Super Smash Bros. 4

Lucina (SSB4)/Neutral attack/Hit 1

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Hitbox visualization showing Lucina's first jab.

Overview[edit]

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Update history[edit]

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.0

  • Nerf Knockback (25 (base), 60 (scaling) → 20/50). While this does allow it to connect more reliably into the second hit from far ranges and it improves the move's locking potential, this more importantly prevents it from linking into the second hit until much higher percents, hindering its reliability as well as its safety on hit.

Super Smash Bros. 4 1.0.6

  • Buff Ending lag decreased (FAF 30 → 27).

Super Smash Bros. 4 1.0.8

  • Buff Knockback altered (20 (base), 50 (scaling) → 55/30).
  • Buff Angle altered (361° → 78°/65°/90°).
  • Buff Transition to second hit (frame 21 → 19).
  • Buff Hitlag decreased (1x → 0.7x).
    • Buff Altogether, these changes not only make the move connect drastically more reliably into the second hit (now being able to do so reliably at 0%) but the also give the move strong jab canceling potential.
    • Nerf However, the higher launch angle removes the move's ability to lock and trip opponents.
  • Nerf Ending lag increased (FAF 27 → 29).
  • Nerf Damage decreased (4.75% → 3.325%).

Super Smash Bros. 4 1.1.4

  • Buff Ending lag decreased (FAF 29 → 26).
  • Buff Outermost hitbox positioned further (Z offset: 6.5u → 7u), giving the move more horizontal range.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 3.325% 0 AngleIcon78.png 55 30 0 3.5 1002 1.0 0.0 2.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 3.325% 0 AngleIcon65.png 55 30 0 3.0 22 0.0 1.0 0.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 3.325% 0 AngleIcon90.png 55 30 0 3.5 1002 1.0 0.0 7.0 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png

Timing[edit]

Hitboxes 5-7
Earliest continuable frame 17
Interruptible 26
Animation length 35
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible

Related moves[edit]