Hold it right there.
Yes, it's me. Guess you all are so happy to see me again.
I knew ZeRo's video was going to be trouble. This thread's cycle is as predictable as a For Glory's player rolling habits.
It's always like this:
- Something big Marcina related happens in the community;
- Someone tries to discuss the matter with only the best intent at heart;
- It always devolves to misinformation being thrown around like I'm watching politics;
- In the end, people defending Marth essentially call the Lucina apologists conceited bigots for thinking things they don't think. nobody learns anything, people get irritated, and this is why people sympathize with the idea that this discussion should be banned.
This isn't a problem just exclusive to this subject, though, nearly
everything discussed here ends up like this, it's just very noticeable with the Marcina debate.
The amount of misinformation, hyperboles and borderline lies spread here about Marth and Lucina borders on insulting to the characters, and it's what makes discussing them largely unproductive.
We're in 2017, almost 3 years after the release of this game and almost 1 year into this same patch and I still find baffling a few of the things said regarding Lucina's KO power. Marth has the tipper, yes, but the way it is always presented here is not as part of a tool in Marth's arsenal - It's presented in a vacuum, as some strange kind of "trump card" to whatever might be said in credit towards Lucina's viability.
If any of you actually played either character for any extended periods of time, you'd know the state of the game is not as binary as this.
Regarding her KO power: Jab>Dancing Blade is true on fastfallers until KO%, and light fastfallers can be true comboed to death with this near the ledge as early as 75%
without rage (No DI)
. Every stage of rage will chop off about 7% necessary for the KO%. This is no KO power to sneeze at. I've personally never even seen anyone KO anybody with either Marth or Lucina using Dancing Blade below 71% on a real match, and the lowest myself I ever got was 81% against a Mario (no rage, either, Duck Hunt).
Neutral Air is both very strong (13% damage fresh) and very powerful for knockback. Neutral Air's main purpose in Marcina's purpose is not even KOing outright: It's used to extend/start combos, stuff out aerial approaches, trap landings and trap ledge options. The knockback of the 1st hit can be used as a combo starter (Nair>FSmash, Nair>FSmash, Nair>USmash, Nair>DSmash, Nair>DB, Nair>Dolphin Slash, Nair>Jab>Grab, Nair>Jab>Dancing Blade, Nair>FTilt, Nair>UTilt are all options you can use out of it), which can be used to get a more direct kill, while Nair 2 is used to push people far out into the stage and reset their offstage situation - making them risk getting edgeguarded or trapped in the ledge again. Both Marth and Lucina's Nair 2 can be used for killing, both will kill
very well (don't take credit away from Lucina's Nair 2, but then again, the uncivil manner this tends to be discussed means this is probably pointless to be said), but that's not really its main purpose it is used for.
Lucina's Up Air is extremely versatile. It can be pretty safe on shield, it's by far her best combo starter, deals a
lot of damage (very close to 12% fresh, might as well be), and it kills. Very well. A falling Up Air into fullhop Up Air can KO lighweights on platforms being
true on mid percents if they don't expect this followup. Other than that, it can still KO very well without a setup. I once caught a Fox's landing on Duck Hunt with Rage 1 and KO'd him at 110% near his shorthop height. I once read a Captain Falcon's DI on
3DS Battlefield and KO'd him at 100% with no rage. I once predicted a Sheik's jump from the ledge and KO'd her at 95% with Rage 2. It's a very strong tool in her arsenal for just about anything, and it does
not KO badly in the slightest.
In ledge trapping situations, I often see Lucina mains getting more mileage out of her FSmash than I ever saw any Marth main getting. If you stand at a specific range away from the ledge (about Lucina's entire body lenght + her head), her FSmash will cover every single option except jump and Drop>Jump Back out of reaction. Jump you will need to predict and Fair/Uair/Nair the jump in advance and the second one you can charge FSmash instead of throwing no charge. This is especially useful for her, since she can dance around her ledge and make her intentions
far more ambiguous, and always get an extremely good punish off if she lands her FSmash anywhere. Also, while practicing getting 2 frames with her FSmash on regular getups (using my tried and true method of "setting a CPU level to 1 and the timer to infinite), I'd actually notice her FSmash getting people at incredibly early percents: Like 65% on Falcon/no rage, and 77% on Fox with no rage
with the FSmash staled 6 times in a row (Only dealing 10 damage). Not only that...
but her Back Air also is definitely not bad at getting KOs. Something Lucinas like to use a lot is RAR Bairs, since the very high base knockback allows her to get a
lot of stage control per hit, and can lead to some very interesting conversions and chases (Bair>Fair, Bair>Uair). This can make Lucina be very mobile and dangerous, since her Back Air is her most damaging move aerial sands Dair spike (12% fresh), so she can get a very high amount of damage every time she gets this going. It can KO people on ledge (either via 2 frames or Jumps) even without rage at some respectable percents. I actually KO'd a Sheik once at 80% with Rage 2 Bair after reading a jump from ledge.
Up Tilt is a very underrated KO move from Lucina I hope I'll see more of. Just remember NAKAT once KO'd Void's Sheik at about 115% on ground level with her Up Tilt on Rage 2? That's not power you have the right to complain about. Used as an anti air while mostly fresh, it can KO people more reliably than you'd expect - lightweights always below 130% (no rage) and midweights 140%. This is one of the moves that gets the most mileage out of rage, since with even just Rage 1, Up Tilt basically becomes a "get off me" Anti Air slap that kills lightweights at 120% and Midweights at 130%. Recently on a smaller tournament, I actually caught a Cloud's stock on BF anti airiing him while I was staying at the lower platforms at
100% with Rage 2.
I consider less than 140% to be pretty reasonable percent, especially given that Marcina's Kill Throw can get people roughly at that percent with Rage 1 and how quickly they rack up damage per move.
I'm sorry, but I have to say this: These Marcina discussions happen the way they do because we have too many people who don't actually understand a
damn about the characters making conclusions and opinating based only on matches they saw MKLeo say or stuff their friends must've told them. "Lucina can't kill" is the "Lucina has less range" of 2017 apparently. It's the next misconception we'll slowly have to debunk.
If Lucina had so much difficulty killing, I would not have analyzed over 20 matches of MKLeo, Pugwest and Mr. E and found out that the average KO% for the three of them is about 111%
, and then analyzed whatever rarities of Lucina matches I could find and found out that her average KO% just so happens to sit at about 116%, a fairly negligible difference.