Template:SSB4 to SSBU changelist/Lucina
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Aesthetics
- Due to the aesthetic used in Ultimate, Lucina's model features a more vibrant color scheme. Her clothing now has subtle detailing, and her hair has been reshaped. Her face also appears sharper, with her cheeks now showing a slight pink blush.
- Being an Echo Fighter of Marth, his animation changes carry over to Lucina:
- Lucina has several new basic animations. Her idle, crouch, and sidestep all have new animations, and her jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in SSB4. She also has a new screen KO animation. However, she will revert to her SSB4 idle pose and crouch when holding a small item.
- Lucina now occasionally vocalizes when performing her first jump.
- Lucina's cape has better physics and rigging, allowing for more fluid animations.
- Lucina's victory theme is now a snippet of the Fire Emblem Awakening song, "Id (Purpose)".
Attributes
- Like all characters, Lucina's jumpsquat animation takes 3 frames to complete (down from 5).
- Lucina walks faster (1.5 → 1.575).
- Lucina runs significantly faster (1.785 → 1.964).
- Lucina's initial dash is significantly faster (1.5 → 2.255).
- Lucina's air speed is faster (1.02 → 1.071).
- Lucina's traction is much higher (0.055 → 0.114).
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
- Lucina is taller, and is now as tall as Marth. This increases her range, but also increases her hurtbox, making her easier to hit.
- Lucina has a new jump animation where she picks up her feet more, allowing her to short hop over certain projectiles.
Ground attacks
- Neutral attack:
- The first hit transitions into the second hit much faster (frame 19 → 11), allowing it to connect better.
- Neutral attack does not retain Lucina's horizontal momentum anymore; like Marth, she stops if she uses her neutral attack.
- Both hits have shorter durations, with the second hit also having more startup (frames 5-7 → 5-6 (hit 1), 3-5 → 4-5 (hit 2)).
- Both hits have higher hitlag multipliers (0.7× → 1.3×), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has altered angles (78°/65°/90° → 361°/361°/180°/361°) and knockback (55 base/30 scaling → 30 base/15/12/12/12 scaling) to keep opponents close to Lucina, akin to other neutral attacks. This allows it to jab lock much like in Smash 4 before update 1.0.8, but most importantly removes all its guaranteed jab cancel setups.
- The first hit has an altered animation where Lucina swings in a more horizontal arc, matching its hitboxes better.
- Forward tilt:
- Forward tilt deals slightly more damage (10.925% → 11%), albeit with knockback scaling compensated (77 → 74).
- Up tilt:
- Up tilt does not retain Lucina's horizontal momentum anymore; like Marth, she stops if she uses her up tilt.
- Up tilt has 2 new hitboxes on the first frame of its activation, improving the first frame's notoriously poor range.
- Lucina's up tilt has her move forward just like Marth's. This improves its horizontal range, but makes it harder to repeatedly land the stronger late hit.
- Dash attack:
- Dash attack deals more damage (9.975% → 10.925%).
- It deals significantly more knockback (48 base/58 scaling → 75/67), giving it KO potential.
- It has gained a shieldstun multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
- The move has a different animation, with Lucina swinging in a slightly more horizontal arc.
- Forward smash:
- Forward smash has less knockback scaling (80 → 73).
- Up smash:
- Up smash's launcher hitbox can no longer hit on the same frame as the sword hitboxes and override their knockback at low percents, making it more consistent.
- Down smash:
- Down smash launches at a consistent angle (75°/361° (hit 1), 60°/361° (hit 2) → 361°), allowing it to set up edgeguards and KO near edges more effectively, despite the lower base knockback on both hits (60 (both) → 55 (front)/45 (back)).
- It has one frame more ending lag (FAF 55 → 56).
Aerial attacks
- All aerials have reduced landing lag (12 frames → 7 (neutral), 16 → 10 (forward), 17 → 10 (back), 14 → 8 (up), 24 → 14 (down)).
- Neutral aerial:
- Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing when combined with its lower landing lag.
- It deals slightly more damage (4.2% → 4.275% (hit 1), 8.5% → 8.55% (hit 2)).
- Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall.
- Forward aerial:
- Forward aerial has altered hitbox placements (2u/0u/7.7u → 3.5u/0u/7.5u (Z-offset), 0u/0u/0u → 1u/1u/1u (X-offset)), and the hitboxes are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u), reducing its range.
- It has less knockback scaling (85 → 77), hindering its KO potential, but allowing it to combo for longer.
- Back aerial:
- Back aerial has altered hitbox placements (2.0u/0u/7.7u → 3.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)), reducing its range.
- Down aerial:
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.
- It deals slightly more damage (12.3% → 12.35% (non-meteor), 14.2% → 14.25% (meteor)).
- The meteor smash hitbox is larger (4.3u → 5u), and lower down (Y offset: -3u → -3.3u), improving its range.
- The meteor hitbox has a higher hitlag multiplier (1× → 1.2×).
Throws and other attacks
- Grabs:
- Standing grab has less startup (frame 7 → 6).
- All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- The speed of Lucina's throws is no longer weight-dependent. This improves her down throw's combo potential on heavyweights, but reduces it on lightweights.
- All of Lucina's throws except up throw trigger a hitlag effect before the release frame, with back throw also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to DI.
- However, back throw's total duration remains unchanged, giving it less ending lag.
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
- Forward throw:
- Lucina has a new forward throw, a quick elbow strike to the opponent's chest.
- Due to the faster knockback physics, it has lost its combo potential.
- Up throw:
- Up throw deals more damage (4% → 5%).
- It has less knockback scaling (120 → 102), KOing slightly later despite its higher damage output.
- Down throw:
- Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).
- The faster knockback physics hinder its combo potential, due to its high base knockback compared to other throws.
- Its animation has been changed slightly, with Lucina slamming the opponent onto the ground with a more exaggerated throw.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Shield Breaker:
- Shield Breaker can be angled vertically.
- It deals 1.15× its regular damage if it hits an opponent's head.
- Shield Breaker has less knockback scaling (95 → 90).
- Fully charged Shield Breaker has slightly more startup lag (frame 78 → 79).
- Shield Breaker only has the Parallel Falchion glow purple instead of Lucina's whole body.
- The move triggers Special Zoom upon breaking an opponent's shield.
- Dancing Blade:
- All swings except the first have less startup (frame 9 → 5 (second, neutral), 7 → 4 (second, up), 6 → 4 (third, neutral), 8 → 5 (third, up & down), 13 → 7 (fourth, neutral & down), 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
- All swings except the fourth ones have lower hitlag multipliers (1× → 0.5× (first), 0.7× (second & third)), allowing the move to transition faster and making it harder to SDI out of.
- All swings except the fourth ones deal less knockback (25 base/75 scaling → 25/30 (first), 30/30 → 30/25 (second, neutral), 30/60 → 30/25 (second, up), 40/43 → 55/30 (third, neutral), 40/50 → 55/30/30/50 (third, up), 50/28 → 40/30 (third, down)), improving their linking ability at high percents.
- The first swing has less ending lag (FAF 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (FAF 51 → 45).
- The first two neutral swings have different angles (78°/92°/20° → 361°/90°/361° (first), 60°/65°/40° → 361° (second)), granting them the ability to lock.
- The fourth downward swing's hits after the first are faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), and the first four hits have less knockback scaling (40 → 20), allowing them to connect better and preventing opponents from jumping out of them at low percents.
- However, it has much more ending lag in combination with the faster swings (FAF 72 → 75).
- All swings deal less damage (3.325% → 2.85% (first & second), 4.275% → 3.325% (third, neutral & up), 4.75% → 3.325% (third, down), 5.7% → 4.75% (fourth, neutral), 6.65% → 5.7% (fourth, up), 4.75% → 4.275% (fourth, down, last hit)).
- The first swing has more startup (frame 6 → 9).
- The fourth forward swing has lower knockback overall (60 base/130 scaling → 74 base/115 scaling), which alongside its lower damage hinders its KO potential.
- The fourth upward swing has more base knockback (60 → 80/85), but drastically less knockback scaling (118 → 40), removing its ability to KO at realistic percents.
- Dancing Blade's neutral swings all have altered animations, except for the third. The first one is an outward swing similar to her forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Lucina spinning before she slashes the opponent.
- The third downward swing has an altered animation, now being a low outward swing instead of a stab.
- Dolphin Slash:
- Dolphin Slash has more landing lag (20 frames → 24).
- It leaves multiple afterimages of Lucina during the leap.
- Counter:
- Counter's counterattack has less startup (frame 5 → 4).
- Counter has more ending lag (counter: FAF 60 → 65, attack: FAF 36 → 41).
- If a powerful enough attack is countered, it causes a large yellow flash, and plays the noise from Critical Hit if the counterattack successfully lands.
- Critical Hit:
- Due to the changes to teching, Critical Hit is almost impossible to tech, although under some circumstances such as with Shulk's Shield Monado Art, it can still be teched at very low percentages.