Lucina (SSBD)

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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]

  • Notice.png Lucina's idle stance is now the same as Roy's.
  • Buff.png 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]

  • Notice.png Lucina is heavier (90 → 95). This improves her endurance, but makes her more susceptible to juggling.
  • Buff.png Lucina's dashing speed is higher (1.785 → 1.95).
  • Buff.png Lucina's air speed is higher (1.02 → 1.15).
  • Nerf.png Lucina's air acceleration is lower (0.07 → 0.06).
  • Notice.png Lucina's falling speed is lower (1.58 → 1.5).
  • Buff.png Lucina's fast falling speed multiplier is higher (1.6x → 1.7x).
  • Buff.png Lucina's traction is higher (0.055 → 0.065).
  • Buff.png 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]

  • Notice.png Neutral attack is now an outward spinkick, followed by an inward spinkick, followed by an outward diagonally upwards slash.
  • Nerf.png Neutral attack has halved vertical range and less interruptibility.
  • Buff.png 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.
  • Notice.png Forward tilt is now an outward diagonally downwards slash.
  • Nerf.png Forward tilt has halved vertical range.
  • Buff.png Forward tilt is more damaging (10.925% → 11%) and stronger (42 base/77 scaling → 40 base/90 scaling).
  • Notice.png Up tilt is now a semi-circular overhead slash, rather than a parabolic arcing slash. It also starts from behind.
  • Buff.png 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°).
  • Notice.png Down tilt is now a swipe across the floor.
  • Nerf.png Down tilt is less damaging (8.5% → 8%).
  • Buff.png 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).
  • Notice.png Dash attack is now an inward diagonally downwards slash in a braking turn.
  • Nerf.png Dash attack deals less damage (9.975% → 9%).
  • Buff.png 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).
  • Notice.png Forward smash is now a lightning-quick quadruple slash.
  • Nerf.png Forward smash comes out slower (frame 10 → frame 13), has halved vertical range and more ending lag (frame 52 → frame 58).
  • Buff.png 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).
  • Notice.png Up smash is now a semi-circular overhead slash.
  • Nerf.png Up smash hits only once, making it less damaging (17.25% → 14%).
  • Buff.png 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).
  • Notice.png Down smash is now a circling sweeping slash.
  • Nerf.png Down smash's first hit comes out slower (frame 6 → frame 7).
  • Buff.png 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]

  • Notice.png Neutral aerial is now a continuous triple spinning slash.
  • Buff.png 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).
  • Nerf.png Neutral aerial is less damaging (12.7% → 11%). It also functions as a sex kick, now dealing even less damage if it hits late.
  • Notice.png Forward aerial is now an inward diagonally downwards slash.
  • Nerf.png Forward aerial has halved vertical range.
  • Buff.png 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).
  • Notice.png Back aerial is now an outward diagonally downwards slash.
  • Nerf.png Back aerial has halved vertical range and doesn't last as long (frames 7-11 → frames 7-10).
  • Buff.png 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).
  • Nerf.png Up aerial is less damaging (11.4% → 11%).
  • Buff.png 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).
  • Notice.png Down aerial now involves Lucina spreading her legs and throwing a two-handed take-down slash.
  • Buff.png 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).
  • Nerf.png 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]

  • Buff.png All grabs have longer range and 1 frame less ending lag.
  • Buff.png Pummel has less ending lag (frame 17 → frame 16).
  • Buff.png None of Lucina's throws are weight dependent.
  • Buff.png Excluding up throw, all throws deal 7% damage and have the same, very low ending lag.
  • Buff.png Up throw deals 10% more damage (4% → 14%).
  • Nerf.png Up throw has high ending lag.
  • Notice.png All throws deal two hits and have different animations.
  • Nerf.png Partly due to the new animation, forward throw is weaker (100 base/50 scaling → 80 base/30 scaling).
  • Buff.png Partly due to the new animation, forward throw is a semi-spike (50° → 20°).
  • Buff.png Partly due to the new animation, back throw is stronger (80 base/60 scaling → 40 base/180 scaling).
  • Notice.png Partly due to the new animation, back throw has a different launch angle (140° → 40°).
  • Nerf.png Up throw has a different launch angle (93° → 85°).
  • Buff.png Up throw is stronger (60 base/120 scaling → 30 base/230 scaling).
  • Nerf.png Down throw is stronger (95 base/50 scaling → 50 base/155 scaling).
  • Buff.png Down throw has a different launch angle (100° → 85°).

Special attacks[edit | edit source]

  • Notice.png All special attacks have transcendent priority.
  • Notice.png 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.
  • Buff.png 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).
  • Nerf.png Shield Breaker deals less shield damage when not fully charged (25 → 20).
  • Notice.png Side special is now Aegis. It involves Lucina holding her sword right in front of her.
  • Nerf.png Aegis deals only 2% and has incredibly low knockback scaling.
  • Buff.png Aegis is a reflector with decently low ending lag.
  • Notice.png Up special is now Luna. It involves Lucina slashing upwards in a similar fashion to Climhazzard.
  • Nerf.png Luna has more startup (frame 5 → frame 10), no intangibility, deals set knockback and less damage (11%/7% → 10%/5%).
  • Buff.png Luna grants more distance, can be angled up to 45° and is unblockable. All stages also have higher base knockback (20/70 → 60/110).
  • Notice.png 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.
  • Nerf.png Renewal takes 3.5 seconds to start up and cannot deal damage.
  • Buff.png 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.
  • Notice.png Final Smash is now Galeforce. It involves Lucina quickly making a full circle with her sword, then slashing anyone stopped by the move.
  • Nerf.png Galeforce deals less damage (60% → 55%) and cannot one-hit KO.
  • Buff.png 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.
Nintendo 3DS: Fire Emblem: Awakening (2/2013)
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.
Nintendo 3DS: Fire Emblem: Awakening (2/2013)
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.