The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
Lucina Up Special Hitbox Visualizations.
Grounded Aerial
LucinaDolphinSlashGroundedSSBU.gif LucinaDolphinSlashAerialSSBU.gif

Overview

One of the best recoveries in the game, as well as a solid Out-Of-shield punish option.

As a recovery, it goes decently high, with a very fast movement and a disjointed hitbox making it hard to intercept with an aerial, especially if performed directly below the ledge; beyond that, its frame 1 (through 5) intangibility (when used in the air) provide lucina with a tool that make her almost impossible to challenge offstage without a jump read. The relatively strong clean hitbox (frames 5-6) reinforces this, threatening opponents with a an almost guaranteed stage spike KO if they get hit and miss the tech. Furthermore, Lucina's low gravity allows her to mix up the timing of this move, making it even harder to contest (and scarier, as it makes teching the eventual Stage Spike less trivial than it may seem).

It is also a frame 6 out of shield punish option with a decent range and KO potential (especially near the ledge at mid percents, given its high base knockback but low scaling knockback), which only adds to an already great OoS kit (neutral air, forward air, back air, as well as situational but useful OoS smashes, Forward/Down Smash being frame 21/17 OoS with a huge range). While punishable if missed (baited by a -5 or more hitbox or a well spaced move), it might be useful to note that it allows Lucina to land on the top platform of Battlefield, in which case it becomes was harder to punish (does not work on Yoshi's Story)

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
2 0 0 11.0% 0   Standard 70 74 0   4.0 top 0.0 8.0 8.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 11.0% 0   Standard 70 74 0   4.0 top 0.0 8.0 4.0 1.0× 1.0× 0%               Slash   All All            
Mid hit
2 0 0 11.0% 0   Standard 70 74 0   4.0 top 0.0 8.0 8.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 11.0% 0   Standard 70 74 0   4.0 top 0.0 8.0 4.0 1.0× 1.0× 0%               Slash   All All            
0 0 0 7.0% 0   Standard 20 90 0   5.0 sword1 0.0 0.0 4.5 0.9× 1.0× 0%               Slash   All All            
1 0 0 7.0% 0   Standard 20 90 0   5.0 sword1 0.0 0.0 -1.5 0.9× 1.0× 0%               Slash   All All            
Late hit
0 0 0 7.0% 0   Standard 20 90 0   5.0 sword1 0.0 0.0 4.5 0.9× 1.0× 0%               Slash   All All            
1 0 0 7.0% 0   Standard 20 90 0   5.0 sword1 0.0 0.0 -1.5 0.9× 1.0× 0%               Slash   All All            

Timing

Attack

The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Lucina cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).

Intangible (grounded) 4-5
Intangible (aerial) 1-5
Clean hit 5
Mid hit 6
Late hit 7-11
Animation length 39
Hitboxes                                                                               
Grounded                                                                               
Aerial                                                                               

Landing

Interruptible 25
Animation length 34
                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible

Parameters

Horizontal speed multiplier on startup 0.66
Stick sensitivity to angle 0.5
Maximum angle deviation 20°
Gravity after jump 0.06
Aerial height multiplier 1.1
Helplessness air speed multiplier 0.4
Landing lag 24 frames