Lucina in Super Smash Bros. Ultimate | |
---|---|
Universe | Fire Emblem |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Critical Hit |
Tier | A+ (22) |
Lucina (ルキナ, Lucina) is a playable character in Super Smash Bros. Ultimate. She was officially revealed on June 12th, 2018 alongside Robin and the rest of the returning roster. Lucina is Marth's Echo Fighter, thus being classified as Fighter #21ε.
Both Laura Bailey and Yū Kobayashi's respective English and Japanese portrayals of Lucina from Super Smash Bros. 4 were repurposed for, respectively, the western and Japanese versions of Ultimate. As a consequence of this, Lucina is not voiced by her current English voice actress, Alexis Tipton, who has otherwise held the role since 2017; she is one of only two Fire Emblem characters in Ultimate to not be portrayed by their current English actor from Fire Emblem Heroes onward, the other being Lyn.
Lucina is ranked 22nd out of 82 on the current tier list, placing her in the A+ tier. This is similar to her placement from Smash 4 where she was ranked 14th out of 54, and places her above her base fighter, Marth.
How to unlock
Complete one of the following:
- Play VS. matches, with Lucina being the 23rd character to be unlocked.
- Clear Classic Mode with Yoshi or any character in his unlock tree, being the 5th character unlocked after Ganondorf.
- Have Lucina join the player's party in World of Light.
Lucina must then be defeated on Arena Ferox (the Ω form is used in World of Light).
Attributes
Being Marth's distant descendant and his Echo Fighter, Lucina's moveset and animations are generally based off of Marth's, and her attributes are also identical to his, being a tall and rather light middleweight with above-average mobility in most aspects; like him, she has the fastest walking speed in the game, a very fast initial dash speed, a decent running speed, a decent jump height, decent air acceleration and an average falling speed; however, her air speed is merely average, and her gravity value is low, the latter of these two values making her feel somewhat floaty in the air.
As in SSB4, the primary difference between Lucina and Marth is that Lucina lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. While her sword attacks deal more damage and knockback than Marth's weak sourspots, they deal less damage and knockback than his powerful tipper sweetspots. Theoretically, Marth should deal more overall damage when played optimally and can kill earlier, but Lucina can deal consistent damage and kill more reliably without worrying about precise spacing, and her KOing potential is significantly more consistent in comparison, especially at higher percents.
Overall, whether a person wants to use Lucina or Marth is based on their playstyle. Marth relies on spacing, more defensive play, and early KOs with his powerful tippers. Lucina can be played more aggressively, and relies on her more effective combos to increase the opponent's damage enough so she can KO the opponent. Marth has the potential to be more rewarding if used correctly, but Lucina's consistent damage and knockback gives her a stronger up-close game, makes her attacks significantly safer on shield and on hit than Marth's sourspotted moves, and gives her better matchups against smaller or faster characters that Marth can have a hard time landing his tippers against, such as Pikachu or Fox. Even without a tipper, Lucina is still extremely effective at spacing nevertheless. She also shares Marth's other strengths, such as his decent mobility, above-average frame data, strong juggling and edgeguarding capabilities, and decent out of shield options. As such, she is considered to be one of the easiest and most versatile characters in the game, even when compared to Marth.
Lucina's special moveset also possesses immense utility, and in two cases, more than that of Marth. Shield Breaker can break shields thanks to its high shield damage, even when uncharged, and it is useful for punishing rolls. It also grants some horizontal movement, which is amplified when fully charged, deals additional damage should it directly strike an opponent's head, and deals consistent damage unlike Marth's version. Dancing Blade can be used to punish sidesteps and boasts damage-racking, mix-up, KO and even recovery potential. Unlike Marth's version, the move is easier to properly connect due to its consistent hitboxes. Dolphin Slash has quick startup (coming out on frame 5), provides intangibility during its startup, and is relatively strong upon coming out. These attributes make it Lucina's primary method of recovery, as its speed can make it difficult to intercept, while also making it a decent out of shield option as well. In addition, its power combined with the aerial version's frame 1 intangibility makes it capable of breaking combos, and even stage spiking reckless edgeguarding attempts. Lastly, Counter is a counterattack with a 1.2× damage multiplier that can KO an opponent who uses a sufficiently strong attack, and can also be used to edgeguard many recovery moves with damaging hitboxes.
Despite her strengths and versatility, Lucina is not without flaws, most of them shared with Marth. Perhaps the biggest one is her difficulty in escaping from juggles; her air speed is average at best, her gravity is fairly low, her weight is slightly below-average and her tall hurtbox provides an easy target. Dolphin Slash is her only reliable combo breaker, but as it leaves her helpless, it can inadvertently put her in an even worse position. Also, while Counter can be used defensively, it leaves Lucina extremely vulnerable to punishment should it whiff. Lucina also has little defense against juggling, as her aerials are ineffective at relieving pressure; though her attacks have quick startup and decent range, many of them come with high ending lag, and also suffer from short hitbox durations. Additionally, being a solely sword-based character, her otherwise-excellent neutral game suffers from her lack of a projectile, and she can sometimes struggle against projectile-heavy characters and playstyles; however, her combination of high mobility, good range and decent frame data helps to alleviate this issue.
Like with Marth, Lucina's lackluster grab game is another notable weakness. Except for her up throw, all of her throws have low knockback scaling, preventing them from KOing at realistic percents, while up throw can only KO starting at extremely high percents if Lucina has no rage. Her only other throw with utility is her down throw, which has limited combo potential outside of lower percents due to its high base knockback. However, it should be noted that the high base knockback of her forward and back throws allow Lucina to take advantage of her good edgeguarding capability, especially at the edge.
Lucina herself is somewhat vulnerable to edgeguarding, though she has options for mix-ups with her recovery. Dolphin Slash is her only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed, frame 1 intangibility and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable. Additionally, since this move grants little horizontal distance, Lucina is vulnerable to semi-spikes. While Shield Breaker can aid her horizontal recovery, it covers little distance without charging and does not halt her vertical momentum either. Lucina is also heavily reliant on her double jump and directional air dodge for mix-ups in her recovery, and is in significant danger if offstage without either of them.
Overall, Lucina is a "lower-risk, higher-reward" version of Marth, and her strengths outweigh her weaknesses. She trades Marth's stronger KO potential courtesy of his stronger but notoriously inconsistent tippers for more consistent spacing and damage-racking abilities, better close-range capabilities, as well as more consistent KO potential. She has a low learning curve thanks to her straightforward playstyle, since she benefits from spacing at close range while also having several fast and reliably strong KOing options. As a result, Lucina has a very large playerbase, and has achieved excellent results and representation courtesy of players like Mr. E, Leon and ProtoBanham; as such, she is considered to be a competitively viable character. In recent times, however, her placings have somewhat diminished over time: other sword characters, especially Roy and Pyra/Mythra, have achieved higher placings and representation. As such, while Lucina is still widely considered a top- or high-tier character, her overall position remains debatble.
Differences from Marth
As mentioned above, the primary difference between Lucina and Marth is that Lucina lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. This means that Lucina will be able to rack up damage and KO much more consistently, but in turn does not have the option to KO as early as Marth does.
Lucina was also slightly recloned from her previous appearance in SSB4, as she is no longer smaller than Marth (which increases the size of her hurtbox but improves her range), her up tilt will now move her forward slightly, and she no longer keeps her momentum on her neutral attack and up tilt. Despite losing these somewhat negligible differences, she keeps one other difference from SSB4: her up tilt has a unique sweetspot based on how late into the swing the opponent is hit. This ensures that she can rack up damage more easily with her up tilt as long as she is facing away from her opponent.
While Lucina and Marth have largely identical attacks, mobility attributes and frame data, the lack of a tipper spreads across Lucina's entire moveset, making her one of the more unique Echo Fighters alongside her father Chrom and Ken. As such, these three characters are ranked separately from their base fighters on tier lists, and are allowed to be used alongside their base fighters in Squad Strike. Lucina has obtained excellent results and representation early in the Ultimate metagame, especially compared to Marth; as such, she is considered to be a top- or high-tier character and one of the best swordfighters in the game (if not the best), though Roy, Shulk and Pyra/Mythra are also in contention for the title of "best swordfighter", especially since they are all ranked higher than Lucina on the tier list. Marth has also received several buffs exclusive to him via in-game updates, improving his competitive standing relative to Lucina's, though he is still widely regarded as worse overall than Lucina.
Aesthetics
- As with all other Echo Fighters, Lucina has different taunts and victory animations.
- Lucina's on-screen appearance is slightly different from that of Marth, as she removes her mask. She also has a different No Contest animation as well.
- Unlike all other Echo Fighters, Lucina's Screen KO animation is different from Marth's.
- Lucina has an additional voice clip for taking medium knockback, a trait shared with most of the other SSB4 newcomers.
- Lucina's victory theme is different from that of Marth, being a remix of the Fire Emblem Awakening song "Id (Purpose)."
- Lucina's sword trails are completely opaque, while Marth's are only opaque at the tip of his blade.
Attributes
- Unlike the Falchion, the Parallel Falchion lacks a tipper. As such, its entire blade deals equal damage and knockback on most attacks, equal to the weighted average of Marth's sweetspotted and sourspotted attacks.
- Moves that move Lucina forward, such as Dancing Blade, are more effective than Marth's variants, due to the forward movement counteracting with the tipper.
- Lucina can rack up damage more easily than Marth, as most of his Falchion is composed of its sourspot.
- This makes Lucina's combos, edgeguarding and KOing ability much more consistent, and gives her a significantly better up-close game.
- Lucina's damage output and knockback values are lower than Marth's sweetspots. This renders her incapable of securing extremely early KOs like Marth can.
- Because Lucina's sword attacks do more damage and knockback than Marth's sourspots, she lacks some of Marth's combos and KO confirms that rely on his sourspotted attacks.
- Aside from her neutral attack and Dancing Blade, the rest of Lucina's moveset lacks hitlag modifiers.
- Lucina's spot dodge retains her horizontal momentum, granting it follow-ups that Marth's lacks.
- Lucina's shield jump goes slightly higher than Marth's, resulting in it taking 3 frames longer for her to land on flat ground.
Ground attacks
- The middle hitboxes of Lucina's up tilt, down tilt and dash attack cover the tip hitboxes more, mildly changing the range around the sword.
- Lucina's up tilt (named "Anti-air Slash" in the in-game tips) has a unique timing-based sweetspot. On the latter half of the slash, the attack does more damage while also having weaker knockback. The combination of less knockback and more damage allows her up tilt to rack more damage than Marth's as long as she is facing away from her opponent.
- Since the timing-based sweetspot deals less knockback, it cannot be used to reliably KO as much as Marth's variant.
- However, this allows it more effective combo potential.
- Since the timing-based sweetspot deals less knockback, it cannot be used to reliably KO as much as Marth's variant.
- The arm hitbox of Lucina's up smash has a slightly different angle (90 → 89).
Air attacks
- All of up aerial's hitboxes have altered angles, even compared to the non-tippered hitboxes of Marth's version (80/90 → 85).
- Due to Marth's down aerial meteor hitbox being a tipper, Lucina's meteor hitbox deals less damage (15% → 14.25%) reducing her edgeguarding potential.
- However, the meteor hitbox has better combo potential as a result of this.
- The middle hitboxes of Lucina's forward, back and up aerials cover the tip hitboxes more, mildly changing the range around the sword.
Special moves
- Shield Breaker:
- Lucina's Shield Breaker's animation is different. She leans farther back during its start-up, trembles more exaggeratedly while rearing her arm back, and takes a step forward during its thrust. This marginally improves Lucina's horizontal recovery potential compared to Marth's, due to her hitbox being slightly wider when using this move. This change is also reflected when Kirby copies the move.
- Dolphin Slash:
- Lucina may shout when using Dolphin Slash, whereas Marth does not vocalize when using it.
- Counter:
- Lucina's Counter's stance as well as the actual counterattack's animation are different. She also has different quotes when she counterattacks, saying either "My turn!" or "You're mine!"
- The altered animation for the counterattack and its slightly smaller hitboxes (5.5u → 5.0u) cause it to have shorter range than Marth's version.
- Lucina's Counter's stance as well as the actual counterattack's animation are different. She also has different quotes when she counterattacks, saying either "My turn!" or "You're mine!"
- Critical Hit:
- Lucina utters "Time to change fate!" when using her Final Smash, whereas Marth merely grunts.
Misc.
Changes from Super Smash Bros. 4
Like her ancestor Marth, Lucina was a high-ranking character near the end of SSB4's lifespan, especially after receiving major buffs from game updates, thanks to her combination of speed and range. In the transition to Ultimate, Lucina has received a mixture of buffs and nerfs. Though despite receiving a few notable nerfs in the transition, she benefits greatly from the the indirect changes to the game's engine. As a result, Lucina has been slightly buffed overall.
Compared to other characters, Lucina has received few major, direct changes between games, with most of her notable nerfs being shared with Marth. Her biggest nerf is to her neutral attack; previously an excellent combo starter and neutral tool due to its first hit, it has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, completely removing its powerful jab cancel from SSB4 that was vital to Lucina's gameplan in exchange for more situational locking potential. Her KO potential was also weakened, with her forward smash, forward aerial, Shield Breaker and Dancing Blade receiving knockback nerfs. Dolphin Slash and Counter are also slightly more punishable than before. Lucina's previously weak grab game was further neutered, with forward throw losing its combo potential and up throw, previously an emergency KO option with the aid of rage, being weaker; this limits her options against shields, forcing her to rely on breaking them through the usage of Shield Breaker. Lastly, her already linear recovery was also made less safe by the changes to air dodge mechanics as well as the reduction in edge sweetspot size, making her easier to edgeguard and thus worsening her survivability.
In spite of these nerfs, Lucina benefits from the gameplay changes to an extent far greater than Marth. The ability to dash cancel into any attack improves her grounded spacing ability (especially for her tilt attacks), and allow her to bait attacks with fox-trotting; this is all further compounded by her fast running speed, which has also been improved due to the universal increase in mobility. The reduction in landing lag on her aerials makes them safer for spacing and approaching, while also enhancing their combo ability. The general increase in shieldstun also makes the majority of her attacks safer on shield. All of these changes improve her more aggressive game compared to Marth, as the game's faster pace fosters more aggressive playstyles than in SSB4, allowing her greater close-combat capabilities to be an advantage in far more situations. Adding to this, the changes to air dodges also greatly enhance her juggling and edgeguarding capabilities, as they provide less leeway for opponents to recover against her wide aerials, further improving her edgeguarding game to the point it is among the most fearsome.
Lucina also received a few noteworthy direct buffs, the most notable of them being to Dancing Blade: the move was sped up greatly, allowing her to link each hit into one another more reliably. A few of her moves received slight damage increases, further helping her damage racking game. Lastly, her dash attack, previously one of her more mediocre options in the previous game, also received a knockback buff, giving it more utility.
Overall, Lucina's nerfs weaken the miscellaneous tools she had in SSB4 as well as further defining one of her weaknesses, but the buffs she has received and the game's different engine have benefited her in several ways that generally compensate for these nerfs, as they affect her much less than Marth due to her not relying on tippers at all. As a result of this, Lucina has retained her high-ranking in Ultimate, and is now generally considered superior to Marth; though while originally called the best swordfighter in the game, the slight nerfs Lucina has received in game updates and the prevalence of other swordfighters such as Pyra & Mythra, Roy, and Shulk, have resulted in her being in a similar position relative to the cast overall.
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.
- All of Lucina's alternate costumes have been modified. Additionally, her eighth costume, formerly based on Sumia, has been changed to a completely different color scheme.
- 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 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 larger (model size multiplier: 0.92x → 0.95x), now being the same size as Marth. This increases her range, but also makes her hurtboxes larger, 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.
- The second hit has more knockback scaling (45 → 75).
- 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%).
- It has less knockback scaling (77 → 74), KOing later despite its slightly higher damage output.
- 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 and edgeguarding potential.
- However, it combos until later percentages as a result.
- Back aerial:
- It deals slightly more damage (11.8% → 11.875%).
- 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, combined with the throw no longer being weight-dependent, hinder its combo potential against much of the cast, due to the move's 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, akin to the effect used by Fox Illusion and Falco Phantasm.
- 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.
Update history
Unlike Marth, who was slightly buffed, Lucina was slightly nerfed overall, likely as a result of her perceived top-tier status. Update 3.0.0 increased the range of her dash grab, much like Marth, Roy, and Chrom. The nerfs to the shield damage of various projectiles also benefits Lucina, making it easier for her to overcome projectile camping from various characters. However, update 3.1.0 reduced the knockback scaling of her forward smash and forward aerial, somewhat hindering her KO ability, though forward aerial combos for somewhat longer as a result.
Despite this, and due to no further nerfing, Lucina remains highly viable in the competitive scene and is seen as superior to Marth, her parent character.
- The animation for swinging with a battering item has been adjusted.
- The grounded-only grabbox of dash grab was made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents it from missing a shielding R.O.B..
- Forward smash has less knockback scaling (77 → 73).
- Forward aerial has less knockback scaling (81 → 77), hindering its edgeguarding and KO potential. However, this improves its combo potential at later percentages.
- Fixed an issue that caused opponents to sometimes go below the ledge and get bounced off the side of the stage after using down throw.
Moveset
- Lucina's overall damage output is close to the weighted average of each of the hitboxes of Marth's attacks.
For a gallery of Lucina's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Slash (スラッシュ) / Combination Slash (コンビネーションスラッシュ) | 3.325% | Slashes the Parallel Falchion twice in front of herself. The first hit can also jab lock. It is tied with her up aerial and Dolphin Slash as her fastest move in her entire moveset as well. | |
4.75% | ||||
Forward tilt | Hard Edge (ハードエッジ) | 11% | A fast upward swipe while leaning forward. Has a large arc that is useful for spacing. Can hit opponents standing on top of some platforms. The move can also serve as an emergency KO move near the ledge at extremely high percents. | |
Up tilt | Anti-air Slash (アンチエアスラッシュ) | 7.6% (early), 8.075% (late) | Swings the Parallel Falchion in a large arc above her head, with a large hitbox that can hit enemies in front of, above and behind her. Has the fastest startup out of Lucina's tilts. Additionally, the move has a timing-based sweetspot unlike Marth's version; on the latter half of the swing, Lucina deals more damage but less knockback, allowing her to rack up damage more easily as long as she is facing away from her opponent. Covers platforms very well and is useful for juggling and starting aerial combos. It can KO at very high percents as well. | |
Down tilt | Low Thrust (ロースラスト) | 8.5% | A quick crouching sword poke. Has the lowest ending lag out of Lucina's tilts, making it useful for interrupting grounded approaches and creating space. Deals semi-spike knockback, making it useful for edgeguarding. Knocks opponents into a tumble around 80%, which can force opponents into a tech-chase situation. | |
Dash attack | Raid Chop (レイドチョップ) | 10.925% | A running, upward-sweeping diagonal slash. Has somewhat slow startup for a dash attack, but deals decent horizontal knockback, KOing middleweights at the edge at around 130%. Has notable ending lag and low hitlag, making it rather unsafe against shields. Compared to forward tilt, it has slower startup, higher ending lag, less vertical range, is less safe on shield, and is more situational, but it has more horizontal range and KOs much sooner. | |
Forward smash | Dragon Killer (ドラゴンキラー) | 15% | Rotates her body counter-clockwise with a strong overarching one-handed swing from her head to the ground. Very fast startup for a forward smash, but has high ending lag. Deals considerably high knockback, KOing middleweights at the edge around 76%. | |
Up smash | Justice Sword (ジャスティスソード) | 3% (ground), 14.25% (blade). | A quick, upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. It is also comparatively more reliable than Marth's, because of the positioning needed for him to land a sweetspot in his case. | |
Down smash | Whirlwind (ワールウインド) | 9.5% (hit 1), 14% (hit 2) | Sweeps the Parallel Falchion on the ground toward the front outward then toward the back inward. The back hit is noticeably stronger than the front hit. Lucina's fastest smash attack, though it also has high ending lag. | |
Neutral aerial | Double Slash (ダブルスラッシュ) | 4.275% (hit 1), 8.55% (hit 2) | Two horizontal slashes around herself via an inward slash followed into a full 360° outward spin. The second hit can hit on both sides of Lucina, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The first hit has low knockback scaling, which when combined with fast falling and the move's low landing lag, allows it to combo into many of Lucina's tilts, and even her forward smash, even at high percentages. The second hit has moderately strong knockback, KOing middleweights at the edge around 120%. | |
Forward aerial | Flag Cut (フラッグカット) | 10.5% | Does a descending crescent slash in front of her with great coverage. This is Lucina's best tool for air combat, and its reasonably low landing lag makes it very safe when spaced properly. Lucina can also use this move more reliably than Marth can, as it deals relatively high damage and knockback throughout. Around 27%, it begins to knock opponents into a tumble, which can force a tech-chase situation. KOs middleweights at the edge around 143%. | |
Back aerial | About Face (アッパースイング, Upper Swing) | 11.875% | An upward crescent slash behind her in an inward swipe. Has the interesting property of turning Lucina around, changing the direction she is facing. Similar use to her forward aerial, although with more knockback and a smaller hitbox. Safe on shield when spaced low to the ground. Rather strong given its speed, KOing middleweights at the edge around 110%. | |
Up aerial | Luna Slash (ルナスラッシュ) | 11.4% | An overhead crescent slash with good coverage, ending in a delayed somersault. Lucina's fastest aerial, it is good for juggling thanks to its large arc, making it a good anti-air as well, and has moderate knockback. Due to its angle, it makes for a reliable combo starter, especially on landing. Compared to Marth's, it loses true combo percent potential sooner due to its greater knockback compared to his equivalent move's sourspot. It can KO at very high percents near the upper blast zone. | |
Down aerial | Halfmoon (ハーフムーン) | 12.35% (non-meteor), 14.25% (meteor) | A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Lucina), it serves as a powerful meteor smash. However, the meteor smash window only lasts for one frame (frame 11), and the move has very high ending lag for a down aerial. Can be useful against cross-ups and as an out of shield option as it starts behind Lucina and covers a wide area below her. | |
Grab | Grab (つかみ) | — | Reaches out with her free hand. | |
Pummel | Grab Kneebutt (つかみニーバット) | 1.3% | A knee strike. | |
Forward throw | Elbowbutt (エルボーバット) | 4% | An elbow strike with her sword arm. Can be used to set up edgeguards, but it is not useful for comboing or KOing. | |
Back throw | Leg Hooker (レッグフッカー) | 4% | Tosses the opponent over her leg, sending them behind her. Like with forward throw, its high base knockback allows her to set up edgeguarding, but it cannot combo or KO reliably. | |
Up throw | Casting (キャスティング) | 5% | A powerful one-armed upward throw. Lucina's strongest throw, which can KO at extremely high percentages. However, it is fairly weak for a KO throw. | |
Down throw | Grab Drop (グラブドロップ) | 4% | Throws opponent to the ground with one arm, bouncing them upwards. Lucina's combo throw. At low to mid percents, its angle and high base knockback allow it to follow up into an up or back aerial depending on DI, or only an up aerial at higher percents. Despite having low knockback scaling, it still loses its combo potential at around roughly 80%-90%. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Spins around gracefully and slashes the Parallel Falchion in a circle. | ||
Floor attack (back) Floor getups (back) |
7% | Swings the Parallel Falchion behind, then in front of her before getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Stabs behind her, then slashes in front of herself before getting up. | ||
Edge attack Edge getups |
9% | Backflips onto the stage and slashes. | ||
Neutral special | Shield Breaker | 8.575% (uncharged), 23% (fully charged) | Lucina assumes a readying stance and charges the Parallel Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage even when uncharged, and will instantly break shields at full charge, although it can be safely perfect shielded. It also deals decently high damage and knockback, especially when fully charged, and unlike Marth, the fully-charged version is in fact stronger than her fully-charged forward smash. The aerial version gives Lucina a very slight horizontal boost, while a fully-charged aerial version will thrust Lucina in whatever direction she is facing, giving her a strong horizontal recovery option, albeit with very high startup. Can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15× regular damage if it hits the opponent's head. | |
Side special | Dancing Blade | Varies (see below) | A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green (see table below for details and limits of the move). | |
Up special | Dolphin Slash | 11% (clean), 7% (late blade), 6% (late body) | Lucina performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful sweetspot and grants very slight intangibility in the first few frames, which can easily cause stage-spikes under the right circumstances. Grants good vertical distance but is rather lacking in horizontal distance. Does not snap to the edge until after its hitbox is gone. | |
Down special | Counter | 1.2× (minimum 8%) | Lucina assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked. Starts up on frame 6 and lasts 22 frames. Ineffective against projectiles and attacks with sufficiently long reach, such as many of Shulk's or Simon's tilts and smash attacks. | |
Final Smash | Critical Hit | 60% | Lucina raises the Parallel Falchion skyward, uttering "Time to change fate!", then lunges in one direction, attacking the first opponent she connects. Immense knockback, enough to one-hit KO any character on any roofless stage. This move is impossible to tech unless using FS Meter or against Shulk's Shield Monado Art at very low percentages. Pressing the special button again will cause her to stop mid-dash. |
Stats
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 90 | 2.255 – Initial dash 1.964 – Run |
1.575 | 0.114 | 0.00375 | 1.071 | 0.01 – Base 0.07 – Additional |
0.075 | 1.58 – Base 2.528 – Fast-fall |
3 | 33.66 - Base 16.26 - Short hop |
33.66 |
Hit | Damage | Description |
---|---|---|
First Hit (Neutral) | 2.85% | Does an outward slash. Deals very little knockback even at extremely high percents. Can lock. The tip of the sword lifts opponents off the ground slightly, making it combo into the second hit more consistently. |
Second Hit (Up) | 2.85% | An upward lifting slash. Has greater vertical reach than the first hit or the second neutral hit. Lifts opponents slightly off the ground, with the tip of the sword pulling them in slightly. |
Second Hit (Neutral) | 2.85% | Does an inward slash. Has a shorter hitbox than the first hit, which can lead to it sometimes missing if the first hit is landed from too far away. Deals very little knockback, even at extremely high percents. Can lock. |
Third Hit (Up) | 3.325% | Does an upward slash while turning clockwise. Launches opponents up and away, leading into the upward finisher. |
Third Hit (Neutral) | 3.325% | Takes a step forward and does a leaning outward slash. May push opponents too far away for the fourth hit to connect at high percents. |
Third Hit (Down) | 3.325% | Leans in and does a horizontal slash low to the ground. Deals less knockback than the other third hits, which can make it useful for connecting with the neutral finisher at higher percents, when the third neutral hit may send too far away. |
Fourth Hit (Up) | 5.7% | Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move. |
Fourth Hit (Neutral) | 4.75% | Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback, KOing middleweights at the edge around 100%. |
Fourth Hit (Down) | 2% (hit 1-4), 4.275% (hit 5) | Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag of the three finishers. |
Announcer call
English
Japanese/Chinese
French
French (PAL)
On-screen appearance
- Warps onto the stage using warp magic, and then removes the mask she wears while disguised as Marth.
Taunts
- Up taunt: Twirls the Parallel Falchion and then assumes a stance highly similar to her pose from her official art in Fire Emblem Awakening, saying "Come at me!" (かかってきなさい., "Come at me.") This is also similar to (and mirrors) her father's up taunt.
- Side taunt: Turns around to have her back face the screen while sheathing the Parallel Falchion and saying "I cannot lose." (負けられませんから., "I won't lose now.")
- Down taunt: Puts on the mask she used while disguised as Marth while putting her hand on her hip; she then removes the mask.
Idle poses
- Holds her hand to her chest, closes her eyes, and silently takes a breath.
- Brushes her hair out of her face.
Crowd cheer
Cheer (English) | Cheer (Japanese/Chinese) | Cheer (Italian) | Cheer (Dutch) | Cheer (French) | |
---|---|---|---|---|---|
Cheer | |
| |||
Description | Lu - ci - na! | Lu - ki - na! | Lu - ci - na! | Luci - na! Luci - na! | Lu - ci - na! |
Victory poses
- Left: Swings her sword, then assumes a pose similar to her official SSB4 render, saying "The future is not written!" ("未来を変えて見せます!", Watch me change the future!).
- Up: Points her sword upward, then poses, saying "Father, I won." ("勝ちましたよ、お父様", I won, Father.).
- If Ike was present in the match, there is a chance she will instead say "And they call you the Radiant Hero?" ("これが蒼炎の勇者?", This is the Radiant Hero?).
- Right: Sheathes her sword, saying "You'll never defeat me!" ("負けるわけにはいきません!", I cannot lose!).
- If Marth was present in the match, there is a chance she will instead say "This is the Hero-King?" ("これが英雄王の力?", This is the strength of the Hero King?).
In competitive play
Tier placement and history
Lucina has seen strong potential even before the release of Ultimate. Pre-release tier lists ranked her as one of the best characters in the game. Many top professionals noticed her strengths over her original fighter Marth, lacking tippers on her hitboxes. She is also complemented with a low learning curve possessed with a simple neutral, above-average edgeguarding, and consistent KO power. She has been a popular choice among all levels of play. MkLeo and Nairo were early pioneers for the character utilizing her as a strong secondary to their mains Ike and Palutena, respectively. Leo went on to win GENESIS 6 and be the runner up for Frostbite 2019. Later on, players, such as Mr. E, Etsuji, and ProtoBanham, use her as a solo main to consistently do well in tournaments. ProtoBanham notably placed well in Japanese tournaments with a 1st place finish at Kagaribi 4 and being the runner up at Umebura Japan Major 2019 and in American tournaments with a 5th place finish at EVO 2019. Although she has seen remarkable success at the top level of play, her results have steadily decreased because of the simple playstyle she has, enabling players to quickly learn the matchup and become more used to how she plays. In the present day, Lucina is still widely considered a top tier and one of the best swordfighters in the game along with Shulk, Roy and Pyra/Mythra, ranking 22nd on the first and current tier list.
Most historically significant players
See also: Category:Lucina players (SSBU)
- Etsuji - Formerly one of the best Lucina players in Japan before switching to Diddy Kong. Placed 5th at EGS Cup 3, 7th at Umebura SP 2, and 13th at Sumabato SP 2, Umebura Japan Major 2019, and EVO Japan 2020 with wins over players such as Tsu, Abadango, and T. Ranked 34th on the Fall 2019 PGRU.
- Javi - One of the best Lucina players in Mexico. Placed 2nd at ChillHouse, 7th at Smash Fest to the Sky, and 9th at Smash Factor 8. Ranked 10th on the Mexican Power Rankings.
- Laid - One of the best Lucina players in the United States. Placed 3rd at Return to Subspace 2, 7th at Defend the North 2019, and 17th at Let's Make Big Moves with wins over players such as Marss and Light. Ranked 3rd on the New England Ultimate Power Rankings. Online, placed 9th at both The Quarantine Series: Minor Tournament 1 and The Box. Formerly ranked 37th on the Wi-Fi Warrior Rank v5.
- Leon - The best Lucina player in Europe. Placed 4th at Ultimate WANTED 2, 7th at European SEL Clash, 13th at Stunfest 2019, and 17th at Ultimate Fighting Arena 2019, and Syndicate 2019 with wins over players such as Glutonny, Mr. E, and Charliedaking. Ranked 5th on the PGRU v3 EU.
- Masashi - Formerly co-mained Lucina alongside Cloud but has dropped her for Sephiroth. Placed 9th at Karisuma SP 6, 13th at both Maesuma TOP 1 and Sumabato SP 8, and 25th at both Sumabato SP 9 and Sumabato SP 10.
- MkLeo - Was the best Lucina player in the world during early metagame but has since dropped her. Placed 1st at GENESIS 6, Smash Ultimate Summit, and MomoCon 2019, as well as 2nd at Frostbite 2019 and Mainstage.
- Mr. E - The best Lucina player in the United States. Placed 7th at Glitch 8 - Missingno, 13th at 2GG: Prime Saga, CEO 2019, and DreamHack Atlanta 2019, and 17th at EVO Japan 2020 with wins over players such as Glutonny, MVD, and LeoN. Ranked 15th on the PGRU v3 EU. He is also considered the best Lucina player online, placing 4th at Lockhart Series and 5th at The Quarantine Series: Minor Tournament 1Ranked 49th on the Wi-Fi Warrior Rank v7.
- ProtoBanham - Co-mains Lucina alongside Min Min and is considered the best Lucina player in the world. Placed 1st at Kagaribi 4, Seibugeki 8, Maesuma TOP 6, Double Down 2022 and Smash Ultimate Summit 5. Ranked 19th on the Fall 2019 PGRU.
- Rox - One of the best Lucina players in Mexico. Placed 1st at BIT MASTER MTY 7, 2nd at BIT MASTER MTY 2nd STRIKE, and 4th at both Ragnarok and BIT MASTER MTY 9. Ranked 5th with the character on the Mexican Power Rankings.
Classic Mode: A Path of Heroes
All of Lucina's opponents are Fire Emblem characters. They appear in reverse of the order their respective games were released, likely referencing Lucina traveling into the past in her own game.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Corrin (x2) | Find Mii | Lost in Thoughts All Alone (Remix) | |
2 | Chrom | Arena Ferox | Conquest (Ablaze) | Items do not appear. |
3 | Robin (x2) | Reset Bomb Forest | Id (Purpose) (Remix) | |
4 | Ike | Castle Siege | Eternal Bond | |
5 | Roy | Norfair | Beyond Distant Skies - Roy's Departure | The stage references Roy's association with fire. |
6 | Marth | Coliseum | Story 5 Meeting | Items do not appear. |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Note: Every stage plays a track from the Fire Emblem universe, no matter what universe the stage originates from.
Credits roll after completing Classic Mode. Completing it as Lucina has Id (Purpose) accompany the credits.
Role in World of Light
Although Lucina does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (excluding Kirby) when Galeem unleashed his beams of light.
Lucina was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. She can be found in the area that resembles the remains of a clockwork guarded by the spirit of Omega Ridley.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
21ε | Lucina | 10,000 | Arena Ferox (Ω form) | Id (Purpose) |
Spirit
Lucina's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Lucina has been unlocked. Unlocking Lucina in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.
In Spirit Battles
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
620 | Caeda | Fire Emblem Series | •Lucina •Marth |
13,500 | Temple (Battlefield form) | •Hazard: Heavy Wind | •Dangerously high winds are in effect •The enemy has increased move speed and reduced weight |
Story 5 Meeting | |||
627 | Minerva | Fire Emblem Series | •Lucina •Charizard |
3,500 | Skyworld | N/A | •The enemy has increased jump power •The enemy has increased move speed |
Story 5 Meeting | |||
629 | Pegasus Sisters | Fire Emblem Series | •Lucina | 8,900 | Skyworld (clouds only) | N/A | •The enemy can unleash powerful critical hits at random •The enemy has an extra midair jump |
Fire Emblem: Mystery of the Emblem Medley | Palla (green costume) Est (white costume) Catria (navy costume) | ||
653 | Eirika | Fire Emblem Series | •Lucina •Ike |
9,200 | Coliseum | N/A | •The enemy has increased attack power •The enemy has increased move speed •The enemy has increased jump power |
Preparing to Advance | |||
657 | Titania | Fire Emblem Series | •Lucina | 1,700 | Castle Siege (Ω form) | •Attack Power ↓ | •You have reduced attack power •The enemy has increased attack power |
The Devoted | |||
670 | Tharja | Fire Emblem Series | •Lucina | 4,100 | Kalos Pokémon League (Battlefield form) | •Hazard: Poison Cloud | •The stage is covered in a poisonous cloud •The enemy's special moves have increased power |
Conquest (Ablaze) | |||
671 | Anna | Fire Emblem Series | •Lucina | 3,300 | Castle Siege (Throne Room) | •Strengthen Weapon •Item: Swords |
•All fighters' melee weapons have increased power after a little while •Items will be pulled toward the enemy |
Code Name: F.E. | |||
675 | Severa | Fire Emblem Series | •Lucina | 1,700 | Coliseum (Battlefield form) | N/A | •The enemy can unleash powerful critical hits at random | Duty (Ablaze) | |||
679 | Hinoka | Fire Emblem Series | •Lucina | 9,800 | Suzaku Castle (Battlefield form) | •Hazard: Heavy Wind | •Dangerously high winds are in effect •The enemy has an extra midair jump |
Lost in Thoughts All Alone (Remix) | |||
952 | Fiora | Xenoblade Chronicles Series | •Lucina •Shulk |
9,300 | Gaur Plain (Battlefield form) | •Defense ↓ | •You have reduced defense after a little while | Time to Fight! - Xenoblade Chronicles | |||
967 | Pyra | Xenoblade Chronicles Series | •Lucina •Shulk |
13,900 | Halberd (Battlefield form) | •Item: Fire Bar •Hazard: Lava Floor |
•The floor is lava •The enemy's melee weapons have increased power •The enemy starts the battle with a Fire Bar |
Still, Move Forward! | |||
972 | Mòrag | Xenoblade Chronicles Series | •Lucina •Palutena |
2,400 | Gaur Plain (Battlefield form) | •Hazard: Lava Floor | •Defeat the main fighter to win •The floor is lava |
Battle!! - Xenoblade Chronicles 2 | |||
Mor Ardain - Roaming the Wastes -[SB 1] | |||||||||||
1,205 | Milly | Baten Kaitos Series | •Lucina | 1,700 | Gaur Plain (Battlefield form) | N/A | •The enemy starts the battle with an Ore Club | The Valedictory Elegy | |||
1,227 | Aisya | ASH: Archaic Sealed Heat | •Lucina | 2,500 | Bridge of Eldin (hazards off) | •Assist Trophy Enemies (Shovel Knight) •Bob-omb Festival |
•Bob-ombs will rain from the sky after a little while •Hostile assist trophies will appear |
Attack - Soma Bringer | |||
1,251 | Calista | The Last Story | •Lucina •Simon |
3,700 | Reset Bomb Forest | N/A | •Take your strongest team into this no-frills battle | Battle Scene / Final Boss - Golden Sun | |||
1,392 | Ingrid | Fire Emblem Series | •Lucina | 2,400 | Garreg Mach Monastery (Marketplace) | •Item Tidal Wave •Item: Food |
•Certain items will appear in large numbers | Tearing Through Heaven | |||
1,461 | Lora | Xenoblade Chronicles Series | •Lucina •Zelda •Cloud |
3,800 | Jungle Japes (Battlefield form) | N/A | •Defeat the main fighter to win | Battle!!/Torna | |||
1,512 | Aqua | Kingdom Hearts Series | •Lucina (150 HP) •Mr. Game & Watch ×4 (50 HP) |
9,400 | Find Mii (Ω form) | •Assist Trophy Enemies (Krystal) | •Stamina battle •Hostile assist trophies will appear when the enemy's at high damage •Reinforcements will appear after an enemy is KO'd |
Night of Fate |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
966 | Rex | Xenoblade Chronicles Series | •Shulk (90 HP) •Lucina (90 HP) |
9,900 | Kongo Falls (Ω form) | •Hazard: Lava Floor | •The floor is lava •Stamina battle •The enemy starts the battle with a Fire Bar |
Battle!! - Xenoblade Chronicles 2 | Pyra | ||
Cloud Sea of Alrest (Ω form)[SB 1] | N/A[SB 1] | •Stamina battle •The enemy starts the battle with a Fire Bar[SB 1] |
Argentum[SB 1] | ||||||||
1,250 | Zael | The Last Story | •Simon •Lucina |
3,600 | Temple | •Sudden Damage | •You'll occasionally take sudden damage when the enemy's at high damage | Battle Scene / Final Boss - Golden Sun | Calista |
Alternate costumes
Gallery
Taunting on Skyloft.
Taunting with Marth on Castle Siege.
Lucina unleashing Critical Hit on Arena Ferox.
All playable Fire Emblem veterans on Coliseum.
Fighter Showcase Video
Trivia
- At least two of Lucina's screenshots on the Ultimate site allude to events from Fire Emblem Awakening.
- The screenshot depicting her alongside Marth alludes to their kinship as descendant and ancestor, respectively.
- The screenshot of her taunting defensively in front of Charizard alludes to "The Threat of Silence" paralogue from Awakening, in which the Shepherds must protect the draconic Tiki.
- In early builds of the game, Lucina's idle animation was unchanged from Super Smash Bros. 4, while Marth received a new one. However, her idle was changed to match Marth's new one in the final build.
- Lucina has animation folders labelled "bow" and "bowarrow" but have no animations inside each. This is either a mistake due to copying asset folders from Link, or an indication that she was going to have a bow in her moveset referencing Fire Emblem Awakening and Fire Emblem Heroes.
- Due to Lucina's height being changed to Marth's height, she stands the same height as her father Chrom, who in the Fire Emblem games is significantly taller than Lucina.
- Lucina, Marth, Young Link, Roy, Chrom, and Wolf are the only characters that use their crouching animation from their previous Smash Bros. game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation).
- This makes Lucina, Marth, and Wolf the only characters to have both updated idle and crouching animations, but transitions to their previous animation when holding a small item.
- Prior to update 8.0.0, Lucina's unique voice clip when winning against Ike ("And they call you the Radiant Hero?") was missing in the Sound Test. She shares this distinction with Fox, Wolf, Simon, and Palutena.
- Lucina is the only Awakening character who is always fought on the Arena Ferox stage as Robin is never fought on the stage and Chrom only does so outside of World of Light.
- Lucina's and Byleth's Classic Mode route share the same theme, as both fight Fire Emblem characters as opponents.
- Despite fighting all Fire Emblem fighters along with any alternate variants, Ike's Radiant Dawn alternate costume and herself do not appear in Lucina's Classic Mode route, excluding Byleth, who is a DLC character.
- During certain animations such as jumping, pausing, and zooming the camera around Lucina's belt reveals that her stomach will split open.
Fire Emblem universe | |
---|---|
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 |