Introduction
About Lucia
An all-around character with a variety of tools, and flashy combos using her V-triggers. Her Firecracker projectile can be used to fight back in fireball wars, and her Gun Smoke command run can be used for positioning, combos, and to sneak in cheeky throws. When she scores a solid hit, her corner carry is very respectable, and both of her triggers enhance it further; VT2 is essentially capable of meterless corner-to-corner carry on a crush counter activation combo, which is very strong for a 2-bar trigger.
Strengths | Weaknesses |
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V-system
V-Trigger 1: Burning Fight
Enhances all of Lucia's kick specials, including Gun Smoke specials. Improves neutral control and pressure with many uses of VT1 Firecracker, and opens up extremely damaging combo options. However, once you hit the opponent, maximizing that hit generally means spending most or all of your remaining trigger to complete a powerful combo.
V-Trigger 2: Weapon Fury
Gives Lucia access to Tactical Weapon, a safe baton swing launcher that cancels to special moves. Gives her simple combo extensions that notably improve her damage from light confirms, and allows her to safely fish with her sweep in neutral. Her neutral game is also benefited by this, as you can now cancel and single hit-confirm good pokes like st.mk and cr.mk into Tactical Weapon for good damage and great corner carry. Easy to quickly spend the trigger in one sequence.
V-Skill 1: Tap Kick / Cyclone Spinner
A fast, low-damage combo ender that cancels to trigger. The Gun Smoke version is an unsafe, long-range double kick that can be used to end combos and cancel to CA. V-skill 1 significantly improves her combo flexibility with either trigger, and is required for her most devastating max damage VT1 cashout combos.
V-Skill 2: Arrest Heel / Nubbing Needle
A slow hop kick that goes over low attacks and can be safe on block if spaced. The Gun Smoke version is a safe hop kick that can be used to approach and fish for counter hit combos in blockstrings. In VT1, EX Nubbing Needle is +2 on block point blank, giving her an easy setup for throw mixups, while also giving you a juggle follow up with EX/VT HK Hurricane Spinner. However, her combo capability with V-skill 2 is diminished as you lose access to Cyclone Spinner. You can follow up EX Rough Chase or Tactical Weapon with the Gun Smoke version of vskill 2 and continue juggling with several moves, such as EX HK Flipper Shot or HK Hurricane Spinner
Final Patch
Players to Watch
- Aigoo0714
- Gamerbee
- Xiaobao
- Seveleii
- El Chakotay
Lucia | |
---|---|
Vitals | |
Life Points | 975 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.05 |
Backward Walk Speed | 0.04 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.354 |
Backward Dash Distance | 1.006 |
Backdash CH Frames | 3-16 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
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Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
3LK
6HP
Target Combos
8MP > 8HP
5LP > 5LK
5LP > 5LK > 5MK
5LP > 5LK > 5MK > 5HK
5LP > 5LK > 5MK > 2P
Throws
LPLK
4LPLK
Special Moves
236P
236PP
236P > P
236PP > P
236P > K
236PP > K
236P > 4
236PP > 4
236K
236KK
236K > LK
236K > MK
236K > HK
236KK > LK
236KK > MK
236KK > HK
214LK
214MK
214HK
214KK
623LK
623MK
623HK
623KK
Critical Art
214214K
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
236P > MPMK (VS1)
236PP > MPMK (VS1)
V-Skill 2
MPMK (VS2)
236P > MPMK (VS2)
236PP > MPMK (VS2)
V-Trigger 1
HPHK (VT1)
V-Trigger 2
HPHK (VT2)
HPHK
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP