. Has the interesting property of turning Lucina around, changing the direction she is facing. Similar use to her forward aerial, although with more knockback and a smaller hitbox. Safe on shield when spaced low to the ground. Rather strong given its speed, KOing middleweights at the edge around 110%. | |bairdesc=An upward crescent slash behind her in an inward swipe. Has the interesting property of turning Lucina around, changing the direction she is facing. Similar use to her forward aerial, although with more knockback and a smaller hitbox. Safe on shield when spaced low to the ground. Rather strong given its speed, KOing middleweights at the edge around 110%. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|11.4}} | |uairdmg={{ShortHopDmgSSBU|11.4}} | ||
|uairdesc=An overhead crescent slash with good coverage, ending in a delayed somersault. Lucina's fastest aerial, it is good for juggling thanks to its large arc, making it a good anti-air as well, and has moderate knockback. Due to its angle, it makes for a reliable combo starter, especially on landing. Compared to Marth's, it loses true combo percent potential sooner due to its greater knockback compared to his equivalent move's sourspot. It can KO at very high percents near the upper blast zone. | |uairdesc=An overhead crescent slash with good coverage, ending in a delayed somersault. Lucina's fastest aerial, it is good for juggling thanks to its large arc, making it a good anti-air as well, and has moderate knockback. Due to its angle, it makes for a reliable combo starter, especially on landing. Compared to Marth's, it loses true combo percent potential sooner due to its greater knockback compared to his equivalent move's sourspot. It can KO at very high percents near the upper blast zone. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|12.35}} (non-meteor), {{ShortHopDmgSSBU|14.25}} (meteor) | |dairdmg={{ShortHopDmgSSBU|12.35}} (non-meteor), {{ShortHopDmgSSBU|14.25}} (meteor) | ||
|dairdesc=A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Lucina), it serves as a powerful meteor smash. However, the meteor smash window only lasts for one frame (frame 11), and the move has very high ending lag for a down aerial. Can be useful against [[cross-up]]s and as an [[out of shield]] option as it starts behind Lucina and covers a wide area below her. | |dairdesc=A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Lucina), it serves as a powerful meteor smash. However, the meteor smash window only lasts for one frame (frame 11), and the move has very high ending lag for a down aerial. Can be useful against [[cross-up]]s and as an [[out of shield]] option as it starts behind Lucina and covers a wide area below her. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with her free hand. | |grabdesc=Reaches out with her free hand. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% | |fthrowdmg=4% | ||
|fthrowdesc=An elbow strike with her sword arm. Can be used to set up edgeguards, but it is not useful for comboing or KOing. | |fthrowdesc=An elbow strike with her sword arm. Can be used to set up edgeguards, but it is not useful for comboing or KOing. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=4% | |bthrowdmg=4% | ||
|bthrowdesc=Tosses the opponent over her leg, sending them behind her. Like with forward throw, its high base knockback allows her to set up edgeguarding, but it cannot combo or KO reliably. | |bthrowdesc=Tosses the opponent over her leg, sending them behind her. Like with forward throw, its high base knockback allows her to set up edgeguarding, but it cannot combo or KO reliably. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% | |uthrowdmg=5% | ||
|uthrowdesc=A powerful one-armed upward throw. Lucina's strongest throw, which can KO at extremely high percentages. However, it is fairly weak for a KO throw. | |uthrowdesc=A powerful one-armed upward throw. Lucina's strongest throw, which can KO at extremely high percentages. However, it is fairly weak for a KO throw. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Throws opponent to the ground with one arm, bouncing them upwards. Lucina's combo throw. At low to mid percents, its angle and high base knockback allow it to follow up into an up or back aerial depending on DI, or only an up aerial at higher percents. Despite having low knockback scaling, it still loses its combo potential at around roughly 80%-90%. | |dthrowdesc=Throws opponent to the ground with one arm, bouncing them upwards. Lucina's combo throw. At low to mid percents, its angle and high base knockback allow it to follow up into an up or back aerial depending on DI, or only an up aerial at higher percents. Despite having low knockback scaling, it still loses its combo potential at around roughly 80%-90%. | ||
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|nsname=Shield Breaker | |nsname=Shield Breaker | ||
|nsdmg=8.575% (uncharged), 23% (fully charged) | |nsdmg=8.575% (uncharged), 23% (fully charged) | ||
|nsdesc=Lucina assumes a readying stance and charges the Parallel Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[perfect shield]]ed. It also deals decently high damage and knockback, especially when fully charged, and unlike Marth, the fully-charged version is in fact stronger than her fully-charged forward smash. The aerial version gives Lucina a very slight horizontal boost, while a fully-charged aerial version will thrust Lucina in whatever direction she is facing, giving her a strong horizontal recovery option, albeit with very high startup. Can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head. | |nsdesc=Lucina assumes a readying stance and charges the Parallel Falchion at chest level before powerfully thrusting it forward. This attack deals massive [[shield damage]] even when uncharged, and will instantly break shields at full charge, although it can be safely [[perfect shield]]ed. It also deals decently high damage and knockback, especially when fully charged, and unlike Marth, the fully-charged version is in fact stronger than her fully-charged forward smash. The aerial version gives Lucina a very slight horizontal boost, while a fully-charged aerial version will thrust Lucina in whatever direction she is facing, giving her a strong horizontal recovery option, albeit with very high startup. Can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head, though this appears to be out-prioritized by any hitbox striking a non-head hurtbox. | ||
|ssname=Dancing Blade | |ssname=Dancing Blade | ||
|ssdmg=Varies (see below) | |ssdmg=Varies (see below) | ||
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| Fourth Hit (Up) || 5.7% || Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move. | | Fourth Hit (Up) || 5.7% || Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move. | ||
|- | |- | ||
| Fourth Hit (Neutral) || 4.75% || Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback, KOing middleweights | | Fourth Hit (Neutral) || 4.75% || Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback, KOing middleweights near the edge by itself around 118%. | ||
|- | |- | ||
| Fourth Hit (Down) || 2% (hit 1-4), 4.275% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag of the three finishers. | | Fourth Hit (Down) || 2% (hit 1-4), 4.275% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag of the three finishers. | ||
|} | |} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Twirls the Parallel Falchion and then assumes a stance highly similar to her pose from her official art in ''Fire Emblem Awakening'', saying "Come at me!" ({{ja|かかってきなさい.|Kakatte ki nasai.}}, ''"Come at me."'') | *'''Up taunt''': Twirls the Parallel Falchion and then assumes a stance highly similar to her pose from her official art in ''Fire Emblem Awakening'', saying "Come at me!" ({{ja|かかってきなさい.|Kakatte ki nasai.}}, ''"Come at me."'') | ||
*'''Side taunt''': Turns around to have her back face the screen while sheathing the Parallel Falchion and saying "I cannot lose." ({{ja|負けられませんから.|Makeraremasen kara.}}, ''"I won't lose now."'') | *'''Side taunt''': Turns around to have her back face the screen while sheathing the Parallel Falchion and saying "I cannot lose." ({{ja|負けられませんから.|Makeraremasen kara.}}, ''"I won't lose now."'') | ||
*'''Down taunt''': Puts on the mask she used while disguised as [[Marth]] while putting her hand on her hip; she then removes the mask. | *'''Down taunt''': Puts on the mask she used while disguised as [[Marth]], while putting her hand on her hip; she then removes the mask. | ||
<gallery> | <gallery> | ||
SSBULucinaTaunt1.gif|Lucina's up taunt. | SSBULucinaTaunt1.gif|Lucina's up taunt. | ||
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*Brushes her hair out of her face. | *Brushes her hair out of her face. | ||
<gallery> | <gallery> | ||
SSBULucinaIdle1.gif|Lucina's first idle pose | SSBULucinaIdle1.gif|Lucina's first idle pose | ||
SSBULucinaIdle2.gif|Lucina's second idle pose | SSBULucinaIdle2.gif|Lucina's second idle pose | ||
</gallery> | </gallery> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
| | |[[File:Lucina Cheer English SSBU.ogg|center]]||[[File:Lucina Cheer Japanese SSBU.ogg|center]]||[[File:Lucina Cheer Italian SSBU.ogg|center]]||[[File:Lucina Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Lucina Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Lucina Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Lucina Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Lucina Cheer Spanish NTSC | |[[File:Lucina Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Lucina Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Lucina Cheer Spanish PAL SSBU.ogg|center]]||[[File:Lucina Cheer Russian SSBU.ogg|center]]||[[File:Lucina Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Lucina has seen strong potential even before the release of ''Ultimate''. Pre-release tier lists ranked her as one of the best characters in the game. Many top professionals noticed her strengths over her original fighter {{SSBU|Marth}}, lacking tippers on her hitboxes. She is also complemented with a low learning curve possessed with a simple neutral, above-average edgeguarding, and consistent KO power. She has been a popular choice among all levels of play. {{Sm|MkLeo}} and {{Sm|Nairo}} were early pioneers for the character utilizing her as a strong secondary to their mains {{SSBU|Ike}} and {{SSBU|Palutena}}, respectively. Leo went on to win {{Trn|GENESIS 6}} and be the runner up for {{Trn|Frostbite 2019}}. Later on, players, such as {{Sm|Mr. E}}, {{Sm|Etsuji}}, and {{Sm|ProtoBanham}}, use her as a solo main to consistently do well in tournaments. {{Sm|ProtoBanham}} notably placed well in Japanese tournaments with a 2nd place finish at {{Trn|Umebura Japan Major 2019}} and in American tournaments with a 5th place finish at {{Trn|EVO 2019}}. Although she has seen remarkable success at the top level of play, her results have steadily decreased because of the simple playstyle she has, enabling players to quickly learn the matchup and become more used to how she plays. In the present day, Lucina is still widely considered a top tier and one of the best swordfighters in the game along with {{SSBU|Shulk}} and {{SSBU|Roy}}. Other players, such as {{Sm|Mew2King}} and {{Sm|Armada}}, view her as a high tier due to her easy learning curve. | |||
'' | ===Notable players=== | ||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
*{{Sm| | ''See also: [[:Category:Lucina professionals (SSBU)]]'' | ||
*{{Sm| | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
*{{Sm|Leon|France}} - | ====Active==== | ||
*{{Sm|MkLeo|Mexico}} - | *{{Sm|Aerious|Canada}} - Placed 7th at {{Trn|LAN ETS 2019}}, 17th at {{Trn|Rising Stars at EGLX 2019}}, and 25th at {{Trn|DreamHack Montreal 2019}}. Ranked 3rd on the [[Ottawa Power Rankings]]. | ||
*{{Sm|Mr. E|USA}} - The best Lucina player in | *{{Sm|Dylster|USA}} - The best Lucina player in [[Michigan]]. Placed 3rd at {{Trn|Summer Games 2}}, 5th at {{Trn|Chronicles of Olympus V}}, 9th at both {{Trn|Victory Road}} and {{Trn|Pantheon: A Smash Ultimate Kick Off}}, and 13th at {{Trn|Little Big House 5}}. Ranked 11th on the [[Michigan Power Rankings#Super Smash Bros. Ultimate|Michigan Ultimate Power Rankings]]. | ||
*{{Sm| | *{{Sm|Earl|USA}} - Placed 1st at {{Trn|Frosty Faustings XI}}, 9th at {{Trn|Midwest Arena}}, 13th at {{Trn|Midwest Arena 2: Doubles Masters}}, and 17th at {{Trn|Thwacked}}. | ||
*{{Sm|Etsuji|Japan}} (#34) - One of the best Lucina players in the world. Placed 7th at {{Trn|Umebura SP 2}}, 13th at {{Trn|Sumabato SP 2}}, and 17th at {{Trn|Sumabato SP}}. | |||
*{{Sm|Ikey|Canada}} - Placed 9th at {{Trn|VORTEX}} and 17th at {{Trn|Salt Flats 2019}} while defeating {{Sm|Lemmon}}. | |||
*{{Sm|Javi|p=Smash 4|Mexico}} - Placed 2nd at {{Trn|Ragnarok}}, 3rd at {{Trn|WeTecThose 9}}, and 33rd at {{Trn|2GG: Prime Saga}} using Lucina as one of his characters. | |||
*{{Sm|Kogarasuma|USA}} - The best Lucina player in Connecticut. Placed 9th at {{Trn|CT GamerCon 3}} and 17th at {{Trn|Return to Subspace 2}}. Ranked 9th on the [[Connecticut Power Rankings#Super Smash Bros. Ultimate rankings|Connecticut Ultimate Power Rankings]]. | |||
*{{Sm|Laid|USA}} - Placed 3rd at {{Trn|Return to Subspace 2}} and 4th at {{Trn|Overclocked Ultimate}}. Ranked 3rd on the [[New England Power Rankings#Super Smash Bros. Ultimate rankings|New England Ultimate Power Rankings]] with wins on {{Sm|Marss}} and {{Sm|Light|p=Connecticut}}. | |||
*{{Sm|Leon|France}} - Placed 4th at {{Trn|Ultimate WANTED 2}}, 7th at {{Trn|European SEL Clash}}, 13th at {{Trn|Stunfest 2019}}, and 17th at {{Trn|Ultimate Fighting Arena 2019}}, {{Trn|Syndicate 2019}}, and {{Trn|Valhalla III}}. | |||
*{{Sm|Mao|Japan}} - Placed 13th at {{Trn|Kurobra 19}}, 17th at {{Trn|Maesuma TOP 1}}, 25th at {{Trn|Sumabato SP 11}}, and 33rd at {{Trn|EVO 2019}}. | |||
*{{Sm|Masashi|Japan}} - Placed 9th at {{Trn|Karisuma SP 6}}, 13th at both {{Trn|Maesuma TOP 1}} and {{Trn|Sumabato SP 8}}, 25th at both {{Trn|Sumabato SP 9}} and {{Trn|Sumabato SP 10}}, and 49th at {{Trn|Umebura SP 6}} with both {{SSBU|Cloud}} and Lucina. | |||
*{{Sm|Meme|Mexico}} - Placed 1st at {{Trn|BIT MASTER MTY 2nd STRIKE}}, 17th at {{Trn|GENESIS 7}}, and 25th at {{Trn|Frostbite 2019}} with both {{SSBU|Yoshi}} and Lucina. | |||
*{{Sm|MkLeo|Mexico}} (#1) - Considered the best Lucina player in the world before solo maining {{SSBU|Joker}}, but continues to utilize Lucina as a strong secondary. Placed 1st at {{Trn|GENESIS 6}}, {{Trn|Smash Ultimate Summit}}, and {{Trn|MomoCon 2019}}, 2nd at {{Trn|Frostbite 2019}} and {{Trn|Mainstage}}, and 7th at {{Trn|Pound 2019}}. | |||
*{{Sm|Mr. E|USA}} - The best Lucina player in the United States and one of the best ones in the world. Placed 13th at {{Trn|2GG: Prime Saga}}, {{Trn|CEO 2019}}, {{Trn|Pound 2019}}, and 17th at both {{Trn|Overclocked Ultimate}} and {{Trn|Collision 2019}}. Has wins over {{Sm|MVD}}, {{Sm|Myran}}, and {{Sm|LeoN}}. | |||
*{{Sm|NAKAT|USA}} - Uses Lucina as a secondary. Placed 7th at {{Trn|Smash 'N' Splash 5}} and 33rd at {{Trn|Frostbite 2020}} using Lucina as one of his characters. | |||
*{{Sm|ProtoBanham|Japan}} (#19) - The best Lucina player in the world. Placed 2nd at {{Trn|Umebura Japan Major 2019}}, 4th at {{Trn|Umebura SP 3}}, 5th at {{Trn|EVO 2019}}, and 13th at {{Trn|CEO 2019}}. Has wins over {{Sm|Cosmos}}, {{Sm|Raito}}, {{Sm|Abadango}}, {{Sm|Tea}}, and {{Sm|Choco}}. | |||
*{{Sm|Rox|Mexico}} - Placed 1st at {{Trn|BIT MASTER MTY 7}}, 2nd at both {{Trn|BIT MASTER MTY 2nd STRIKE}} and {{Trn|BIT MASTER MTY 5}}, 3rd at {{Trn|BIT MASTER MTY 3rd IMPACT}}, and 4th at {{Trn|Ragnarok}}. | |||
*{{Sm|Scubbss|Canada}} - Placed 2nd at {{Trn|Canada Cup 2019}}, 3rd at {{Trn|Salt Flats 2019}}, 9th at {{Trn|Smashfest 5: Queen City Ex}}, and 13th at {{Trn|VORTEX}}. Ranked 24th on the [[Smash Canada Rankings Ultimate]]. | |||
*{{Sm|Vermillion|USA}} - Placed 7th at {{Trn|LVL Up Expo 2019}} and 17th at {{Trn|Super Smashed Fest}}. | |||
*{{Sm|Vuhladdin|USA}} - The best Lucina player in [[SoCal]]. Placed 13th at {{Trn|2GG: All In}} and 33rd at {{Trn|2GG: Breakthrough 2019}}. Has wins over {{Sm|Nicko}}, {{Sm|Charliedaking}}, and {{Sm|Zenyou}}. | |||
*{{Sm|Yoomoo|USA}} - Placed 9th at both {{Trn|Smash Out 2019}} and {{Trn|Retro Arena 64}} as well as 17th at {{Trn|Midwest Arena 2: Doubles Masters}}. | |||
=== | ====Inactive==== | ||
Lucina | *{{Sm|Nairo|USA}} (#4) - Used Lucina as a very strong secondary. Placed 2nd at {{Trn|Glitch 6}} and {{Trn|Collision 2019}}. Has wins over {{Sm|Light|p=Connecticut}} and {{Sm|ZD}}. | ||
*{{Sm|Raito|Japan}} (#17) - Uses Lucina as a secondary. Placed 9th at {{Trn|Umebura SP 3}} using Lucina as one of his characters. | |||
*{{Sm|Pugwest|USA}} - Placed 13th at both {{Trn|Return to Subspace 2}} and {{Trn|Overclocked Ultimate II}}. Ranked 12th on the [[New England Power Rankings#Super Smash Bros. Ultimate rankings|New England Ultimate Power Rankings]]. | |||
*{{Sm|Salem|USA}} (#30) - Mainly used Lucina in doubles, but has used her in singles. Placed 5th at {{Trn|Pound 2019}} and 13th at {{Trn|GENESIS 6}} with Lucina as one of his characters. Has wins over {{Sm|Larry Lurr}}, {{Sm|Magister}}, {{Sm|Umeki}}, and {{Sm|Seagull Joe}}. | |||
*{{Sm|Zackray|Japan}} (#7) - Uses Lucina as a very strong secondary. Placed 2nd at {{Trn|2GG: Prime Saga}} with a win over {{Sm|VoiD}}. | |||
=={{SSBU|Classic Mode}}: A Path of Heroes== | =={{SSBU|Classic Mode}}: A Path of Heroes== | ||
[[File:SSBU Congratulations Lucina.png|thumb|Lucina's congratulations screen.]] | [[File:SSBU Congratulations Lucina.png|thumb|Lucina's congratulations screen.]] | ||
All of Lucina's opponents are ''Fire Emblem'' characters. They appear in reverse of the order | All of Lucina's opponents are ''Fire Emblem'' characters. They appear in reverse of the order their respective games were released, likely referencing Lucina traveling into the past in her own game. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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|1||{{Head|Corrin|g=SSBU|s=20px}}{{Head|Corrin|g=SSBU|s=20px|cl=Female}} {{SSBU|Corrin}} (x2)||[[Find Mii]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}''|| | |1||{{Head|Corrin|g=SSBU|s=20px}}{{Head|Corrin|g=SSBU|s=20px|cl=Female}} {{SSBU|Corrin}} (x2)||[[Find Mii]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}''|| | ||
|- | |- | ||
|2|| {{CharHead|Chrom|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Conquest (Ablaze)}}''|| | |2|| {{CharHead|Chrom|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Conquest (Ablaze)}}''|| | ||
|- | |- | ||
|3||{{Head|Robin|g=SSBU|s=20px}}{{Head|Robin|g=SSBU|s=20px|cl=Female}} {{SSBU|Robin}} (x2)||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Fire Emblem|Id (Purpose | |3||{{Head|Robin|g=SSBU|s=20px}}{{Head|Robin|g=SSBU|s=20px|cl=Female}} {{SSBU|Robin}} (x2)||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Fire Emblem|Id (Purpose)}}''|| | ||
|- | |- | ||
|4|| {{CharHead|Ike|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Eternal Bond}}''|| | |4|| {{CharHead|Ike|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Eternal Bond}}''|| | ||
|- | |- | ||
|5|| {{CharHead|Roy|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Fire Emblem|Beyond Distant Skies - Roy's Departure}}''|| | |5|| {{CharHead|Roy|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Fire Emblem|Beyond Distant Skies - Roy's Departure}}''|| | ||
|- | |- | ||
|6|| {{CharHead|Marth|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''|| | |6|| {{CharHead|Marth|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''|| | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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|} | |} | ||
Note: | Note: Additionally, every stage plays a track from the ''Fire Emblem'' universe, no matter what universe the stage originates from. | ||
[[Credits]] roll after completing Classic Mode. Completing it as Lucina has ''{{SSBUMusicLink|Fire Emblem|Id (Purpose)}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Lucina has ''{{SSBUMusicLink|Fire Emblem|Id (Purpose)}}'' accompany the credits. | ||
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|''{{SSBUMusicLink|Fire Emblem|Id (Purpose)}}'' | |''{{SSBUMusicLink|Fire Emblem|Id (Purpose)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Lucina's fighter spirit can be obtained by completing | Lucina's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Lucina in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces it with the fighter's artwork in ''Ultimate''. | ||
<center> | <center> | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|•The enemy can unleash powerful critical hits at random<br>•The enemy has an extra midair jump | |•The enemy can unleash powerful critical hits at random<br>•The enemy has an extra midair jump | ||
|{{SSBUMusicLink|Fire Emblem|Fire Emblem: Mystery of the Emblem Medley}} | |{{SSBUMusicLink|Fire Emblem|Fire Emblem: Mystery of the Emblem Medley}} | ||
|Palla (green costume)<br>Est (white costume)<br>Catria (navy costume) | |||
|- | |- | ||
|653 | |653 | ||
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|{{SpiritTableName|Pyra|link=y|size=64}} | |{{SpiritTableName|Pyra|link=y|size=64}} | ||
|''Xenoblade Chronicles'' Series | |''Xenoblade Chronicles'' Series | ||
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=White}}<br> | |•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=White}}<br>•Curry {{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}} | ||
|{{SpiritType|Attack}} | |{{SpiritType|Attack}} | ||
|13,900 | |13,900 | ||
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|- | |- | ||
|rowspan="2"|972 | |rowspan="2"|972 | ||
|{{SpiritTableName|Mòrag | |{{SpiritTableName|Mòrag|size=64|dlcalt=y}} | ||
|rowspan="2"|''Xenoblade Chronicles'' Series | |rowspan="2"|''Xenoblade Chronicles'' Series | ||
|rowspan="2"|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Navy}}<br>•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Blue}} | |rowspan="2"|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Navy}}<br>•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Blue}} | ||
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|- | |- | ||
|1,461 | |1,461 | ||
|{{SpiritTableName|Lora | |{{SpiritTableName|Lora|size=64}} | ||
|''Xenoblade Chronicles'' Series | |''Xenoblade Chronicles'' Series | ||
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}} | |•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}} | ||
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|{{SSBUMusicLink|Xenoblade Chronicles|Battle!!/Torna}} | |{{SSBUMusicLink|Xenoblade Chronicles|Battle!!/Torna}} | ||
| | | | ||
|} | |} | ||
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</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=vQqvKaCne4k}} | {{#widget:YouTube|id=vQqvKaCne4k}} | ||
==Trivia== | ==Trivia== | ||
*At least two of Lucina's screenshots on the ''Ultimate'' site allude to events from ''{{s|fireemblemwiki|Fire Emblem Awakening}}'' | *At least two of Lucina's screenshots on the ''Ultimate'' site allude to events from ''{{s|fireemblemwiki|Fire Emblem Awakening}}''. | ||
**The screenshot depicting her alongside {{SSBU|Marth}} alludes to their kinship as descendant and ancestor, respectively. | **The screenshot depicting her alongside {{SSBU|Marth}} alludes to their kinship as descendant and ancestor, respectively. | ||
**The screenshot of her taunting defensively in front of Charizard alludes to "{{s|fireemblem|The Threat of Silence}}" paralogue from ''Awakening'', in which the {{s|fireemblem|Shepherds}} must protect the draconic [[Tiki]]. | **The screenshot of her taunting defensively in front of Charizard alludes to "{{s|fireemblem|The Threat of Silence}}" paralogue from ''Awakening'', in which the {{s|fireemblem|Shepherds}} must protect the draconic [[Tiki]]. | ||
*In early builds of the game, Lucina's idle animation was unchanged from ''Super Smash Bros. 4'', while Marth received a new one. However, | *Lucina is the only Echo Fighter to not have the same gender as the character she is based on. In this case, Marth, the character she is based on, is male, whereas Lucina is female. | ||
*In early builds of the game, Lucina's idle animation was unchanged from ''Super Smash Bros. 4'', while Marth received a new one. However, her idle was changed to match Marth's new one in the final build. | |||
*Due to Lucina's height being changed to Marth's, she stands the same height as her father {{SSBU|Chrom}}, who in the ''Fire Emblem'' games is significantly taller than Lucina. | *Due to Lucina's height being changed to Marth's height, she stands the same height as her father {{SSBU|Chrom}}, who in the ''Fire Emblem'' games is significantly taller than Lucina. | ||
*Lucina, Marth, {{SSBU|Young Link}}, {{SSBU|Roy}}, Chrom, and {{SSBU|Wolf}} are the only characters that | *Lucina, Marth, {{SSBU|Young Link}}, {{SSBU|Roy}}, Chrom, and {{SSBU|Wolf}} are the only characters that uses their crouching animation from their previous ''Smash Bros.'' game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation). | ||
**This makes Lucina, Marth, and Wolf the only characters to have both updated idle and crouching animations, but transitions to their previous animation when holding a small item. | **This makes Lucina, Marth, and Wolf the only characters to have both updated idle and crouching animations, but transitions to their previous animation when holding a small item. | ||
*Prior to update {{SSBU|8.0.0}}, Lucina's unique voice clip when winning against Ike ("And they call ''you'' the Radiant Hero?") was missing in the [[Sound Test]]. She shares this distinction with {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Simon}}, and {{SSBU|Palutena}}. | *Prior to update {{SSBU|8.0.0}}, Lucina's unique voice clip when winning against Ike ("And they call ''you'' the Radiant Hero?") was missing in the [[Sound Test]]. She shares this distinction with {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Simon}}, and {{SSBU|Palutena}}. | ||
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*Lucina's and {{SSBU|Byleth}}'s Classic Mode route share the same theme, as both fight ''Fire Emblem'' characters as opponents. | *Lucina's and {{SSBU|Byleth}}'s Classic Mode route share the same theme, as both fight ''Fire Emblem'' characters as opponents. | ||
*Despite fighting all ''Fire Emblem'' fighters along with any alternate variants, Ike's Radiant Dawn alternate costume and herself do not appear in Lucina's Classic Mode route, excluding Byleth, who is a DLC character. | *Despite fighting all ''Fire Emblem'' fighters along with any alternate variants, Ike's Radiant Dawn alternate costume and herself do not appear in Lucina's Classic Mode route, excluding Byleth, who is a DLC character. | ||
*During certain animations such as jumping, pausing | *During certain animations such as jumping, pausing and zooming the camera around Lucina's belt reveals that her stomach will split open. | ||
{{SSBUCharacters}} | {{SSBUCharacters}} |