Super Smash Bros. 4

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(Mr. R places Lucina in the B tier in his list (with Marth in A), Dabuz didn't rank her because he felt she was only slightly worse than Marth, and ZeRo plans on ranking them together.)
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Lucina is ranked 36th out of 58 on the [[tier list]], making her the lowest ranked E tier character along with the lowest ranked mid tier. Lucina possesses a long [[disjoint]] due to her [[List of swords#Falchion|Parallel Falchion]], along with fast start-up for most attacks. However, her flaws include attacks that have heavy ending lag, a poor grab game, and an easily [[gimp]]ed recovery. Additionally, she lacks the tipper [[Sweet spot (hitbox)|sweetspots]] that Marth can use to KO early. While this can be seen as a benefit in some areas, such as inflicting higher [[shieldstun]] at close range (which makes her a little 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. Furthermore, while Lucina's attacks deal slightly more shieldstun at close range than Marth's due to lacking a sourspot and low hitlag modifiers, this still isn't enough to make her moves safe at close range, and her moves can all be punished at close range, like Marth's. As such, for Lucina's attacks to be safe on shield, she must utilize her swords range and space her moves at the tip of her sword for them to be safe, which is something Marth gets more reward for doing so, and who's moves are even safer due to dealing more damage and having a high hitlag modifier. These traits have ultimately led many professionals to see her as inferior to Marth.
Lucina is ranked 36th out of 58 on the [[tier list]], making her the lowest ranked E tier character along with the lowest ranked mid tier. Lucina possesses a long [[disjoint]] due to her [[List of swords#Falchion|Parallel Falchion]], along with fast start-up for most attacks. However, her flaws include attacks that have heavy ending lag, a poor grab game, and an easily [[gimp]]ed recovery. Additionally, she lacks the tipper [[Sweet spot (hitbox)|sweetspots]] that Marth can use to KO early. While this can be seen as a benefit in some areas, such as inflicting higher [[shieldstun]] at close range (which makes her a little 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. Furthermore, while Lucina's attacks deal slightly more shieldstun at close range than Marth's due to lacking a sourspot and low hitlag modifiers, this still isn't enough to make her moves safe at close range, and her moves can all be punished at close range, like Marth's. As such, for Lucina's attacks to be safe on shield, she must utilize her swords range and space her moves at the tip of her sword for them to be safe, which is something Marth gets more reward for doing so, and who's moves are even safer due to dealing more damage and having a high hitlag modifier. These traits have ultimately led many professionals to see her as inferior to Marth.


As a result of these differences, Lucina has limited tournament representation and almost nonexistent competitive success, with her metagame and playerbase remaining largely stagnant in comparison Marth's. However, it's worth noting that the current tier list reflects the [[1.1.3]] metagame, and like Marth, Lucina has been significantly buffed up to and including update [[1.1.4]]. While Lucina hasn't achieved the break out of results Marth has since this update, the buffs have improved her abilities by a noticeable amount in a similar fashion, and as such, her position on the tier list can be seen as debatable, with the second tier list placing her above her previous standing.
As a result of these differences, Lucina has limited tournament representation and almost nonexistent competitive success, with her metagame and playerbase remaining largely stagnant in comparison Marth's. However, it's worth noting that the current tier list reflects the [[1.1.3]] metagame, and like Marth, Lucina has been significantly buffed up to and including update [[1.1.4]]. While Lucina hasn't achieved the break out of results Marth has since this update, the buffs have improved her abilities by a noticeable amount in a similar fashion, and as such, her position on the tier list can be seen as debatable, with the second tier list placing her above her previous standing, and several top players (such as [[Mr. R]], [[Dabuz]], and [[ZeRo]]) believing that the gap between her and Marth is not as significant as it seems, if it exists at all.


==How to unlock==
==How to unlock==

Revision as of 19:22, August 22, 2016

This article is about Lucina's appearance in Super Smash Bros. 4. For the character in other contexts, see Lucina.
Lucina
in Super Smash Bros. 4
Lucina
FireEmblemSymbol.svg
Universe Fire Emblem
Availability Unlockable
Final Smash Critical Hit
Tier E (36)
Lucina (SSB4)
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 SSB4's release. Laura Bailey and Yū Kobayashi reprise their roles as Lucina's English and Japanese voice actors, respectively.

A clone of Marth, her ancestor within the Fire Emblem series, Lucina was originally planned as an alternate costume for him. However, she was given her own character slot later in development once her attacks were given differing traits. She was one of three intended alternate costumes to be made separate in this way, with the other two being Dr. Mario and Dark Pit.

Lucina is ranked 36th out of 58 on the tier list, making her the lowest ranked E tier character along with the lowest ranked mid tier. Lucina possesses a long disjoint due to her Parallel Falchion, along with fast start-up for most attacks. However, her flaws include attacks that have heavy ending lag, a poor grab game, and an easily gimped recovery. Additionally, she lacks the tipper sweetspots that Marth can use to KO early. While this can be seen as a benefit in some areas, such as inflicting higher shieldstun at close range (which makes her a little 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. Furthermore, while Lucina's attacks deal slightly more shieldstun at close range than Marth's due to lacking a sourspot and low hitlag modifiers, this still isn't enough to make her moves safe at close range, and her moves can all be punished at close range, like Marth's. As such, for Lucina's attacks to be safe on shield, she must utilize her swords range and space her moves at the tip of her sword for them to be safe, which is something Marth gets more reward for doing so, and who's moves are even safer due to dealing more damage and having a high hitlag modifier. These traits have ultimately led many professionals to see her as inferior to Marth.

As a result of these differences, Lucina has limited tournament representation and almost nonexistent competitive success, with her metagame and playerbase remaining largely stagnant in comparison Marth's. However, it's worth noting that the current tier list reflects the 1.1.3 metagame, and like Marth, Lucina has been significantly buffed up to and including update 1.1.4. While Lucina hasn't achieved the break out of results Marth has since this update, the buffs have improved her abilities by a noticeable amount in a similar fashion, and as such, her position on the tier list can be seen as debatable, with the second tier list placing her above her previous standing, and several top players (such as Mr. R, Dabuz, and ZeRo) believing that the gap between her and Marth is not as significant as it seems, if it exists at all.

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's Parallel Falchion lacks a specific sweetspot compared to Marth's Falchion, as seen in the trails of their swords' blades.

Lucina is a clone of Marth, meaning her moveset and animations are primarily based off of his. In a Miiverse post, Masahiro 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 a 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 set-ups that Marth can utilize to set up his tippers, she gains more consistent damage off her strings than Marth does due to her lack of such sourspots. Lucina also has less trouble KOing at high percentages, 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 notable disadvantages compared to Marth. Since Lucina lacks a tipper, she cannot secure early KOs with hard reads or gain as much positional advantage off precise spacing on enemy approaches or shields. This makes her much less threatening in the neutral game; attacking opponents do not have to space their approaches relative to Lucina's blade the same way they would with Marth's, and defending opponents need not adjust their spacing to avoid being hit by a tipper. Additionally, opponents do not have to worry about losing their stocks early from a powerful and timely tippered attack. Thus, Lucina's ability to mechanically and psychologically pressure opponents is inferior to Marth's. While the lack of a tipper does make her combos and rushdown tactics more consistently damaging than Marth's, she still lacks lingering hitboxes in her sword swings like Marth, making her attacks unsafe to use on shield up close despite their greater power. Due to this, at higher levels of play, Lucina must ironically adapt much of the same playstyle as Marth and space her swings to make them safe on shield, but does not get the extra reward for doing so. As such, the offensive advantages of Lucina's attacks are usually only influential at low-level play.

Overall, Lucina is a "lower risk, lower reward" version of Marth, trading an emphasis on spacing for more consistent KO power and damage racking. While she does possess some advantages that allow her to fare better in certain match-ups than Marth does, such as against Pikachu and Captain Falcon, she still lacks the main advantages that Marth's tipper provides. This results in many players considering her less viable for tournament play, where her results in low to mid-level play are sparse and her results in high-level play are poor. This is further compounded by the small size of her dedicated playerbase that can prove otherwise.

Despite her flaws, Lucina's actual level of viability is debatable. This is due to her significantly benefiting from many of the same buffs that Marth received from update 1.1.4 onward, which have led Marth himself to become a much more viable character and have, in turn, helped Lucina's own results to a lesser extent.

Aesthetics

  • Change Lucina's wields the Parallel Falchion from Fire Emblem Awakening, an alternate timeline variant of Falchion.
  • Change Unlike Falchion, the 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.
  • Change Lucina's on-screen appearance is slightly different, due to her removing her mask.
  • Change Lucina's taunts and victory poses are different.
  • Change Unlike Marth, Lucina is dubbed in English for non-Japanese versions of SSB4. She also has unique victory quotes against him and Ike.

Attributes

  • Change Lucina is very slightly shorter than Marth. This gives her a very slightly smaller hurtbox, but also makes her range very slightly shorter than Marth's.
  • Change Due to the Parallel Falchion lacking a tipper like Falchion, its entire blade deals equal damage and knockback. Additionally, while Lucina's attacks deal more damage and knockback than Marth's sourspotted attacks, they deal less damage and knockback than his sweetspotted attacks.
  • Change Aside from her neutral attack, the rest of Lucina's moveset lacks hitlag modifiers.
  • Change Although Lucina's dashing animation is faster than Marth's, their dashing speeds are exactly the same.
  • Buff Lucina's neutral attack, up tilt and sidestep retain her horizontal momentum.

Ground attacks

  • Nerf Lucina's neutral attack transitions slower (frame 18 → 19) and its second hit has less knockback growth (75 → 45).
  • Buff Lucina's late up tilt deals more damage (6%/5% → 8.075%).
  • Change Lucina's down tilt has different particle effects.

Special moves

  • Change Lucina's Shield Breaker animation is much more exaggerated.
  • Change Lucina may shout when performing Dolphin Slash, whereas Marth does not vocalize when using it.
  • Change Lucina's Counter animation is different. Additionally, she 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 update 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. Originally, the low shieldstun in the game made her neutral game quite unsafe, and the fact that her moves (aside from neutral attack) lack hitlag modifiers resulted in them being less safe on shield than Marth's sourspotted attacks. The changes to shield mechanics in update 1.1.1 remedied this, making her moves safer on shield, especially when compared to Marth's and Roy's sourspotted moves. Shield Breaker was nerfed as a trade-off, however, as it is now noticeably more difficult to destroy shields with.

Update 1.1.4 increased all of the damage outputs for all of Lucina's aerials, which not only improved her aerial combo and juggle potentials, but further closed the gap between her overall damage output and Marth's. Her hitboxes on aerials and ground attacks were also increased to the point where, like Marth, her range now overreaches certain characters' ranges, like Sheik. When coupled with her multitude of buffs, this makes Lucina much better than she was during SSB4's initial release.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Neutral attack's first hit deals less knockback (25 base/60 scaling → 20/50). While this does allow it to connect more reliably into the second hit from far ranges, 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.
  • Bug fix Fixed a glitch where using Counter after being edge-trumped no longer changes momentum.


Super Smash Bros. 4 1.0.6

  • Buff Neutral attack's first hit can be interrupted earlier: frame 29 → 26.
  • Buff Forward tilt can be interrupted earlier: frame 39 → 35.
  • Buff Down tilt deals 0.5% more damage: 8.075% → 8.575%.
  • Buff Forward smash deals 0.55% more damage: 14.725% → 15.275%.
  • Buff Down smash's second hit deals 0.5% more damage: 13.775% → 14.275%.
  • Buff Forward aerial deals 0.5% more damage: 8.075% → 8.575%.
  • Buff Shield Breaker deals more damage: 8.075% (uncharged)/21.85% (fully charged) → 8.575%/22.85%.
  • Buff Dancing Blade's first hit can be interrupted earlier: frame 45 → 42 and its hits connect together better.

Super Smash Bros. 4 1.0.8

  • Nerf Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%.
  • Buff Neutral attack has been improved. Its first hit launches opponents vertically and transitions faster, which makes both of its hits connect together better. Its first hit has also been given follow-up potential outside of transitioning to the second hit, which is now stronger.
  • Nerf Neutral attack can no longer jab lock due its first hit's angle alteration.
  • Buff Forward tilt deals 0.95% more damage: 9.975% → 10.925%.
  • Buff Up tilt has been improved. Its base knockback increased, it launches opponents vertically and its ending lag decreased by 3 frames.
  • Buff Neutral aerial's landing lag decreased by 3 frames.
  • Buff Dolphin Slash's knockback growth increased.
  • Change Dolphin Slash and Crescent Slash's hitlag multipliers increased: 0.5x → 0.7x.
  • Change Lucina may say either "My turn!" or "You're mine!" when using Counter.
  • Change Lucina may grunt when using Dolphin Slash.

Technical changelist 1.0.8

Super Smash Bros. 4 1.1.0

  • Buff Neutral aerial deals more damage: 2.375% (hit 1)/6.65% (hit 2) → 3.325%/7.6%.
  • Buff Up tilt deals more damage: 6.65% (early)/7.125% (late) → 7.6%/8.075% and its ending lag decreased by 3 frames.
  • Buff All aerials' landing lag decreased.
  • Buff All variations of Shield Breaker have had their ending lag decreased by 2 frames.
  • Buff All variations of Dolphin Slash have had their landing lag decreased by 3 frames.
  • Change Dancing Blade's first, second and third hits' input window durations increased by 5 frames. This makes them connect together better, but makes the first hit harder to follow up with an attack other than another hit of Dancing Blade.

Technical changelist 1.1.0

Super Smash Bros. 4 1.1.1

  • Nerf Partially charged Shield Breaker deals less shield damage: 30 → 25.

Super Smash Bros. 4 1.1.3

  • Buff Multiple changes to the knockback, hitbox sizes, and damage have made Dancing Blade/Effortless Blade link 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


Super Smash Bros. 4 1.1.4

  • Buff Neutral attack's first hit has less ending lag: 28 frames → 25.
  • Buff Neutral attack's hitbox sizes increased: 6.5u → 7u.
  • Buff Forward and up tilt's ending lag decreased: 36 frames → 33.
  • Buff Forward tilt's sour x hitbox and main hitbox sizes increased: 2u (sour x)/6.7u (main) → 2.5u/7.7u.
  • Buff Down tilt's sour x hitbox and main hitbox sizes increased: 6.7u (main)/15.2u (sour x) → 8.2u/16.7u.
  • Nerf Down tilt's y hitbox size decreased: 3.2u → 2.7u.
  • Buff Down smash's ending lag decreased: 64 frames → 54.
  • Buff 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%.
  • Buff 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.
  • Buff 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, Lucina's overall damage output 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% Two upward swipes. If timed correctly, the first hit grants numerous follow-up options, most notably into a forward aerial at low percents or a forward smash at medium-high percentages.
4.75%
Forward tilt   10.85% A forward-leaning upward swipe. Covers a very large area, making it useful for spacing.
Up tilt   7.6% (early), 8.075% (late) An overhead arcing slash. It has a large hitbox that can even hit opponents behind her, which deals more damage than the early hitbox. A great combo starter at lower percentages that can chain into itself, and a viable KOing option at very high percentages.
Down tilt   8.575% A crouching thrust. Lucina's fastest tilt attack, it is useful for edgeguarding and is capable of starting tech-chases.
Dash attack   9.975% An outward clearing slash. A decent follow-up from down tilt and hits grounded opponents, although its moderate ending lag makes it unsafe on shield.
Forward smash   15.275% Rotates counter-clockwise to perform a one-handed slash at a diagonal arc. Its high base knockback and moderate knockback growth make it a reliable KOing option. While it has moderately fast start-up, it has high ending lag.
Up smash   3% (ground), 14.25% (blade) An upward thrust. It has deceptive horizontal range, making it great at punishing rolls and landings and a decent anti-air option. Its weak grounded hit can launch nearby opponents into the main hit and it has high knockback growth, making it a fairly reliable KOing option.
Down smash   9.5% (hit 1), 14.275% (hit 2) A sweeping slash toward the front outward then toward the back. The first hit deals weak knockback while the second hit is stronger, making it useful for catching rolls. Oddly, this move launches opponents at a different angle if tippered, just like Marth's. However, it has high ending lag.
Neutral aerial   4.2% (hit 1), 8.5% (hit 2) An inward horizontal slash followed by a spinning, outward horizontal slash. A good spacing option and can it can combo 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% Slashes forward in a diagonal arc. 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% Rotates her body to perform an upward swipe. Has the interesting property of turning Lucina around, changing her facing direction. Its knockback makes it great for edgeguarding.
Up aerial   11.4% A backflipping, upward arcing slash. A decent juggling option at low percentages and a capable anti-air option due to its arc.
Down aerial   12.3% (non-meteor), 14.2% (meteor) A downward arcing slash. If struck in the middle of the arc, it deals more damage and meteor smashes opponents, while its other hitboxes deal moderate knockback. However, it has high ending and landing lag, and its meteor smashing hitbox only lasts one frame.
Grab   Reaches out with her free hand. Lucina's grab has good range.
Pummel   2% A knee strike. A fairly fast pummel.
Forward throw   4% A one-handed body slam. It can tech-chase, combo into a forward aerial against heavier characters at low percents, or combo into Crescent Slash.
Back throw   4% Trips the opponent over her leg. No follow-up or KO potential due to its high ending lag and extremely low knockback growth. However, it is very effective at launching the opponent off-stage due to its high base knockback.
Up throw   4% Flings the opponent upward with her free hand. Lucina's only throw that has KO potential, as it starts KOing at 165% and even earlier when Lucina is affected by rage.
Down throw   5% A one-handed body slam. Launches the opponent backward, which enables it to combo into all her aerials (except down aerial) at low to medium percentages. However, it quickly loses combo potential due to its high knockback growth, sending opponents too high to hit at high percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings the Parallel Falchion behind herself, then in front of herself while getting up.
Floor attack (back)
Floor getups (back)
  7% Slashes around herself while getting up.
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7% Slashes outward while climbing back up.
Neutral special Default Shield Breaker 8.575% (uncharged), 23% (fully charged) Rears her arm back to charge and release a powerful thrust. As its name implies, it deals a high amount of shield damage, and will instantly break shields when fully charged.
Custom 1 Storm Thrust 3.8% (uncharged), 10.45% (fully charged) A gust of wind is produced from the Parallel Falchion's tip that pushes opponents back. The gust's pushing strength increases with its charge, but the thrust itself deals noticeably less damage.
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) The thrust has improved range due to propelling Lucina forward, but it deals less damage.
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 with high knockback but low range (control stick up), a strong slash with good KO power at an edge (control stick neutral or control stick to the side), or a flurry of low-angled thrusts which deals the most damage but least knockback (control stick down). Like Marth's, the first hit stalls Lucina while in midair.
Custom 1 Effortless Blade 2.375% (parts 1-3), 4.275% (part 4) The slashes are easier to chain together, but only the side version can be used and the first three hits deal less damage.
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 slashes deal noticeably more damage and are stronger, but are harder to chain together.
Up special Default Dolphin Slash 11% (clean), 7% (late blade), 6% (late body) A jumping, upward slash that deals the most damage in the first few frames. An excellent out of shield option due to its rapid speed and it can be reversed. Grants a decent amount of vertical distance, but very little horizontal distance.
Custom 1 Crescent Slash 7% (clean), 12% (late blade), 6% (late body) Grants more horizontal distance, but less vertical distance. The clean and late blade hits' damage outputs are also reversed.
Custom 2 Dolphin Jump Grants more vertical distance, but deals no damage.
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 backward 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 and then removes the mask she used while disguised as Marth.
LucinaOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Spins the Parallel Falchion and holds it in a similar way that looks like pose from her character artwork, saying "Come at me!". (かかってきなさい., Come bring it 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 from here on.)
  • Down taunt: Puts on the mask she used while disguised as Marth in Fire Emblem Awakening, then removes it.
Up taunt Side taunt Down taunt
LucinaUpTauntSSB4.gif LucinaSideTauntSSB4.gif LucinaDownTauntSSB4.gif

Idle poses

  • Holds her hand to her chest, closes her eyes, and silently takes a breath.
  • Brushes her hair out of her face.
LucinaIdlePose1WiiU.jpg LucinaIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Lu-ci-na! Lu-kin-a!
Pitch Group chant Male

Victory poses

An icon for denoting incomplete things.
This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series.
  • 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?"
LucinaPose1WiiU.gif LucinaPose2WiiU.gif LucinaPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Lucina (SSB4) Lucina 3113 3123 1123 3133 1133
3121 1121 3111 1131 3131

Notable players

Active

Inactive

Reveal trailer

<youtube>N9ytrX0wweA</youtube>

Trophies

Lucina
Ntsc Super Smash Bros. for Nintendo 3DSChrom'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 more than just the tip of her sword is powerful.
Ntsc Super Smash Bros. for Wii UChrom'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.
Pal 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.
3DS: Fire Emblem: Awakening (02/2013)
Lucina (Alt.)
Ntsc 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.
Pal 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.
3DS: Fire Emblem: Awakening (02/2013)
Critical Hit (Lucina)
Ntsc 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!
Pal In Lucina's Final Smash, she raises her sword high, then dashes swiftly forwards to deliver a deadly blow to whoever stands in her way. Even if their damage is low, this strike is powerful enough to take them out in a single hit. Just be careful not to dash off the stage if you use it in mid-air!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Lucina Palette (SSB4).png
Lucina (SSB4) Lucina (SSB4) Lucina (SSB4) Lucina (SSB4) Lucina (SSB4) Lucina (SSB4) Lucina (SSB4) Lucina (SSB4)

Gallery

Trivia

  • Lucina makes a few references to her home game:
  • Lucina is the only clone in the entire series whose special moves, including custom variations, all share the same names with the character she is a clone of. She is also only clone to share every single move with the character they are derived from.
  • Robin and Lucina are the only playable Fire Emblem characters to originate from the same game in their home series.
  • Lucina is the only unlockable character in both games who was officially revealed prior to the release of SSB4 and the only unlockable character to appear in the opening movie for Super Smash Bros. for Wii U.
  • 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 characters that players are not forced to play as in any single player Event Matches.
  • Lucina is the only Fire Emblem character who shares the Counter move that does not hold her sword in a reverse grip during either the stance or attack; however, she only does so when she gets hit (where she will transition to Marth's stance) as aforementioned.

References