Lucina (SSB4)
Lucina in Super Smash Bros. 4 | |
---|---|
Universe | Fire Emblem |
Availability | Unlockable |
Final Smash | Critical Hit |
“ | 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 Smash Bros. website on July 14th, 2014, making her the only unlockable character to be revealed before the game's release. She is a moveset clone of Marth.
Lucina was originally planned as an alternate costume for Marth, but was given her own character slot later in development once her attacks were given differing characteristics. She was one of three intended skins to be made separate in this way, with Dr. Mario and Dark Pit being the others.
Yū Kobayashi and Laura Bailey, the Japanese and English voice actresses for Lucina in Fire Emblem Awakening, voice Lucina once again.
How To Unlock
Super Smash Bros. for Nintendo 3DS
- Play 40 VS Matches.
- Complete Classic Mode with Marth without using any continues.
Lucina must then be defeated on Arena Ferox.
Super Smash Bros. for Wii U
- Clear Classic Mode on 5.5 Intensity or higher
- Play 30 VS Matches.
Lucina then must be defeated on Coliseum.
Differences from Marth
Lucina is a clone of Marth, meaning her moveset and animations are primarily based off of his. In a Miiverse post, Sakurai explains that "whenever there is even a small difference in abilities, that character gets an actual roster slot", citing Lucina as an example.[1] The primary difference between Lucina and Marth is their swords; Lucina's Parallel Falchion has consistent damage output throughout the entire blade, while Marth's Falchion is more powerful when hitting with just the tip of the blade. Additionally, the power of all her attacks is the weighted average of Marth's sourspotted and sweetspotted attacks.
Compared to Marth, Lucina possesses a few disadvantages, with her biggest issue being her less threatening neutral game. Marth's tippers can send opponents offstage at relatively low percents and make them lose control of the stage, leaving them at a serious disadvantage. Lucina has no such ability, since the opponent has to be at higher percents for the same result. In addition, her punishes are much less rewarding than Marth's. Some of Marth's attacks are among the strongest of the cast when tipped, with his smash attacks often KOing at percents as low as 60%, highly rewarding correct spacing and hard reads, while Lucina gains no benefit. However, Lucina's balanced attacks do offer several benefits, such as giving her a safer neutral game. Her attacks are less punishable if shielded, since they deal more shieldstun and shield pushback than Marth's sourspotted attacks (further enhanced by the 1.1.1 update). She is also much less vulnerable overall to rushdown tactics, as her consistent knockback allows her to easily fend off opponents up close, something Marth is less efficient at due to his very weak sourspotted attacks. In addition, Lucina's consistent power gives her an easier time racking up damage, with her combos being more effective than Marth's equivalents because of their consistent damage. This also gives her much less trouble KOing at high percents, be it through smash attacks or edgeguarding, since many of her attacks deal solid knockback at said percents, while Marth's sourspotted attacks deal mediocre damage and knockback at best and KO much later than his tipped attacks. Of note is that her up smash, down aerial and Dancing Blade are all more powerful than Marth's equivalents in any given case.
Overall, Lucina remains a lower-risk character than Marth, with lesser emphasis on spacing and a greater ability to combo and end stocks at high percents. While she still lacks the main advantages and selling points Marth has, her unique advantages and constant buffs give her a number of match-ups where she fares better than Marth, such as against Pikachu and Captain Falcon.
Aesthetics
- Lucina's weapon is the the Parallel Falchion from Fire Emblem: Awakening, a variant of the Falchion.
- Parallel Falchion's trail is a blur that is translucent and blue during the initial and middle stages of a swing and opaque and white during the late and final stages. Conversely, Falchion's trail is a translucent blue blur with an accentuated tip throughout its entire swing. This detail shows that Parallel Falchion lacks a tipper and that it has a consistent damage output throughout its blade.
- Lucina's on-screen appearance is slightly different, due to her removing her mask.
- Lucina's taunts and victory poses are different from Marth's.
- Unlike Marth, she is dubbed in English for non-Japanese versions of SSB4. She also has unique victory quotes against the former and Ike.
Attributes
- Lucina is very slightly shorter than Marth, giving her a smaller hurtbox. As a result, her range is also shorter than his.
- Unlike Marth, her Falchion does not have a tipper hitbox, meaning every part of the blade will deal equal damage and knockback. Her attacks deal more damage and knockback than the sourspot hitboxes of Marth's attacks and less damage and knockback than the tipper hitboxes of Marth's attacks.
- Lucina does not have any hitlag modifiers on her attacks.
- Although Lucina appears to dash faster than Marth, their dashing speeds are exactly the same.
- While walking or running, if Lucina performs a sidestep, she can slide forward a bit. This gives her sidestep more mobility than Marth's. Marth simply stops moving completely if he performs a sidestep while walking or running. It should be noted that Marth used to be able to do this in Brawl but the ability was removed for him here. [citation needed]
- While walking, if Lucina performs her sword jab (done by quickly letting go of the control stick and then pressing the attack button), she can slide forward while attacking. This gives her sword jab some extra mobility than Marth's. Marth simply stops moving forward completely when performing a sword jab while walking. It should be noted that Marth used to be able to do this in Brawl but the ability was removed for him here. [citation needed]
Ground attacks
- Lucina's up tilt deals increased damage to opponents behind her.
- Lucina's up tilt keeps her in place, whereas Marth's makes him take a step forward.
Special moves
- Lucina's Shield Breaker animation is much more exaggerated than Marth's.
- Lucina may shout when performing Dolphin Slash, whereas Marth does not vocalize when performing it.
- Lucina performs a different pose during her Counter. She additionally may say "My turn!" or "You're mine!" when it is triggered, whereas Marth merely grunts whenever his is triggered.
Update history
Lucina has been buffed in almost every update since 1.0.6, with some of her buffs being shared with Marth. As these buffs further improve her damage output by decreasing the ending lag of several combo-oriented moves and increasing the damage and/or knockback of many of her standard attacks, most notably up tilt, her punishes are slightly stronger than they were initially. Update 1.1.3 also made Dancing Blade's hits link better. However, shield mechanics were a mixed bag to Lucina. Due to her moves having no hitlag modifiers, they were less safe on shield, meaning she still kept the drawback of having an unsafe neutral game. This was remedied in update 1.1.1, with the increase in shieldstun and the application of hitlag on shields making her moves safer on shield, especially when properly spaced. While Shield Breaker was nerfed to adjust to the new shield mechanics, it was almost entirely compensated by the shieldstun increase. The rest of her moves are now considerably safer on shield, especially when compared to Marth's and Roy's sourspotted attacks.
- Neutral attack's first hit has drastically reduced knockback.
- Forward aerial deals 0.5% more damage: 8.075% → 8.575%.
- Down tilt deals 0.5% more damage: 8.075% → 8.575%.
- Forward smash deals 0.55% more damage: 14.725% → 15.275%.
- Down smash's second hit deals 0.5% more damage: 13.775% → 14.275%.
- Uncharged Shield Breaker deals 0.5% more damage: 8.075% → 8.575%.
- Fully charged Shield Breaker deals 1% more damage: 21.85% → 22.85%.
- Neutral attack's first hit can be interrupted: frame 29 → frame 26.
- Forward tilt can be interrupted earlier: frame 39 → frame 35.
- Dancing Blade's first hit can be interrupted: frame 45 → frame 42.
- Dancing Blade combos more consistently.
- Neutral attack has been improved. Both hits connect together better, due to the faster transition and the first hit's now vertical knockback. The first hit has also been given follow-up potential outside of transiting to the second hit, which is now stronger.
- Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
- Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%.
- Forward tilt deals 0.95% more damage: 9.975% → 10.925%.
- All of up tilt's hitboxes now deal vertical knockback with improved base knockback, making it a better KOing option. It also has 3 frames less ending lag.
- Neutral aerial has 3 frames less landing lag.
- Dolphin Slash has higher knockback scaling.
- Dolphin Slash and Crescent Slash deal more hitlag.
- Lucina can possibly say one of two lines when using Counter: "My turn!" or "You're mine!"
- Lucina may sometimes grunt when using Dolphin Slash.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 damage | 4.75% | 3.325% |
Jab 1 angle | Sakurai angle | 78°/65°/90° |
Jab 1 knockback growth | 50/70 | 30 |
Jab 1 base knockback | 20/30 | 55 |
Jab 1 hitlag | 1 | 0.7 |
Transition from Jab 1 to Jab 2 | frame 21 | frame 17 |
Jab 1 ending frame | frame 29 | frame 26 |
Jab 2 angle | Sakurai angle | 100° |
Jab 2 initial base knockback | 50 | 65 |
Jab 2 (late) base knockback | 40 | 52 |
Up tilt angle | Sakurai angle/100° | 100° |
Forward tilt damage | 9.975% | 10.925% |
Up tilt base knockback | 50/40 | 65/52 |
Up tilt endlag | 42 frames | 39 frames |
Neutral aerial landing lag | 15 frames | 12 frames |
Dolphin Slash knockback growth | 68 | 74 |
Dolphin Slash/Crescent Slash hitlag multiplier | 0.5 | 0.7 |
- Neutral aerial deals more damage: 2.375% → 3.325% (first hit), 6.65% → 7.6% (second hit).
- Up tilt deals more damage: 6.65% → 7.6% (early), 7.125% → 8.1% (late).
- Up tilt has 3 frames less ending lag.
- Forward, up and back aerials have 2 frames less landing lag.
- Down aerial has 4 frames less landing lag.
- All variations of Dolphin Slash have 3 frames less landing lag.
- All variations of Shield Breaker have 2 frames less ending lag.
- Dancing Blade's first, second and third hits have 5 more frames of input window duration.
Technical changelist 1.1.0
Change | Old value | New value |
---|---|---|
Up tilt damage | 6.65%/7.125% | 7.6%/8.1% |
Up tilt ending lag | 39 frames | 36 frames |
Neutral aerial damage (1st hit) | 2.375% | 3.325% |
Neutral aerial damage (2nd hit) | 6.65% | 7.6% |
Forward aerial landing lag | 18 frames | 16 frames |
Up aerial landing lag | 16 frames | 14 frames |
Back aerial landing lag | 19 frames | 17 frames |
Down aerial landing lag | 28 frames | 24 frames |
All variations of Shield Breaker ending lag | 52 frames | 50 frames |
All variations of Dolphin Slash landing lag | 23 frames | 20 frames |
- Partially charged Shield Breaker deals less shield damage: 30 → 25.
- 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 scaling (hitboxes 0/2) | 70 | 30 |
Dancing Blade/Efortless Blade hit 2 forward knockback scaling (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 scaling (hitbox 0) | 60 | 28 |
Dancing Blade hit 3 down knockback scaling (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 |
Moveset
Generally, the damage dealt by Lucina's attacks is close to the weighted average of each of the hitboxes of Marth's attacks, based on the sizes of the sweetspot and sourspot hitboxes. Moves of Marth without a tipper are unchanged.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3.325% | Swings the Falchion twice. If timed correctly, the first hit has numerous follow-up options. | ||
4.75% | ||||
Forward tilt | 10.85% | A fast forward leaning Falchion swipe upward. Covers a very large area. | ||
Up tilt | 7.6% (early), 8.1% (behind) | Swings the Falchion in a large arc above her head, with a large hitbox that can hit enemies behind her. Does more damage when hitting an enemy behind her. Great combo move at lower percentages and a decent KOing option at higher percentages. | ||
Down tilt | 8.575% | Crouches and jabs at the opponent's feet. Great for edgeguarding and tech-chasing. | ||
Dash attack | 9.975% | A quick upward sweeping diagonal slash with the Falchion. | ||
Forward smash | 15.275% | Rotates body counter-clockwise with a strong arc-like one-handed swing from her head to the ground. High base knockback and moderate knockback scaling make this move a reliable KOing option. | ||
Up smash | 3% (ground), 14.25% (blade) | A quick, direct upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Deceptive horizontal range and high knockback scaling. Great for punishing rolls and landings, and a decent anti-air option. | ||
Down smash | 9.5% (hit 1), 14.275% (hit 2) | Sweeps Falchion on the ground toward the front outward then toward the back inward. Oddly, this move sends opponents at a different angle if tippered, just like Marth's. High ending lag. | ||
Neutral aerial | 3.325% (hit 1), 7.6% (hit 2) | Two horizontal slashes around herself via an inward slash followed into a full 360° outward spin. A good spacing option, and can lead into other moves as well. | ||
Forward aerial | 8.575% | Does a forward vertical slash (up to down). 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 | 9.975% | Slashes with the Falchion from bottom to top behind her in an inward swipe. Has the interesting property of turning Lucina around, changing facing direction. Great for edgeguarding. | ||
Up aerial | 9.975% | Performs a slightly delayed backflip while swinging the Falchion in a forward to back upward slash. | ||
Down aerial | 11.4% (non-meteor), 13.3% (meteor) | A forward to back downward outward slash with the Falchion. If struck in the middle of the swinging arc, it meteor smashes opponents. High ending and landing lag. | ||
Grab | — | Grabs the enemy with her left hand. Good range. | ||
Pummel | 2% | Knee strikes the enemy. Fairly fast. | ||
Forward throw | 4% | Grabs and pushes forward. Can be used to tech-chase, or set up a Crescent Slash. | ||
Back throw | 4% | Trips the enemy over her leg. Similar to her forward throw. No follow-up or KO potential, due to high ending lag and abysmal knockback scaling, respectively. However, it is very effective at sending the opponent offstage, thanks to its high base knockback. | ||
Up throw | 4% | Powerful upward throw with one arm. Can KO at high percentages, starting at 165%. | ||
Down throw | 5% | Hooks her arm and drags the opponent to the floor, sending the opponent backwards. Can combo into up aerial or back aerial. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | |||
Floor attack (back) Floor getups (back) |
7% | |||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | |||
Neutral special | Default | Shield Breaker | 8.575% (uncharged), 23% (fully charged) | Lucina charges up the Falchion over her head before powerfully thrusting it forward. As the name implies, this attack deals high amounts of shield damage. |
Custom 1 | Storm Thrust | 3.8% (uncharged), 10.45% (fully charged) | A blast of wind is produced from the Falchion's tip that pushes back foes. The stab itself is weaker, but the pushing strength of the tornado increases with its charge. | |
Custom 2 | Dashing Assault | 5.7%/4.75%/2.85% (ground uncharged early/mid/late), 6.65%/5.7%/3.8% (air uncharged early/mid/late), 15.2%/12.35%/8.55% (ground fully charged early/mid/late), 16.15%/13.3%/9.5% (air fully charged early/mid/late) | Lucina performs a lunging thrust with the Falchion. Deals less damage, but propels her forward. | |
Side special | Default | Dancing Blade | 3.325% (parts 1-2), 4.275% (part 3 up/side), 3.325% (part 3 down), 6.65% (part 4 up), 5.7% (part 4 side), 2% (part 4 down hits 1-4), 4.75% (part 4 hit 5) | A sequence of slashes with several variations based on control stick tilts. The finishing blow is one of three options: a skyward slice (control stick up), a strong slash (control stick neutral or control stick to the side), or a flurry of low stabs (control stick down). Same colors as Marth. Like his, the first hit stalls her while in midair. |
Custom 1 | Effortless Blade | 2.375% (parts 1-3), 4.275% (part 4) | The hits chain together, more easily but only the side option can be used. | |
Custom 2 | Heavy Blade | 7.6% (part 1), 9.5% (part 2), 10.45% (part 3), 13.3% (part 4 up), 14.25% (part 4 side), 2.09% (part 4 down hits 1-4), 11.4% (part 4 down hit 5) | The hits are stronger, but are harder to chain together. | |
Up special | Default | Dolphin Slash | 11% (clean), 7% (late blade), 6% (late body) | Lucina performs a rapid jumping slash that can be reversed. An excellent out of shield option. |
Custom 1 | Crescent Slash | 7% (clean), 12% (late blade), 6% (late body) | Gains more horizontal distance, but less vertical distance. | |
Custom 2 | Dolphin Jump | 0% | Vertical distance is increased, but no damage is dealt. | |
Down special | Default | Counter | 1.2x (min 8%) | Parries and then retaliates against incoming attacks. The strength of the attack blocked influences the strength of the counterattack. Same properties as Marth, along with the custom variants. |
Custom 1 | Easy Counter | 0.7x (min 4%) | Lucina holds her parrying stance longer and counterattacks with less power. Has decreased damage scaling, but has a wider trigger window. | |
Custom 2 | Iai Counter | 1.3x (min 6%) | Lucina dashes behind the foe and slashes them at blinding speed. Deals more damage, knocks opponents backwards, activates faster, and deals electric damage. However, it has a narrower trigger window. | |
Final Smash | Critical Hit | 60% | Lucina lunges in one direction, attacking the first opponent. Immense knockback, enough to one-hit KO any character. Pressing the button again will immediately trigger the slash. |
On-screen appearance
- Warps onto the stage using warp magic with a twirl and then removes her mask.
Taunts
- Up taunt: Spins the Falchion and holds it in a similar way that looks like her character artwork, saying "Come at me!". (かかってきなさい, Come at me, if you would.)
- Side taunt: Turns around while resheathing the Falchion saying "I cannot lose". (負けられませんから, I won't lose.)
- Down taunt: Puts her mask on when she was disguised as Marth in Fire Emblem: Awakening, then removes it.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Holds her hand to her chest and takes a breath.
- Brushes her hair out of her face.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Lu-ci-na! | Lu-kin-a! |
Pitch | Group chant | Group chant |
Victory poses
- Points the Parallel Falchion upward, 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 poses in her artwork pose, saying "The future is not written!".
- Sheaths the Parallel Falchion, saying "You'll never defeat me!".
- If Marth is present, there is a chance she will instead say "This is the Hero-King?".
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Lucina | 3113 | 3123 | 1123 | 3133 | 1133 |
3121 | 1121 | 3111 | 1131 | 3131 |
Notable players
Reveal trailer
<youtube>N9ytrX0wweA</youtube>
Alternate costumes
Trophies
- Lucina
- Chrom's daughter and the future Princess of Ylisse. When she arrives from a doomed future seeking to prevent it from ever happening, she goes by the name Marth before her identity is revealed. She fights much like her adopted namesake, but her entire blade is equally powerful instead of having a more powerful tip.
- Daughter of Chrom and future Princess of Ylisse. When she comes from the future to prevent a terrible future from unfolding, she goes by the name of Marth, but only until her true identity comes to light. She is a very similar fighter to Marth, except it doesn't actually matter which part of her sword she strikes with.
- Lucina (Alt.)
- Lucina's moves are much like Marth's, but there are subtle differences. With Marth, you need to try to hit with the tip of his sword, but Lucina's sword is equally powerful all along the blade. Her Shield Breaker move lets her attack opponents and break their shields at the same time. Charge it fully to shatter shields in one hit.
- Lucina's moves are much like Marth's, but there are subtle differences. With Marth, you need to try to hit with the tip of his sword, but with Lucina, it doesn't matter, making her easier to use. Her Shield Breaker move lets her damage opponents and break their shields at the same time. Charge it fully to shatter shields in one hit.
- Critical Hit (Lucina)
- In Lucina's Final Smash, she raises her sword high before dashing swiftly forward to deliver a deadly blow to whomever she makes contact with first. Even if their damage is low, this strike is powerful enough to take out foes in a single hit. Just make sure you don't dash off the stage when you use it in midair!
- LucinaAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- In the Name of the Hero-King: The player controls Marth, and must defeat Lucina in a 200 HP battle.
- New Challengers 1: Lucina is one of the seven opponents that must be fought alongside Villager, Wii Fit Trainer, Rosalina & Luma, Little Mac, Bowser Jr., and Duck Hunt.
Co-op Events
- Mirror Magic: Lucina and Ike must defeat Ganondorf, who is aided by Giant Metal Dark Lucina and Ike.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Gallery
Artwork of Robin and Lucina from the official site.
Lucina's amiibo.
About to stab Link.
About to attack a Phantom.
Using Counter.
On Smash Ball standby with Luigi in Coliseum.
Lucina and Female Robin.
On the floor with Palutena.
Lucina wearing her mask with Kirby.
Trivia
- Lucina is the only clone in the entire series whose special and custom special moves all share the same names with the character she is a clone of, Marth.
- In the Japanese version, two of Lucina's custom moves have different names: "Dashing Assault" is called "Assault Dash", and "Effortless Blade" is named "Easy Combination".
- Robin and Lucina are the only Fire Emblem characters to originate from the same game in the series, being Fire Emblem: Awakening.
- Lucina's Super Smash Bros. 4 official art is posed identically to official art of her disguised as Marth from Fire Emblem Awakening. Lucina also uses this pose for her Counter, a victory pose, and a taunt.
- Her Star KO voice clip also sounds similar to the scream she makes during the cutscene of her meeting Grima in her origin game.
- Lucina is the only unlockable character in both games who was officially revealed prior to the release of Super Smash Bros. 4 and the only unlockable to appear in the opening movie in Super Smash Bros. for Wii U.
- Lucina's in-game model bears the Mark of Naga in her left eye, which Sakurai states is so small that players "probably have no chance they'll be able to see it in the game".
- Lucina is the only clone in Super Smash Bros. 4 who is a completely different character from the fighter they derive from.
- She is also the only clone to share every single move with the fighter they derive from.
- Lucina is the only one of the three clone characters to not share their counterpart's screen KO animation.
- Lucina and Dr. Mario are the only fighters that players are not forced to play as in any single-player Event Matches.
- Both of Lucina's lines after a successful Counter come from Fire Emblem: Awakening, when she performs a Dual Strike.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Fire Emblem universe | |
---|---|
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 |