Super Smash Bros. 4

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=...)
 
 
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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}}
{{technical data}}


==Hitboxes==
==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.}}


===Attack one===
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{buff|Ending lag (FAF 27 → 26).}}
*{{buff|Far hitbox Z position (6.5 → 7).}}


==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
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|}
|}


==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

Hitbox visualization showing Lucina's first jab.

Overview[edit]

Competitive.png 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 history[edit]

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 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.

Super Smash Bros. 4 1.0.6

  • Buff Ending lag (FAF 30 → 27).

Super Smash Bros. 4 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.

Super Smash Bros. 4 1.1.4

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

Hitboxes[edit]

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 AngleIcon78.png 55 30 0 3.5 1002 1.0 0.0 2.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 3.325% 0 AngleIcon65.png 55 30 0 3.0 22 0.0 1.0 0.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 3.325% 0 AngleIcon90.png 55 30 0 3.5 1002 1.0 0.0 7.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png

Timing[edit]

Hitboxes 5-7
Earliest continuable frame 17
Interruptible 26
Animation length 35
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible