Robertman2
IT'S HAPPENING!!!!
Yes, and I'm not sure.So Lucina's custom moves are the exact same as Marth, right?
Are there any other differences?
Sorry, I'm a bit slow.
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Yes, and I'm not sure.So Lucina's custom moves are the exact same as Marth, right?
Are there any other differences?
Sorry, I'm a bit slow.
Down angled DB is your best option if they shield the first hit, as it's fast and the angles on the last two hits are favorable for shield poking. Side3 might beat down3 for this application though - it was the faster option in the past, but I'm not sure if that still holds true.I've found up dancing blade to be the best. It's a lot easier to combo the up hits than it is the side hits so it's much more consistent. The forwards dancing blade is good for catching enemies that are trying to retreat from you. I'm finding the downwards dancing blade to be extremely hard to combo though and haven't found any real applications for it yet.
I honestly find them useful not for shield poking, but mix ups and ledge games. Side and down DB are the better ones for edge guarding in my experience, and up DB is better for potential air mixups. I've confused quite a few counter-less opponents with that alone.Down angled DB is your best option if they shield the first hit, as it's fast and the angles on the last two hits are favorable for shield poking. Side3 might beat down3 for this application though - it was the faster option in the past, but I'm not sure if that still holds true.
I'm also unsure as to whether down3 still spikes/meteors as it did in the past. I've heard it can but haven't seen anything to corroborate that.
You could just dtilt them from the ledge instead. Less setup, safer, more effective (unless it does meteor?). They're ok as aerial mixups, but my go-to use for side/up variations is as a punish tool, choosing the next hit based on character/percent/VI.I honestly find them useful not for shield poking, but mix ups and ledge games. Side and down DB are the better ones for edge guarding in my experience, and up DB is better for potential air mixups. I've confused quite a few counter-less opponents with that alone.
This is just me, though, I could be entirely wrong.
I haven't been able to pull off the Ken combo but then again I only tried it on Bowser and I'm probably missing something. Ken Comboing Shulk may be difficult since his properties change when he changes artes.Well was messing with training mode this morning AND LUCINA CAN KEN COMBO ROB!!!!! I yet again do not remember the exact percent, but I will be testing when I get home from school like how I did with Bowser. I will also be testing other chars. as well today I think to see who else Lucina can Ken Combo. SO so far: Bowser and Rob. Bowser being able to be Ken Combo'ed from 70-95%. I might make a post with a list of who all she can Ken Combo soon. So glad Lucina can Ken Combo in this game, keeping the old tradition alive :D
EDIT: Just got back from school, and found 3 more chars. who can be Ken Combo'ed: DK, Shulk, and Wario. Also, not 100% sure, but I think that CF may not be able to be Ken Combo'ed whatsoever.
I find Bowser easiest to Ken Combo around the 70% range. If you go lower then 69% then Bowser up b's out of the fair hitstun. It is hard to get the Ken Combo to be consistent(It will take a lot of skill in this game to Ken Combo), and did take me multiple tries to replicate several times. If you are using training mode, make sure to push Bowser to the edge before you attempt to Ken Combo. Hope this helped!I haven't been able to pull off the Ken combo but then again I only tried it on Bowser and I'm probably missing something. Ken Comboing Shulk may be difficult since his properties change when he changes artes.
Nair and uair have what's referred to as autocancel frames, meaning you can land with no more landing lag than as if you hadn't attacked at all provided you time it correctly. Fair doesn't have this (or at least not anywhere near its active frames), so the only way to get no landing lag with it is to use it early enough in the jump (basically right away for a short hop) that you're out of endlag by the time you land. Fade = fadeaway or retreating attack. You jump (standing or moving forward), execute the attack, then immediately hold backwards to reverse your momentum.Starting with this same thread analysis, my most crucial doubt is that I don't know how you can achieve no landing lag for Lucina's fair, nair and uair. Katakiri said about fair that “it's difficult to punish because you can fade the attack and have no landing lag from a short hop”. What does he mean by “fading the attack”? I’ve tried to short hop to fair, but there is always landing lag, or at least it seems so to me. I also get shieldgrabbed a lot when I use it, but I suppose that’s because I still find it difficult to do a retreating fair, since I’ve to jump backwards BEFORE I fair, but only by a small margin. Or am I mistaken? As he says, it should be easier with a c-stick.
Dair only spikes at the very bottom of the arc now, beneath her feet.I also find it difficult to spike with dair. I can pull it off sometimes in training, but in actual battle I don’t think I’ve ever achieved it till now.
Short hop approaches are predictable since you have to attack as late as possible to make the hit reasonably safe, so it's something to be used with care. Falling nair can be a decent option, especially if you autocancel it so that you can follow up in a reasonably safe manner.And what about the differences in fair and nair uses? Can’t short hop nair be a good approaching option too? Katakiri doesn’t write about nair so I don’t really know. From my limited experience, nair seems to be better when you’re crossing your opponent because it hits a wider area around Lucina, both in front and behind her. Any other particularities and differences?
Just takes practice.If we move deeper on aerial uses, I’ve also read about doing a “full jump double fair” or “full jump fair and nair”. If I remember correctly, I read that you’ve to input fair just when you’re starting to jump, and do it again when you’re fast falling. But I find it almost impossible to fair after the fast fall. Maybe it’s another c-stickless issue?
Dsmash has a bit more range and the later back hit will sometimes catch rolls that usmash wouldn't depending on timing. That's about it.About her smash attacks, Katakiri wrote that USmash is safer and better than Dsmash to attack both sides (punishing rolling opponents and so). It’s always that way? I sometimes find myself more comfortable using dsmash with a rolling opponent, but maybe it’s because I’m too used to unleash dsmashes with a rolling opponent since I’ve done it for years. Anyway, since I read that, I’ve started to use dsmash less. Are there really any situations where dsmash can be useful?
If they shielded just as you hit them, it's possible they perfect shielded it and thus took no shield damage, other than that, no idea. If you mean pivot out of a run then you can't. If you mean how to do a turnaround Shield Breaker, then you can press in the opposite direction within a very short window immediately after inputting the neutral B and it'll turn you around.“Will tell opponents that shields are a no-go in any match-up against Lucina.” That’s what Katakiri said about Shield-breaker. I’ve found that I can, indeed, reduce my opponent’s shield to almost its limit by hitting it with a non-charged Shield-breaker, but I’ve also found that sometimes the shield takes no damage at all! Maybe it’s because I hit it with the tip? Maybe because there is barely contact? And how long do you have to charge it to fully break shields? Which are the best set ups for this moves? How can I do a pivot Shield-breaker?
Yes and no, because its value also varies with the skill of your opponent.Let’s go for Counter. I suppose that’s an special attack that improves your performance as you improve your playing skills. Reading when an opponent will attack and respond accordingly. Till now, I’ve mainly used it when trying to land after being sent flying (which is only useful when I use it JUST before the attack lands, and even then it seems that Lucina takes a determined time to prepare for the counter), or out of pure reflexes.
Patience mostly, and the realization that lag sometimes messes with the inputs. Bear in mind that the timing is different on hit vs when you miss.Dancing Blade. I can more or less put it off in training, but it seems I have issues getting the timing when I play online, with the nerves of the battle. Any suggestion here?
DB is one of your go-to punish tools. It deals good damage, the different directions give you options to land the full sequence in most situations, and each of the four hits is treated as an individual hit in the stale move queue so it helps keep your other attacks fresh and effective.Other questions about DB would be: is there any advantage to mix different directions for each and every move? What is the use of this move? I’ve been reading a thread about DB in Marth’s subforum today, and I’ve seen some pretty combos and follow-ups with non-full DB, but I’m wondering which uses full DB has.
They all have uses. Fthrow and bthrow are good ways to push your opponent offstage, dthrow is usually the most likely to yield followups onstage, and uthrow can set up at low percents, push the opponent into the air at mid percents, and potentially kill at very high percents (rare, but it's an option).And moving to the thows, I’ve read that her two most useful ones ar dhtow and upthrow. I can see that at low percents dthrow seems to be better to follow up and uthrow is better for juggling, but it also seems to me that the higher the percent, the lesser the difference. When I should use dthrow and upthrow at higher percents? Or I’m totally wrong from the start?
And which is the correct timing? I'm trying it in training just now. It's just a guess, but... maybe when you're about to land? I think so also because you say fair doesn't have that at least near its active frames. And it seems to me that I can fair with no landing lag if I use it so close to the floor that it's executed only partially. Am I right?Nair and uair have what's referred to as autocancel frames, meaning you can land with no more landing lag than as if you hadn't attacked at all provided you time it correctly.
Oh, I see, I was doing it moving backwards mid-air BEFORE fair. I suppose this is better for spacing, and retreating fairs to avoid being shieldgrabbed... but the retreating one also seems good for spacing.You jump (standing or moving forward), execute the attack, then immediately hold backwards to reverse your momentum.
Yeah, Katakiri tip of "think of it like a disjointed stomp" was useful for being able to put it up in training mode and on-stage... I suppose I've to keep trying and trying until I fianlly get a hold of it.Dair only spikes at the very bottom of the arc now, beneath her feet.
Yeah, I've actually tried it Not sure if got the autocancel thought, I'll practice it once I'm sure on how to autocancel it.Falling nair can be a decent option, especially if you autocancel it so that you can follow up in a reasonably safe manner.
Yeah, it had to be that for sure. But then, it seems to me it's easier to perfect shield in Smash 4 than it was in previous games, ins't it?If they shielded just as you hit them, it's possible they perfect shielded it and thus took no shield damage, other than that, no idea.
Oww...If you mean pivot out of a run then you can't.
Gread advice!! I'm now trying it on Dedede and yeah, it's true. Pretty important, thank you.Bear in mind that the timing is different on hit vs when you miss.
locuan128 said:I am tending to agree on this as well. Additionally, do you know if Lucina's jabs can cancel out with shuriken? I am pretty sure you can't cancel the charged ones but the uncharged one's there is a possibility. If she cannot then that makes the match-up even harder for Lucina.
Spirst said:Yeah, Lucina's jab can cancel out everything aside from the FULLY charged one which just goes through and continues with the multihit. The short uncharged one can be difficult to time a jab for.
Yep, 16 frames of landing lag. Along with the U-air they are the aerials with the least amount of landing lag.Nair has recovery when you SH it. Always
Just be patient, do not try to button mash the dancing blade. I had the same difficulty at the beginning. Additionally, you don't have to finish the five hits of the dancing blade all the time. You can stop it after 1 or 2 hits to mind-game the opponent. If they dodge, you can punish that, if you predict they are mashing an attack to try and get out you can shield it and punish accordingly afterwards.I'm still having issues using DB too. In training, I can pull it off without hitting my opponent, but when actually hitting, the timing becomes really difficult for me.
I think this is an aerial-only property of Shield Breaker since Dancing Blade doesn't move Marth/Lucina much in the air in SSB4.I heard a Fully Charged Shield Breaker moves you forward, but whenever I do it I don't move forward at all. Why might that be?
Well, for now I only use the first hit on air to confuse the opponent, and to follow up with a fair or a nair. It also seems to me that I can short hop forward, use the first hit of DB, then nair near the ground and rapidly use an smash attack. So maybe nair only gets less landing lag if you use it when you're about to land?Just be patient, do not try to button mash the dancing blade. I had the same difficulty at the beginning. Additionally, you don't have to finish the five hits of the dancing blade all the time. You can stop it after 1 or 2 hits to mind-game the opponent. If they dodge, you can punish that, if you predict they are mashing an attack to try and get out you can shield it and punish accordingly afterwards.
Fair has no landing lag when full hopped or short hopped (but not SHFF'd) because our short hop lasts just barely longer than fair's animation. You can also do this with uair, as it autocancels on approximately the same frame. Bair can be autocanceled slightly sooner, while nair and especially dair end very late (and dair has very high landing lag).Then InfinityColission told me that fair lack of landing lag can only be achieved by using it the moment you jump, and that with nair and uair you can land with no more landing lag than you would have if you hadn't attacked at all, provided you time it correctly.
Basically, you need some sort of capture device. For the 3DS this usually means modding it with a capture board (I'm not really familiar with 3DS stuff). If it's a console, then you can use capture cards, like a Dazzle one for instance. Additionally, you need to know at what frame rate the game runs. In this case, Smash 4 runs at 60 frames per second (fps). Therefore, you would set up your capture card to record at that same frame rate. Then you start your system, game, capture card and record. Go into training mode, perform each move individually after a set amount of time or w/e method you which to use. Afterwards, you go into a video editing software that allows you to go through the film by frames. Imagine video is as a sequence of images taken really fast. If the video is 60 fps then that means there are 60 individual photos in one second. Anyways, back to answering your question. You would edit your video into small portions probably where each portion contained one move. From that you would proceed to analyze each clip. As soon as you see the move begin, you would consider this frame 1 and as soon as the move ends that would be your end frame.Ah, I've another question that doesn't have to do with Lucina: how do you measure frames?
They powershielded it, powershields take no shield damage. Really blows when you hard read with shield breaker and you hit them in the small powersheild window that gives you no reward.hi new to the Lucina forum (as you can tell by my Shulkle profile I mainly was in the Shulk forums) but anyways I was wondering is their a sweetspot for shield breaker for Lucina I know she does not have them like Marth but when I play as her it seems like if I use it to close o someone shielding it does next to nothing to its shield
I have had a lot of success either countering when they chase me off stage (good to sprinkle it in). But to answer your question, I think her nair is really good due to the long animation. Covers a lot of ground when they you approach, opposed to throwing out an ordinary fair. Plus the nair is sort of tilted down, so it lines up to their pursuit angle nicely.Yeah, the shield "trick" is very useful, thanks!
By the way, do you think Lucina's aerials are good to defend herself when she's out of the stage. I'm still pretty noob when it comes to edge returning and edgeguard. With Lucina, I do what Katakiri said and try to save my second jump and recover low, but when I'm still high opponents tend to gimp be, and as I always Counter in those cases, those who know me just jump, wait until I Counter and smack me out. I should try to do aerials instead. Maybe Fair and Nair? Maybe the first hit of DB too.