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Lucina (SSB4)

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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
Tier H (47)
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 Super 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. Yū Kobayashi and Laura Bailey, the Japanese and English voice actresses for Lucina in Fire Emblem Awakening, respectively, voice Lucina once again.

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.

Lucina is ranked 47th out of 56 characters on the tier list, as one of two characters in the H tier (the other being King Dedede) and thus results in her being the second highest ranked bottom-tier character. Despite possessing a long disjoint with her Parallel Falchion along with fast startup for most attacks, she suffers from endlag-heavy attacks, a poor grab game, and easily gimped recovery. Additionally, she lacks the tipper sweetspots her counterpart, Marth, can use to KO early, and though this can be seen as a benefit in some areas, such as having higher hitstun on all attacks making it more difficult to punish her out of shield compared to Marth's sourspotted attacks, and being more consistent at netting KOs at high percentages, this trait is considered to be less of a benefit at high-level play, and has led many professionals to see her as inferior to Marth. As a result, she has limited tournament representation and almost nonexistent competitive success, with her metagame remaining largely stagnant in comparison to Marth's. Despite this, Lucina has received a number of significant buffs up to and including in version 1.1.4 that have consistently narrowed the gap in viability between her and Marth, although her representation continues to be barren due to Marth's more immediately noticeable strengths and larger playerbase.

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.

Differences from Marth

Replacement of the old one. Post-patch slow motion helped a lot.
Lucina's Parallel 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 "whenever there is even a small difference in abilities, that character gets an actual roster slot", citing Lucina as an example.[1] The primary difference between Lucina and Marth is their swords; Lucina's Parallel Falchion has consistent damage output throughout the entire blade, while Marth's Falchion is more powerful when hitting with just the tip of the blade. Additionally, the power of all her attacks is the weighted average of Marth's sourspotted and sweetspotted attacks.

Lucina has a few advantages that set her slightly apart from Marth. Although Lucina lacks intricate sourspot setups that Marth can utilize to set up his tippers, she gains more consistent damage off her combos than Marth does due to her lack of such sourspots. Lucina also has less trouble KOing at high percents, since she does not necessarily need to space her most powerful attacks to KO, while Marth's sourspotted attacks deal mediocre damage and knockback even at higher percentages. Of note is that her up smash, down aerial and Dancing Blade are all more powerful than Marth's equivalents in any given case. Nonetheless, Lucina also possesses significant disadvantages compared to Marth. Lucina lacks tippers, preventing her from potentially securing early KOs with hard reads or gaining positional advantage off of precise spacing on enemy approaches or shields; this makes her much less threatening when defending in the neutral game, as opponents do not have to worry about their spacing relative to Lucina's blade the same way they would with Marth's. Lucina's consistent damage makes her ability to approach and "rush down" opponents slightly better than Marth's, as she is not required to space tippers to gain strong attacks or shield pushback. Ultimately, however, this is only influential at low-level play because, like Marth, she lacks lingering hitboxes or projectiles, making her approaches inherently unsafe regardless of the strength of her swings. As such, her less spacing-oriented approaches do not help her neutral game.

Overall, Lucina is a lower-risk, lower-reward character compared to Marth, trading an emphasis on spacing for more consistent KO power. While she does possess some advantages that allow her to fare better in certain matchups than Marth does, she still lacks the main advantages and selling points Marth has, making many consider her less viable for tournament play, where she has sparse low-to-mid level results and poor high-level placings. While Lucina has been significantly buffed in almost every balance patch to date, making her more viable both on her own merits and in comparison to Marth, she is unlikely to advance much further in the metagame, as her advantages over Marth remain very limited and situational, and she lacks a dedicated playerbase that can prove otherwise.

Aesthetics

  • Change Lucina's weapon is the the Parallel Falchion from Fire Emblem: Awakening, a variant of the Falchion.
  • Change Parallel Falchion's trail is a blur that is translucent and blue during the initial and middle stages of a swing and opaque and white during the late and final stages. Conversely, Falchion's trail is a translucent blue blur with an accentuated tip throughout its entire swing. This detail shows that Parallel Falchion lacks a tipper and that it has a consistent damage output throughout its blade.
  • Change Lucina's on-screen appearance is slightly different, due to her removing her mask.
  • Change Lucina's taunts and victory poses are different from Marth's.
  • Change Unlike Marth, she is dubbed in English for non-Japanese versions of SSB4. She also has unique victory quotes against the former and Ike.

Attributes

  • Change Lucina is very slightly shorter than Marth, giving her a smaller hurtbox, Lucina's range however, is also shorter than Marth's.
  • 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.
    • Nerf This does not apply to her neutral attack.
  • Change Although Lucina appears to dash faster than Marth, their dashing speeds are exactly the same.
  • Buff Lucina's neutral attack, up tilt and sidestep retain her horizontal momentum.

Ground attacks

  • Change Lucina's down tilt has different particle effects.
  • Buff Lucina's up tilt deals more damage on the late hit.

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 is triggered, whereas Marth merely grunts whenever his is triggered.

Update history

Initially a poorly regarded character like Marth, Lucina has been significantly buffed in game updates since 1.0.6, with most of her buffs being shared with him. As these buffs further improve her damage output by decreasing the ending lag of several combo-oriented moves and increasing the damage and/or knockback of many of her standard attacks, most notably up tilt, as well as improving her Dancing Blade by making every hit link better, her punishes are stronger than they were initially. However, the biggest buffs Lucina received were indirect: the changes to shield mechanics. While the fact her moves have no hitlag modifiers made them less safe on shield which further exacerbated the drawback of having an unsafe neutral game, it was remedied in update 1.1.1, with the increase in shieldstun and the application of hitlag on shields making 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. The rest of her moves are now considerably safer on shield, especially when compared to Marth's and Roy's sourspotted attacks, making her harder to punish than them. Also, she received increased damage on all of her aerials in 1.1.4 which helped improve her aerial combo and juggle games, bringing her overall damage output closer to Marth's. Her hitboxes on aerials and ground attacks were also increased to the point where her range now outscores certain characters, like Sheik. When coupled with her multitude of buffs, this makes Lucina much better than in the game's initial release.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Neutral attack's first hit's knockback decreased: 25 (base)/60 (growth) → 20/50. This allows it to connect together better with the second hit.
  • Bug fix Fixed a glitch where using Counter after being edge-trumped no longer changes momentum​.

Super Smash Bros. 4 1.0.6

  • Buff Forward aerial deals 0.5% more damage: 8.075% → 8.575%.
  • Buff Down tilt deals 0.5% 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 0.5% 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 can be interrupted earlier: frame 29 → 26.
  • Buff Forward tilt can be interrupted earlier: frame 39 → 35.
  • Buff Dancing Blade's first hit can be interrupted earlier: frame 45 → 42.
  • Buff Dancing Blade's hits connect together better.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack has been improved. Both hits connect together better, due to the faster transition and the first hit's now vertical knockback. The first hit has also been given follow-up potential outside of transiting to the second hit, which is now stronger.
  • 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 Forward tilt deals 0.95% more damage: 9.975% → 10.925%.
  • Buff All of up tilt's hitboxes now deal vertical knockback with increased base knockback, making it a better KOing option.
  • Buff Up tilt's ending lag decreased by 3 frames.
  • Buff Neutral aerial's landing lag decreased by 3 frames.
  • Buff Dolphin Slash's knockback growth increased.
  • Change Dolphin Slash and Crescent Slash's hitlag increased.
  • Change Lucina may say one of two lines when using Counter: "My turn!" or "You're mine!"
  • Change Lucina may grunt when using Dolphin Slash.

Technical changelist 1.0.8

Super Smash Bros. 4 1.1.0

  • Buff Neutral aerial deals more damage: 2.375% → 3.325% (first hit), 6.65% → 7.6% (second hit).
  • Buff Up tilt deals more damage: 6.65% → 7.6% (early), 7.125% → 8.1% (late).
  • Buff Up tilt's ending lag decreased by 3 frames.
  • Buff Forward, up and back aerials' landing lag decreased by 2 frames.
  • Buff Down aerial's landing lag decreased by 4 frames.
  • Buff All variations of Dolphin Slash have had their landing lag decreased by 3 frames.
  • Buff All variations of Shield Breaker have had their ending lag decreased by 2 frames.
  • Change Dancing Blade's first, second and third hits have had their input window durations increased by 5 frames. This allows them to connect together better, but makes the first hit harder to follow up with another attack other than another hit of Dancing Blade.

Technical changelist 1.1.0

Super Smash Bros. 4 1.1.1

  • Nerf Partially charged Shield Breaker deals less shield damage: 30 → 25.

Super Smash Bros. 4 1.1.3

  • Buff Dancing Blade and Effortless Blade have been improved. They received multiple changes to their knockback, hitbox sizes, and damage outputs, which makes their hits connect together better.

Technical changelist 1.1.3

Super Smash Bros. 4 1.1.4

  • Buff Neutral attack's first hit's ending lag decreased: 28 frames → 25.
  • Buff Neutral attack's hitbox sizes increased: 6.5u → 7u.
  • Buff Forward and up tilt's ending lag decreased: 36 frames → 33.
  • Buff Forward tilt's sour x hitbox and main hitbox sizes increased: 2u (sour x)/6.7u (main) → 2.5u/7.7u.
  • Buff Down tilt's sour x hitbox and main hitbox sizes increased: 6.7u (main)/15.2u (sour x) → 8.2u/16.7.
  • Nerf Down tilt's y hitbox size decreased: 3.2u → 2.7u.
  • Buff Down smash's ending lag decreased: 64 frames → 54.
  • Buff All aerials deal increased damage: 3.345% (neutral, first hit)/7.6% (neutral, second hit), 8.5% (forward), 9.975% (back/up), 11.4% (sourspot)/13.3% (meteor) → 4.2%/8.5%, 10.5%, 11.8%/11.4%, 12.3/14.2.
  • Buff Neutral, forward and back aerials' main hitbox sizes increased: 6.7 (neutral, first hit)/6.5 (neutral, back hit), 6.7 (forward and back) → 7.7/7.5, 7.7.
  • Buff Dancing Blade improved. The first hit has less startup (7 → 6) and has one frame less of ending lag both on the ground and in the air (IASA: 42/32→ 41/31.)

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 without a tipper are unchanged.

  Name Damage Description
Neutral attack   3.325% Swings the Parallel Falchion twice. If timed correctly, the first hit has numerous follow-up options.
4.75%
Forward tilt   10.85% A quick, forward-leaning swipe upward. Covers a very large area.
Up tilt   7.6% (early), 8.1% (behind) Swings the Parallel Falchion in a large, overhead arcing motion. It has a large hitbox that can hit enemies behind her, which does more damage than the early hitbox. A great combo move at lower percentages and a decent KOing option at higher percentages.
Down tilt   8.575% Crouches and thrusts the Parallel Falchion at the opponent's feet. Great for edgeguarding and tech-chasing.
Dash attack   9.975% A quick, outward sweeping diagonal slash.
Forward smash   15.275% Lucina rotates her body counter-clockwise to perform a strong arcing one-handed swing from her head to the ground. High base knockback and moderate knockback growth 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 growth. Great for punishing rolls and landings, and a decent anti-air option.
Down smash   9.5% (hit 1), 14.275% (hit 2) Sweeps the Parallel Falchion on the ground toward the front outward then toward the back inward. Oddly, this move launches opponents at a different angle if tippered, just like Marth's. High ending lag.
Neutral aerial   4.2% (hit 1), 8.5% (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. Deals decent knockback on the second hit, making it useful near the edge of the stage, though doesn't start killing until around 160%. Funnily enough, it KO's approximately 5% earlier than Roy's neutral aerial, which is almost identical, yet he has to space to get similar power.
Forward aerial   10.5% A forward vertical slash. 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   11.8% A backward inward swipe. Has the interesting property of turning Lucina around, changing her facing direction. Great for edgeguarding.
Up aerial   11.4% Lucina performs a slightly delayed backflip while swinging the Parallel Falchion in an upward arcing slash.
Down aerial   12.3% (non-meteor), 14.2% (meteor) A downward arcing slash. 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 the opponent forward. Can be used to tech-chase or set up a Crescent Slash.
Back throw   4% Trips the opponent over her leg. No follow-up or KO potential due to high ending lag and abysmal knockback growth, respectively. However, it is very effective at launching the opponent off-stage, thanks to its high base knockback.
Up throw   4% Powerfully throws the opponent upward. Can KO at high percentages, starting at 165%.
Down throw   5% Hooks her arm and drags the opponent to the floor, launching 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 rears her arm back before powerfully thrusting the Parallel Falchion 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 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 his, the first hit stalls her while in midair.
Custom 1 Effortless Blade 2.375% (parts 1-3), 4.275% (part 4) The hits chain together, more easily but only the side option can be used.
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) The hits are stronger, but are 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 no damage is dealt.
Down special Default Counter 1.2x (min 8%) Parries and then counterattacks against incoming attacks. The strength of the attack blocked influences the strength of the counterattack. Same properties as Marth's, 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 a lower damage multiplier, but has a wider trigger window.
Custom 2 Iai Counter 1.3x (min 6%) Lucina dashes behind the opponent and slashes them at blinding speed. Has a stronger damage multiplier, activates faster, launches opponents backwards, and deals electric damage. However, it has a narrower trigger window.
Final Smash Critical Hit 60% Lucina lunges in one direction, attacking the first opponent with a powerful outward slash. Its immense knockback enables it to score a one-hit KO on any character. Pressing the button again will immediately trigger the slash.

On-screen appearance

  • Warps onto the stage using warp magic with a twirl and then removes her mask.
LucinaOnScreenAppearanceSSB4.gif

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 re-sheathing the Parallel Falchion, saying "I cannot lose". (負けられませんから, I won't lose.)
  • Down taunt: Puts on her mask from when she was disguised as Marth in Fire Emblem Awakening, then removes it.
Up taunt Side taunt Down taunt
Lucina's up taunt in Smash 4 Lucina's side taunt in Smash 4 Lucina's down taunt in Smash 4

Idle poses

  • Holds her hand to her chest and takes a breath.
  • Brushes her hair out of her face.
Lucina's first idle pose in Super Smash Bros. for Wii U. Lucina's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description Lu-ci-na! Lu-kin-a!
Pitch Group chant Male

Victory poses

An icon for denoting incomplete things.
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.
  • Points the Parallel Falchion upward and then poses, saying "Father... I won.".
    • If Ike is present in the match, there is a chance she will instead say "And they call you the Radiant Hero?".
  • Swings the Parallel Falchion, then performs the same pose from her official artwork, saying "The future is not written!".
  • Sheaths the Parallel Falchion, saying "You'll never defeat me!".
    • If Marth is present, there is a chance she will instead say "This is the Hero-King?".
LucinaPose1WiiU.gif LucinaPose2WiiU.gif LucinaPose3WiiU.gif

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>

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

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

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 to share every single move with the fighter they derive from.
  • Lucina is the only one of the three clone characters to not share their counterpart's screen KO animation.
  • Lucina and Dr. Mario are the only fighters that players are not forced to play as in any single-player Event Matches.
  • Both of Lucina's lines after a successful Counter come from Fire Emblem Awakening, when she performs a Dual Strike.

References