Super Smash Bros. Obliteration/Lucina

Lucina is an Unlockable Character in Super Smash Bros. Obliteration. She is a descendant of Marth and the daughter of Chrom from the distant future, who is a calm determined princess from Fire Emblem Awakening, who traveled back in time during the great Ylisse-Plegia War to help Chrom, Robin and their army put an end to Grima's and Validar's schemes of the destruction of all timelines and the universe. She has a close bond with her parents especially Chrom, who taught her how to wield a sword, thus leading her to believe saving the world is her utmost priority. Fast, Telegenic, Strong, and Dutiful, Lucina is willing to put her life before others and is ready to use her speed and sword combonation to slash to the top of the Mountain of Smashers. Equipped with a moveset based around Hacking and Slashing Attacks, and a signature Regal Critical Hit, Lucina is ready to show that chicks can rule the school at swordplay, in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(3.25 = slice 1, 4.75 = slice 2 = 8% = total).	Two alternating upward slices. One of Lucina's most effective set-up options, as its first hit can be followed up with itself, tilt attacks, a forward aerial or a dash grab at low percentages, and a forward smash at medium to high percentages.
Forward Tilt 	 	(9.75%) 	A lunging upward slice. Covers a very large area, making it useful for spacing. While not remarkably powerful like Marth's sweetspotted forward tilt, it deals noticeably more knockback compared to his sourspotted forward tilt, making it useful for KOs at high percentages near the edge
Up Tilt 	 	(7.2% = early, 8.005% = late). 	An overhead arcing slash. Deals vertical knockback and has a large hitbox that can even hit opponents behind her. Oddly, its late hit deals more damage but less knockback than its early hit. A good combo starter at low percentages and a viable KOing option at very high percentages.
Down Tilt 	 	(8.50%). 	A crouching thrust. Lucina's fastest tilt attack, it is capable of starting tech-chases, especially on heavier characters, and is useful for edgeguarding.
Forward Smash	 	(13.275%). 	Rotates her body to perform a lunging downward slash. Its high base knockback and moderate knockback scaling make it Lucina's most reliable KOing option. However, while it has moderately fast start-up, it has high ending lag.
Up Smash 	 	(3% = ground, 12.25% = blade). 	An overhead thrust. The move has an initial "quake" hitbox that knocks opponents into the main hit. It is a decent anti-air option due to its vertical range and high knockback scaling, while its deceptive horizontal range makes it capable of punishing rolls and landings. As such, it is a fairly reliable KOing option. It is also one of the few attacks in Lucina's moveset that is comparatively more reliable than Marth's, due to the positioning needed to land a sweetspot in his case.
Down Smash 	 	(8.5% = hit 1, 12.275% = hit 2). 	A crouching outward slash in front of herself and then behind herself. The first hit deals weak knockback and it unsafe on shield due to the move's duration. However, the second hit is stronger, making it useful for catching rolls. Oddly, it launches opponents at a different angle when tippered like Marth's, despite the Parallel Falchion's lack of a tipper.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(3.2% = hit 1, 7.5% = hit 2, 1-.7% = total).	An inward horizontal slash followed by a spinning, outward horizontal slash. A good spacing option and can it can combo into other moves as well. The first hit can chain into other moves if Lucina lands straight after, allowing it to start combos. Deals decent knockback on the second hit, making it useful near the edge of the stage, though it does not start KOing until around 160%. Oddly, it KOs approximately 5% earlier than Roy's neutral aerial, which is almost identical, yet he has to space to get similar power.
Forward	 	(9.5%) 	A downward slash. It is fast and has good range, which make it very useful for spacing and fending off aerial opponents. However, landing with this move is very unsafe, due to its short duration and 16 frames of landing lag.
Back 	 	(11.8%) 	Rotates her body to perform an upward slice. Very similar to her forward aerial, although it has slightly more damage and knockback. Additionally, the swing starts from below instead of above, which can make it catch grounded enemies more easily. Has the interesting property of turning Lucina around, changing her facing direction. Has the most knockback of all her aerial moves, making it great
for edgeguarding.
Up 	 	(11.2%) 	A backflipping, upward arcing slash. Extremely wide arc and decent damage. These factors make it a useful anti-air option and damage racking tool. If timed correctly, a late hit can connect against grounded opponents just before landing, which can lead to aerial combos.
Down 	 	(10.2% = non meteor, 12.2% = meteor). 	A downward arcing slash. If struck in the middle of the arc, it deals more damage and meteor smashes opponents, while its other hitboxes deal moderate knockback. However, it has high ending and landing lag, and its meteor smash hitbox only lasts for 1 frame.
== Other Attacks  ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Slashes In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Slashes In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs An Outward Slash While Climbing Up.
Dash Attack 	 	(9.50%).	A lunging outward slash. A decent follow-up from down tilt and hits grounded opponents,
although its moderate ending lag makes it unsafe on shield.
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent
Pummel 	 	(2%) 	A Knee Strike, A Fairly Fast Pummel.
Forward	 	(3% = hit 1, 2% = throw, 5% = total) 	Spins and flings the opponent forward. It can tech-chase, combo into a forward aerial against heavier characters at low percentages, or combo into Crescent Slash until around 150%.
Back 	 	(4% = hit 1, 3% = throw, 7% = total). 	Back = Tosses the opponent behind herself. It has no follow-up or KO potential due to its high ending lag and extremely low knockback scaling. However, it is very effective at launching the opponent off-stage due to its high base knockback.
Up 	 	(6% = sword, 4% = throw, 10% = total).	Heaves the opponent upward with her free hand then slashes them, Lucina's only throw that has KO potential, it starts KO'ing at 165% and even earlier when Lucina is affected by rage.
Down 	 	(5% = sword, 3% = throw, 8% = total). 	A one-armed body slam followed by a sword drill, Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it deals slightly more damage and it launches the opponent vertically rather than diagonally, which enables it to combo into her neutral, forward, back and up aerials at low to medium percentages. However, it quickly loses combo potential at medium percentages due to its high knockback scaling, as it will launch opponents too high for Lucina to
follow up.
== Taunts ==
Up = Twirls the Parallel Falchion and then assumes a stance highly similar to her pose from her official art in Fire Emblem Awakening, saying "Come at me!" (かかってきなさい., "Come bring it if you would.")
Side = Turns around to have her back face the screen while sheathing the Parallel Falchion and saying "I cannot lose." (負けられませんから., "I won't lose from here on".
Down Taunt = Puts on the mask she used while disguised as Marth whilst she put her hand on her hip, then removes it.
== Special Moves  ==
Type 	Name 	Damage 	Description
Neutral Special	Defense Buster 	(8.575% = uncharged, 20% = fully charged). 	Rears back and then performs a powerful thrust. It is chargeable and, as its name implies, deals a high amount of shield damage and can even instantly break shields when fully charged. It also grants a decent amount of horizontal distance when fully charged in midair.
Side Special 	Destiny's Blade	(3.325% = first hit/second forward hit, 4.275% = third forward/upward hits), 3.325% = third downward hit), 5.7% = last forward hit, 6.65% = last upward hit, 2% = last downward hits 1-4), 4.75% = last downward hit 5).	A combination of sword swings, which can be influenced by directional inputs. The finishing swing is one of three options: an upward slice with with good KO power at high percentages but low range (tilting the control stick up), a downward slash with good KO power at high percentages near the edge (no control stick input or tilting the control stick forward), or a flurry of low-angled thrusts that deal the most amount of damage but the least amount of knockback (tilting the control stick down). Like Marth's version, the first hit stalls Lucina while in midair, which can aid her recovery. Surprisingly, it has overall greater KO potential than Marth's due to the Parallel Falchion having higher base damage
than Marth's Side Special.
Up Special 	Whale Slash 	(10% = clean, 6% = late blade, 5% = late body). 	A jumping upward slash. It deals the most damage during its first few frames and is an excellent out of shield option, due to its fast speed and its ability to be reversed. It is also useful for escaping neutral infinites should the stage have platforms to land safely on. Grants a decent amount of vertical distance, but very minimal horizontal distance.
Down Special 	Counter 	(1.2% = min 8). 	Parries and then counterattacks against any incoming attacks with an outward slash. Damage and knockback dealt scale on the move that is countered. It has the similar but weaker properties compared to Marth's, along with the custom variations.
== Final Smash  ==
Type 	Name 	Damage 	Description
Final Smash	Regal Critical	(6% = Hits 1-4, 8% = hits 5-7, 12% = final hit, 60% = total).	Dashes at a blinding speed to perform a lunging outward slash. Its immense knockback can possibly but not slways score am automatic one-hit KO on a character, Pressing the button again will bypass its initial animation and immediately trigger the slash.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Females
Category:Fire Emblem (series)
Category:Fire Emblem Characters