Matchup Summary (Win Condition and Game Plan)
Byleth controls the outer lane with lance tip, fair, bair, and neutral B, and once a hit lands the damage and kill threat are high immediately. If Lucina keeps trying to break through from distant full hops, the longer weapon usually gets there first and pushes her back out.
At the same time, Byleth’s mobility, landing freedom, and close-range speed are all limited. Lucina gets better value by walking and pulling back just inside lance tip range, creating a whiff or shielded contact, then answering with fair, nair, and Up B, and once Byleth is airborne keeping the pressure on the landing or the ledge instead of resetting center stage.
The frame table shows jab 1, jab 2, jab 3, rapid jab finisher, tilts, dash attack, all smashes, nair, dair, side B, and grounded Up B are all punishable by Up B (5f) or OOS Uair (8f). By contrast, spaced fair and bair only leave thin answers, and weak neutral B often only gives Up B, so Lucina needs to punish the heavy contact cleanly instead of forcing every spacing check.
The most stable kill route is to keep the stock at the ledge, covering jump, roll, normal getup, and the Up B ledge grab with fair, uair, bair, and up smash. Deep offstage chases are much riskier because tether Up B can drag Lucina down or reverse the edgeguard.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Lucina OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -15 |
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| Jab 2 | 4 | -17 |
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| Jab 3 | 5 | -22 |
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| Rapid Jab | 11 | ** | ||
| Rapid Jab Finisher | 6 | -40 |
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| Forward Tilt | 8 | -15 |
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| Up Tilt | 9 | -15 |
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| Down Tilt | 13 | -14 |
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| Dash Attack | 9 | -26/-23 |
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| Forward Smash | 23 | -31/-27 || -32/-28 || -32/-28 |
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| Up Smash | 13 | -22 |
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| Down Smash | 19/29 | -40/-30 |
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| Neutral Air | 6… | -11/-11/-9 |
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| Forward Air | 12 | -7/-6 |
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| Back Air | 13 | -9/-8 |
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| Up Air | 10… | -12/-11 |
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| Down Air | 22 | -21 |
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| Neutral B | 45/114 | -8/-21 |
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| Side B | Ground: 20 || Air: 21 | Ground: -20/-34 || Air: -16/-35 |
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| Up B | 9(ground) || 10(air) | -35(ground) || **(air) |
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| Down B | 62 | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not jump directly at the lance tip. Stay just inside that range with walk spacing and pullback timing, then touch first with fair, nair, and down tilt.
- After blocking jab 1, jab 2, jab 3, rapid jab finisher, any tilt, dash attack, any smash attack, nair, dair, side B, or grounded Up B, take the punish with Up B, OOS Uair, or OOS Fair.
- When fair, bair, or weak neutral B are spaced, do not force an in-place punish. Cover the landing and the retreat instead and win on the next beat.
- Once Byleth is airborne, keep the juggle active with uair and grounded repositioning so air dodge or ledge drift becomes the only escape.
- At ledge, watch jump, normal getup, roll, and the tether grab together, then finish with fair, uair, bair, or up smash while keeping stage control.
Actions to Avoid
- Bursting in from far away with full hops and running Lucina into lance tip, fair, bair, or neutral B.
- Waiting too passively in front of Byleth and giving neutral B, heavier side B, or down B free setup time.
- Treating every spaced fair or bair as a guaranteed Up B or uair punish and losing position when the answer whiffs.
- Chasing too deep offstage and letting tether Up B pull Lucina into a reversal or meteor situation.