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Lucina (SSBU)

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This article is about Lucina's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Lucina.
Lucina
in Super Smash Bros. Ultimate
Lucina SSBU.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in SSB4


Availability Unlockable
Final Smash Critical Hit
LucinaHeadSSBU.png
Lucina is Marth's echo fighter, so she shares most of her standard and special attacks with Marth. However, while Marth's attacks are more powerful when made with the tip of his blade, Lucina's attacks just as powerful whether you use the tip or the base of the sword.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Lucina (ルキナ, Lucina) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character on June 12th, 2018. She is an Echo Fighter of Marth. Lucina is classified as fighter #21ε.

Laura Bailey's portrayal of Lucina from Smash 4 was repurposed for the Engilsh version of Ultimate.

How to unlock

Complete one of the following:

With the exception of the third method, Lucina must then be defeated on Arena Ferox.

Differences from Marth

As in SSB4 the primary difference is that she lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. She was slightly recloned from her previous appearance in SSB4, as she is no longer shorter than Marth and her up tilt will now move her forward slightly. Despite losing these somewhat neglible differences, she keeps one other difference from SSB4: her up tilt has a unique sweetspot based on how late into the swing the opponent is hit. This assures that she can rack up damage more easily with her up tilt as long as she is facing away from her opponent. Because of these differences, Lucina is less effective at spacing, but can rack up damage much more consistently. As such, she is much more versatile and aggressive, but also much less rewarding.

Otherwise, Lucina and Marth have identical attributes, and the hitboxes, frame data and properties of their moves are identical.

Aesthetics

  • Change As with all other Echo Fighters, Lucina has different taunts and victory animations.
  • Change Lucina's on-screen appearance is slightly different from that of Marth, as she removes her mask. She also has a different No Contest animation as well.
  • Change Unique among all of the echo fighters, Lucina's Screen KO animation is different from Marth's.
  • Change Lucina's victory theme is now different from that of Marth, being a remix of the Fire Emblem Awakening song, Id (Purpose).
  • Change Lucina's sword trails are completely opaque, while Marth's are only opaque at the tip of his blade.
  • Change Lucina's down tilt has different particle effects.
  • Change Lucina's Counter's stance is different. She also has different quotes when she counterattacks, saying "My turn!" or "You're mine!"

Attributes

  • Change Due to the Parallel Falchion lacking a tipper like Falchion, its entire blade deals equal damage and knockback, equal to the weighted average of Marth's sweet and sourspot attacks.

Ground Attacks

  • Change Lucina's up tilt (named "Anti-air Slash" in the in-game tips) has a unique property deals damage based on timing. On the later half of the slash, the attack does more damage while also having weaker knockback. This allows Lucina to rack up damage more easily wih her up tilt so long as she is facing away from her opponent

Special moves

  • Buff Lucina's Shield Breaker's animation is different. She leans farther back during its start-up; trembles more exaggeratedly while rearing her arm back; and takes a step forward during its thrust. This marginally improves Lucina's horizontal recovery potential compared to Marth's. This change is also reflected when Kirby copies this.

Changes from Super Smash Bros. 4

Much like with Marth, Lucina highly benefits from the universal changes in SSBU, particularly in terms of aerials and tilts. In addition, the new engine is also a benefit to Lucina's balanced blade, as the faster pace of the game allows her greater close-combat capabilities to be an advantage in certain situations. Unlike most clones, Lucina became slightly more similar to Marth, though a majority of her reclonings were neglible (such as her being slightly shorter, or a few moves not stopping her momentum).

Aesthetics

  • Change As with all veterans returning from SSB4, Lucina's model features a more subdued color scheme. Her clothing now has simple detailing, her hair has been reshaped, and her face appears sharper, with her cheeks now showing a slight pink blush.
  • Change Lucina has several new basic animations. Her idle, crouch, and sidestep all have new animations, and her jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in Smash 4. She also has a new screen KO animation.
  • Change Lucina's victory theme is now a snippet of the Fire Emblem Awakening song, Id (Purpose). [1]

Attributes

  • Buff Like all characters, Lucina's jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Lucina walks faster (1.5 → 1.575).
  • Buff Lucina runs significantly faster (1.785 → 1.964).
    • Buff Lucina's initial dash is significantly faster (1.5 → 2.255).
  • Buff Lucina's air speed is faster (1.02 → 1.071).
  • Buff Lucina's traction is much higher (0.055 → 0.114).
  • Buff Forward roll has less ending lag (frame 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (frame 31 → 35).
  • Buff Spot dodge has less ending lag (frame 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (frame 33 → 53).
  • Change Lucina is taller, her height matching Marth.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 17 → 11), allowing it to connect better.
    • Nerf The first hit has altered angles and knockback to keep opponents close to Lucina, akin to other neutral attacks. This allows it to jab lock, but most importantly removes all its guaranteed jab cancel setups, which made it one of Lucina's most potent punishment tools in Smash 4.
    • Nerf The second hit has more startup (frame 3 → 4).
    • Change The first hit has an altered animation where Lucina swings in a more horizontal arc, matching its hitboxes better.
  • Dash attack:
    • Buff Dash attack deals more damage (9.975% → 10.925%).
    • Change The move has a different animation, with Lucina swinging in a slightly more horizontal arc.
  • Forward tilt:
    • Buff Forward tilt deals slightly more damage (10.925% → 11%).
  • Up tilt:
    • Nerf Up tilt does not retain her horizontal momentum anymore. Like Marth, Lucina will stop her horizontal momentum if she uses her Up tilt.
    • Change Lucina's up tilt now has her move forward just like Marth's. This improves its horizontal range and gives it the same spacing potential as Marth's. However, this in turn makes it harder to repeatedly land her timing-based sweetspot.
  • Down smash:
    • Buff Down smash now consistently launches opponents at a horizontal angle, allowing it to set up edgeguards and KO near edges more effectively.
    • Nerf It has one frame more ending lag (frame 55 → 56).

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: frame 12 → 7, Forward: 16 → 10, Back: 17 → 10, Up: 14 → 9, Down: 24 → 14).
  • Neutral aerial:
    • Buff Neutral aerial's first hit deals more knockback, allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.
    • Buff It deals slightly more damage (4.2% → 4.275% (hit 1), 8.5% → 8.55% (hit 2)).
  • Back aerial:
    • Buff Back aerial deals slightly more damage (11.8% → 11.875%).
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.
    • Buff It deals slightly more damage (12.3% → 12.35% (non-meteor), 14.2% → 14.25% (meteor)).

Throws/other attacks

  • Buff Standing grab has less startup (frame 7 → 6).
  • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Nerf All grabs have increased ending lag (frame 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
  • Change Lucina's throws are no longer weight-dependent. This improves her down throw's combo potential on heavyweights, but reduces it on lightweights.
  • Nerf All of Lucina's throws except up throw release the opponent slower (frame 15 → 18 (forward), 9 → 19 (back), 16 → 20 (down)), making them easier to DI.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
  • Forward throw:
    • Change Lucina has a new forward throw, a quick elbow strike to the opponent's chest.
    • Nerf Due to the faster knockback physics and reduced hitstun for higher knockback values, it has lost its combo potential.
  • Up throw:
    • Buff Up throw deals more damage (4% → 5%), with its knockback compensated.
  • Down throw:
    • Nerf Down throw deals less damage (5% → 4%), with its knockback compensated.
    • Change Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special Moves

  • Shield Breaker:
    • Buff Shield Breaker can now be angled vertically.
    • Buff It now deals 1.15× its regular damage if it hits an opponent's head.
    • Nerf Shield Breaker deals slightly less knockback.
    • Change Shield Breaker now only has the Parallel Falchion glow purple instead of Lucina's whole body.
    • Change The move triggers Special Zoom upon breaking an opponent's shield.
  • Dancing Blade:
    • Buff All swings except the first have less startup (frame 9 → 5 (second, neutral), frame 7 → 4 (second, up), frame 6 → 4 (third, neutral), frame 8 → 5 (third, up & down), frame 13 → 7 (fourth, neutral & down), frame 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
      • Buff The fourth downward swing's hits after the first are also faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), allowing them to connect better and preventing opponents from jumping out of them at low percents.
    • Buff All swings except the fourth ones deal less hitlag, allowing the move to transition faster and making it harder to SDI out of.
    • Buff The first swing has less ending lag (frame 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (frame 51 → 45).
    • Buff The first two neutral swings have altered knockback, allowing them to more consistently link into the other hits, and granting them the ability to lock.
    • Nerf The first swing has more startup (frame 6 → 9).
    • Nerf The fourth downward swing has more ending lag (frame 72 → 75).
    • Nerf All swings deal less damage (3.325% → 2.85% (first & second), 4.275% → 3.325% (third, neutral & up), 4.75% → 3.325% (third, down), 5.7% → 4.75% (fourth, neutral), 6.65% → 5.7% (fourth, up), 4.75% → 4.275% (fourth, down, last hit)).
    • Nerf The fourth upward swing deals less knockback, hindering its KO potential.
    • Change Dancing Blade's neutral swings all have altered animations, except for the third. The first one is now an outward swing similar to her forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Lucina spinning before she slashes the opponent.
    • Change The third downward swing has an altered animation, now being a low outward swing instead of a stab.
  • Dolphin Slash:
    • Nerf Dolphin Slash has more landing lag (20 frames → 24).
    • Change It now leaves multiple afterimages of Lucina during the leap.
  • Counter:
    • Nerf Counter has more ending lag (frame 60 → 65).
    • Change It now causes a large yellow flash if an attack is countered, and plays the noise from Critical Hit if the counterattack successfully lands.
  • Critical Hit:
    • Buff Due to the changes to teching, Critical Hit can no longer be teched.

Moveset

Dancing Blade
Hit Damage Description
First Hit (Neutral) 2.85% Does an outward slash. Deals very little knockback even at extremely high percents. Can jab lock. The tipper lifts opponents off the ground slightly, making it combo into the second hit more consistently.
Second Hit (Up) 2.85% An upwards lifting slash. Has greater vertical reach than the first hit or the second neutral hit. Lifts opponents slightly off the ground, with the tipper hit pulling them in slightly.
Second Hit (Neutral) 2.85% Does an inward slash. Has a shorter hitbox than the first hit, which can lead to it sometimes missing if the first hit is landed from too far away. Deals very little knockback, even at extremely high percents. Can jab lock.
Third Hit (Up) 3.325% Does an upwards slash while turning clockwise. Launches opponents slightly up and away, leading into the upward finisher.
Third Hit (Neutral) 3.325% Takes a step forward and does a leaning outward slash. May push opponents too far away for the fourth hit to connect at high percents.
Third Hit (Down) 3.325% Leans in and does a horizontal slash low to the ground. Deals less knockback than the other third hits, which can make it useful for connecting with the neutral finisher at higher percents, when the third neutral hit may send too far away.
Fourth Hit (Up) 5.7% Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move.
Fourth Hit (Neutral) 4.75% Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback, KOing middleweights near the edge around 120%.
Fourth Hit (Down) 2% (hit 1-4), 4.275% (hit 5) Does a flurry of five lower stabs. The weakest finisher in terms of KO potential, but deals the most damage, wears down shields well, and can shield poke low shields. Has the highest ending lag of the three finishers.

Classic Mode: A Path of Heroes

All of Lucina's opponents are Fire Emblem characters. They appear in reverse of the order their respective games were released, likely referencing Lucina travelling into the past in her own game.

Round Opponent Stage Music Notes
1 Male and Female Corrin Find Mii Lost in Thoughts All Alone
2 Chrom Arena Ferox Conquest (Ablaze)
3 Male and Female Robin Reset Bomb Forest Id (Purpose)
4 Ike Castle Siege Eternal Bond
5 Roy Norfair Beyond Distant Skies - Roy's Departure
6 Marth Coliseum Story 5 Meeting
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Although Lucina does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (excluding Kirby) when Galeem unleashed his beams of light.

Lucina was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. She can be found in the area that resembles the remains of a clockwork guarded by the spirit of Omega Ridley.

Alternate costumes

Lucina Palette (SSBU).png
LucinaHeadSSBU.png LucinaHeadGreenSSBU.png LucinaHeadBlackSSBU.png LucinaHeadWhiteSSBU.png LucinaHeadRedSSBU.png LucinaHeadYellowSSBU.png LucinaHeadNavySSBU.png LucinaHeadPurpleSSBU.png

Gallery

Character Showcase Video

<youtube>vQqvKaCne4k</youtube>

Trivia

  • Lucina and Dark Pit are the first and only full clones to retain their full clone status for two consecutive games in a row.
  • At least two of Lucina's screenshots on the Ultimate site allude to events from Fire Emblem Awakening.
    • The screenshot depicting her alongside Marth alludes to their kinship as descendant and ancestor, respectively.
    • The screenshot of her taunting defensively in front of Charizard alludes to "The Threat of Silence" paralogue from Awakening, in which the Shepherds must protect the draconic Tiki.
  • Lucina is the only Echo Fighter to not be the same gender as the character she's based on. In this case Marth, the character she is based on, is male, and Lucina is female.
  • In early builds of the game, Lucina's idle animation was unchanged from Super Smash Bros. 4, while Marth received a new one. However, her idle was changed to match Marth's new one in the final build.
  • Due to Lucina's height being changed to Marth's height, she stands the same height as her father Chrom, who in the Fire Emblem games is significantly taller than Lucina.
  • Despite receiving both new idle and crouching animations, Lucina still reuses the previous animations when holding a small item. She shares this quirk with Marth, Wolf, Pit, Dark Pit, Luigi and Sheik.