Duet
Smash Cadet
- Joined
- Nov 25, 2014
- Messages
- 62
- NNID
- requiemlacrimosa
I have been playing around with Lucina a lot, and one of the biggest problems I seem to be having in For Glory outside of lag ruining any sort of precise attack I am trying to do is landing a killing blow on the enemy. More often than not, it feels like I am sitting there wracking up damage of upwards of 130% and I simply can not finish the job. I have tried every approach I can think of to remedy the situation. Sometimes it is so bad that the person I am facing just ends up high enough that I end up just up throwing them for the KO. This is especially problematic for me when you have people using projectile spam and they can chip away at my percentage when the only thing I can seem to land is the weaker attacks.
At first I was relying heavily on my side and up smashes, but in the end it, it feels like these should be a last resort due to how punishable they are. With the roll spam, I find it difficult to use my smash attacks without being heavily punished.
I then moved on to trying to use shield breaker as a finishing move. I seem to have more success with this due to its range and the fact that it can be used in the air. It seems to have a slight advantage over using a side smash simply because you are going to break the opponents shield 90% of the time if they reflexively shield against it without dodging, but the problem still remains that this is heavily punishable.
As my playstyle with her evolved, I eventually added counters into the mix for KOs. I feel like I have had the most success with this, since a big part of my Lucina game is playing very defensively and drawing the opponent to attack me, but this still has its flaws. With input lag, I will still get hit a good 25% of the time when I am trying to counter a move that I purposely put myself into harms way, and if the opponent doesnt use a strong attack capable of KOing then you are basically throwing out a red warning sign saying "You better expect that I am about to start countering your attacks."
Finally, I have moved on to trying to throw them off the ledge and taking the fight to the air. I feel like this is the best option for Lucina when it comes to killing the opponent, but my only problem is that I end up self destructing a good 70% of the time I try to keep the opponent away from the ledge. Down airs have been especially problematic for me, as I either end up missing the opponent completely or I end up accidentally fast falling to my death.
I am basically at my whits end here with this character. Even when combining all of these tactics it isn't uncommon for me to outdamage my opponent three-fold for the first half of the match, until they are around 120%, only for them to get me into KO range, kill me, and put up significant damage on me before I can even get the first kill. It is incredibly disheartening that I can play about half of the roster over Lucina and have a better win rate with them than the person that I have been practicing for hours with every day. Does anyone have any tips for me on how I can improve?
At first I was relying heavily on my side and up smashes, but in the end it, it feels like these should be a last resort due to how punishable they are. With the roll spam, I find it difficult to use my smash attacks without being heavily punished.
I then moved on to trying to use shield breaker as a finishing move. I seem to have more success with this due to its range and the fact that it can be used in the air. It seems to have a slight advantage over using a side smash simply because you are going to break the opponents shield 90% of the time if they reflexively shield against it without dodging, but the problem still remains that this is heavily punishable.
As my playstyle with her evolved, I eventually added counters into the mix for KOs. I feel like I have had the most success with this, since a big part of my Lucina game is playing very defensively and drawing the opponent to attack me, but this still has its flaws. With input lag, I will still get hit a good 25% of the time when I am trying to counter a move that I purposely put myself into harms way, and if the opponent doesnt use a strong attack capable of KOing then you are basically throwing out a red warning sign saying "You better expect that I am about to start countering your attacks."
Finally, I have moved on to trying to throw them off the ledge and taking the fight to the air. I feel like this is the best option for Lucina when it comes to killing the opponent, but my only problem is that I end up self destructing a good 70% of the time I try to keep the opponent away from the ledge. Down airs have been especially problematic for me, as I either end up missing the opponent completely or I end up accidentally fast falling to my death.
I am basically at my whits end here with this character. Even when combining all of these tactics it isn't uncommon for me to outdamage my opponent three-fold for the first half of the match, until they are around 120%, only for them to get me into KO range, kill me, and put up significant damage on me before I can even get the first kill. It is incredibly disheartening that I can play about half of the roster over Lucina and have a better win rate with them than the person that I have been practicing for hours with every day. Does anyone have any tips for me on how I can improve?
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