Wario vs Lucina

Lucina Matchup (Wario)

Wario vs Lucina

In Wario vs Lucina, the key is refusing to play straight into sword range on the ground, using air drift to force whiffs first, and then turning Waft pressure plus Lucina's shorter horizontal recovery into repeated ledge wins.

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Matchup Summary (Win Condition and Game Plan)

If Wario fights this matchup directly on the ground, Lucina’s walk speed plus Forward Air, Neutral Air, and Down Tilt make the sword wall very hard to break cleanly. The matchup changes when Wario uses his superior air drift to alter landings and force one swing to miss before committing. He should enter from low jumps and drifting air movement, not from repeated straight dashes into sword range.
The full table shows that Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smashes, Forward Air, Down Air, Neutral B, and Side B are all clear punish points for Up B (6f), OOS Nair (7f), or OOS Fair (8f). On the other hand, Neutral Air, Back Air, and Up Air are mostly safe enough that trying to shield-punish every aerial only gives Lucina the stage she wants. Wario gets more by making those aerials miss and then chasing the landing.
The win condition is touching once with Nair, Fair, or a rising aerial intercept, then never letting the landing trap or ledge pressure end. Lucina’s edgeguarding is strong, but she still lacks a projectile and her horizontal recovery is not especially long, so once Wario starts forcing ledge situations, Bair, bike pressure, and repeated offstage checks become meaningful. As Waft builds, Lucina also loses freedom to keep walking forward at midrange.
The trap is turning Waft into an excuse to stop playing. If Wario only waits for it, Lucina can simply walk him to the corner and begin her own ledge and edgeguard cycle first. Waft should make the normal air-drift neutral more threatening, not replace it.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldWario OOS Candidate MovesBarely Missed Moves
Jab 15-16
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Jab 24-19
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Forward Tilt8-15
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Up Tilt6-19
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Down Tilt7-8
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (+2)
  • OOS Uair (+3)
  • Up Smash (+3)
Dash Attack13-21
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Forward Smash10-31
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Up Smash13-41/-35
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Down Smash6/21-42/-24
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Neutral Air6/15-4/-3
  • None
  • Up B (+3)
Forward Air6-6
  • Up B (6f)
  • OOS Nair (+1)
  • OOS Fair (+2)
Back Air7-5
  • None
  • Up B (+1)
  • OOS Nair (+2)
  • OOS Fair (+3)
Up Air5-3
  • None
  • Up B (+3)
Down Air9/11-9/-9
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (+1)
  • OOS Uair (+2)
  • Up Smash (+2)
  • OOS Bair (+3)
  • OOS Dair (+3)
Neutral B19—79-23 to Shieldbreak
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Side B9-26/-16
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Up B5
Down B6 (Start of Counter)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not extend grounded footsies forever. Use low jumps and lateral air drift to make Lucina whiff Forward Air, Neutral Air, or Down Tilt once before you commit.
  • When you block Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash, Forward Air, Down Air, Neutral B, or Side B, punish with Up B (6f) first and confirm whether OOS Nair, OOS Fair, or Grab is better.
  • Do not force shield punishes on Neutral Air, Back Air, or Up Air. Cover the pullback and landing instead with Uair or Bair.
  • Once you take stage, keep the ledge sequence going and use Bair, bike pressure, and air drift to repeatedly challenge Lucina’s shorter horizontal recovery.
  • As Waft builds, use the added threat to make your normal whiff punishes and landing traps stronger rather than backing off into pure waiting.

Actions to Avoid

  • Running straight into Lucina’s sword range on the ground and letting her walk-speed spacing dictate every exchange.
  • Dropping punishable spots like Down Tilt, Dash Attack, Forward Air, Down Air, Side B, or the smash attacks and giving her sword swings no real cost.
  • Mashing after every blocked Neutral Air, Back Air, or Up Air and donating stage control in exchanges where the punish is not actually there.
  • Retreating only to wait for Waft and allowing Lucina to push you to ledge and start her stronger edgeguard game first.

Reference Links

Related Pages