Swampertrulz
Smash Lord
So is Lucina faster or slower than Marth?
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Exactly the same speed and frame data, except for one move (Lucina's jab 1 transitions into jab 2 one frame later than Marth)So is Lucina faster or slower than Marth?
Frame data, mostly.Is lucina really considered not viable? If so why? What makes her so bad?
It got a slight boost in damage in 1.0.6:Did Shield Breaker get a buff in 1.0.8? I seem to be breaking shields a lot more often now. Did it get a tipper?
No changes in 1.0.8.Thinkaman said:Ground Shield Breaker Uncharged
all hitboxes
damage 8.075 -> 8.5
Ground Shield Breaker Charged
all hitboxes
damage 21.85 -> 23
Frame data is fine imo, they even have combo breakers in uair and up b, something most other chars lack.Did Shield Breaker get a buff in 1.0.8? I seem to be breaking shields a lot more often now. Did it get a tipper?
Frame data, mostly.
I feel that Marth/Lucina's disadvantages are considered by the community to be bigger than they are, but let's be real - They don't have a lot of combo potential and quite a lot of their moves require a fair amount of commitment, at least in comparison to their damage/knockback output and combo ability. Lucina's only outstanding moves, in my opinion, are fsmash, counter, and shield breaker. Compare her kit to something like Link's, who also requires a lot of commitment and has lacking combo potential, but deals heavy damage and has projectiles to help make up for his close-range shortcomings. You could also point to Roy, who has good combo potential, great frame data, and kills early, but is mostly unsafe on shield. These are not broken characters, but they're clearly better because they have a more favorable risk/reward ratio.Frame data is fine imo, they even have combo breakers in uair and up b, something most other chars lack.
Really they just have great tools to condition the opponent and choosing the right options in the right situations and its through that that they get alot of reward imo.I feel that Marth/Lucina's disadvantages are considered by the community to be bigger than they are, but let's be real - They don't have a lot of combo potential and quite a lot of their moves require a fair amount of commitment, at least in comparison to their damage/knockback output and combo ability. Lucina's only outstanding moves, in my opinion, are fsmash, counter, and shield breaker. Compare her kit to something like Link's, who also requires a lot of commitment and has lacking combo potential, but deals heavy damage and has projectiles to help make up for his close-range shortcomings. You could also point to Roy, who has good combo potential, great frame data, and kills early, but is mostly unsafe on shield. These are not broken characters, but they're clearly better because they have a more favorable risk/reward ratio.
Footsie characters are looking for a reaction. However they approach and whatever they use to retreat, they want to see what you'll do to defend yourself and try to condition you to pick a certain option over your others. Just don't react. Wait until you think they're about to go in, then use whatever you think will hit. This will work for most of the first stock, but that's about all that counts in Smash 4 thanks to every TO using the ****ty APEX ruleset.Lately, I've been having quite some trouble against rushdown or pressure characters, or pretty much anyone with good mobility.
As it is known, a whiff is pretty much a punish most of the time, so I can't create walls constantly to block movement or even try to punish.
Whats the best strategy in these matchups?
Thanks for the help.Footsie characters are looking for a reaction. However they approach and whatever they use to retreat, they want to see what you'll do to defend yourself and try to condition you to pick a certain option over your others. Just don't react. Wait until you think they're about to go in, then use whatever you think will hit. This will work for most of the first stock, but that's about all that counts in Smash 4 thanks to every TO using the ****ty APEX ruleset.
Pressure characters are a bit more difficult to deal with, but their M.O. is to stay in your space. If they don't think they can attack you, they'll stay close enough to be a threat. Just try to remember when they are and aren't a threat, and don't let their relentless pursuit go to your head (easier said than done). It's not all you need to do, but it helps a lot.
In the air, while moving left or right, do a turnaround special. Your momentum will reverse.How do i B-reverse Shield Breaker?
Is it anything like or reversed Falcon/Warlock Punch?In the air, while moving left or right, do a turnaround special. Your momentum will reverse.
Exactly like that, yes (as far as input is concerned)Is it anything like or reversed Falcon/Warlock Punch?
Nope. Falcon and Dorf's aerial momentum stays the same, but they turn around. This is a turnaround-B, not a B-reverse. If you've ever seen someone use their neutral B in the air and completely change their direction, that's a B-Reverse.Is it anything like or reversed Falcon/Warlock Punch?
Seems like I've tried that before and it didn't work (Oh well.. I'll give in another go.)Not only in the air or while moving. It also works while stationary on the ground, or even while dashing (if you do it while dashing, you also slide a little in the opposite direction). Though using it in the air is the most common, as a way of faking out the opponent while landing (this of course applies to any character).
Exactly like that, yes.
You can't do a turnaround shine with Falco? I know you can do it with Fox's shine and the Fire Emblem counters. IIRC you can't do that with Falcon Kick, but I don't think I ever tried at 25% speed.I honestly don't think that Falcon Punch/Warlock Punch can be b-reversed, at least not in the normal sense- if you could, you'd be seeing B-reversed Reverse Warlock Punches all over for glory. Some moves are just like that, except that in most cases they can't be reversed in ANY way (think Falco's reflector, for example).
You only have one. Tippered dair, but only in certain frames.Best spike options?
Tipper doesn't matter any more. The spike hitbox only exists on frame 11, on which you can hit them with any part of the blade (the same applies to Marth).Tippered dair
Exactly like combo options example The Ken Combo for meleeIt's on frame 11. Only one. However, I believe he is asking for setups when he is able to get the spike. It's usually best when they are directly below you.
Hmm I'm not quite sure on the credibility on that. I could maybe see the jab into DB, but the ending lag after that would make going for a nair really difficult.Is there any combo guide for Lucina?...
anyway, I don't know if someone else has talked about this string of moves before, so I will leave it here, if it's the wrong place please let me know...
The string is the following, jab1 -> DB1st -> Nair1st -> Finisher, Marth can do it too, i guess... You can even start the cycle over, and any of the 3 mentioned moves can start the combo... I think it works properly on medium weight characters from 30% to 110%...
Have a good day.
Neutral air is a great tool for Marcina, it can cancel on landing and if spaced is safe on shield, which is what I believe to be what you're experiencing. You're catching the opponent in the nair but landing before the second hit lands? Personally I like to avoid throwing out dash attacks due to how vulnerable I can be if I miss or hit shield. I play a very Brawl Lucina and like to focus my approaches with walking and jabs and pivot options. I'd avoid trying to use short hop fair as a means to approach if your opponent is grounded. You'll most likely end up taking more damage than you will dish it due to how unsafe it tends to be.I hear the neutral air for Lucina is amazing, but I mostly approach with short hop into a forward air fast fall followed by a dash attack (probably not nearly the most efficient way to approach so if you have any tips for that, that would be appreciated.) Anyway, I rarely use the neutral air; and even if I do, I normally only get the first hit on the animation off before the enemy falls out of it, this is normally on early percentage. Am I doing something wrong? Is it only effective at high percentages?
Can confirm.Is it true every Lucina main secretly has a crush on Marth ?
The only grab setup I know is Jab 1, and that's dependent on a large number of factors (opponent weight, whether they're airborne, and percents). Though this could have changed since the shieldstun change, I haven't had an opportunity to play in about a month.What kind of grab setups and combos does Lucina have? I don't know what her most reliable throw is, so I just pick one at random.
You definitely did.The only grab setup I know is Jab 1, and that's dependent on a large number of factors (opponent weight, whether they're airborne, and percents). Though this could have changed since the shieldstun change, I haven't had an opportunity to play in about a month.
Lucina, AFAIK, has almost no true combos more than 2-3 hits long. Your opponent DI determines what followups you get. That said, she has really good utilt, uair, fair, and bair, so you have plenty of options for juggling, even if you can only ever apply one to any given situation.
Her throws are not very good. Dthrow and uthrow can get followups at low percents, and at mid to high percents an uthrow can lead into juggle attempts. Near the ledge, at high percents backthrow gives enough distance to set up an edgeguard attempt, but Lucina's aerials generally aren't fast enough to cover most recovery attempts.
I can't see any real reason for an Ike main to pick up Lucina. I play Lucina because her fundamentals-based playstyle, combined with her disjoints and lack of a sweetspot complements my main well. Ike seems to have most everything Lucina does, but with more disjoint and the ability to wall.
BTW, did I fight you in Macon two months ago? I think I played Link and Roy, but I might have played Link and Lucina.