Katakiri
LV 20
- Joined
- Dec 20, 2007
- Messages
- 967
- NNID
- Katakiri
- 3DS FC
- 2492-5180-2983
Welcome everyone to the Lucina Moveset Data Thread, where we break-down everything Lucina has to offer and discover how to use Lucina to her full potential.
Moves:
About KO Potential: Currently, all KO Percents are tested against Marth standing at about 3/4ths the length of Final Destination. KO percents can vary between where you're standing, character weight, DI, and other factors.
Jab
Two standing vertical sword swings. Identical to Marth's in appearance and function.
Damage Values: 4.75% (First Jab) 4.75% (2nd Jab)
KO Potential: None
Forward Tilt
An upward slice Lucina leans into, giving it more range than her similar Jab. Hits both in front of her and above her.
Damage Values: 9.9%
KO Potential: Low / None
Start-Up Lag: 8 frames. Hits on frame 9 - 13. (Needs further testing)
Ending Lag: 27 frames. 40 frames total move duration. (Needs further testing)
Gameplay Applications: F-Tilt is one of Lucina's best defensive options on the ground due to its long reach and its ability to bat-away both grounded and aerial foes. Its most common use is as an anti-air swat that is much safer than F-Air against an aerial approaching foe. It also makes a decent follow-up to Lucina's short hopped F-Air. When dealing with a grounded opponent, it is important to note your spacing and your opponent's patterns to decide whether an F-Tilt, D-Tilt (shorter reach but less ending lag), or a Shield Breaker (slightly more reach and punishes shielding but provides no vertical coverage) is the more appropriate option.
Down Tilt
A quick crouching stab.
Damage Values: 8%
Knock-back: Low. Pushes the opponent a few character spaces away.
KO Potential: None
Up Tilt
An overhead swing from front to back, encompassing a large area around Lucina.
Damage Values: 6.6% (Front half), 7.125% (Back half)
KO Potential: Low
Gameplay Applications: Another of Lucina's anti-airs. It reaches slightly higher than F-Tilt but not as far horizontally. This move can be great for juggling aerial foes while blocking approaches from above.
Dash Attack
Damage Values: 9.975%
KO Potential: Low
Forward Smash
An powerful overhead swing from back to front that covers both in front and above Lucina. Lucina's most powerful KO move.
Damage Values: 14.8% (Uncharged), 20.5% (Fully Charged)
Knock-back:
KO Potential: High (90% (Uncharged))
Gameplay Applications: F-Smash is fairly unsafe on block so F-Smash should primarily be used when your opponent whiffs an attack or is attempting to attack from the air. Shield Breaker is a great mix-up if your opponent is conditioned to block F-Smash. Not much else to say; it's a solid Smash Attack.
Down Smash
Two crouching slices across the ground, one in front of Lucina and another behind her.
Damage Values: 9.7% (1st Hit Uncharged), 13.3% (1st Hit Fully Charged), 14% (2nd Hit Uncharged), 19% (2nd Hit Fully Charged)
Knock-back:
Knockback:
KO Potential: Medium (145% (1st Hit Uncharged) 120% (2nd Hit Uncharged))
Gameplay Applications: Down Smash is one of Lucina's least useful moves, if not the least useful. Aside from having slightly more reach, Up-Smash is the Smash Attack that best covers both side of Lucina as it hits both at the same time and is a safer attack overall.
Up Smash
A powerful skyward stab. Has huge disjointed hitboxes on both sides of Lucina with the backwards hitbox being even more disjointed than the front.
Damage Values: 17.5% (Uncharged), 14% (Tippered Uncharged), 24% (Fully Charged), 19% (Tippered Fully Charged)
Knock-back:
KO Potential: High (110% (Uncharged))
Gameplay Applications: Lucina's 'get off me' Smash Attack. It's definitely her go-to option for punishing rolls because the hitboxes to either side of Lucina are just so big. As with most of Lucina's moves, the hitboxes on the move all have the same knockback and damage so this move can be devastating when the opponent is highly damaged. It can also be done out of a dash so use it liberally when the opponent is either in the air trying to land or rolling away or behind you.
Neutral Air
Lucina spins, swinging her sword in front, behind, and then in front of her again.
Damage Values: 2.34% (1st Hit), 6.67% (2nd Forward-facing Hit), 6.67% (Backswing)
Knock-back:
KO Potential: Low
Forward Air
A quick vertical slice in front of Lucina. Can be short hopped with no landing lag!
Damage Values: 8%
Knock-back:
KO Potential: Medium (Off-stage)
Gameplay Applications: Lucina's bread and butter approach option. It's difficult to punish because you can fade the attack and have no landing lag from a short hop. It also chains into itself for off-stage gimps. F-Throw can chain into SH F-Air depending on vectoring. Follow-ups for F-Air can be another SH F-Air (if they miss the floor tech), F-Smash, Dancing Blade, or anything that can reach the opponent on-hit. Shield Breaker as a followup or even a short hopped mix-up can punish shielding F-Air. The 3DS makes the move less safe than it should be but with a C-Stick it will likely become an even safer move as we can F-Air while moving backwards. Jump and Slash, Jump and Slash.
Back Air
A vertical slice from bottom to top that turns Lucina around in mid-air. Can be short hopped with no landing lag!
Damage Values: 9.99%
Knock-back:
KO Potential: High (Off-stage)
Down Air
A downward swing from back to front. Can spike when Falchion is directly below Lucina's extended leg; think of it like a disjointed stomp.
Damage Values: 11.4%, 13.3% (Spike Hitbox)
Knock-back:
KO Potential: None (180-190+, 200%+ (Spike Hitbox while Grounded))
Up Air
An upward swing from front to back. Can be short hopped with no landing lag!
Damage Values: 9.99%
Knock-back:
KO Potential: None (200%)
Neutral Special - Shield Breaker
Lucina preforms a lunging thrust forward using Parallel Falchion. This move has exceptionally high shield damage and can fully break an opponent's shield with only a small charge; it also reduces the opponent's shield regeneration rate for a few seconds should their shield survive. This is by far Lucina's longest-reaching attack as well. The move can be held and charged for 1.2 seconds before the attack begins automatically.
Damage Values: 8.0% (Uncharged), 21.8% (Fully Charged)
KO Potential: High (54% (Fully Charged), 110% (Half-Charged), 170% (Uncharged))
Start-Up Lag: 19 frames. Hits on frame 20. (Needs further testing)
Ending Lag: 35 frames. 55 frames total move duration. (Needs further testing)
Gameplay Applications: With fast start-up and cool-down times totaling less than a second combined, Shield Breaker is one of Lucina's most potent mix-up options, easily rivaling Dancing Blade in practicality. Throwing it out when an opponent shields, off of a read, as a follow-up, or simply as a well-spaced poke will tell opponents that shields are a no-go in any match-up against Lucina. If their shield breaks, a fully charged Up-Smash is Lucina's highest damage-dealer at low percents but if the opponent is at 70+% (depending on Vectoring and Weight) a fully-charged Shield Breaker is Lucina's best option to finish the job. Tapping Shield Breaker for the lowest start-up time won't break a fresh shield entirely but it brings their shield levels so low that opponents will break their own shield should they attempt to block anything. That means, for a few seconds, Lucina can go all-out with no fear of her attacks being blocked.
Shield Breaker is great for covering the opponent's get-up, roll, and attacking ledge options due to the safety of its long reach and naturally negating the shield option after a foe's ledge option. It's also a decent follow-up to a Short-Hopped F-Air due to F-Air's knock-back angle at medium percents lining up the opponent perfectly for a landing Shield Breaker which again covers the shield option opponents might opt for after being hit by SH F-Air expecting a follow-up SH F-Air. Once you get a feel for the move and start applying it, I guarantee you'll be busting shields regularly.
Side Special - Dancing Blade
Lucina's version of Marth's Dancing Blade. Same as it ever was.
Damage Values Neutral Combo: 3.3%, 3.3%, 4.3%, 5.3% (16.2% total)
Damage Values Up Combo: 3.3%, 3,3%, 4.3%, 6.3% (17.2% total)
Damage Values Down Combo: 3.3%, 3.3%, 3.3%, 2%, 2%, 2%, 2%, 4.3% (22.2% total)
KO Potential: Varies
Down Special - Counter
Counters an attack if hit. Identical to Marth's.
Damage and knockback is dependent on what hit Lucina.
Up Special / Recovery - Dolphin Slash
A rising skyward slash. Lucina's recovery move.
Damage Values: 11% (Strong Hitbox at start), 7% (Weak Hitbox near end)
KO Potential: Medium (160%)
Recovering as Lucina: The best advice I can give you is to save your mid-air jump and recover low. Lucina is very easy to gimp off-stage should you not save your jump for only when you need it. Recovering low remedies this somewhat by making Lucina difficult to nail with a projectile and suicidal to attempt to chase. With her jump intact and her Dolphin Slash, Lucina can recover even when low enough to enter off-screen bubble state near the bottom blast-zone on most stages.If you must recovery high or mid, keep in mind that a well-timed Counter will shut-down any chasing attempts as well as stall Lucina in the air for a brief moment. Also remember that the ledge is always safe in SSB4 as ledge-hogging doesn't exist.
Grab / Pummel
A grab with average reach and a rising knee strike for her pummel.
Damage Values: 2%
Forward Throw
Throws the opponent diagonally upward.
Damage Values: 4%
KO Potential: None
Back Throw
Throws the opponent diagonally upward behind Lucina.
Damage Values: 4%
KO Potential: None
Down Throw
Throws the opponent at the ground and ground-bounces them directly above Lucina.
Damage Values: 5%
KO Potential: None
Up Throw
Throws the opponent directly upward.
Damage Values: 4%
KO Potential:
Final Smash - Critical Hit
Dashes at the opponent and OHKOes them. Fire Emblem-style HP bar included.
Damage Values: 60%
KO Potential: KOs at 0%
Taunts:
Up Taunt
Lucina twirls her sword then poses with it. The pose is her character art pose.
Side Taunt
Lucina does a 180 degree turn, sheaths her sword, then turns again while unsheathing it.
Down Taunt
Lucina puts on her mask, the mask shines and she poses with her hand on her hip, then she puts the mask away
Custom Moves
Neutral B
Storm Thrust
Lucina thrusts forward in a similar fashion to shield breaker and a cyclone comes out of the tip of the sword. Can be charged but not much knockback even when fully charged. The cyclone works in a similar way to Mario's fludd, it doesn't do actual damage, only sends the opponent away. You float for a bit if you use it in the air and there's no free fall, so this can be used for recovery, but otherwise it seems like a weak move.
4% (uncharged) - 10% (fully charged)
Assault Dash
Lucina dashes forward with her sword. The more you charges, the further it goes. At full charge it goes like 2/3rds of Final Destination. It kills at like 90% when fully charged so not a whole lot of knockback.
6% (uncharged) -- 18% (fully charged)
Forward B
Easy Combination
This move resembles Marth's dancing blade in Brawl. It's a dancing blade that can be performed quicker, but can be only done forward, and deals less damage and knockback.
10%
Heavy Combination
It's a "strong" version of the dancing blade. Slower, but much more powerful. Its biggest shortcoming is that it doesn't actually combos into itself, and each hit has a healthy dose of knockback. Lots of damage and knockback (specially on the last hit).
9% (first hit) -- 17% (last hit)
Up B
Crescent Slash
It's a dolphin slash in crescent arc with very low knockback and damage. Can be reversed, landing lag seems the same as Dolphin Slash. Struggles to kill even at 300%.
7%
Dolphin High Jump
Not hitbox, no damage, no knockback, but Lucina goes straight up in the sky, but oh boy she does go high. Can only be used for recovery, I think. With a double jump and Dolphin High Jump you can go offscreen, just to illustrate how high it goes.
Down B
Easy Counter
Same as counter except it last much longer but with very low damage and knockback. Knockback may be fixed or very low in scaling because I couldn't kill with it at 400%.
Variable damage, but I reflected a random Fox tilt and it did 3% lol
Iai (居合) Counter
It's a counter with very few active frames, when it hits, Lucina does a small dash forward and swings upwards. Strangely it doesn't seem more powerful than regular counter, as I couldn't kill Ganon after countering its Wizard Kick at 140%, but I'm not too sure lol.
14% on Ganon's Wizard Kick
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