Lucina (SSBU)/Up special: Difference between revisions
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==Overview== | ==Overview== | ||
One of the best recoveries in the game, as well as a solid [[Out of shield|Out-Of-shield]] punish option. | |||
As a recovery, it goes decently high, with a very fast movement and a disjointed hitbox making it hard to intercept with an aerial, especially if performed directly below the ledge; beyond that, its frame 1 (through 5) [[Intangibility|intangibility]] (when used in the air) provide lucina with a tool that make her almost impossible to challenge offstage without a jump read. The relatively strong clean hitbox (frames 5-6) reinforces this, threatening opponents with a an almost guaranteed [[Stage spike|stage spike]] KO if they get hit and miss the tech. Furthermore, Lucina's low gravity allows her to mix up the timing of this move, making it even harder to contest (and scarier, as it makes teching the eventual Stage Spike less trivial than it may seem). | |||
It is also a frame 6 out of shield punish option with a decent range and KO potential (especially near the ledge at mid percents, given its high base knockback but low scaling knockback), which only adds to an already great OoS kit (neutral air, forward air, back air, as well as situational but useful OoS smashes, Forward/Down Smash being frame 21/17 OoS with a huge range). While punishable if missed (baited by a -5 or more hitbox or a well spaced move), it might be useful to note that it allows Lucina to land on the top platform of [[Battlefield (SSBU)|Battlefield]], in which case it becomes was harder to punish (does not work on [[Yoshi's Story]]) | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 12:02, December 18, 2023
Lucina Up Special Hitbox Visualizations. | ||||
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Grounded | Aerial | |||
Overview
One of the best recoveries in the game, as well as a solid Out-Of-shield punish option.
As a recovery, it goes decently high, with a very fast movement and a disjointed hitbox making it hard to intercept with an aerial, especially if performed directly below the ledge; beyond that, its frame 1 (through 5) intangibility (when used in the air) provide lucina with a tool that make her almost impossible to challenge offstage without a jump read. The relatively strong clean hitbox (frames 5-6) reinforces this, threatening opponents with a an almost guaranteed stage spike KO if they get hit and miss the tech. Furthermore, Lucina's low gravity allows her to mix up the timing of this move, making it even harder to contest (and scarier, as it makes teching the eventual Stage Spike less trivial than it may seem).
It is also a frame 6 out of shield punish option with a decent range and KO potential (especially near the ledge at mid percents, given its high base knockback but low scaling knockback), which only adds to an already great OoS kit (neutral air, forward air, back air, as well as situational but useful OoS smashes, Forward/Down Smash being frame 21/17 OoS with a huge range). While punishable if missed (baited by a -5 or more hitbox or a well spaced move), it might be useful to note that it allows Lucina to land on the top platform of Battlefield, in which case it becomes was harder to punish (does not work on Yoshi's Story)
Hitboxes
Timing
Attack
The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Lucina cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).
Intangible (grounded) | 4-5 |
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Intangible (aerial) | 1-5 |
Clean hit | 5 |
Mid hit | 6 |
Late hit | 7-11 |
Animation length | 39 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||
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Grounded | |||||||||||||||||||||||||||||||||||||||
Aerial |
Landing
Interruptible | 25 |
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Animation length | 34 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Parameters
Horizontal speed multiplier on startup | 0.66 |
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Stick sensitivity to angle | 0.5 |
Maximum angle deviation | 20° |
Gravity after jump | 0.06 |
Aerial height multiplier | 1.1 |
Helplessness air speed multiplier | 0.4 |
Landing lag | 24 frames |
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