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{{disambig2|Lucina's appearance in ''Super Smash Bros. 4''|the character in other contexts|Lucina}} | {{disambig2|Lucina's appearance in ''Super Smash Bros. 4''|the character in other contexts|Lucina}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = | |name = Lucina | ||
|image = [[Image:Lucina SSB4.png|250px|Lucina]] | |image = [[Image:Lucina SSB4.png|250px|Lucina]] | ||
|universe = {{uv|Fire Emblem}} | |universe = {{uv|Fire Emblem}} | ||
Line 10: | Line 10: | ||
|ranking = 47 | |ranking = 47 | ||
}} | }} | ||
:{{cquote|Lucina Wakes Her Blade?!|cite= | :{{cquote|Lucina Wakes Her Blade?!|cite=Introduction Tagline}} | ||
'''Lucina''' ({{ja|ルキナ|Rukina}}, ''Lucina'') is a playable character in ''[[Super Smash Bros. 4]]'' | '''Lucina''' ({{ja|ルキナ|Rukina}}, ''Lucina'') is a playable character in ''[[Super Smash Bros. 4]]''. She was confirmed during a live stream alongside {{SSB4|Captain Falcon}} and {{SSB4|Robin}} on the official ''Super Smash Bros.'' website on July 14th, 2014, making her the only [[unlockable character]] to be revealed before the game's release. She is a moveset [[clone]] of {{SSB4|Marth}}. Laura Bailey and Yū Kobayashi reprise their roles as the English and Japanese voice actors for Lucina from ''Fire Emblem Awakening'', respectively. Lucina was originally planned as an alternate costume for Marth, but was given her own character slot later in development once her attacks were given differing characteristics. She was one of three intended [[alternate costume]]s to be made separate in this way, with {{SSB4|Dr. Mario}} and {{SSB4|Dark Pit}} being the others. | ||
Lucina is ranked 47th out of 56 on the [[tier list]], making her one of two characters in the | Lucina is ranked 47th out of 56 on the [[tier list]], making her one of two characters in the H tier (the other being {{SSB4|King Dedede}}) and thus results in her being the second highest ranked bottom-tier character. Lucina possesses a long [[disjoint]] due to her [[List of swords#Falchion|Parallel Falchion]], along with fast startup for most attacks. However, she suffers from ending lag-heavy attacks, a poor grab game, and an easily [[gimp]]ed recovery. Additionally, she lacks the tipper [[sweetspot]]s that her ancestor and counterpart Marth can use to KO early. While this can be seen as a benefit in some areas, such as having higher hitstun on all attacks (which makes her more difficult to punish [[out of shield]] compared to Marth's sourspotted attacks) and her KO potential being more consistent at high percentages, this trait is considered to be less of a benefit at high-level play and has led many professionals to see her as inferior to Marth. As a result, Lucina has limited tournament representation and almost nonexistent competitive success, with her metagame and playerbase remaining largely stagnant in comparison to Marth's. Despite this, Lucina has received a number of significant buffs up to and including in version [[1.1.4]], which have helped shrink the gap between her and Marth. | ||
==How to unlock== | ==How to unlock== |
Revision as of 16:29, April 1, 2016
Lucina in Super Smash Bros. 4 | |
---|---|
Universe | Fire Emblem |
Availability | Unlockable |
Final Smash | Critical Hit |
Tier | H (47) |
“ | Lucina Wakes Her Blade?! | ” |
—Introduction Tagline |
Lucina (ルキナ, Lucina) is a playable character in Super Smash Bros. 4. She was confirmed during a live stream alongside Captain Falcon and Robin on the official Super Smash Bros. website on July 14th, 2014, making her the only unlockable character to be revealed before the game's release. She is a moveset clone of Marth. Laura Bailey and Yū Kobayashi reprise their roles as the English and Japanese voice actors for Lucina from Fire Emblem Awakening, respectively. Lucina was originally planned as an alternate costume for Marth, but was given her own character slot later in development once her attacks were given differing characteristics. She was one of three intended alternate costumes to be made separate in this way, with Dr. Mario and Dark Pit being the others.
Lucina is ranked 47th out of 56 on the tier list, making her one of two characters in the H tier (the other being King Dedede) and thus results in her being the second highest ranked bottom-tier character. Lucina possesses a long disjoint due to her Parallel Falchion, along with fast startup for most attacks. However, she suffers from ending lag-heavy attacks, a poor grab game, and an easily gimped recovery. Additionally, she lacks the tipper sweetspots that her ancestor and counterpart Marth can use to KO early. While this can be seen as a benefit in some areas, such as having higher hitstun on all attacks (which makes her more difficult to punish out of shield compared to Marth's sourspotted attacks) and her KO potential being more consistent at high percentages, this trait is considered to be less of a benefit at high-level play and has led many professionals to see her as inferior to Marth. As a result, Lucina has limited tournament representation and almost nonexistent competitive success, with her metagame and playerbase remaining largely stagnant in comparison to Marth's. Despite this, Lucina has received a number of significant buffs up to and including in version 1.1.4, which have helped shrink the gap between her and Marth.
How to unlock
Super Smash Bros. for Nintendo 3DS
- Play 40 VS Matches.
- Complete Classic Mode with Marth without using any continues.
Lucina must then be defeated on Arena Ferox.
Super Smash Bros. for Wii U
- Clear Classic Mode on 5.5 Intensity or higher
- Play 30 VS Matches.
Lucina then must be defeated on Coliseum.
Differences from Marth
Lucina is a clone of Marth, meaning her moveset and animations are primarily based off of his. In a Miiverse post, Sakurai explains that "whenever there is even a small difference in abilities, that character gets an actual roster slot", citing Lucina as an example.[1] The primary difference between Lucina and Marth is their swords; Lucina's Parallel Falchion has consistent damage output throughout its blade, while Marth's Falchion is more powerful when hitting with just its tip. Additionally, the power of all her attacks is the weighted average of Marth's sourspotted and sweetspotted attacks.
Lucina has a few advantages that set her slightly apart from Marth. Although Lucina lacks intricate sourspot setups that Marth can utilize to set up his tippers, she gains more consistent damage off her combos than Marth does due to her lack of such sourspots. Lucina also has less trouble KOing at high percents, since she does not necessarily need to space her most powerful attacks to KO, while Marth's sourspotted attacks deal mediocre damage and knockback even at higher percentages. Of note is that her up smash, down aerial and Dancing Blade are all more powerful than Marth's equivalents in any given case. Nonetheless, Lucina also possesses significant disadvantages compared to Marth. Lucina lacks tippers, preventing her from potentially securing early KOs with hard reads or gaining positional advantage off of precise spacing on enemy approaches or shields; this makes her much less threatening when defending in the neutral game, as opponents do not have to worry about their spacing relative to Lucina's blade the same way they would with Marth's. Lucina's consistent damage output makes her ability to approach and rushdown opponents slightly better than Marth's, as she is not required to space tippers to gain strong attacks or shield pushback. Ultimately, however, this is only influential at low-level play because, like Marth, she lacks lingering hitboxes or projectiles, making her approaches inherently unsafe regardless of the strength of her swings. As such, her less spacing-oriented approaches do not help her neutral game.
Overall, Lucina is a "low risk, low reward" version of Marth, trading an emphasis on spacing for more consistent KO power. While she does possess some advantages that allow her to fare better in certain matchups than Marth does, she still lacks the main advantages and selling points Marth has, making many consider her less viable for tournament play, where she has sparse low-to-mid level results and poor high-level placings. While Lucina has been significantly buffed in almost every balance patch to date, making her more viable both on her own merits and in comparison to Marth, she is unlikely to advance much further in the metagame, as her advantages over Marth remain very limited and situational, and she lacks a dedicated playerbase that can prove otherwise.
Aesthetics
- Lucina's weapon is the the Parallel Falchion from Fire Emblem Awakening, a variant of the Falchion.
- Unlike Falchion, Parallel Falchion lacks a tipper. This is demonstrated with its trail being translucent and blue during a swing's initial and middle stages and white during the late and final stages. Conversely, Falchion's trail is translucent and blue with an accentuated tip throughout an entire swing.
- Lucina's on-screen appearance is slightly different, due to her removing her mask.
- Lucina's taunts and victory poses are different from Marth's.
- Unlike Marth, Lucina is dubbed in English for non-Japanese versions of SSB4. She also has unique victory quotes against him and Ike.
Attributes
- Lucina is very slightly shorter than Marth, giving her a smaller hurtbox, Lucina's range however, is also shorter than Marth's.
- Unlike Marth, her Falchion does not have a tipper hitbox, meaning every part of the blade will deal equal damage and knockback. Her attacks deal more damage and knockback than the sourspot hitboxes of Marth's attacks and less damage and knockback than the tipper hitboxes of Marth's attacks.
- Lucina does not have any hitlag modifiers on attacks other than her neutral attack.
- Although Lucina's dashing animation is faster than Marth, their dashing speeds are exactly the same.
- Lucina's neutral attack, up tilt and sidestep retain her horizontal momentum.
Ground attacks
- Neutral attack transitions slower (frame 18 → 19)
- Neutral attack's second hit deals less knockback growth (45 → 75)
- Lucina's down tilt has different particle effects.
- Lucina's up tilt deals damage based on timing rather than spacing.
Special moves
- Lucina's Shield Breaker animation is much more exaggerated than Marth's.
- Lucina may shout when performing Dolphin Slash, whereas Marth does not vocalize when performing it.
- Lucina's Dolphin Slash travels slightly less vertical distance
- Lucina performs a different pose during her Counter. She additionally may say "My turn!" or "You're mine!" when it is triggered, whereas Marth merely grunts whenever his is triggered.
Update history
Initially a poorly regarded character like her ancestor, Lucina has received notable buffs in game updates since 1.0.6, with most of her buffs being shared with him. These buffs further improved her overall damage output, decreased the ending lag of several combo-oriented moves and increased the knockback of many of her standard attacks, most notably up tilt. Additionally, Dancing Blade was improved due to all of its hits connecting together better, while her punishes became stronger than they were initially.
However, the biggest buffs Lucina received were indirect. While the fact that Lucina's moves have no hitlag modifiers make them less safe on shield, which further exacerbated the drawback of her unsafe neutral game, this was remedied in update 1.1.1. The increase in shieldstun and the application of hitlag on shields making her moves safer on shield, especially when properly spaced. While Shield Breaker was nerfed so as to adjust to the new shield mechanics, it was almost entirely compensated by the shieldstun increase. Additionally, the rest of Lucina's moves are now considerably safer on shield, especially when compared to Marth's and Roy's sourspotted moves, making her harder to punish than theirs.
Also, she received increased damage on all of her aerials in 1.1.4 which helped improve her aerial combo and juggle games, bringing her overall damage output closer to Marth's. Her hitboxes on aerials and ground attacks were also increased to the point where (like Marth) her range now outscores certain characters, like Sheik. When coupled with her multitude of buffs, this makes Lucina much better than in the game's initial release.
- Neutral attack's first hit's knockback decreased: 25 (base)/60 (growth) → 20/50. This allows it to connect together better with the second hit.
- Fixed a glitch where using Counter after being edge-trumped no longer changes momentum.
- Forward aerial deals 0.5% more damage: 8.075% → 8.575%.
- Down tilt deals 0.5% more damage: 8.075% → 8.575%.
- Forward smash deals 0.55% more damage: 14.725% → 15.275%.
- Down smash's second hit deals 0.5% more damage: 13.775% → 14.275%.
- Uncharged Shield Breaker deals 0.5% more damage: 8.075% → 8.575%.
- Fully charged Shield Breaker deals 1% more damage: 21.85% → 22.85%.
- Neutral attack's first hit can be interrupted earlier: frame 29 → 26.
- Forward tilt can be interrupted earlier: frame 39 → 35.
- Dancing Blade's first hit can be interrupted earlier: frame 45 → 42.
- Dancing Blade's hits connect together better.
- Neutral attack has been improved. Both hits connect together better due to the faster transition and the first hit's now vertical knockback. The first hit has also been given follow-up potential outside of transiting to the second hit, which is now stronger.
- Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
- Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%.
- Forward tilt deals 0.95% more damage: 9.975% → 10.925%.
- All of up tilt's hitboxes now deal vertical knockback with increased base knockback, improving its KO potential.
- Up tilt's ending lag decreased by 3 frames.
- Neutral aerial's landing lag decreased by 3 frames.
- Dolphin Slash's knockback growth increased.
- Dolphin Slash and Crescent Slash's hitlag increased.
- Lucina may say one of two lines when using Counter: "My turn!" or "You're mine!"
- Lucina may grunt when using Dolphin Slash.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 damage | 4.75% | 3.325% |
Jab 1 angle | Sakurai angle | 78°/65°/90° |
Jab 1 knockback growth | 50/70 | 30 |
Jab 1 base knockback | 20/30 | 55 |
Jab 1 hitlag | 1 | 0.7 |
Transition from Jab 1 to Jab 2 | frame 21 | frame 17 |
Jab 1 ending frame | frame 29 | frame 26 |
Jab 2 angle | Sakurai angle | 100° |
Jab 2 initial base knockback | 50 | 65 |
Jab 2 (late) base knockback | 40 | 52 |
Up tilt angle | Sakurai angle/100° | 100° |
Forward tilt damage | 9.975% | 10.925% |
Up tilt base knockback | 50/40 | 65/52 |
Up tilt endlag | 42 frames | 39 frames |
Neutral aerial landing lag | 15 frames | 12 frames |
Dolphin Slash knockback growth | 68 | 74 |
Dolphin Slash/Crescent Slash hitlag multiplier | 0.5 | 0.7 |
- Neutral aerial deals more damage: 2.375% → 3.325% (hit 1), 6.65% → 7.6% (hit 2).
- Up tilt deals more damage: 6.65% → 7.6% (early), 7.125% → 8.1% (late).
- Up tilt's ending lag decreased by 3 frames.
- Forward, up and back aerials' landing lag decreased by 2 frames.
- Down aerial's landing lag decreased by 4 frames.
- All variations of Dolphin Slash have had their landing lag decreased by 3 frames.
- All variations of Shield Breaker have had their ending lag decreased by 2 frames.
- Dancing Blade's first, second and third hits have had their input window durations increased by 5 frames. This allows them to connect together better, but makes the first hit harder to follow up with another attack other than another hit of Dancing Blade.
Technical changelist 1.1.0
Change | Old value | New value |
---|---|---|
Up tilt damage | 6.65%/7.125% | 7.6%/8.1% |
Up tilt ending lag | 39 frames | 36 frames |
Neutral aerial damage (1st hit) | 2.375% | 3.325% |
Neutral aerial damage (2nd hit) | 6.65% | 7.6% |
Forward aerial landing lag | 18 frames | 16 frames |
Up aerial landing lag | 16 frames | 14 frames |
Back aerial landing lag | 19 frames | 17 frames |
Down aerial landing lag | 28 frames | 24 frames |
All variations of Shield Breaker ending lag | 52 frames | 50 frames |
All variations of Dolphin Slash landing lag | 23 frames | 20 frames |
- Partially charged Shield Breaker deals less shield damage: 30 → 25.
- Dancing Blade and Effortless Blade have been improved. They received multiple changes to their knockback, hitbox sizes and damage outputs, which makes their hits connect together better.
Technical changelist 1.1.3
Change | Old value | New value |
---|---|---|
Dancing Blade/Efortless Blade hit 2 forward knockback growth (hitboxes 0/2) | 70 | 30 |
Dancing Blade/Efortless Blade hit 2 forward knockback growth (hitbox 1) | 50 | 30 |
Dancing Blade/Efortless Blade hit 2 forward base knockback (all 3 hitboxes) | 28 | 30 |
Dancing Blade hit 3 down damage (both hitboxes) | 3.325% | 4.75% |
Dancing Blade hit 3 down knockback growth (hitbox 0) | 60 | 28 |
Dancing Blade hit 3 down knockback growth (hitbox 1) | 40 | 28 |
Dancing Blade hit 3 down angle (both hitboxes) | 20° | 44° |
Dancing Blade hit 3 down base knockback (both hitboxes) | 30 | 50 |
Dancing Blade hit 3 down size (hitbox 1) | 4.3 | 4.6 |
- Neutral attack's first hit has less ending lag: 28 frames → 25.
- Neutral attack's hitbox sizes increased: 6.5u → 7u.
- Forward and up tilt's ending lag decreased: 36 frames → 33.
- Forward tilt's sour x hitbox and main hitbox sizes increased: 2u (sour x)/6.7u (main) → 2.5u/7.7u.
- Down tilt's sour x hitbox and main hitbox sizes increased: 6.7u (main)/15.2u (sour x) → 8.2u/16.7u.
- Down tilt's y hitbox size decreased: 3.2u → 2.7u.
- Down smash's ending lag decreased: 64 frames → 54.
- All aerials deal more damage: 3.345% (neutral hit 1)/7.6% (neutral hit 2), 8.5% (forward), 9.975% (back/up), 11.4% (down sourspot)/13.3% (meteor) → 4.2%/8.5%, 10.5%, 11.8%/11.4%, 12.3%/14.2%.
- Neutral, forward and back aerials' main hitbox sizes increased: 6.7u (neutral hit 1)/6.5u (neutral hit 2), 6.7u (forward, back) → 7.7u/7.5u, 7.7u.
- Dancing Blade has been improved. Its first hit's start-up decreased: 7 → 6 and it had its grounded and aerial ending lag decreased by 1 frame
Moveset
Generally, the damage dealt by Lucina's attacks is close to the weighted average of each of the hitboxes of Marth's attacks, based on the sizes of the sweetspot and sourspot hitboxes. Marth's non-tippered moves are unchanged.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3.325% | Swings the Parallel Falchion twice. If timed correctly, the first hit has numerous follow-up options. | ||
4.75% | ||||
Forward tilt | 10.85% | A quick, forward-leaning swipe upward. Covers a very large area. | ||
Up tilt | 7.6% (early), 8.1% (behind) | Swings the Parallel Falchion in a large, overhead arcing motion. It has a large hitbox that can hit enemies behind her, which does more damage than the early hitbox. A great combo move at lower percentages and a decent KOing option at higher percentages. | ||
Down tilt | 8.575% | Crouches and thrusts the Parallel Falchion at the opponent's feet. Great for edgeguarding and tech-chasing. | ||
Dash attack | 9.975% | A quick, outward sweeping diagonal slash. | ||
Forward smash | 15.275% | Rotates her body counter-clockwise to perform a strong arcing one-handed swing from her head to the ground. High base knockback and moderate knockback growth make this move a reliable KOing option. | ||
Up smash | 3% (ground), 14.25% (blade) | A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Deceptive horizontal range and high knockback growth. Great for punishing rolls and landings, and a decent anti-air option. | ||
Down smash | 9.5% (hit 1), 14.275% (hit 2) | Sweeps the Parallel Falchion on the ground toward the front outward then toward the back inward. Oddly, this move launches opponents at a different angle if tippered, just like Marth's. High ending lag. | ||
Neutral aerial | 4.2% (hit 1), 8.5% (hit 2) | Two horizontal slashes around herself via an inward slash followed into a full 360° outward spin. A good spacing option and can lead into other moves as well. Deals decent knockback on the second hit, making it useful near the edge of the stage, though it does not start KOing until around 160%. Oddly, it KOs approximately 5% earlier than Roy's neutral aerial, which is almost identical, yet he has to space to get similar power. | ||
Forward aerial | 10.5% | A forward vertical slash. Great for spacing and fending off aerial opponents, but landing with this move is very unsafe, due to its short duration and 16 frames of landing lag. | ||
Back aerial | 11.8% | A backward inward swipe. Has the interesting property of turning Lucina around, changing her facing direction. Great for edgeguarding. | ||
Up aerial | 11.4% | A backflipping upward arcing slash. | ||
Down aerial | 12.3% (non-meteor), 14.2% (meteor) | A downward arcing slash. If struck in the middle of the swinging arc, it meteor smashes opponents. High ending and landing lag. | ||
Grab | — | Grabs the enemy with her left hand. Good range. | ||
Pummel | 2% | Knee strikes the enemy. Fairly fast. | ||
Forward throw | 4% | Grabs and pushes the opponent forward. Can be used to tech-chase or set up a Crescent Slash. | ||
Back throw | 4% | Trips the opponent over her leg. No follow-up or KO potential due to high ending lag and abysmal knockback growth, respectively. However, it is very effective at launching the opponent off-stage, thanks to its high base knockback. | ||
Up throw | 4% | Powerfully throws the opponent upward. Can KO at high percentages, starting at 165%. | ||
Down throw | 5% | Hooks her arm and drags the opponent to the floor, launching the opponent backwards. Can combo into up aerial or back aerial. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | |||
Floor attack (back) Floor getups (back) |
7% | |||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | |||
Neutral special | Default | Shield Breaker | 8.575% (uncharged), 23% (fully charged) | Rears her arm back before powerfully thrusting the Parallel Falchion forward. As the name implies, this attack deals high amounts of shield damage. |
Custom 1 | Storm Thrust | 3.8% (uncharged), 10.45% (fully charged) | A blast of wind is produced from the Parallel Falchion's tip that pushes back foes. The thrust itself is weaker, but the pushing strength of the tornado increases with its charge. | |
Custom 2 | Dashing Assault | 5.7%/4.75%/2.85% (ground uncharged early/mid/late), 6.65%/5.7%/3.8% (air uncharged early/mid/late), 15.2%/12.35%/8.55% (ground fully charged early/mid/late), 16.15%/13.3%/9.5% (air fully charged early/mid/late) | A lunging thrust that deals less damage, but propels Lucina forward. | |
Side special | Default | Dancing Blade | 3.325% (parts 1-2), 4.275% (part 3 up/side), 3.325% (part 3 down), 6.65% (part 4 up), 5.7% (part 4 side), 2% (part 4 down hits 1-4), 4.75% (part 4 hit 5) | A sequence of slashes with several variations based on control stick tilts. The finishing slash is one of three options: an upward slice (control stick up), a strong slash (control stick neutral or control stick to the side), or a flurry of low thrusts (control stick down). Same colors as Marth. Like his, the first hit stalls her while in midair. |
Custom 1 | Effortless Blade | 2.375% (parts 1-3), 4.275% (part 4) | The hits chain together easier, but only the side option can be used. | |
Custom 2 | Heavy Blade | 7.6% (part 1), 9.5% (part 2), 10.45% (part 3), 13.3% (part 4 up), 14.25% (part 4 side), 2.09% (part 4 down hits 1-4), 11.4% (part 4 down hit 5) | The hits are stronger, but are harder to chain together. | |
Up special | Default | Dolphin Slash | 11% (clean), 7% (late blade), 6% (late body) | A rapid, jumping slash that can be reversed. An excellent out of shield option. |
Custom 1 | Crescent Slash | 7% (clean), 12% (late blade), 6% (late body) | Grants more horizontal distance, but less vertical distance. | |
Custom 2 | Dolphin Jump | 0% | Grants more vertical distance, but no damage is dealt. | |
Down special | Default | Counter | 1.2x (min 8%) | Parries and then counterattacks against incoming attacks. The strength of the attack blocked influences the strength of the counterattack. Same properties as Marth's, along with the custom variants. |
Custom 1 | Easy Counter | 0.7x (min 4%) | The parrying stance is longer and has a wider trigger window, but the damage multiplier and the counterattack's power are weaker. | |
Custom 2 | Iai Counter | 1.3x (min 6%) | Dashes behind the opponent and slashes them at blinding speed. Has a stronger damage multiplier, activates faster, launches opponents backwards and deals electric damage. However, it has a narrower trigger window. | |
Final Smash | Critical Hit | 60% | Lunges in one direction, attacking the first opponent with a powerful outward slash. Its immense knockback enables it to score a one-hit KO on any character. Pressing the button again will immediately trigger the slash. |
On-screen appearance
- Warps onto the stage using warp magic with a twirl and then removes her mask.
Taunts
- Up taunt: Spins the Parallel Falchion and holds it in a similar way that looks like her character artwork, saying "Come at me!". (かかってきなさい, Come at me, if you would.)
- Side taunt: Turns around while re-sheathing the Parallel Falchion, saying "I cannot lose". (負けられませんから, I won't lose.)
- Down taunt: Puts on her mask from when she was disguised as Marth in Fire Emblem Awakening, then removes it.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Holds her hand to her chest and takes a breath.
- Brushes her hair out of her face.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Lu-ci-na! | Lu-kin-a! |
Pitch | Group chant | Male |
Victory poses
- Points the Parallel Falchion upward and then poses, saying "Father... I won.".
- If Ike is present in the match, there is a chance she will instead say "And they call you the Radiant Hero?".
- Swings the Parallel Falchion, then performs the same pose from her official artwork, saying "The future is not written!".
- Sheaths the Parallel Falchion, saying "You'll never defeat me!".
- If Marth is present, there is a chance she will instead say "This is the Hero-King?".
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Lucina | 3113 | 3123 | 1123 | 3133 | 1133 |
3121 | 1121 | 3111 | 1131 | 3131 |
Notable players
Active
Inactive
Reveal trailer
<youtube>N9ytrX0wweA</youtube>
Trophies
- Lucina
- Chrom's daughter and the future Princess of Ylisse. When she arrives from a doomed future seeking to prevent it from ever happening, she goes by the name Marth before her identity is revealed. She fights much like her adopted namesake, but her entire blade is equally powerful instead of having a more powerful tip.
- Daughter of Chrom and future Princess of Ylisse. When she comes from the future to prevent a terrible future from unfolding, she goes by the name of Marth, but only until her true identity comes to light. She is a very similar fighter to Marth, except it doesn't actually matter which part of her sword she strikes with.
- Lucina (Alt.)
- Lucina's moves are much like Marth's, but there are subtle differences. With Marth, you need to try to hit with the tip of his sword, but Lucina's sword is equally powerful all along the blade. Her Shield Breaker move lets her attack opponents and break their shields at the same time. Charge it fully to shatter shields in one hit.
- Lucina's moves are much like Marth's, but there are subtle differences. With Marth, you need to try to hit with the tip of his sword, but with Lucina, it doesn't matter, making her easier to use. Her Shield Breaker move lets her damage opponents and break their shields at the same time. Charge it fully to shatter shields in one hit.
- Critical Hit (Lucina)
- In Lucina's Final Smash, she raises her sword high before dashing swiftly forward to deliver a deadly blow to whomever she makes contact with first. Even if their damage is low, this strike is powerful enough to take out foes in a single hit. Just make sure you don't dash off the stage when you use it in midair!
- LucinaAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- In the Name of the Hero-King: The player controls Marth, and must defeat Lucina in a 200 HP battle.
- New Challengers 1: Lucina is one of the seven opponents that must be fought alongside Villager, Wii Fit Trainer, Rosalina & Luma, Little Mac, Bowser Jr., and Duck Hunt.
Co-op Events
- Mirror Magic: Lucina and Ike must defeat Ganondorf, who is aided by Giant Metal Dark Lucina and Ike.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Artwork of Lucina and Robin from the official site.
Lucina's amiibo.
Lucina in Super Smash Bros. for Wii U.
Preparing to perform Shield Breaker against Link.
About to attack a Phantom.
Performing her Counter.
Lucina alongside Marth and Ike.
Fighting Ike in the Coliseum.
On Smash Ball standby with Luigi in the Coliseum.
Lucina in Super Smash Bros. for Nintendo 3DS.
On the floor with Palutena.
Lucina wearing her mask with Kirby.
Trivia
- Lucina is the only clone in the entire series whose special and custom special moves all share the same names with the character she is a clone of, Marth.
- Robin and Lucina are the only Fire Emblem characters to originate from the same game in the series, being Fire Emblem Awakening.
- Lucina's Super Smash Bros. 4 official art is posed identically to official art of her disguised as Marth from Fire Emblem Awakening. Lucina also uses this pose for her Counter, a victory pose, and a taunt.
- Her Star KO voice clip also sounds similar to the scream she makes during the cutscene of her meeting Grima in her origin game.
- Lucina is the only unlockable character in both games who was officially revealed prior to the release of Super Smash Bros. 4 and the only unlockable to appear in the opening movie in Super Smash Bros. for Wii U.
- Lucina's in-game model bears the Brand of Naga in her left eye, which Sakurai states is so small that players "probably have no chance they'll be able to see it in the game".
- Lucina is the only clone to share every single move with the fighter they derive from.
- Lucina is the only one of the three clone characters to not share their counterpart's screen KO animation.
- Lucina and Dr. Mario are the only fighters that players are not forced to play as in any single-player Event Matches.
- Both of Lucina's lines after a successful Counter come from Fire Emblem Awakening, when she performs a Dual Strike.
References
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Fire Emblem universe | |
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Fighters | Marth (SSBM · SSBB · SSB4 · SSBU) · Roy (SSBM · SSB4 · SSBU) · Ike (SSBB · SSB4 · SSBU) · Lucina (SSB4 · SSBU) · Robin (SSB4 · SSBU) · Corrin (SSB4 · SSBU) · Chrom (SSBU) · Byleth (SSBU) |
Assist Trophies | Lyn · Black Knight · Tiki |
Stages | Castle Siege · Arena Ferox · Coliseum · Garreg Mach Monastery |
Item | Killing Edge |
Other | Sothis |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Fire Emblem: Shadow Dragon and the Blade of Light · Fire Emblem: Mystery of the Emblem |