Lucina

112 moves54 changed by HDR58 vanillainternal lucina
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-7365°57 / 20-184260armr
4-7378°57 / 20-181sword1
4-7388°57 / 20-182sword1
hdr
Jab
3-8545°62 / 75-203280, 1, 2armr, sword1

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-161245°37 / 94-2113430, 1, 2armr, sword1

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-111140°42 / 88-178340, 1, 2armr, sword1
hdr
Up Tilt
6-810105°69 / 83-206340, 1, 2armr, sword1
9-121180°55 / 85-160, 1, 2armr, sword1
hdr
Down Tilt
7-9830°47 / 40-107240, 1, 2armr, sword1

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
10-1215Sakurai65 / 83-3410550, 1, 2armr, sword1
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
13-143125°155 fixed-3513520top
13-1714.590°42 / 90-291, 2, 3armr, sword1
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-812.5Sakurai55 / 92-426570, 1, 2armr, sword1
22-2414Sakurai45 / 92-250, 1, 2armr, sword1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-144365°40 fixed-8754121-2, 41–0, 1, 2armr, sword1
15-244365°40 fixed-80, 1, 2armr, sword1
25-317Sakurai55 / 100-70, 1, 2armr, sword1
hdr
Forward Air
5-8955°46 / 80-3532930–0, 1, 2armr, sword1
hdr◆‡
Back Air
7-1113Sakurai43 / 105-2738111-2, 39–0, 1, 2armr, sword1
hdr
Up Air
5-9985°43 / 87-354691-2, 38–0, 1, 2armr, sword1
hdr◆‡
Down Air
10-131280°30 / 65-41048121-2, 44–0armr
10-1312270°30 / 45-41, 2sword1

Special Attacks

40 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes12
SpecialNLoop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
88.5Sakurai45 / 90-308450, 1top
88.5Sakurai45 / 90-302, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-258400, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-258400, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
823Sakurai45 / 90-178400, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-178400, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-178400, 1top
823Sakurai45 / 90-172, 3top
SpecialAirNStart vanilla
Neutral Special
no hitboxes12
SpecialAirNLoop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
88.5Sakurai45 / 90-258400, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-258400, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-258400, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
823Sakurai45 / 90-178400, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-178400, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-178400, 1top
823Sakurai45 / 90-172, 3top
hdr
Side Special
9-11490°40 / 35-159290, 1top
hdr
Side Special
4-7390°30 / 30-224300top
4-73110°30 / 30-221top
4-7360°30 / 30-222top
hdr
Side Special
5-73Sakurai30 / 25-215300, 1, 2top
hdr
Side Special
5-74125°80 / 70-265360, 1, 2top
hdr
Side Special
4-6554°57 / 86-244330, 1, 2top
hdr
Side Special
5-7639°67 / 39-215320, 1top
hdr‡※
Side Special
6-10varies79°60 / 806360, 1, 2, 3top
hdr‡※
Side Special
7-9variesSakurai60 / 737460, 1top
hdr‡※
Side Special
7-16 (every 3)280°2 / 20-547650, 1, 2top
19-21varies30°64 / 470, 1, 2top
hdr
Side Special
9-11490°40 / 35-159290, 1top
hdr
Side Special
4-7390°30 / 30-244320top
4-73110°30 / 30-241top
4-7360°30 / 30-242top
hdr
Side Special
5-73Sakurai30 / 25-235320, 1, 2top
hdr
Side Special
5-74125°80 / 70-295390, 1, 2top
hdr
Side Special
4-6554°57 / 86-274360, 1, 2top
hdr
Side Special
5-7639°67 / 39-245350, 1top
hdr‡※
Side Special
6-10varies79°60 / 806360, 1, 2, 3top
hdr‡※
Side Special
7-9variesSakurai60 / 737460, 1top
hdr‡※
Side Special
7-16 (every 3)280°2 / 20-547650, 1, 2top
19-21varies30°64 / 470, 1, 2top
hdr
Up Special
611Sakurai70 / 89-266410sword2
61074°70 / 74-271, 2sword2, armr
7-12774°20 / 90-280, 2sword2, armr
7-127Sakurai20 / 90-281sword2
hdr‡•
Up Special
611Sakurai70 / 89-21641290sword2
61074°70 / 74-221, 2sword2, armr
7-12774°20 / 90-240, 2sword2, armr
7-127Sakurai20 / 90-241sword2
hdr
Down Special
no hitboxes41
vanilla
Down Special
5-78Sakurai90 / 60-305420, 1, 2, 3sword1, armr, claviclel
hdr
Down Special
no hitboxes57
vanilla
Down Special
5-78Sakurai90 / 60-305420, 1, 2, 3sword1, armr, claviclel

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-251290top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1450°100 / 50152490
1-233Sakurai40 / 1000
vanilla
Back Throw
14140°80 / 601645290
1-443Sakurai40 / 1000
vanilla
Up Throw
1593°70 / 1021334210
1-333Sakurai40 / 1000
vanilla
Down Throw
14100°95 / 571640240
1-393Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
23-25945°90 / 20-2823580top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
22-23748°80 / 48-240top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes43
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes41

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Attributes

Weight & Size

Weight
84
Jostle Weight
5
Shield Radius
11.9

Ground Movement

Walk Speed
1.6
Walk Accel (mul)
0.189
Walk Accel (add)
0
Initial Dash
1.72
Run Speed
1.85
Run Accel (mul)
0.06
Run Accel (add)
0.012
Traction
0.0678

Jumps

Jumpsquat
4
Jump Initial Y
12.0335
Full Hop Height
30.5
Short Hop Height
14
Air Jump Height
28.5
Jump Count
2
Horizontal Jump Speed
1.32

Air Movement

Air Speed
0.99
Air Accel (add)
0.015
Air Accel (mul)
0.05
Air Friction
0.006
Gravity
0.091
Fall Speed
2.28

Landing Lag

Nair
12
Fair
9
Bair
11
Uair
9
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (50 -> 60 frames).Neutral Air
  • HDR replaces the animation (44 -> 46 frames).Forward Air
  • HDR replaces the animation (44 -> 51 frames).Back Air
  • HDR replaces the animation (70 -> 62 frames).Down Air
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Smash, Down Smash, Neutral Air, Back Air, Up Air, Down Air, Side Special (1), Side Special (2Hi), Side Special (2Lw), Side Special (3Hi), Side Special (3S), Side Special (3Lw), Side Special (4Hi), Side Special (4S), Side Special (4Lw), Side Special (Air, 1), Side Special (Air, 2Hi), Side Special (Air, 2Lw), Side Special (Air, 3Hi), Side Special (Air, 3S), Side Special (Air, 3Lw), Side Special (Air, 4Hi), Side Special (Air, 4S), Side Special (Air, 4Lw), Up Special, Up Special (Air), Down Special, Down Special (Air), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (End), Neutral Special (EndHi), Neutral Special (EndLw), Neutral Special (EndMax), Neutral Special (EndMaxHi), Neutral Special (EndMaxLw), Neutral Special (Air, End), Neutral Special (Air, EndHi), Neutral Special (Air, EndLw), Neutral Special (Air, EndMax), Neutral Special (Air, EndMaxHi), Neutral Special (Air, EndMaxLw)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Side Special (4Hi), Side Special (4S), Side Special (4Lw), Side Special (Air, 4Hi), Side Special (Air, 4S), Side Special (Air, 4Lw)
HDR removes this move’s hitboxes.
  • CliffEscape
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Loop), Neutral Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 29 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.