Welcome to the Lucina Training guide for Super Smash Bros. Ultimate! Lucina was a force to be reckoned with in the previous title, and while she hasn’t shown the same level of dominance, a handful of trainers are determined to prove her worth. While she’s not the best amiibo by any means, her consistent high placements as a character and as individual amiibo have made her claim to the higher end of the tier list undisputed. Let’s hop in and find out what makes her so consistent!
Changes from Super Smash Bros. 4
In Super Smash Bros. 4, Marth and Lucina (collectively dubbed Marcina) absolutely dominated the metagame, especially towards the end. Their counter and dancing blade brought them straight to the top of the tier lists, becoming undoubtedly the best two amiibo in the format.
A lot has changed since those days. Focusing solely on Lucina, she has dropped off quite a bit in power level. Amiibo AI does not use counters well at all, and she won’t spam her Dancing Blade anywhere near as severely as the previous title. However, with the opening up of aerials and off stage play, perhaps that fighting style wouldn’t serve her as well either way. Thanks to help from MiDe (Who wrote about 75% of the info on this guide), trainer of the current best Lucina in the format, we’ve been able to find a good method for training your Lucina amiibo.
Spirit Stats & Effects
Like most amiibo in Smash Ultimate, AKS (Armor Knight + Speed Up) tends to work out really well for Lucina, as she is not a very gimmicky fighter. Running Armor Knight on its own makes her bad recovery even worse, but could be worth the risk if you’re up to it.
Another potential option is to run Instadrop, an option popular with Lucina’s counterpart, Marth. Instadrop combos well into up tilt which in return can lead to an up air string.
Aside from these two, Weapon Attack Up and Hyper Smash Attacks may be good spirits to look into.
Lucina does not benefit much from the introduction of off stage fighting; in fact, it probably weakens her in the amiibo world. But, that doesn’t mean we can just pretend it doesn’t exist. We’ve got to adapt! With as weak of a recovery as she has, it’s probably safest to remain on stage, however, she does have the disjointed hitbox for some safe edge guarding attempts.
- Neutral Attack: Two quick sword swipes. This attack is useful to throw in as a mix-up. This is Lucina’s fastest move, but down tilt and forward tilt tend to be more useful due to there damage and knockback.
- Forward Tilt: Essentially a better neutral attack that is useful to interrupt attacks that forward smash would be too slow to punish.
- Up Tilt: Up air and up tilt compliment each other nicely. Use up tilt to launch opponents into the air and use up air to keep them in the air. With its wide hitbox and launching power, this is actually a decent KO move for a tilt.
- Down Tilt: A fast stab at feet level with low end lag means this is a great poke tool. This move really shines in its application at the ledge, where she can attempt to gimp opponents by preventing them from grabbing the edge. Most amiibo can still recover after getting hit by a down tilt at the edge, where they try to recover again and can possibly get hit by another down tilt. That cycle can go on for a while, racking up a ton of damage over time.
- Dash Attack: A great grounded option to punish moves with high end lag. Combine this move with effective dash dancing and it really shines. The main thing to watch out for is to not use this move too much, as it lacks kill power.
- Forward Smash: This is easily Lucina’s best move in her entire kit. This is move can be used to both rack up damage and gain KOs. It is especially useful for punishing ledge options as she can effectively ledge trap opponents by forward smashing anything they do. Even spamming forward smash can do somewhat well, until the stale moves mechanic makes it do almost nothing.
- Up Smash: Up smash should really only be used on platform stages to hit opponents on platforms above her. On flat stages, forward smash is better in almost every situation.
- Down Smash: A quick slash on either side that launches opponents a hefty distance. This move would be great but is overshadowed by forward smash in almost every way. It still has its niche situations, such as ledge trapping, but forward smash should pretty much be used any other time.
- Neutral Air: By default, Lucina likes to use neutral air and will even use it despite you never teaching it to her. This can be problematic as she naturally tries to use it to edge guard and land with, which tends to result in getting punished. Despite this, this is still a useful aerial move as it kills off the side at higher percents.
- Forward Air: This is Lucina’s second-best aerial move because she can often string multiple forward airs together. It is just a really solid move that is essential to an aerial style Lucina. Also, due to her amiibo’s poor use of her down air, this is relatively the only edge guarding move you should bother teaching; usually one swat from this move is enough to gimp most fighters on the roster.
- Back Air: A powerful attack that tends to be overshadowed by Lucina’s other aerial moves. It can be used to kill, but that is better left to her other moves. Teach her its applications and what situations to use it in, and nothing more.
- Up Air: Lucina’s best aerial move. Use this to juggle opponents and kill at higher percents. What makes this move especially great is how well it synergizes with down throw, up tilt, and itself. It’s great at hitting opponents on platforms above you.
- Down Air: This move is typically only useful on stages with platforms. Falling through the platform and landing with down air is a great option, especially since amiibo tend to get stuck on platforms. As stated above, this move really should not be used to edge guard. She rarely hits the spike hitbox of the move, sometimes launching her opponents upwards instead, putting her in a dangerous situation off stage.
- Throws: At low to mid percents down throw is Lucina’s best option. It combos freely into up air on most characters while putting them in a juggle situation where Lucina can string multiple aerials together. At higher percents up throw puts amiibo in a disadvantage state where Lucina can attempt to go for aerials. When near the ledge back or forward throw should be used when appropriate to throw the opponent off stage.
- Shield Breaker (Neutral Special): Due to the great range of this move it can be used effectively as a kill move. The downside of this move is that it is a chargeable move, which amiibo seem to have trouble with learning when to charge or release the move. This move can be used, as it is named, to break shields, but as amiibo learn to parry more this move may become less and less relevant.
- Dancing Blade (Side Special): Previously the best move in her kit, this has severely fallen from grace. Lucina does not angle this move properly, using the up, down, and neutral angles at what feels like random. It is probably best to avoid using this move altogether, but it can be a useful option to rack up percent.
- Dolphin Slash (Up Special): Should only be used for recovering, as whiffing a dolphin slash leaves Lucina open to being punished severely.
- Counter (Down Special): In general, this move should never be used. Amiibo have trouble using counters reactively, meaning when they do choose to counter they leave themselves open for a harsh punish.
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