SSB4 Icon.png

Lucina (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Notable players: Not notable.)
(Minor edit)
Line 30: Line 30:
Lucina is a [[clone]] of Marth, meaning her moveset and animations are primarily based off of his. In a Miiverse post, Sakurai explains that "even a small difference in abilities" gives a character their own roster slot, citing Lucina as an example.<ref>https://miiverse.nintendo.net/replies/AYMHAAACAABnUYn9HXMxEA</ref> In her case, the most obvious difference between Lucina and Marth is that her sword does the same amount of damage no matter which part of it hits, while Marth deals more damage, knockback and [[hitlag]] when hitting with his sword's tip. Additionally, all her attacks do more damage than Marth's sourspotted attacks and comparably do less damage than Marth's sweetspotted attacks. As such, Lucina has one of the lowest learning curves in the game, but attaining greater skill with her yields little reward compared to Marth; she is generally considered a training character to help inexperienced players learn Marth's moveset, as her traits make Lucina's moveset a lower-risk, lower-reward version of Marth's.
Lucina is a [[clone]] of Marth, meaning her moveset and animations are primarily based off of his. In a Miiverse post, Sakurai explains that "even a small difference in abilities" gives a character their own roster slot, citing Lucina as an example.<ref>https://miiverse.nintendo.net/replies/AYMHAAACAABnUYn9HXMxEA</ref> In her case, the most obvious difference between Lucina and Marth is that her sword does the same amount of damage no matter which part of it hits, while Marth deals more damage, knockback and [[hitlag]] when hitting with his sword's tip. Additionally, all her attacks do more damage than Marth's sourspotted attacks and comparably do less damage than Marth's sweetspotted attacks. As such, Lucina has one of the lowest learning curves in the game, but attaining greater skill with her yields little reward compared to Marth; she is generally considered a training character to help inexperienced players learn Marth's moveset, as her traits make Lucina's moveset a lower-risk, lower-reward version of Marth's.


In Fire Emblem: Awakening, Lucina could inherit useful skills from her parents that made her a better unit. Unfortunately, the only thing she inherited in this game was Marth's major nerfs, which prevents her from effectively finishing opponents early. Up until update [[1.1.1]], this made her less of a threat in the [[neutral game]], as opponents didn't have to worry about losing positional advantage due to tippers. As a result, they could corner her the same way as they still can with Marth, by slowly taking space with [[Approach|approaching]] and [[Shield|shielding]] until she is in a poor position. However, because her attacks deal solid knockback regardless of where her sword hits, she doesn't necessarily need to have good spacing to KO opponents at high percentages. Lucina is also, most of the time, more effective at racking up damage and performing a rushdown playstyle due to her consistent damage output, but because her approaching tools are very limited, this is consistently true only during low-level play. This makes it so that the most popular way to play Lucina at high level is to adopt the same patient, read-heavy playstyle that Marth utilizes and, due to his tipper, is ultimately superior at. If that wasn't enough, {{SSB4|Roy}}, now being a semi-clone of Marth, further compounds Lucina's playstyle issues due to completely outclassing her in regards to rushdowns, punishing, approaching, and comboing, with the latter two disadvantages being shared with Marth. However, despite her clear disadvantages, she has found dedicated players nonetheless, with some high-level Smashers such as {{Sm|Nairo}} and {{Sm|Brolylegs}} choosing her over Marth or Roy. Additionally, Lucina has a very limited number of assets that are more effective than Marth's equivalents: her [[up smash]], [[down air]] and [[Dancing Blade]] all deal more damage and knockback than Marth's versions.
Up until update [[1.1.1]], Lucina's sub-par neutral game did not present much of an obstacle against opponents due to her lack of a tipper. As a result, they could corner her the same way as they still can with Marth, by slowly taking space while [[Approach|approaching]] and [[Shield|shielding]] until she is in a poor position. However, because her attacks deal respectable knockback regardless of where her sword hits, she does not necessarily need to have good spacing to KO opponents at high percentages. Most of the time, Lucina is also more effective at racking up damage and performing a rushdown playstyle due to her consistent damage output, but because her approaching tools are very limited, this is consistently true only during low-level play. This makes it so that the most popular way to play Lucina at high-level play is to adopt the same patient, read-heavy playstyle that Marth utilizes and is ultimately superior at due to his tipper. If that was not enough, {{SSB4|Roy}}, now being a semi-clone of Marth, further compounds Lucina's playstyle issues due to completely outclassing her in regards to rushdowns, punishing, approaching, and comboing, with the latter two disadvantages being shared with Marth. Despite her clear disadvantages, she has found dedicated players nonetheless, with some high-level players such as {{Sm|Nairo}} and {{Sm|Brolylegs}} choosing her over Marth or Roy. Additionally, Lucina has a very limited number of assets that are more effective than Marth's equivalents: her [[up smash]], [[down aerial]] and [[Dancing Blade]] all deal more damage and knockback than Marth's versions.


From update [[1.0.6]] to [[1.1.0]], Lucina has received a multitude of buffs (some of which are shared with Marth) that have improved the strength of her punishes. The new shield mechanics brought about by update 1.1.1 have also made all of her attacks considerably safer on shield, now surpassing Marth's and Roy's sourspotted attacks in terms of safety, significantly improving her neutral game. These notable buffs make Lucina a lower-risk character than Marth and Roy, but she still lacks the main advantages and selling points of these two characters, causing debate on how effective of a character she truly is. Despite this, Lucina's unique advantages give her a few matchups where she fares better than Marth, such as against {{SSB4|Pikachu}} and {{SSB4|Captain Falcon}}.
From update [[1.0.6]] to update [[1.1.0]], Lucina received a multitude of buffs (some of which are shared with Marth) that have improved the strength of her punishing game. The new shield mechanics brought about by update 1.1.1 have also made all of her attacks considerably safer on shield and notably now surpass both Marth's and Roy's sourspotted attacks in terms of safety, which significantly improved her neutral game. These notable buffs make Lucina a lower-risk character than Marth and Roy, but she still lacks the main advantages and selling points of these two characters, causing debate on how effective of a character she truly is. Despite this, Lucina's unique advantages give her a few match-ups where she fares better than Marth, such as against {{SSB4|Pikachu}} and {{SSB4|Captain Falcon}}.


====Aesthetics====
====Aesthetics====
Line 43: Line 43:
*{{change|Lucina is very slightly shorter than Marth, giving her a smaller hurtbox. As a result, her range is also shorter than his.}}
*{{change|Lucina is very slightly shorter than Marth, giving her a smaller hurtbox. As a result, her range is also shorter than his.}}
*{{change|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.}}
*{{change|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.}}
*{{change|Lucina does not have any [[hitlag]] modifiers on her attacks, instead having the default 1.0x.}}
*{{change|Lucina does not have any [[hitlag]] modifiers on her attacks.}}
*{{change|Lucina's [[dashing]] animation looks quicker than Marth's, but they both run at the exact same speed regardless.}}
*{{change|Although Lucina appears to [[dashing|dash]] faster than Marth, their dashing speeds are exactly the same.}}


====Ground attacks====
====Ground attacks====
*{{buff|Lucina's [[up tilt]] deals increased damage to opponents behind her.}}
*{{buff|Lucina's [[up tilt]] deals increased damage to opponents behind her.}}
*{{change|Lucina's up tilt keeps her in place, whereas Marth's version makes him take a step forward.}}
*{{change|Lucina's up tilt keeps her in place, whereas Marth's makes him take a step forward.}}


====Special moves====
====Special moves====
Line 55: Line 55:
*{{change|Lucina performs a different pose during her [[Counter]]. She additionally may say "My turn!" or "You're mine!" when it triggers, whereas Marth merely grunts whenever his triggers.}}
*{{change|Lucina performs a different pose during her [[Counter]]. She additionally may say "My turn!" or "You're mine!" when it triggers, whereas Marth merely grunts whenever his triggers.}}


==Update History==
==Update history==
Although originally considered one of the worst characters in ''SSB4'' competitive play, Lucina has been buffed 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 knockback of many of her standard attacks (most notably up tilt), her punishes are slightly stronger than they were initially. 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. As of update [[1.1.1]], this is no longer true, because the increase in [[shieldstun]] and the fact that shields are now affected by hitlag make 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. Lucina's moves are now overall considerably safer on shield, with Marth's and Roy's sourspotted attacks now being less safe than hers.
Although originally considered one of the worst characters in ''SSB4'' competitive play, Lucina has been consistently buffed since update [[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 knockback of many of her standard attacks (most notably up tilt), her punishes are slightly stronger than they were initially. 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. As of update [[1.1.1]], this is no longer true, because the increase in [[shieldstun]] and the fact that shields are now affected by hitlag make 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. Overall, Lucina's moves are now considerably safer on shield, which is a notable benefit she has over with Marth and Roy due to their sourspotted attacks now being less safe than hers.


'''{{GameIcon|ssb4-3ds}} 1.0.4'''
'''{{GameIcon|ssb4-3ds}} 1.0.4'''
*{{Change|Jab's first hit has had its knockback drastically weakened.}}
*{{Change|Neutral attack's first hit's knockback decreased.}}
'''{{GameIcon|ssb4}} 1.0.6'''
'''{{GameIcon|ssb4}} 1.0.6'''
*{{Buff|Forward aerial's damage increased|8.075%|~8.575%.}}
*{{Buff|Forward aerial deals ~0.575% more damage|8.075%|~8.575%.}}
*{{Buff|Down tilt's damage increased|8.075%|~8.575%.}}
*{{Buff|Down tilt deals ~0.575% more damage|8.075%|~8.575%.}}
*{{Buff|Forward smash's damage increased|14.725%|~15.275%.}}
*{{Buff|Forward smash deals ~0.55% more damage|14.725%|~15.275%.}}
*{{Buff|Down smash's second hit's damage increased|13.775%|~14.275%.}}
*{{Buff|Down smash's second hit deals ~0.5% more damage|13.775%|~14.275%.}}
*{{Buff|[[Shield Breaker]]'s uncharged and fully charged damages increased: 8.075% ~8.575% (uncharged) and 21.85% ~22.85% (fully charged).}}
*{{Buff|Uncharged [[Shield Breaker]] deals ~0.575% more damage|8.075%|~8.575%.}}
*{{Buff|Jab's first hit's [[interruptibility]] frame has decreased|Frame 29|Frame 26.}}
*{{Buff|Fully charged Shield Breaker deals ~1% more damage|21.85%|~22.85%.}}
*{{Buff|Forward tilt's interruptibility frame decreased|Frame 39|Frame 35.}}
*{{Buff|Neutral attack's first hit's [[interruptibility]] frame decreased|frame 29|26.}}
*{{Buff|[[Dancing Blade]]'s first hit's interruptibility frame decreased|Frame 45|Frame 42.}}
*{{Buff|Forward tilt's interruptibility frame decreased|frame 39|35.}}
*{{Buff|[[Dancing Blade]]'s first hit's interruptibility frame decreased|frame 45|42.}}
*{{Buff|Dancing Blade combos more consistently.}}
*{{Buff|Dancing Blade combos more consistently.}}
'''{{GameIcon|ssb4}} 1.0.8'''
'''{{GameIcon|ssb4}} 1.0.8'''
*{{buff|Jab has improved. Both hits link together more reliably due to the transition being faster and the first hit now produces vertical-based knockback, while the second deals increased knockback. The first hit also now has follow-up potential outside of transiting to the second hit.}}
*{{buff|Neutral attack improved. Both hits connect together better due to the transition being faster, the first hit produces vertical-based knockback and the second hit's knockback increased. The first hit also now has follow-up potential outside of transiting to the second hit.}}
*{{nerf|Due to the angle change of jab's first hit, the move can no longer [[Lock#Jab_lock|jab lock]].}}
*{{nerf|Due to the angle alteration of neutral attack's first hit, neutral attack can no longer [[Lock#Jab_lock|jab lock]].}}
*{{nerf|Jab's first hit's damage decreased|4.75%|3.325%.}}
*{{nerf|Neutral attack's first hit deals 1.425% less damage|4.75%|3.325%.}}
*{{buff|All of up tilt's hitboxes now deal vertical knockback with improved base knockback, making it a better KOing option. It additionally has 3 less frames of ending lag.}}
*{{buff|All of up tilt's hitboxes now deal vertical knockback with improved base knockback, making it a better KOing option. It also has 3 less frames of ending lag.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{buff|[[Dolphin Slash]]'s knockback scaling has slightly improved.}}
*{{buff|[[Dolphin Slash]]'s knockback scaling increased.}}
*{{change|Dolphin Slash and Crescent Slash deal slightly more hitlag.}}
*{{change|Dolphin Slash and Crescent Slash deal slightly more hitlag.}}
*{{change|Lucina can possibly say one of two lines when using [[Counter]]: "My turn!" or "You're mine!".}}
*{{change|Lucina can possibly say one of two lines when using [[Counter]]: "My turn!" or "You're mine!".}}
Line 117: Line 118:
|}
|}
'''{{GameIcon|ssb4}} 1.1.0'''
'''{{GameIcon|ssb4}} 1.1.0'''
*{{buff|Neutral aerial's hits' damage increased: 2.375% → 3.325% (first hit) and 6.65% → 7.6% (second hit).}}
*{{buff|Neutral aerial's damage increased: 2.375% → 3.325% (first hit), 6.65% → 7.6% (second hit).}}
*{{buff|Up tilt's damage increased: 6.65% → ~7.6% (early) and 7.125% → ~8.1% (late).}}
*{{buff|Up tilt's damage increased: 6.65% → ~7.6% (early), 7.125% → ~8.1% (late).}}
*{{buff|Up tilt's ending lag has been reduced by 3 frames.}}
*{{buff|Up tilt has 3 less frames of ending lag.}}
*{{buff|Forward, up and back aerials have 2 less frames of landing lag.}}
*{{buff|Forward, up and back aerials have 2 less frames of landing lag.}}
*{{buff|Down aerial has 4 less frames of landing lag.}}
*{{buff|Down aerial has 4 less frames of landing lag.}}
*{{buff|All variations of [[Dolphin Slash]] have 3 less frames of landing lag.}}
*{{buff|All variations of [[Dolphin Slash]] have 3 less frames of landing lag.}}
*{{buff|All variations of [[Shield Breaker]] have 2 less frames of ending lag.}}
*{{buff|All variations of [[Shield Breaker]] have 2 less frames of ending lag.}}
*{{buff|[[Dancing Blade]]'s first, second and third strikes have 5 more frames of input window duration.}}
*{{buff|[[Dancing Blade]]'s first, second and third hits have 5 more frames of input window duration.}}


'''Technical changelist 1.1.0'''
'''Technical changelist 1.1.0'''
Line 152: Line 153:


'''{{GameIcon|ssb4}} 1.1.1'''
'''{{GameIcon|ssb4}} 1.1.1'''
*{{nerf|Partially charged [[Shield Breaker]] [[shield damage]] decreased (30 25).}}
*{{nerf|Partially charged [[Shield Breaker]]'s [[shield damage]] decreased|30|25.}}


==Moveset==
==Moveset==
Line 162: Line 163:
|neutral1dmg=3.325%
|neutral1dmg=3.325%
|neutral2dmg=4.75%
|neutral2dmg=4.75%
|neutraldesc=Swings the Parallel Falchion twice. If timed correctly, the first hit has numerous followup options.
|neutraldesc=Swings Parallel Falchion twice. If timed correctly, the first hit has numerous follow-up options.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=10.85%
|ftiltdmg=10.85%
Line 168: Line 169:
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=7.6% (early), 8.1% (behind)
|utiltdmg=7.6% (early), 8.1% (behind)
|utiltdesc=Swings Parallel 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, decent KO move at higher percentages.
|utiltdesc=Swings Parallel 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.
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=8.575%
|dtiltdmg=8.575%
|dtiltdesc=A quick crouching Falchion poke. Great for [[edgeguarding]] and [[tech-chasing]].
|dtiltdesc=Crouches and jabs at the opponent's feet. Great for [[edge-guarding]] and [[tech-chasing]].
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=9.975%
|dashdmg=9.975%
Line 177: Line 178:
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|15.275}}
|fsmashdmg={{ChargedSmashDmgSSB4|15.275}}
|fsmashdesc=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 KO option.
|fsmashdesc=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.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|3}} (ground), {{ChargedSmashDmgSSB4|14.25}} (blade)
|usmashdmg={{ChargedSmashDmgSSB4|3}} (ground), {{ChargedSmashDmgSSB4|14.25}} (blade)
Line 186: Line 187:
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=3.325% (hit 1), 7.6% (hit 2)
|nairdmg=3.325% (hit 1), 7.6% (hit 2)
|nairdesc=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.
|nairdesc=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.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=8.575%
|fairdmg=8.575%
Line 192: Line 193:
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=9.975%
|bairdmg=9.975%
|bairdesc=Slashes with the Parallel 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.
|bairdesc=Slashes with the Parallel Falchion from bottom to top behind her in an inward swipe. Has the interesting property of turning Lucina around, changing facing direction. Great for edge-guarding.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=9.975%
|uairdmg=9.975%
|uairdesc=A forward to back upward Falchion slash in a delayed somersault.
|uairdesc=Performs a slightly delayed backflip while swinging the Parallel Falchion in a forward to back upward slash.
|dairname=&nbsp;
|dairname=&nbsp;
|dairdmg=11.4% (non-meteor), 13.3% (meteor)
|dairdmg=11.4% (non-meteor), 13.3% (meteor)
|dairdesc=A forward to back downward outward slash with the Parallel Falchion. If struck in the middle of the swinging arc, it [[Meteor smash|sends opponents downwards]]. High ending and landing lag.
|dairdesc=A forward to back downward outward slash with the Parallel Falchion. If struck in the middle of the swinging arc, it [[meteor smash]]es opponents. High ending and landing lag.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=Grabs the enemy with her left hand. Good range.
|grabdesc=Grabs the enemy with her left hand. Good range.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Knees the enemy. Fairly fast.
|pummeldesc=Knee strikes the enemy. Fairly fast.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=4%
|fthrowdmg=4%
Line 209: Line 210:
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=4%
|bthrowdmg=4%
|bthrowdesc=Trips the enemy over her leg. Similar to her down throw. No followup 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.
|bthrowdesc=Trips the enemy over her leg. Similar to her down 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 off-stage thanks to its high base knockback.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=4%
|uthrowdmg=4%
Line 215: Line 216:
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Hooks her arm and drags the opponent to the floor, sending the opponent backwards. Can combo into up air or back air.
|dthrowdesc=Hooks her arm and drags the opponent to the floor, sending the opponent backwards. Can combo into up aerial or back aerial.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 233: Line 234:
|nsc1name=Storm Thrust
|nsc1name=Storm Thrust
|nsc1dmg=3.8% (uncharged), 10.45% (fully charged)
|nsc1dmg=3.8% (uncharged), 10.45% (fully charged)
|nsc1desc= 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.
|nsc1desc= A blast of wind is produced from the Parallel Falchion's tip that pushes back foes. The stab itself is weaker, but the pushing strength of the tornado increases with its charge.
|nsc2name=Dashing Assault
|nsc2name=Dashing Assault
|nsc2dmg=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)
|nsc2dmg=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)
Line 239: Line 240:
|ssdefname=Dancing Blade
|ssdefname=Dancing Blade
|ssdefdmg=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)
|ssdefdmg=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)
|ssdefdesc=A sequence of Parallel Falchion 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 Marth, the first hit stalls while in mid-air.  
|ssdefdesc=A sequence of Parallel Falchion 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 Marth, the first hit stalls her while in midair.  
|ssc1name=Effortless Blade
|ssc1name=Effortless Blade
|ssc1dmg=2.375% (parts 1-3), 4.275% (part 4)
|ssc1dmg=2.375% (parts 1-3), 4.275% (part 4)
|ssc1desc=Lucina slashes with less effort, making the hits easier to link, but can only use the side option.
|ssc1desc=Lucina slashes with less effort, making the hits easier to chain together, but can only use the side option.
|ssc2name=Heavy Blade
|ssc2name=Heavy Blade
|ssc2dmg=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)
|ssc2dmg=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)
|ssc2desc=Lucina swings the Parallel Falchion with more force, making the hits harder to link but stronger.
|ssc2desc=Lucina swings the Parallel Falchion with more force, making the hits stronger but harder to chain together.
|usdefname=Dolphin Slash
|usdefname=Dolphin Slash
|usdefdmg=11% (clean), 7% (late blade), 6% (late body)
|usdefdmg=11% (clean), 7% (late blade), 6% (late body)
Line 251: Line 252:
|usc1name=Crescent Slash
|usc1name=Crescent Slash
|usc1dmg=7% (clean), 12% (late blade), 6% (late body)
|usc1dmg=7% (clean), 12% (late blade), 6% (late body)
|usc1desc=A lower Dolphin Slash that gains more horizontal distance, but less vertical distance.
|usc1desc=Gains more horizontal distance, but less vertical distance.
|usc2name=Dolphin Jump
|usc2name=Dolphin Jump
|usc2dmg=0%
|usc2dmg=0%
|usc2desc=Lucina leaps into the air with her blade inactive. She jumps higher, but deals no damage.
|usc2desc=Vertical distance is increased, but it deals no damage.
|dsdefname=Counter
|dsdefname=Counter
|dsdefdmg=1.2x (min 8%)
|dsdefdmg=1.2x (min 8%)
|dsdefdesc=Blocks and 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.
|dsdefdesc=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.
|dsc1name=Easy Counter
|dsc1name=Easy Counter
|dsc1dmg=0.7x (min 4%)
|dsc1dmg=0.7x (min 4%)
|dsc1desc=Lucina holds her stance longer, and strikes with less power. Has decreased damage scaling, but has a wider trigger window.
|dsc1desc=Lucina holds her parrying stance longer and counterattacks with less power. Has decreased damage scaling, but has a wider trigger window.
|dsc2name=Iai Counter
|dsc2name=Iai Counter
|dsc2dmg=1.3x (min 6%)
|dsc2dmg=1.3x (min 6%)
Line 294: Line 295:
File:LucinaPose3WiiU.png
File:LucinaPose3WiiU.png
</gallery>
</gallery>
*Points the Parallel Falchion upward, then poses, saying "Father... I won.".
*Points the Parallel Falchion upward, then poses, saying "[[Chrom|Father]]... I won.".
**''If she beats Ike, there is a chance she will instead say "And they call ''you'' the Radiant Hero?".''
**''If she beats Ike, 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!".
*Swings the Parallel Falchion, then poses in her artwork pose, saying "The future is not written!".

Revision as of 19:27, October 20, 2015

This article is about Lucina's appearance in Super Smash Bros. 4. For the character in other contexts, see Lucina.
Lucina
in Super Smash Bros. 4
Lucina
FireEmblemSymbol.svg
Universe Fire Emblem
Availability Unlockable
Final Smash Critical Hit
Lucina's stock icon in Super Smash Bros. for Wii U.
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.

Attributes and Differences from Marth

Lucina's Falchion lacks a specific sweetspot in her attacks compared to Marth's Falchion, as seen in their attack animations.

Lucina is a clone of Marth, meaning her moveset and animations are primarily based off of his. In a Miiverse post, Sakurai explains that "even a small difference in abilities" gives a character their own roster slot, citing Lucina as an example.[1] In her case, the most obvious difference between Lucina and Marth is that her sword does the same amount of damage no matter which part of it hits, while Marth deals more damage, knockback and hitlag when hitting with his sword's tip. Additionally, all her attacks do more damage than Marth's sourspotted attacks and comparably do less damage than Marth's sweetspotted attacks. As such, Lucina has one of the lowest learning curves in the game, but attaining greater skill with her yields little reward compared to Marth; she is generally considered a training character to help inexperienced players learn Marth's moveset, as her traits make Lucina's moveset a lower-risk, lower-reward version of Marth's.

Up until update 1.1.1, Lucina's sub-par neutral game did not present much of an obstacle against opponents due to her lack of a tipper. As a result, they could corner her the same way as they still can with Marth, by slowly taking space while approaching and shielding until she is in a poor position. However, because her attacks deal respectable knockback regardless of where her sword hits, she does not necessarily need to have good spacing to KO opponents at high percentages. Most of the time, Lucina is also more effective at racking up damage and performing a rushdown playstyle due to her consistent damage output, but because her approaching tools are very limited, this is consistently true only during low-level play. This makes it so that the most popular way to play Lucina at high-level play is to adopt the same patient, read-heavy playstyle that Marth utilizes and is ultimately superior at due to his tipper. If that was not enough, Roy, now being a semi-clone of Marth, further compounds Lucina's playstyle issues due to completely outclassing her in regards to rushdowns, punishing, approaching, and comboing, with the latter two disadvantages being shared with Marth. Despite her clear disadvantages, she has found dedicated players nonetheless, with some high-level players such as Nairo and Brolylegs choosing her over Marth or Roy. Additionally, Lucina has a very limited number of assets that are more effective than Marth's equivalents: her up smash, down aerial and Dancing Blade all deal more damage and knockback than Marth's versions.

From update 1.0.6 to update 1.1.0, Lucina received a multitude of buffs (some of which are shared with Marth) that have improved the strength of her punishing game. The new shield mechanics brought about by update 1.1.1 have also made all of her attacks considerably safer on shield and notably now surpass both Marth's and Roy's sourspotted attacks in terms of safety, which significantly improved her neutral game. These notable buffs make Lucina a lower-risk character than Marth and Roy, but she still lacks the main advantages and selling points of these two characters, causing debate on how effective of a character she truly is. Despite this, Lucina's unique advantages give her a few match-ups where she fares better than Marth, such as against Pikachu and Captain Falcon.

Aesthetics

  • Change Lucina's weapon is the the Parallel Falchion from Fire Emblem: Awakening, a variant of the Falchion.
  • Change Lucina's Falchion trail is a full white blur compared to Marth's, which is a translucent blue blur with an accentuated tip. This is an aesthetic detail which shows players that Lucina's sword does equal damage throughout.
  • Change Lucina's on-screen appearance is slightly different, where she removes her mask.
  • Change Lucina's taunts and victory poses are different from Marth's. Unlike Marth, she is dubbed in English for non-Japanese versions of SSB4, and has unique victory quotes against Marth and Ike.

Attributes

  • Change Lucina is very slightly shorter than Marth, giving her a smaller hurtbox. As a result, her range is also shorter than his.
  • Change 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.
  • Change Lucina does not have any hitlag modifiers on her attacks.
  • Change Although Lucina appears to dash faster than Marth, their dashing speeds are exactly the same.

Ground attacks

  • Buff Lucina's up tilt deals increased damage to opponents behind her.
  • Change Lucina's up tilt keeps her in place, whereas Marth's makes him take a step forward.

Special moves

  • Change Lucina's Shield Breaker animation is much more exaggerated than Marth's.
  • Change Lucina may shout when performing Dolphin Slash, whereas Marth does not vocalize when performing it.
  • Change Lucina performs a different pose during her Counter. She additionally may say "My turn!" or "You're mine!" when it triggers, whereas Marth merely grunts whenever his triggers.

Update history

Although originally considered one of the worst characters in SSB4 competitive play, Lucina has been consistently buffed since update 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 knockback of many of her standard attacks (most notably up tilt), her punishes are slightly stronger than they were initially. 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. As of update 1.1.1, this is no longer true, because the increase in shieldstun and the fact that shields are now affected by hitlag make 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. Overall, Lucina's moves are now considerably safer on shield, which is a notable benefit she has over with Marth and Roy due to their sourspotted attacks now being less safe than hers.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Change Neutral attack's first hit's knockback decreased.

Super Smash Bros. 4 1.0.6

  • Buff Forward aerial deals ~0.575% more damage: 8.075% → ~8.575%.
  • Buff Down tilt deals ~0.575% more damage: 8.075% → ~8.575%.
  • Buff Forward smash deals ~0.55% more damage: 14.725% → ~15.275%.
  • Buff Down smash's second hit deals ~0.5% more damage: 13.775% → ~14.275%.
  • Buff Uncharged Shield Breaker deals ~0.575% more damage: 8.075% → ~8.575%.
  • Buff Fully charged Shield Breaker deals ~1% more damage: 21.85% → ~22.85%.
  • Buff Neutral attack's first hit's interruptibility frame decreased: frame 29 → 26.
  • Buff Forward tilt's interruptibility frame decreased: frame 39 → 35.
  • Buff Dancing Blade's first hit's interruptibility frame decreased: frame 45 → 42.
  • Buff Dancing Blade combos more consistently.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack improved. Both hits connect together better due to the transition being faster, the first hit produces vertical-based knockback and the second hit's knockback increased. The first hit also now has follow-up potential outside of transiting to the second hit.
  • Nerf Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
  • Nerf Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%.
  • Buff All of up tilt's hitboxes now deal vertical knockback with improved base knockback, making it a better KOing option. It also has 3 less frames of ending lag.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Dolphin Slash's knockback scaling increased.
  • Change Dolphin Slash and Crescent Slash deal slightly more hitlag.
  • Change Lucina can possibly say one of two lines when using Counter: "My turn!" or "You're mine!".
  • Change Lucina may shout sometimes when using Dolphin Slash.

Technical changelist 1.0.8

Super Smash Bros. 4 1.1.0

  • Buff Neutral aerial's damage increased: 2.375% → 3.325% (first hit), 6.65% → 7.6% (second hit).
  • Buff Up tilt's damage increased: 6.65% → ~7.6% (early), 7.125% → ~8.1% (late).
  • Buff Up tilt has 3 less frames of ending lag.
  • Buff Forward, up and back aerials have 2 less frames of landing lag.
  • Buff Down aerial has 4 less frames of landing lag.
  • Buff All variations of Dolphin Slash have 3 less frames of landing lag.
  • Buff All variations of Shield Breaker have 2 less frames of ending lag.
  • Buff Dancing Blade's first, second and third hits have 5 more frames of input window duration.

Technical changelist 1.1.0

Super Smash Bros. 4 1.1.1

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's without a tipper are generally unchanged.

  Name Damage Description
Neutral attack   3.325% Swings Parallel 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 Parallel 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 edge-guarding and tech-chasing.
Dash attack   9.975% A quick upward sweeping diagonal slash with the Parallel 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 Parallel Falchion from bottom to top behind her in an inward swipe. Has the interesting property of turning Lucina around, changing facing direction. Great for edge-guarding.
Up aerial   9.975% Performs a slightly delayed backflip while swinging the Parallel 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 Parallel 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, tripping with her leg. Can be used to tech-chase, or set up a Crescent Slash.
Back throw   4% Trips the enemy over her leg. Similar to her down 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 off-stage 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.
Floor attack (front)   7%
Floor attack (back)   7%
Floor attack (trip)   5%
Edge attack   7%
Neutral special Default Shield Breaker 8.575% (uncharged), 23% (fully charged) Lucina charges up the Parallel 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 Parallel 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 Parallel 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 Parallel Falchion 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 Marth, the first hit stalls her while in midair.
Custom 1 Effortless Blade 2.375% (parts 1-3), 4.275% (part 4) Lucina slashes with less effort, making the hits easier to chain together, but can only use the side option.
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) Lucina swings the Parallel Falchion with more force, making the hits stronger but 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 it deals no damage.
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, and activates faster. However, it has a narrower trigger window. Deals electric damage.
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.

Taunts

  • Up Taunt: Spins the Parallel 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 Parallel 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 disguised as Marth in Fire Emblem: Awakening, then removes it.

Idle Poses

  • Holds her hand to her chest and takes a breath.
  • Brushes her hair out of her face.

Cheer

Lu-ci-na!

On Screen Appearance

Warps onto the stage using warp magic with a twirl and then removes her mask.

Victory Fanfare

This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series. It is shared with Marth, Ike, Robin, and Roy.

Victory Poses

  • Points the Parallel Falchion upward, then poses, saying "Father... I won.".
    • If she beats Ike, 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 she beats Marth, 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's stock icon in Super Smash Bros. for Wii U. Lucina 3113 3123 1123 3133 1133
3121 1121 3111 1131 3131

Notable players

Reveal trailer

<youtube>N9ytrX0wweA</youtube>

Alternate costumes

Lucina Palette (SSB4).png
Lucina's stock icon in Super Smash Bros. for Wii U. LucinaHeadGreenSSB4-U.png LucinaHeadBlackSSB4-U.png LucinaHeadWhiteSSB4-U.png LucinaHeadRedSSB4-U.png LucinaHeadYellowSSB4-U.png LucinaHeadNavySSB4-U.png LucinaHeadPurpleSSB4-U.png

Trophies

Lucina
Ntsc Super Smash Bros. for Nintendo 3DSChrom'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 more than just the tip of her sword is powerful.
Ntsc Super Smash Bros. for Wii UChrom'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.
Pal 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.
3DS: Fire Emblem: Awakening (02/2013)
Lucina (Alt.)
Ntsc 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.
Pal 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.
3DS: Fire Emblem: Awakening (02/2013)
Critical Hit (Lucina)
Ntsc 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!
Pal In Lucina's Final Smash, she raises her sword high, then dashes swiftly forwards to deliver a deadly blow to whoever stands in her way. Even if their damage is low, this strike is powerful enough to take them out in a single hit. Just be careful not to dash off the stage if you use it in mid-air!

In Event Matches

Solo Events

Co-op Events

Gallery

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.
  • 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 and Dr. Mario are the only fighters that players are not forced to play as in any single-player Event Matches.

References