Lucina (SSBD)
Lucina in Super Smash Bros. Dream | |
---|---|
Lucina 50px | |
Universe | Fire Emblem |
Availability | Unlockable |
Final Smash | Galeforce |
Lucina (ルキナ, Lucina) is a playable character in Super Smash Bros. Dream. Confirmed on December 8th, Lucina returns with a heavily altered moveset. Yū Kobayashi and Laura Bailey, the Japanese and English voice actresses for Lucina, reprise their roles.
How to unlock[edit | edit source]
- Play 100 VS matches.
- Play 20 VS matches as Robin.
Lucina must then be defeated on Arena Ferox.
Attributes[edit | edit source]
Lucina is a swordswoman with terrific mobility. Her weapon of choice, the Parallel Falchion, grants her attacks long range. Despite using it in many attacks, she also knows some skills used in Fire Emblem: Awakening, which can be used to competely change the flow of battle. However, many of her attacks are unsafe at close range due to their high ending lag. She is also vulnerable to juggling, due to possessing no offensive option against it.
Walking speed | Dashing speed | Falling speed | Air speed | Gravity | Air acceleration | Weight | Traction | Wall jump | Crawl | |
---|---|---|---|---|---|---|---|---|---|---|
Value | 1.5 | 1.95 | 1.5 | 1.15 | 0.075 | 0.06 | 95 | 0.065 | No | No |
Changes from SSB4[edit | edit source]
Lucina has been heavily buffed in the transition from SSB4 to SSBD. Many issues she used to have, such as bad survivability, terrible grab game and below average neutral game, have all been adressed, with the harshest nerf she received being the reduction of either damage or vertical range in some of her attacks. Furthermore, her moveset has been altered significantly, with her no longer being a clone of Marth.
Aesthetics[edit | edit source]
- Lucina's idle stance is now the same as Roy's.
- Lucina fully stretches her arms in every attack she uses. As a result, many of her attacks have very slightly longer range.
Attributes[edit | edit source]
- Lucina is heavier (90 → 95). This improves her endurance, but makes her more susceptible to juggling.
- Lucina's dashing speed is higher (1.785 → 1.95).
- Lucina's air speed is higher (1.02 → 1.15).
- Lucina's air acceleration is lower (0.07 → 0.06).
- Lucina's falling speed is lower (1.58 → 1.5).
- Lucina's fast falling speed multiplier is higher (1.6x → 1.7x).
- Lucina's traction is higher (0.055 → 0.065).
- All attacks have larger hitboxes that fully match their animations. As a result, all of her attacks have more overall range.
Ground attacks[edit | edit source]
- Neutral attack is now an outward spinkick, followed by an inward spinkick, followed by an outward diagonally upwards slash.
- Neutral attack has halved vertical range and less interruptibility.
- Neutral attack comes out faster (frame 5 → frame 3), is more damaging (8.075 → 9%) and stronger (62 base/45 scaling → 40 base/90 scaling). Both kicks also have fixed knockback and high speed, ensuring the complete attack never fails to connect.
- Forward tilt is now an outward diagonally downwards slash.
- Forward tilt has halved vertical range.
- Forward tilt is more damaging (10.925% → 11%) and stronger (42 base/77 scaling → 40 base/90 scaling).
- Up tilt is now a semi-circular overhead slash, rather than a parabolic arcing slash. It also starts from behind.
- Up tilt has consistent power throughout. As a result, it is more damaging (7.6%/8.1% → 9%), stronger (65/52 base/100 scaling → 50 base/110 scaling) and has a different launch angle (85°/100° → 100°).
- Down tilt is now a swipe across the floor.
- Down tilt is less damaging (8.5% → 8%).
- Down tilt lasts longer (frames 7-8 → frames 6-8), has less ending lag (frame 24 → frame 22) and is stronger (45 base/40 scaling → 40 base/65 scaling).
- Dash attack is now an inward diagonally downwards slash in a braking turn.
- Dash attack deals less damage (9.975% → 9%).
- Dash attack comes out faster (frame 13 → frame 7), has less ending lag (frame 50 → frame 40), a different launch angle (45° → 75°) and is stronger (48 base/58 scaling → 40 base/90 scaling).
- Forward smash is now a lightning-quick quadruple slash.
- Forward smash comes out slower (frame 10 → frame 13), has halved vertical range and more ending lag (frame 52 → frame 58).
- Forward smash has longer overall duration (frames 10-13 → frames 13-19), deals more damage (15% → 16%) and is stronger (65 base/80 scaling → 40 base/110 scaling).
- Up smash is now a semi-circular overhead slash.
- Up smash hits only once, making it less damaging (17.25% → 14%).
- Up smash has more overall range, less ending lag (frame 59 → frame 52), a different launch angle (89° → 90°) and is stronger (42 base/90 scaling → 40 base/100 scaling).
- Down smash is now a circling sweeping slash.
- Down smash's first hit comes out slower (frame 6 → frame 7).
- Down smash is stronger (60 base/88 scaling → 55 base/95 scaling), has less ending lag (frame 54 → frame 52) and a different launch angle (60°/75°/361° → 40°). Its first hit is more damaging (9.5% → 10%) and lasts longer (frames 6-7 → frames 7-9). Its second hit also comes out faster (frame 21 → frame 14).
Aerial attacks[edit | edit source]
- Neutral aerial is now a continuous triple spinning slash.
- Neutral aerial comes out faster (frame 6 → frame 4), has longer duration overall (frames 6-7/15-21 → frames 4-27), less ending lag (frame 50 → frame 45), a different launch angle (361° → 50°) and autocancels earlier (frame 47 → frame 33).
- Neutral aerial is less damaging (12.7% → 11%). It also functions as a sex kick, now dealing even less damage if it hits late.
- Forward aerial is now an inward diagonally downwards slash.
- Forward aerial has halved vertical range.
- Forward aerial lasts longer (frames 6-8 → frames 5-8), is more damaging (10.5% → 11%), stronger (40 base/85 scaling → 30 base/90 scaling), ends faster (frame 38 → frame 30), has less landing lag (16 frames → 14 frames), a different launch angle (361° → 70°) and autocancels earlier (frame 36 → frame 22).
- Back aerial is now an outward diagonally downwards slash.
- Back aerial has halved vertical range and doesn't last as long (frames 7-11 → frames 7-10).
- Back aerial is more damaging (11.8% → 13%), stronger (40 base/90 scaling → 35 base/95 scaling), has a different launch angle (361° → 40°) and autocancels earlier (frame 32 → frame 24).
- Up aerial is less damaging (11.4% → 11%).
- Up aerial is stronger (40 base/82 scaling → 20 base/110 scaling), has less ending lag (frame 46 → frame 32) and autocancels earlier (frame 38 → frame 22).
- Down aerial now involves Lucina spreading her legs and throwing a two-handed take-down slash.
- Down aerial has a different launch angle (80°/270°/361° → 275°), less ending lag (frame 60 → frame 50), deals more damage (12.3%/14.2% → 15%), autocancels earlier (frame 55 → frame 35) and is stronger (20 base/80 scaling → 15 base/95 scaling).
- Down aerial has less range overall, more landing lag (24 frames → 28 frames), comes out slower (frame 9 → frame 10) and doesn't last as long (frames 9-13 → frames 10-12).
Throws/Other attacks[edit | edit source]
- All grabs have longer range and 1 frame less ending lag.
- Pummel has less ending lag (frame 17 → frame 16).
- None of Lucina's throws are weight dependent.
- Excluding up throw, all throws deal 7% damage and have the same, very low ending lag.
- Up throw deals 10% more damage (4% → 14%).
- Up throw has high ending lag.
- All throws deal two hits and have different animations.
- Partly due to the new animation, forward throw is weaker (100 base/50 scaling → 80 base/30 scaling).
- Partly due to the new animation, forward throw is a semi-spike (50° → 20°).
- Partly due to the new animation, back throw is stronger (80 base/60 scaling → 40 base/180 scaling).
- Partly due to the new animation, back throw has a different launch angle (140° → 40°).
- Up throw has a different launch angle (93° → 85°).
- Up throw is stronger (60 base/120 scaling → 30 base/230 scaling).
- Down throw is stronger (95 base/50 scaling → 50 base/155 scaling).
- Down throw has a different launch angle (100° → 85°).
Special attacks[edit | edit source]
- All special attacks have transcendent priority.
- Shield Breaker's animation is reverted to how it was in Melee, while its charging sound effect is reverted to how it was in Brawl. Lucina also vocalises in both the not fully charged and fully charged stages. It also has new sounds for these two stages upon usage.
- Shield Breaker deals more damage across all stages (8.5%/23% → 10%/25%) and is stronger (45 base/95 scaling → 40 base/100 scaling). It also deals more shield damage when fully charged (25 → 45).
- Shield Breaker deals less shield damage when not fully charged (25 → 20).
- Side special is now Aegis. It involves Lucina holding her sword right in front of her.
- Aegis deals only 2% and has incredibly low knockback scaling.
- Aegis is a reflector with decently low ending lag.
- Up special is now Luna. It involves Lucina slashing upwards in a similar fashion to Climhazzard.
- Luna has more startup (frame 5 → frame 10), no intangibility, deals set knockback and less damage (11%/7% → 10%/5%).
- Luna grants more distance, can be angled up to 45° and is unblockable. All stages also have higher base knockback (20/70 → 60/110).
- Down special is now Renewal. Its visual and sound effects are identical to the "heavenly" sound effect from Super Mario Maker, but with a smoother ending.
- Renewal takes 3.5 seconds to start up and cannot deal damage.
- Upon successful excecution, the aforementioned effects will trigger and Lucina will be healed 1% per second, for up to 15 seconds, healing a total of 15% per use.
- Final Smash is now Galeforce. It involves Lucina quickly making a full circle with her sword, then slashing anyone stopped by the move.
- Galeforce deals less damage (60% → 55%) and cannot one-hit KO.
- Galeforce has almost instant startup. In addition, every sword movement causes a burst of wind, giving every slash deceptive range. As a result, it's much easier to hit with than with Critical Hit.
Moveset[edit | edit source]
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Kicks twice, then slashes. | ||
2% | ||||
5% | ||||
Forward tilt | 11% | Slashes diagonally down. Can be angled. | ||
Up tilt | 9% | Does an arcing slash, starting from behind. | ||
Down tilt | 8% | Does a slash across the floor. A semi-spike. | ||
Dash attack | 9% | Slashes inward in a braking turn. | ||
Forward smash | Template:ChargedSmashDmgSSBD (hits 1-3), Template:ChargedSmashDmgSSBD (hit 4) | Slashes four times extremely quickly. | ||
Up smash | Template:ChargedSmashDmgSSBD | Does a semi-circular overhead slash. Similar to Ike's, but faster. | ||
Down smash | Template:ChargedSmashDmgSSBD (front), Template:ChargedSmashDmgSSBD (back) | Slashes in a circle around her. | ||
Neutral aerial | 11% (clean), 7% (mid), 3% (late) | Slashes three times while spinning. | ||
Forward aerial | 11% | Does an inward slash across her front. | ||
Back aerial | 13% | Almost identical animation to forward aerial, but outwards instead. | ||
Up aerial | 11% | Does a delayed somersault while slashing backwards. | ||
Down aerial | 15% | Does a two-handed downward slash. Very similar to Roy's down aerial. A meteor smash. | ||
Grab | — | Reaches out with one hand. | ||
Pummel | 2% | Knees the opponent. | ||
Forward throw | 4% (hit 1), 3% (throw) | Dropkicks the opponent forward. Similar to Cloud's forward throw. A semi-spike. | ||
Back throw | 4% (hit 1), 3% (throw) | Brings the opponent to the left, then spins to the right and throws them back. | ||
Up throw | 11% (hit 1), 3% (throw) | Focuses for a brief moment, then flip kicks the opponent. Very similar to Fox's up smash. | ||
Down throw | 4% (hit 1), 3% (throw) | Lifts the opponent overhead, then slams them on the ground. | ||
Floor attack (front) | 7% | Slashes in a circle around her, starting from the front. | ||
Floor attack (back) | 7% | Slashes in a circle around her, starting from behind. | ||
Floor attack (trip) | 5% | Does a quick sweeping slash. | ||
Edge attack | 7% | Flips onto the stage and slashes. | ||
Neutral special | Default | Shield Breaker | 10%-25% | Holds Falchion over her head before doing an overhead slash. As the name implies, it deals high shield damage. |
Custom 1 | Ignis | 5%-50% | The move has more startup, takes longer to charge and deals less shield damage, but deals flame damage, has less ending lag and more power. The flames are coloured pink. | |
Custom 2 | Storm Blade | 15% | The move has considerably more startup and cannot be charged, but is electric, deals more knockback and paralyzes anyone hit. | |
Side special | Default | Aegis | 2% (barrier), 1.3x (reflection power) | Lucina immediately assumes a defensive stance and conjures a reflective barrier around her. It can deal damage at the start. |
Custom 1 | Mirror Strike | 9% (barrier), 0.65x (reflection power) | The barrier deals more damage, but weakens reflected projectiles. | |
Custom 2 | Great Shield | 0% (barrier), 1.8x (reflection power) | The barrier cannot deal damage, but strengthens reflected projectiles. | |
Up special | Default | Luna | 10% (clean), 5% (late) | Lucina pauses for a brief moment, then lunges upwards. The move can be angled and is unblockable. |
Custom 1 | Astra | 3% (hit 1), 1% (hits 2-4), 9% (hit 5) | The move grants less distance and is no longer unblockable, but deals multiple hits and has much more power, no longer dealing set knockback. | |
Custom 2 | Wind Slash | 0% | The move grants more distance at higher speed, but can only push opponents back. | |
Down special | Default | Renewal | 0% | Lucina focuses and heals herself after some time. After successful activation, the move cannot be used for another 20 seconds. The light upon successful activation is coloured green and light blue. |
Custom 1 | Rally Spectrum | 0% | Instead of healing, the move boosts all of Lucina's stats for 15 seconds. The light upon successful activation is rainbow-coloured. | |
Custom 2 | Sol | 0% | Instead of healing, the moves grants all of Lucina's attacks a damage-draining effect for 15 seconds, healing half the damage dealt. The light upon successful activation is coloured white and gold. | |
Final Smash | Galeforce | 10% (trapping hit), 45% (final hit) | Lucina performs a spinning slash, completely stopping anyone caught. Then, using the style of iaido, she slashes them repeatedly with wind, forming the "liberty" kanji (自由), before finishing them off with a stab. Reliably KOs anyone at 35% from the center of Final Destination. |
Taunts[edit | edit source]
- Up taunt: Spins the Falchion and holds it similarly to her character artwork, saying "Come at me!"
- Side taunt: Turns around while resheathing the Falchion saying "I cannot lose."
- Down taunt: Puts her mask on, then removes it.
Idle poses[edit | edit source]
- Holds her hand to her chest, closes her eyes, and takes a breath.
- Brushes her hair out of her face.
Crowd cheer[edit | edit source]
Lu - ci -na!
On-screen appearance[edit | edit source]
Warps onto the stage using warp magic with a twirl, then removes her mask.
Victory Fanfare[edit | edit source]
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. Shared with Marth, Roy, Ike, Robin and Corrin.
Victory poses[edit | edit source]
- Points the Parallel Falchion upward, then poses, saying "Father... I won."
- If Robin is present after a match, she sometimes says "I'm... sorry..."
- Swings the Parallel Falchion, then strikes her artwork pose, saying "The future is not written!"
- Sheaths the Parallel Falchion, saying "You'll never defeat me!"
Trophies[edit | edit source]
- Lucina
- 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. In this game, she uses many skills that can aid her in battle. Perhaps she found free time after the end of Grima.
- Lucina (Alt.)
- Lucina's moveset is mostly a display of her excellent swordsmanship. However, Aegis is a reflector and Renewal is a healing move, meaning that she is not at a disadvantage even at long range. Her up special move, Luna, completely ignores opponents' shields and counterattacks. So much for retaliating.
- Galeforce
- For this Final Smash, Lucina spins in place and completely immobilises anyone caught. Then, she proceeds to absolutely scathe them with wind. It doesn't deal damage, but anyone not trapped will be pushed away very far. In either case, the last hit is destined to leave a mark.
Alternate costumes[edit | edit source]
Default - Her default appearance as a Lord in Fire Emblem: Awakening.
Black - Based on the colour scheme of Cherche in Fire Emblem: Awakening.
White - Based on the colour scheme of Cordelia in Fire Emblem: Awakening.
Red - Based on the colour scheme of Tiki in Fire Emblem: Awakening.
Yellow - Based on the colour scheme of Lissa in Fire Emblem: Awakening.
Purple - Based on the colour scheme of Sumia in Fire Emblem: Awakening.
Pink - Based on the colour scheme of Olivia in Fire Emblem: Awakening.
Brown - Based on the colour scheme of Severa in Fire Emblem: Awakening.
Trivia[edit | edit source]
- Lucina's Final Smash is a nod to her past, referencing the endeavour she went through in Fire Emblem: Awakening. The speed and wind effects of the move are also a nod to Galeforce from that game.
- Lucina's alternative victory quote against Robin is an unorthodox reference. It was purposely included by her designer.
- The quote originally played only for female Robin, before another game designer suggested otherwise. This affected her unlock criteria as well.