Lucina

112 moves54 changed by HDR58 vanillainternal lucina
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-7365°57 / 20-18426–0armr
4-7378°57 / 20-181sword1
4-7388°57 / 20-182sword1
hdr
Jab
3-8545°62 / 75-20328–0, 1, 2armr, sword1

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-161245°37 / 94-211343–0, 1, 2armr, sword1

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-111140°42 / 88-17834–0, 1, 2armr, sword1
hdr
Up Tilt
6-810105°69 / 83-20634–0, 1, 2armr, sword1
9-121180°55 / 85-160, 1, 2armr, sword1
hdr
Down Tilt
7-9830°47 / 40-10724–0, 1, 2armr, sword1

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
10-1215Sakurai65 / 83-341055–0, 1, 2armr, sword1
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
13-143125°155 fixed-351352–0top
13-1714.590°42 / 90-291, 2, 3armr, sword1
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
6-812.5Sakurai55 / 92-42657–0, 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 hitboxes–12––
SpecialNLoop vanilla•
Neutral Special
no hitboxes––––
hdr
Neutral Special
88.5Sakurai45 / 90-30845–0, 1top
88.5Sakurai45 / 90-302, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-25840–0, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-25840–0, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
823Sakurai45 / 90-17840–0, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-17840–0, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-17840–0, 1top
823Sakurai45 / 90-172, 3top
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–12––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––––
hdr
Neutral Special
88.5Sakurai45 / 90-25840–0, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-25840–0, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
88.5Sakurai45 / 90-25840–0, 1top
88.5Sakurai45 / 90-252, 3top
hdr
Neutral Special
823Sakurai45 / 90-17840–0, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-17840–0, 1top
823Sakurai45 / 90-172, 3top
hdr
Neutral Special
823Sakurai45 / 90-17840–0, 1top
823Sakurai45 / 90-172, 3top
hdr‡
Side Special
9-11490°40 / 35-15929–0, 1top
hdr‡
Side Special
4-7390°30 / 30-22430–0top
4-73110°30 / 30-221top
4-7360°30 / 30-222top
hdr‡
Side Special
5-73Sakurai30 / 25-21530–0, 1, 2top
hdr‡
Side Special
5-74125°80 / 70-26536–0, 1, 2top
hdr‡
Side Special
4-6554°57 / 86-24433–0, 1, 2top
hdr‡
Side Special
5-7639°67 / 39-21532–0, 1top
hdr‡※
Side Special
6-10varies79°60 / 80–636–0, 1, 2, 3top
hdr‡※
Side Special
7-9variesSakurai60 / 73–746–0, 1top
hdr‡※
Side Special
7-16 (every 3)280°2 / 20-54765–0, 1, 2top
19-21varies30°64 / 47–0, 1, 2top
hdr‡
Side Special
9-11490°40 / 35-15929–0, 1top
hdr‡
Side Special
4-7390°30 / 30-24432–0top
4-73110°30 / 30-241top
4-7360°30 / 30-242top
hdr‡
Side Special
5-73Sakurai30 / 25-23532–0, 1, 2top
hdr‡
Side Special
5-74125°80 / 70-29539–0, 1, 2top
hdr‡
Side Special
4-6554°57 / 86-27436–0, 1, 2top
hdr‡
Side Special
5-7639°67 / 39-24535–0, 1top
hdr‡※
Side Special
6-10varies79°60 / 80–636–0, 1, 2, 3top
hdr‡※
Side Special
7-9variesSakurai60 / 73–746–0, 1top
hdr‡※
Side Special
7-16 (every 3)280°2 / 20-54765–0, 1, 2top
19-21varies30°64 / 47–0, 1, 2top
hdr‡
Up Special
611Sakurai70 / 89-26641–0sword2
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 hitboxes–41––
vanilla
Down Special
5-78Sakurai90 / 60-30542–0, 1, 2, 3sword1, armr, claviclel
hdr‡
Down Special
no hitboxes–57––
vanilla
Down Special
5-78Sakurai90 / 60-30542–0, 1, 2, 3sword1, armr, claviclel

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1450°100 / 50–152490–
1-233Sakurai40 / 100–0–
vanilla
Back Throw
14140°80 / 60–1645290–
1-443Sakurai40 / 100–0–
vanilla
Up Throw
1593°70 / 102–1334210–
1-333Sakurai40 / 100–0–
vanilla
Down Throw
14100°95 / 57–1640240–
1-393Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
23-25945°90 / 20-282358–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
22-23748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–43––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–41––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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.