Lucina (SSB4)/Neutral attack/Hit 1: Difference between revisions
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(New Page: {{ArticleIcons|ssb4=y}} {{competitive expertise}} {{technical data}} ==Hitboxes== ===Attack one=== {{SSB4HitboxTableHeader}} {{SSB4HitboxTableRow |id=0 |part=0 |damage=3.325% |angle=...) |
SuperSqank (talk | contribs) m (→Update history) |
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:LucinaJab1.gif|thumb|270px|Hitbox visualization showing Lucina's first jab.]] | |||
==Overview== | |||
{{competitive expertise}} | {{competitive expertise}} | ||
== | ==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== | |||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
Line 73: | Line 92: | ||
|} | |} | ||
==Timing== | |||
{|class="wikitable" | |||
!Hitboxes | |||
|5-7 | |||
|- | |||
!Earliest continuable frame | |||
|17 | |||
|- | |||
!Interruptible | |||
|26 | |||
|- | |||
!Animation length | |||
|35 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=9|e=LagContinuableS}}{{FrameStrip|t=Lag|c=9|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=10}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}} | |||
{{MvSubNavLucina|g=SSB4}} | {{MvSubNavLucina|g=SSB4}} | ||
[[Category:Lucina (SSB4)]] | [[Category:Lucina (SSB4)]] | ||
[[Category:Neutral attacks (SSB4)]] | [[Category:Neutral attacks (SSB4)]] |
Latest revision as of 18:13, February 26, 2023
Overview[edit]
Update history[edit]
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.
- Ending lag (FAF 30 → 27).
- 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.
- Ending lag (FAF 27 → 26).
- Far hitbox Z position (6.5 → 7).
Hitboxes[edit]
Timing[edit]
Hitboxes | 5-7 |
---|---|
Earliest continuable frame | 17 |
Interruptible | 26 |
Animation length | 35 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
|