Lucina vs Ken

Ken Matchup (Lucina)

Lucina vs Ken

Lucina vs Ken is most stable when Lucina denies Ken's jab and down tilt range, then converts punishable ground strings and specials into ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Ken becomes extremely volatile once he reaches point-blank because jab and down tilt confirms can run into Tatsumaki or Shoryuken, and Focus Attack can absorb single-hit pokes if Lucina overcommits nearby. Lucina still has the cleaner structure because her walk speed and sword reach keep Ken just outside down tilt range, and fair, nair, and down tilt can stop the grounded approach and force him to re-enter through jumps or Hadoken. As the table shows, jab strings, tilts, dash attack, smashes, Neutral B, Side B, and Focus Attack all have clear punish windows including Up B, while nair, bair, and shallower fair are not always worth forcing, so chasing every block is unnecessary. The win condition is to deny the start of Ken’s grounded string, push him to the ledge, and cover the re-entry points from Tatsumaki and Up B from stage while avoiding single-hit overextensions that let Focus Attack reverse the exchange.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldLucina OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (+2)
  • Up Smash (+3)
Jab 23-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 38-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab (1)7-19
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab (2)9/16-10/-6
  • Up B (5f)
  • OOS Uair (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Forward Tilt (1)3-20
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Tilt (2)8-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Forward Tilt (3)10-18/-14
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Tilt (1)3-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Up Tilt (2)7-19
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Tilt (1)2-9
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Dair (+3)
Down Tilt (2)6-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Dash Attack7-22
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Smash13-24/-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Smash9-24
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Smash5-25
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Neutral Air6-2/-2, -1/-2
  • None
Forward Air8-7/-6, -7/-6
  • Up B (5f)
  • OOS Uair (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Back Air8-4/-5
  • None
  • Up B (+1)
Up Air5-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Down Air8-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (+2)
  • Up Smash (+3)
Neutral B13-35/-34
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Side B (1)8/13—38-25 to -30
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Side B (2)8/13/18/23/28/33/38-36
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up B (1)6**
Up B (2)5/6/9**
Down B12 (+21), 12(+31), 12(+59)-32, -33, unblockable
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use walking, fair, nair, and down tilt to stay one step outside Ken’s jab and down tilt range, and do not let a straight dash create point-blank pressure for free.
  • After blocking jab strings, tilts, dash attack, smashes, Neutral B, Side B, or Down B, take the guaranteed punish immediately, starting with Up B (5f) whenever it reaches.
  • Do not force an out-of-shield swing after every nair, bair, or shallow fair; track the landing and backstep first, then re-establish sword spacing.
  • At the ledge, watch Focus stalling, Tatsumaki recovery height, and the Up B re-entry point together so Ken never gets an easy path back to center.

Actions to Avoid

  • Walking into point-blank range and agreeing to Ken’s jab, down tilt, and Shoryuken game.
  • Treating single-hit fair or down tilt as a complete answer to Focus Attack and giving the armor reversal away.
  • Swinging after every blocked nair, bair, or fair and feeding the invincible Up B or scramble Ken wants.
  • Chasing too deep offstage for one hit and letting Tatsumaki drift or Up B flip the position.

Reference Links

Related Pages