Super Smash Bros. 4

Lucina (SSB4)/Neutral attack/Hit 1: Difference between revisions

(Opps! Now you know where I got the idea from lol My b)
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:LucinaJab1.gif|thumb|270px|Hitbox visualization showing Lucina's first jab.]]
[[File:LucinaJab1.gif|thumb|270px|Hitbox visualization showing Lucina's first jab.]]
==Overview==
{{competitive expertise}}
{{competitive expertise}}
{{technical data}}
 
==Update history==
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.0'''
*{{nerf|Knockback (25 base/60 scaling → 20/50). While this does allow it to connect more reliably into the second hit from far ranges and it improves the move's locking potential, this more importantly prevents it from linking into the second hit until much higher percents, hindering its reliability as well as its safety on hit.}}
 
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Ending lag (FAF 30 → 27).}}
 
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|Damage (4.75% → 3.325%).}}
*{{change|Angle (361° → 78°/65°/90°).}}
*{{buff|Knockback (20 base/50 scaling → 55/30).}}
*{{buff|Second hit transition (frame 21 → 19).}}
*{{buff|Hitlag (1x → 0.7x).}}
**{{buff|Altogether, these changes not only makes the move connect into the second hit much more reliably but it also significantly improves the move's followup potential, with the move going from being unsafe on hit to now granting Lucina frame advantage on hit at 0%.}}
**{{nerf|However, the move's higher launch angle does also remove it's ability to lock.}}
 
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{buff|Ending lag (FAF 27 → 26).}}
*{{buff|Far hitbox Z position (6.5 → 7).}}


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
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{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
==Update history==
===[[1.0.4]]===
*{{buff|knockback decreased: 25 (base)/60 (scaling) → 20/50. This allows it to connect together better with the second hit.}}
===[[1.0.6]]===
*{{buff|[[Interruptibility]] increased|frame 29|26.}}
===[[1.0.8]]===
*{{change|Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%, launches opponents vertically, and transitions faster. Altogether, these changes improve its combo potential and make its hits connect together better, but remove its first hit's ability to [[Lock#Jab lock|jab lock]].}}
'''Technical changelist 1.0.8'''
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Damage||4.75%||3.325%
|-
|Angle||[[Sakurai angle]]||78°/65°/90°
|-
|Knockback scaling||50/70||30
|-
|Base knockback||20/30||55
|-
|Hitlag||1×||0.7×
|-
|Transition from Jab 1 to Jab 2||frame 21||frame 17
|-
|Ending frame||frame 29||frame 26
|-
|}
===[[1.1.4]]===
{{buff|Ending lag decreased: 28 frames → 25.}}


{{MvSubNavLucina|g=SSB4}}
{{MvSubNavLucina|g=SSB4}}
[[Category:Lucina (SSB4)]]
[[Category:Lucina (SSB4)]]
[[Category:Neutral attacks (SSB4)]]
[[Category:Neutral attacks (SSB4)]]

Latest revision as of 19:13, February 26, 2023

Hitbox visualization showing Lucina's first jab.

OverviewEdit

  This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Update historyEdit

  1.0.4/  1.0.0

  •   Knockback (25 base/60 scaling → 20/50). While this does allow it to connect more reliably into the second hit from far ranges and it improves the move's locking potential, this more importantly prevents it from linking into the second hit until much higher percents, hindering its reliability as well as its safety on hit.

  1.0.6

  •   Ending lag (FAF 30 → 27).

  1.0.8

  •   Damage (4.75% → 3.325%).
  •   Angle (361° → 78°/65°/90°).
  •   Knockback (20 base/50 scaling → 55/30).
  •   Second hit transition (frame 21 → 19).
  •   Hitlag (1x → 0.7x).
    •   Altogether, these changes not only makes the move connect into the second hit much more reliably but it also significantly improves the move's followup potential, with the move going from being unsafe on hit to now granting Lucina frame advantage on hit at 0%.
    •   However, the move's higher launch angle does also remove it's ability to lock.

  1.1.4

  •   Ending lag (FAF 27 → 26).
  •   Far hitbox Z position (6.5 → 7).

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 3.325% 0   55 30 0 3.5 1002 1.0 0.0 2.0 1.0x 0.7x 0%               Slash  
1 0 3.325% 0   55 30 0 3.0 22 0.0 1.0 0.0 1.0x 0.7x 0%               Slash  
2 0 3.325% 0   55 30 0 3.5 1002 1.0 0.0 7.0 1.0x 0.7x 0%               Slash  

TimingEdit

Hitboxes 5-7
Earliest continuable frame 17
Interruptible 26
Animation length 35
                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Earliest continuable point
 
Interruptible