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{{AttackDataCargo-SSBU/Query|LucinaFSmash_0}} |
{{AttackDataCargo-SSBU/Query|LucinaFSmash_0}} |
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Tied for the fastest forward smash in the game, |
Tied for the fastest forward smash in the game, {{smash|F-Smash}} is an effective hard punish tool when complemented by Lucina's high dash speed, and is great for punishing rolls and airdodges. It can also punish laggy attacks on shield that are -21 or worse (which includes most ledge attacks!) where other characters would not be able to get as hard a punish. At the ledge, {{smash|F-Smash}} is effective at punishing neutral get up thanks to its active frames, especially against large characters such as Ridley or Bowser. |
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However {{smash|F-Smash}} is highly punishable on shield |
However, {{smash|F-Smash}} is highly punishable on shield, will rarely KO across stage, and can even struggle at center stage till later percents. |
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Revision as of 15:06, 20 September 2022
However, that is not to say Lucina is a character without fault; her air attributes, while having some benefits in juggling and recovery, give her problems in disadvantage and sometimes in neutral. Lucina's low gravity and max fall speed give opponents plenty of time to hit her while she is trying to land onstage after being hit upwards, and her poor airspeed further telegraphs her landings. This also means she cannot use jumps to escape pressure or the ledge as freely as other characters. In neutral, the floatiness can make it easier for her jumps and aerials to be punished, and her lack of airspeed can make it difficult to overshoot her attacks to deal with evasive opponents. Additionally, although her damage per hit is good, she has few combos past very low percents and this is exacerbated by Rage. Most of Lucina's KOing attacks have high base knockback but lower knockback growth than would be expected, meaning she can struggle to kill midstage and relies more on edgeguards and ledgetraps for KOs than other characters. This further cements Lucina's gameplan of holding stage control and keeping her opponents in the corner.
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Pros | Cons |
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Normal Moves
Jab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaJab1_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Jab 1
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaJab2_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Jab 2
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaJab1_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaJab2_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Tied with Dolphin Slash for Lucina's fastest attack, this is a standard get-off-me tool that is generally outclassed by Lucina's tilts. While unsafe and low reward, it has a niche in shield pressure for quickly punishing responses out of shield such as short hops or some slow attacks. If the first hit hits shield, the second can be delayed as a mix up, though this is quite unsafe.
Jab 1
- Can be used to jab lock most characters
Jab 2
- Can be used to check if the opponent will try to drop shield or do a defensive option after jab 1
Forward Tilt
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Virtually uncontested as a grounded anti-air in Ultimate, Lucina's FTilt allows her to easily punish jump-ins, especially short hops. The move also has great utility as a whiff punisher when combined with her great dash speed, and even a burst option when pivot cancelled; indeed pivot cancel FTilt will generally replace her dash attack as her go-to burst option. At low percents, when the move does not send into tumble, it is quite low reward beyond its high base damage, though it can set up a mix up where you can cover the opponent's defensive option with dash up shield or a short hop. In shield pressure it can be used to stuff jumps or slow attacks out of shield. It is quite useful in ledgetrapping, as its long range and active frames make it ideal for covering neutral get up. At high percents, it can even be a decent late kill option near the ledge.
Though this is a versatile tool that excels in many aspects, it has relatively high endlag, and care must be taken to avoid hitting shield with it versus characters with high range out of shield options such Shulk, Chrom, and Lucina herself.Up Tilt
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Another strong anti-air in Lucina's arsenal, though this one is generally more limited to advantage state as it only hits directly above her, and most opponents will approach with jumps diagonally in neutral. It is however very effective in juggling situations, being able to combo into itself or up air to rack up high damage and keep the juggle going.
It should be noted that use of this move to catch a landing does require a bit of a read on the opponent's drift and timing, so smart players may double jump or directional airdodge away at the last second and Lucina will be unable to punish because of the relatively high endlag; if you have time to set up a falling up air instead, that may be the better option. It is also more difficult to time and generally not as effective versus characters with high fall speed that also have aerial attacks that hit below them, such as Fox or Wolf.Down Tilt
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.A stellar poke that dominates the ground game while being safe enough to start shield pressure. It can be used to stuff dashes, approach grounded opponents, or when used out of a dash back, whiff punish. At low percent this move doesn't do much on hit, but it does lend enough frame advantage to set up a mix up where you can cover the opponent's defensive option with dash up shield or a short hop. At higher percents when this move sends into tumble, it leads to a very strong tech chase situation on all but the floatiest of characters. Tech options can be punished with side B, another DTilt, F-Smash, or DSmash. A slightly charged DSmash will cover everything besides tech roll away and can KO, making this a reliable kill set up at later percents.
Dash Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDashAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDashAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Forward Smash
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Tied for the fastest forward smash in the game, F-Smash is an effective hard punish tool when complemented by Lucina's high dash speed, and is great for punishing rolls and airdodges. It can also punish laggy attacks on shield that are -21 or worse (which includes most ledge attacks!) where other characters would not be able to get as hard a punish. At the ledge, F-Smash is effective at punishing neutral get up thanks to its active frames, especially against large characters such as Ridley or Bowser.
However, F-Smash is highly punishable on shield, will rarely KO across stage, and can even struggle at center stage till later percents.
Up Smash
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Contrary to the animation and Hero's version of the move, the attack hits the ground on both sides of Lucina, which will push the opponent into the main hitbox. This makes it ideal for covering ledgeroll at spacings where neutral get up can be covered by FTilt, and it also has niche use as an out of shield punish, particularly on dash attacks where it is ambiguous on whether they will cross up or not, such as Mr. Game and Watch's.
Beware that the very edge of either of the launch hitboxes will fail to combo into the main hitbox, but this is consistent and avoidable with proper spacing.Down Smash
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDSmash_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDSmash_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Aerials
Neutral Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaNAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaNAir_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaNAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaNAir_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.A key neutral and pressure tool that is ideal as both a rising aerial to air-to-air jumps and a falling aerial to pressure shield and deal with more grounded opponents. It is also one of Lucina's most reliable options for scoring KOs. Timing the move well during a short hop can make it difficult to intercept as the first hit will cover Lucina as she is jumping while the second will hit low to the ground to cover her landing; this makes Nair a strong approach option, though it is also well suited to defensive walling due to its range, activity, and low landing lag. It is her safest aerial and landing it very low against shield creates a very strong situation for her where any attempt to escape is punishable.
The move can be used at ledge to safely cover neutral get up and ledgejump, though it is not particularly consistent at true punishing either of those options. It can be strong against ledge attack however, and it can also beat out many ledgedrop aerials, especially if Lucina drifts back while using it.
Landing just the first hit can pop the opponent up slightly and allow for combos into F-Tilt or even F-Smash for a KO, though due to Lucina's fall speed this requires a lot of respect from the opponent, but it is ideal for punishing parry attempts.
Note that this move is unfortunately very prone to failure in certain situations: when used as a rising aerial, the first hit can fail to combo into the second and so the opponent will not be launched away. This is especially common when using the move to punish ledgejump.Forward Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Back Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaBAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaBAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Using this move will turn Lucina around mid-air, preventing continuous use of it in one direction.
Up Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.A high damage juggle tool and combo starter that has niche use in neutral. Using a falling Up Air out of a shorthop is an effective, rewarding, and low risk way of catching a landing. Even if it fails to hit its mark because the opponent double jumped away or airdodged, Lucina will often be able to punish or keep the juggle going because of the low endlag. The only problem is that this requires some set up compared to simply using Up Tilt, so that may be the better option when time is short. The attack can also be used to intercept the opponent in the air, and this can be ideal against characters like King Dedede who like to stall out juggle attempts with their air options.
In neutral Up Air also has situational use, such as to anti-air full hops or to cross up the opponent's shieldDown Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Specials
Shield Breaker
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaShieldBreaker_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaShieldBreaker_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Charging the attack will not greatly affect its shield damage, it will never break a full shield.
A situational but highly rewarding punish on a slightly damaged shield. It is easy to hyper focus on this move and use it in situations where grab or even a falling aerial to start pressure would be more appropriate, so keep in mind its flaws: at 19 frames the attack is slow to come out, and depending on the character and charge it can be punishable if it does not break the shield. The attack can also be parried, though there are three frames after shielding where a character cannot drop shield, so if timed correctly it can be a true punish.
A common situation where this move may be used is after hitting the opponent's shield with a safe move, they may roll away and then continue holding shield. It can also be used in place of a guaranteed punish after the opponent whiffs a laggy move and tends to shield afterwards. In disadvantage it can be used out of a ledgedrop double jump as a large hitbox that dissuades ledgetrappers from shielding.Dolphin Slash
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDolphinSlashG_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDolphinSlashA_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDolphinSlashG_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDolphinSlashA_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.At frame 5, Lucina's Up B is an amazing out of shield attack that can true punish most otherwise safe falling aerials if misspaced. Unlike many other Up Bs, it is safe on hit at 0 percent because of its launch angle and high base knockback. At ledge, Up B out of shield is an especially strong option as it can punish ledgedrop attacks and score a KO.
However, there are a few things to keep in mind: the hitbox is only on one side so you must know which side the attacker will land on, making it vulnerable to cross ups. The attack can also occasionally be low profiled, such as by Pikachu's falling aerials or Cloud's Climhazzard (though for the latter, grab or up smash can work just fine). Furthermore, it is of course very punishable if it misses, though platform stages can mitigate this.
Offstage Dolphin Slash is also an exceptional recovery move. In the air it has frame 1 one invincibility meaning it can dodge attacks just as it is used, and even thereafter the speed and disjointed hitbox make it very difficult to challenge. The attack even hits through the ledge making attempts to 2 frame Lucina risky for many characters. Lingering attacks that can ignore the hitbox such as King K. Rool's Nair require more respect however. The move goes far enough that saving your double jump and just Up Bing to get to the ledge is possible until you get hit very far offstage and generally a good idea. Using the move to reactively punish edgeguarding attempts can also be strong.Counter
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaCounterCatch_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Counter stance
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaCounterAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Riposte
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaCounterCatch_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaCounterAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.In neutral this move is not advisable due to its high endlag; you almost always have safer and less timing dependant ways to punish the opponent trying to attack you directly, such as dash back, out-of-shield options, parry, f-tilt, roll-in, walling with falling aerials etc. In disadvantage it can be used as an occasional mix up to punish overzealous opponents, especially offstage or at the ledge, but be aware that its use when being juggled is very limited as the counter attack does not hit far below Lucina. In advantageous juggle situations the move can be sometimes used to punish long lasting aerials such as the 'sex kick' Nairs of Wolf or Fox but even then there can be more reliable and rewarding options than Counter.
Offstage, however, is where the move truly shines; it is a highly effective punish on almost any recovery move with a hitbox. It is particularly effective when used out of a ledgedrop or ledgeslip, and against slower and more telegraphed recoveries such as Donkey Kong's Spinning Kong or Fox's Fire Fox it can spell certain doom. However, it is best to only use this if you are all but certain the opponent will use their recovery move when you think they will, as if not knocked too far offstage they can often hug the stage, delay their recovery move, or use just a double jump and directional airdodge to recover.Grabs & Throws
Grabs & Pummel
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaPivotGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaPummel_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaPivotGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaPummel_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Frame 10 out of shield, can be used to punish poorly spaced ground moves and some aerials
Forward Throw
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaFThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Back Throw
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaBThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaBThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Up Throw
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaUThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Down Throw
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaDThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Misc Attacks
Ledge Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaLedgeAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaLedgeAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Getup Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaGetupAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaGetupAttack_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaGetupAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaGetupAttack_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Trip Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaTripAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'LucinaTripAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
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To edit frame data, edit values in SSBU/Lucina/Data. |