Lucina smash bros ui file download






















Lucina's special moveset also possesses immense utility, and in two cases, more than that of Marth. Shield Breaker can break shields thanks to its high shield damage , even when uncharged, and it is useful for punishing rolls.

It also grants some horizontal movement, which is amplified when fully charged, deals additional damage should it directly strike an opponent's head, and deals consistent damage unlike Marth's version. Dancing Blade can be used to punish sidesteps and boasts damage-racking, mix-up, KO and even recovery potential.

Unlike Marth's version, the move is easier to properly connect due to its consistent hitboxes. Dolphin Slash has quick startup coming out on frame 5 , provides intangibility during its startup, and is relatively strong upon coming out.

These attributes make it Lucina's primary method of recovery, as its speed can make it difficult to intercept, while also making it a decent out of shield option as well.

In addition, its power combined with the aerial version's frame 1 intangibility makes it capable of breaking combos, and even stage spiking reckless edgeguarding attempts.

Lastly, Counter is a counterattack with a 1. Despite her strengths and versatility, Lucina is not without flaws, most of them shared with Marth. Perhaps the biggest one is her difficulty in escaping from juggles ; her air speed is average at best, her gravity is fairly low, her weight is slightly below-average and her tall hurtbox provides an easy target. Dolphin Slash is her only reliable combo breaker, but as it leaves her helpless, it can inadvertently put her in an even worse position.

Also, while Counter can be used defensively, it leaves Lucina extremely vulnerable to punishment should it whiff. Lucina also has little defense against juggling, as her aerials are ineffective at relieving pressure; though her attacks have quick startup and decent range, many of them come with high ending lag, and also suffer from short hitbox durations.

Additionally, being a solely sword-based character, her otherwise-excellent neutral game suffers from her lack of a projectile, and she can sometimes struggle against projectile-heavy characters and playstyles; however, her combination of high mobility, good range and decent frame data helps to alleviate this issue.

Like with Marth, Lucina's lackluster grab game is another notable weakness. Except for her up throw, all of her throws have low knockback scaling, preventing them from KOing at realistic percents, while up throw can only KO starting at extremely high percents if Lucina has no rage. Her only other throw with utility is her down throw, which has limited combo potential outside of lower percents due to its high base knockback.

However, it should be noted that the high base knockback of her forward and back throws allow Lucina to take advantage of her good edgeguarding capability, especially at the edge. Lucina herself is somewhat vulnerable to edgeguarding, though she has options for mix-ups with her recovery.

Dolphin Slash is her only reliable vertical recovery option, and while it is still a threat to edgeguarders due to its speed, frame 1 intangibility and high stage spike ability, its path is linear and its distance fixed, making it fairly predictable.

Additionally, since this move grants little horizontal distance, Lucina is vulnerable to semi-spikes. While Shield Breaker can aid her horizontal recovery, it covers little distance without charging and does not halt her vertical momentum either.

Lucina is also heavily reliant on her double jump and directional air dodge for mix-ups in her recovery, and is in significant danger if offstage without either of them.

Overall, Lucina is a "lower-risk, higher-reward" version of Marth, and her strengths outweigh her weaknesses. She trades Marth's stronger KO potential courtesy of his stronger but notoriously inconsistent tippers for more consistent spacing and damage-racking abilities, better close-range capabilities, as well as more consistent KO potential. She has a low learning curve thanks to her straightforward playstyle, since she benefits from spacing at close range while also having several fast and reliably strong KOing options.

As a result, Lucina has a very large playerbase, and has achieved excellent results and representation courtesy of players like Mr. E and ProtoBanham ; as such, she is considered to be a competitively viable character. In recent times, however, her placings have somewhat diminished over time: other sword characters such as Roy and Chrom have achieved higher placings and representation.

As such, while Lucina is still widely considered a top- or high-tier character, her overall position remains debatable. As mentioned above, the primary difference between Lucina and Marth is that Lucina lacks a tipper, meaning that her sword attacks deal equal damage throughout her blade. This means that Lucina will be able to rack up damage and KO much more consistently, but in turn does not have the option to KO as early as Marth does.

Lucina was also slightly recloned from her previous appearance in SSB4 , as she is no longer smaller than Marth which increases the size of her hurtbox but improves her range , her up tilt will now move her forward slightly, and she no longer keeps her momentum on her neutral attack and up tilt.

Despite losing these somewhat negligible 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 ensures that she can rack up damage more easily with her up tilt as long as she is facing away from her opponent.

While Lucina and Marth have largely identical attacks, mobility attributes and frame data, the lack of a tipper spreads across Lucina's entire moveset, making her one of the more unique Echo Fighters alongside her father Chrom and Ken. As such, these three characters are expected to have their own spots on the tier list , and are expected to be permitted to be used alongside their base fighters in Squad Strike. Lucina has obtained excellent results and representation early in the Ultimate metagame, especially compared to Marth; as such, she is considered to be a top tier and possibly the best swordfighter in the game, though Roy and Shulk are considered to be candidates for the title as the meta develops.

Marth has also received several buffs exclusive to him via in-game updates, improving his competitive standing considerably. While this does not affect Lucina directly, it does put her stance as the clear superior of the two into question. Like her ancestor Marth , Lucina was a high-ranking character near the end of SSB4 's lifespan, especially after receiving major buffs from game updates, thanks to her combination of speed and range.

Lucina has received a mixture of buffs and nerfs in the transition to Ultimate , although she was overall buffed despite her high-tier placement.

Compared to other characters, Lucina has received few major, direct changes between games, with most of her notable nerfs being shared with Marth. Her previously weak grab game was further weakened, with her throws losing most of their combo and emergency KO potential, which weakens her options against shields.

Her KO potential was also weakened, with her forward smash, forward aerial, Shield Breaker and Dancing Blade receiving knockback nerfs. Dolphin Slash and Counter are also slightly more punishable than before. Lastly, her neutral attack , previously an excellent combo starter and neutral tool due to its first hit, has been altered as with most neutral attacks so that it can only follow up into the second hit from the first, completely removing its powerful jab cancel from SSB4 that was vital to Lucina's gameplan.

Additionally, Lucina's already linear recovery was also made less safe by the changes to air dodging as well as the reduction in edge sweetspot size, making her easier to edgeguard and thus worsening her survivability. In spite of these nerfs, Lucina benefits from the gameplay changes to an extent far greater than Marth. The ability to dash cancel into any attack improves her grounded spacing ability especially for her tilt attacks , and allow her to bait attacks with fox-trotting; this is all further compounded by her fast running speed, which has also been improved due to the universal increase in mobility.

The reduction in landing lag on her aerials makes them safer for spacing and approaching, while also enhancing their combo ability. The general increase in shieldstun also makes the majority of her attacks safer on shield. All of these changes improve her more aggressive game compared to Marth, as the game's faster pace fosters more aggressive playstyles than in Smash 4 , allowing her greater close-combat capabilities to be an advantage in far more situations.

Lastly, the changes to air dodge mechanics also greatly enhance her juggling and edgeguarding capabilities, as they provide less leeway for opponents to recover against her wide aerials, further improving her edgeguarding game to the point it is among the most fearsome. Lucina also received a few noteworthy direct buffs, the most notable of them being to Dancing Blade : the move was sped up greatly, allowing her to link each hit into one another more reliably. A few of her moves received slight damage increases, further helping her damage racking game.

Lastly, her dash attack, previously one of her more mediocre options in the previous game, also received a knockback buff, giving it more utility. Overall, the benefits Lucina has gained from the game's engine have benefited her in several ways that heavily compensate for the direct nerfs she has received, as said nerfs affect her much less than they did to Marth due to Lucina not relying on tippers at all, while the direct buffs she received complement this. As a result of her positive changes, Lucina has been a very high-placing character in Ultimate 's metagame so far, with impressive representation and results from the likes of Laid , MkLeo , Mr E and ProtoBanham.

As such, she is generally considered to be a top- or high-tier character. While originally called the best swordsmen in the game, Lucina has fallen off a little after a lot of her mains have dropped the character including MkLeo , in addition other swordsmen such as Roy and Shulk have been considered potentially better, gaining similarly good results. Unlike Marth, who has been slightly buffed, Lucina has been slightly nerfed overall, likely as a result of her perceived top-tier status. Update 3.

The nerfs to the shield damage of various projectiles also benefits Lucina, making it easier for her to overcome projectile camping from various characters. However, update 3. For a gallery of Lucina's hitboxes, see here. Note: All numbers are listed as base damage, without the 1v1 multiplier.

Lucina has seen strong potential even before the release of Ultimate. Pre-release tier lists ranked her as one of the best characters in the game. Many top professionals noticed her strengths over her original fighter Marth , lacking tippers on her hitboxes. She is also complemented with a low learning curve possessed with a simple neutral, above-average edgeguarding, and consistent KO power.

She has been a popular choice among all levels of play. MkLeo and Nairo were early pioneers for the character utilizing her as a strong secondary to their mains Ike and Palutena , respectively. Later on, players, such as Mr. E , Etsuji , and ProtoBanham , use her as a solo main to consistently do well in tournaments.

ProtoBanham notably placed well in Japanese tournaments with a 1st place finish at Kagaribi 4 and being the runner up at Umebura Japan Major and in American tournaments with a 5th place finish at EVO Although she has seen remarkable success at the top level of play, her results have steadily decreased because of the simple playstyle she has, enabling players to quickly learn the matchup and become more used to how she plays.

Ultimate from July 13th, to December 15th, All of Lucina's opponents are Fire Emblem characters. They appear in reverse of the order their respective games were released, likely referencing Lucina traveling into the past in her own game. Note: Every stage plays a track from the Fire Emblem universe, no matter what universe the stage originates from. Credits roll after completing Classic Mode. Completing it as Lucina has Id Purpose accompany the credits. 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. Lucina's fighter spirit can be obtained by completing Classic Mode.

It is also available periodically for purchase in the shop for Gold, but only after Lucina has been unlocked. Unlocking Lucina in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???

As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.

Lucina idling on Skyloft. Attacking Shulk on Temple. Taunting with Marth on Castle Siege. Lucina unleashing Critical Hit on Arena Ferox. Lucina taunting with Charizard on Skyworld. All playable Fire Emblem veterans on Coliseum. This article is about Lucina's appearance in Super Smash Bros. For the character in other contexts, see Lucina. Taunting on Skyloft. Navigation Main page Smash Bros. Ultimate Smash Bros. Brawl Smash Bros. Melee Smash Bros. Lucina in Super Smash Bros.

Fire Emblem. Slashes the Parallel Falchion twice in front of herself. The first hit can also jab lock. It is tied with her up aerial and Dolphin Slash as her fastest move in her entire moveset as well. A fast upward swipe while leaning forward.

Has a large arc that is useful for spacing. Can hit opponents standing on top of some platforms. The move can also serve as an emergency KO move near the ledge at extremely high percents.

Swings the Parallel Falchion in a large arc above her head, with a large hitbox that can hit enemies in front of, above and behind her. Has the fastest startup out of Lucina's tilts. Additionally, the move has a timing-based sweetspot unlike Marth's version; on the latter half of the swing, Lucina deals more damage but less knockback, allowing her to rack up damage more easily as long as she is facing away from her opponent.

Covers platforms very well and is useful for juggling and starting aerial combos. It can KO at very high percents as well. A quick crouching sword poke. Has the lowest ending lag out of Lucina's tilts, making it useful for interrupting grounded approaches and creating space.

Deals semi-spike knockback, making it useful for edgeguarding. A running, upward-sweeping diagonal slash. Has notable ending lag and low hitlag, making it rather unsafe against shields. Compared to forward tilt, it has slower startup, higher ending lag, less vertical range, is less safe on shield, and is more situational, but it has more horizontal range and KOs much sooner.

Rotates her body counter-clockwise with a strong overarching one-handed swing from her head to the ground. This download includes 2 versions: One is replacing the 6th character slot for Lucina, and the other comes with all the images and model files to add a slot for Lucina.

That should replace the 6th character slot. Now adding character slots is a bit more complicated and requires more reaserching for you do to. If you really cannot get the files to work, message me and I will do my best to help you out.

I work A LOT, and only have time in the dead of night to answer questions. Joined 5y ago. URL to post:. Affiliation: Moustache Smash Stash Z. NEO Paint Joined 5y ago. NEO Paint.



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