GBVSR/Lucilius

From Dustloop Wiki

Overview

Overview

"A conqueror who controls the tides of battle with powerful skills."

Lucilius is a unique character who plays around with the game's cooldown system. Unlike every other character in the game, Lucilius has significantly extended cooldowns on all non-U versions of his Skills. In exchange, all of his Skills are incredibly powerful compared to the rest of the cast. His unique Blade Level mechanic steadily decreases these cooldowns and increases the damage of his specials the more he uses them, raising further when using his Orbital Resonance stance.

Iblis is a multi-use projectile, either being a horizontal spinning blade, or a vertical setplay tool. Similary, Iscariot is either a meterless wallbounce Skill or a powerful hitgrab. Phosphorus allows him to extend his conversions anywhere on screen or check people in neutral, and Tessera keeps his opponents on their toes with a variety of mixup teleports.

Outside of his Skills, Lucilius still comes armed with fantastic, far-reaching normals and a selection of 3 powerful Skybound Arts. In the right hands, his snowball potential truly has no equal.
Lucilius
GBVSR Lucilius Portrait.png
Health
16000
Prejump
5f
Backdash
18f

 Lucilius is a snowball character, whose long Skill cooldowns are offset by their sheer power.

Pros
Cons
  • Midscreen Conversions: Lucilius' Skills allow his midscreen conversions to become far more damaging than what most of the cast can achieve without spending a drop of SB Gauge, all while building his Blade Level so the next one hurts even more.
  • Superb Far Normals: f.M is an incredible poke, that leads into all of his most useful Skills, serving as both a stop sign and a brilliant combo extender. f.L also has big range for its button strength, and f.H provides a unique vaccum effect on both hit and block, with decent reach to boot.
  • Snowball Potential: While his cooldowns start off incredibly slow, one decent combo is all Lucilius needs to start reducing those cooldowns. At a high Blade Level, his Skills can become overbearing fast, while dealing increased damage.
  • Powerful Ultimate Skills: In particular, Ultimate Iblis allows for damaging extensions anywhere on screen that keeps his opponent grounded, and Ultimate Tessera is a fullscreen, plus on block teleport that leads to high damage anywhere.
  • No Meterless Reversal: Ultimate Phosphorus is Lucilius' only invincible reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. other than his Skybound Arts, meaning he cannot always have one available and it is costly to use. Additionally, his reversal cannot be used outright after using the H followup from 5U.
  • Potential to be Snowballed: While he is capable of overwhelming his opponents fast, his unique cooldown system can leave Lucilius vastly underprepared when making a few bad decisions near the start of a round. Being unable to build his Blade Level can make recovering from a deficit a real struggle.


Unique Mechanic: GBVSR BladeLevelIcon.png Blade Level

When Lucilius uses a Skill, it increases his Blade Level gauge by 5,000 points. He can also increase his Blade Level gauge by using Orbital Resonance and its follow-up attacks. Every 10,000 points of Blade Level gauge increases Lucilius' Blade Level by 1, to a maximum of 5. Using Ultimate Skills does not increase his Blade Level.

Blade Levels affect Lucilius' Skill cooldowns and increase the damage of his (non-Ultimate) Skills and Orbital Resonance follow-ups as follows:

Level Cooldowns Damage
0 12 seconds720 frames +0%
1 10 seconds600 frames +0%
2 10 seconds600 frames +10%
3 7 seconds420 frames +10%
4 7 seconds420 frames +20%
5 3 seconds180 frames +20%
Blade Level resets to 0 every round.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8

A short-range move with very good frame advantage on block and hit.

As Lucilius' uses of special moves tend to be very limited by his high cooldowns, he tends to lean on pressure utilising plus-frame normals and spacing traps until they come off cooldown. c.L is one of the cornerstones of such pressure, as its high frame advantage allows for easy frame traps or links into other close normals.

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 6 3 16 -4 +0

Fast short-range punish, as well as a link and frame trap tool.

Lucilius' c.M is his highest-reward frame trap from c.L, as Lucilius' best conversions tend to rely on his autocombo. However, its poor frame advantage makes pressuring after a blocked c.M slightly awkward.

c.M is also Lucilius' primary way to continue juggles after one of his launches, as he needs the hitstun from c.XXX and his c.H tends to be a bit slow to pick up after a launch.

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 300×2 Mid 9 5 23 -6 -2

High-damage punish and combo filler.

c.H is a very high damage combo starter, and frame traps normals from c.L. Its high base damage also makes it great combo filler near corner or after a Raging Chain.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 700 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD(+30)
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 4 10 +1 +5

A quick swipe with high range and low recovery. Takes 8f to reach its maximum range. Always +1 on block, even at max range.

Lucilius' f.L is massive for how fast it is, and is crucial to his pressure thanks to being positive on block. On CH, it will link into f.M very consistently, and on normal hit it will combo into 623L for a knockdown midscreen or 214L for a wallbounce into combo in the corner. Generally, Lucilius will want to avoid using this move mid-combo due to its relatively low hitstun.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 6 15 -6 -2

A long range kick that comes out quickly and has low recovery, letting you set up pressure and combos with little risk.

Takes 9f to reach its maximum length, at which point it is only -4.

Due to it being an air unblockable and it's long range, it can be used as an anti-air from further distances than 2H, though combos off an anti-air hit are limited.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 10 6 14 -3 +1

Vacuums the enemy towards Lucilius on hit or block.

Though much shorter and slower than f.M, f.H is a very high reward punish tool, thanks to its vacuum property and high hitstun allowing it to consistently combo into 623M for full combos.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2

A fast low jab.

Lucilius's 2L is his fastest low, and is useful in pressure purely for that purpose. Due to its mediocre frame advantage Lucilius will almost always want to cancel it into c.L or f.L, unless it's during a 236H pressure sequence.

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 5 13 -3 +1

A fairly active counterpoke move.

Lucilius' 2M has poor range, meaning he'll have difficulty utilising it as a frame trap after f.L or as a poke in neutral. However, its high clash level allows it to crush other M buttons, and its unusually high CH frame data allows it to link into f.M on CH, even at its maximum range. These unusual properties make it an effective, rewarding counterpoke.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 6 24 -13 -9

Lucilius' primary anti-air. On AA CH, this move will consistently combo into 22H for a short extension. On normal hit, he can still follow up with 623M for high damage.

Also has an important use in ending corner combos, as airborne hit 2H launches enemies high enough to end a combo with 5U~H or to set up 236H meaty enough to be safe against 8f reversals. It can also go into 22M as a combo ender if Lucilius wants to spend cooldowns on getting more blade gauge and doesn't have 236X available.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 8 3 24 -12 HKD +43

Standard GBVS sweep. On grounded hit combos into 214L, 623L, 214U, 623U, AxionGBVSR Lucilius 236236H.pngGuardAllStartup4+11Recovery54Advantage-20 (not Axion ControlGBVSR Lucilius 214214H.pngGuardAllStartup4+14~16RecoveryAdvantage-20), and Paradise LostGBVSR Lucilius 236236U.pngGuardMidStartup5+9Recovery57Advantage-30 (whiffs at tip range).

Sees regular use in max level corner combos due to being a non-autocombo normal with enough hitstun to route into combo-extending specials like 236M without straining the combo limit. Can also be used midscreen for the extra hitstun and damage compared to c.M while having most of the same routes.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

Gap closer and pressure reset tool.

66L is fast, big, and plus on block. Compliments Lucilius's fantastic f.M by covering a roughly equivalent space, but allows him to start pressure afterward. On hit, 66L also combos into c.MXX for a full combo, and it can also be used as a pressure reset after another plus normal like c.L or f.L.

66M

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 20 4 19 -4 KD +41

Large, safe launcher with very slow startup.

66H is slow and generally unrewarding, making it difficult to utilise in neutral. On midscreen, it won't link into anything on normal hit, but links into f.H on CH for high damage. In the corner, it will link into c.H on normal hit and 2H on CH.

Air Normals

j.L

j.M

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 High/Air 7 6

Long-ranged air-to-air.

j.U hits upwards and forwards, making it primarily good for air-to-airing. However, it generally has poor reward, unless Lucilius lands it as a CH near the corner. Midscreen, j.L and j.M outclass it in reward and speed.

While an overhead, whiffs on crouching opponents.


Unique Action

Orbital Resonance

5U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 18 18
5U~L 800 All 10 6 Total 49 -2 +2
5U~M 500×2 All 16 11(11)13 Total 53 +2 +6
5U~H 1200 Mid 10 6 Total 49 -7 KD +32

Lucilius assumes a stance that slowly increases his Blade Level. During this stance, Lucilius cannot block or move, but can attack with the three swords on his back by pressing L, M or H. Using sword follow-ups automatically ends the stance and will prevent the use of their related Skill for a limited period of time. The stance can also be cancelled with no attack by pressing U again.

L and M restrict access to IblisGBVSR Lucilius 236L.pngGuardAllStartup20RecoveryTotal 51Advantage+4 briefly after use, while H restricts access to PhosphorusGBVSR Lucilius 623L.pngGuardMidStartup13Recovery23Advantage-8.

  • While in stance, Blade Level gauge increases by 50 points per frame after the first 6 frames.
    • Earliest possible stance cancel is on frame 18 (i.e. actionable frame 37) and thus fills 600 Blade Level gauge.
  • All attack follow-ups also fill the Blade Level gauge, giving at least 2600 points total when canceled into as soon as possible.

L

Fires a red projectile blade. Low reward on hit and risky to use from up close, but it can serve as a way to gain Blade Level against overly-passive opponents.


M

Fires a red multihit projectile blade. Vacuums the enemy in. From around f.M range it will bring enemies close enough on block for a strike/throw mixup, and on hit it can link into 2L or c.L for a combo. However the lengthy startup is easily mashed out, so Lucilius should use this sparingly in pressure and only when enemies are conditioned to block.


H

Slices down with the gold sword. Has some anti-air potential if an enemy jumps at Lucilius while he's already in stance, but primarily useful as a combo ender that doesn't cost a cooldown. More plus the higher it hits, so after a mid-combo 2H it will usually be a +36-37 knockdown, enough to get a safejump versus 11f DPs.

Version Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
5U
5U~L
5U~M
5U~H

5U:

  • Actionable frames 19~607.


5U~L:

  • Recovery is 16f on whiff, but 26f on hit or block. Puts paired swords on cooldown for 196f.


5U~M:

  • On whiff, recovery is 12f and the second hit never happens. On hit or block recovery is 10f after the second hit. Puts paired swords on cooldown for 204f.


5U~H:

  • Recovery is 16f on whiff, but 21f on hit or block. Knockdown becomes more plus if it hits a higher enemy. Puts single sword on cooldown for 206f.


Universal Mechanics

Ground Throw

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 Mid 10 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] 1-20 [1-?] Full
  • Requires a Bravery Point.
  • Requires to be in blockstun.


Skills

Iblis

GBVS Fireball.png 236L/M/H or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 250×4 All 20 19 Total 51 +4 +8
236M 200×6 All 20 31 Total 57 +10 KD +40
236H 175×8 All 39 43 Total 69 +29 +33

A multihit projectile. All versions are advantageous on block, can beat out regular projectiles, and travel horizontally in front of Lucilius.

  • Raises Blade Level gauge by 5,000 points on use.
  • Gains increased damage and lowered cooldown as Blade Level rises.
  • Cannot be used if either paired weapon is on cooldown from LGBVSR Lucilius 5UL.pngGuardAllStartup10RecoveryTotal 49Advantage-2 or MGBVSR Lucilius 5UM.pngGuardAllStartup16RecoveryTotal 53Advantage+2 Orbital Resonance.
  • On use, both paired weapons will go on a very brief cooldown, and Lucilius will not be able to use 236U until they finish reappearing on his back.

236L

4 hits total, and can nullify most character's H fireballs. Leaves the enemy standing, enabling grounded combo extensions in the corner. On crouching hit Lucilius can link into 66L midscreen, although it's a tight window.


236M

6 hits total. Travels a shorter distance then spins in place, allowing it juggle airborne enemies midscreen. High advantage and quick startup makes it the best version to use in blockstrings.


236H

Behaves like 236M but with a very long delay before it becomes active. Ideal for forcing people to block on okizeme as Lucilius recovers before the projectile disappears. Leaves the enemy grounded on hit, like 236L. However, Lucilius himself is vulnerable to reversals and Brave Counters when used this way, and there are no known setups to mitigate this.

Phosphorus

GBVS Strike.png 623L/M/H or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1250 Mid 13 4 23 -8 KD +27
623M 1250 Mid 20 4 23 -8 KD +40
623H 700, 800 Mid 20 4(18)4 29 -4 KD +12

A large slash with Lucilius' large single weapon. All versions reach far and have a high attack level, making them superb at crushing even heavy pokes from other characters.

  • Raises Blade Level gauge by 5,000 points on use.
  • Gains increased damage and lowered cooldown as Blade Level rises.
  • Cannot be used if the single weapon is on cooldown from H Orbital ResonanceGBVSR Lucilius 5UH.pngGuardMidStartup10RecoveryTotal 49Advantage-7.

623L

Fastest non-metered version and with the longest range. Slices downwards, about halfscreen. This is Lucilius's longest footsies button, outside of his projectiles.


623M

Slower startup than 623L, but it launches on hit, allowing Lucilius to convert into c.M afterwards. Lucilius's main combo extender midscreen.


623H

Slices upwards then downwards. Mainly a frametrap tool, as it's the only version of 623X that's safe on block at close range. However, it can still be punished if an enemy uses an invincible reversal or a spotdodge in the gap between the two hits. On counterhit with the first hit, allows Lucilius to pickup with f.M or 2U for a combo. The second hit can frametrap players who attempt to mash, as the first hit looks identical to the punishable 623M. On a second-hit counterhit Lucilius gets no combo but does get a hard knockdown.

Iscariot

214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1000 Mid 15 3 20 -6 KD +22
214M 0, 1000, 300×3 Mid 17 3 18 -4 KD +36
214H 0, 1000, 300×3 Mid 19 3 18 -4 KD +36

Lucilius dashes forwards before striking. The effect of the strike depends on the version used.

  • Raises Blade Level gauge by 5,000 points on use.
  • Gains increased damage and lowered cooldown as Blade Level rises.
  • 214M and 214H deal one fewer hit per weapon Lucilius has on cooldown via Orbital Resonance or landing the moves on an opponent during Iblis.

214L

Fastest startup. On hit in the corner, provides a wallbounce for combo extensions.


214M

Dashes forwards a short distance. On hit, transitions into a diving grab that leads to a soft knockdown. Lucilius can hold up to get a safejump against 11 frame or slower reversals, though he won't land fast enough against characters with 9f DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s or with meter to use their 8f U DPs.


214H

Almost identical to 214M, leading to the same situation on hit, but with slower startup and longer range. Has about a half character width farther corner carry, so it's slightly better in the niche situations where it actually combos.

Tessera

22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L - - 39 7-23 All
22M 1000 Mid 30 3 20 -4 KD +33 7-23 All
22H 300, 700 All 43 8 14 +4 KD +40 7-30 All

Lucilius warps forwards. The warp always takes Lucilius directly in front of the opponent. All versions are invincible while travelling, but have a recovery period.

  • Raises Blade Level gauge by 5,000 points on use.
  • Gains increased damage and lowered cooldown as Blade Level rises.

22L

Warps forwards with no hitbox, similar to  Beelzebub's ShadowstepGBVS Beelzebub 5U.pngGuardStartupRecoveryTotal 36Advantage-.


22M

Warps forwards with a hitbox that comes out after reappearing. Safe on block. On a counterhit in the corner, provides a wallbounce.


22H

Delayed reappearance, but instead becomes a divekick that's plus on block.


Ultimate Skills

Ultimate Iblis

236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 160×10 All 18 55 Total 47 +42 +46
  • Cannot be used if either red sword is on cooldown from LGBVSR Lucilius 5UL.pngGuardAllStartup10RecoveryTotal 49Advantage-2 or MGBVSR Lucilius 5UM.pngGuardAllStartup16RecoveryTotal 53Advantage+2 Orbital Resonance or briefly after 236XGBVSR Lucilius 236L.pngGuardAllStartup20RecoveryTotal 51Advantage+4.

Fast, far-travelling projectile that's incredibly plus on block. The increased speed does make it more susceptible to being jumped over or Evaded than the regular versions, especially when used at a distance in neutral.

On hit, it lasts so long that it allows Lucilius to dash in and pick up a conversion from anywhere on screen.

Ultimate Phosphorus

623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 1000×2 Mid 8 2(6)2 41 -26 HKD +44 1-9 Full

Lucilius' only non-SBA reversal. The hard knockdown from landing the move leaves the opponent close to Lucilius, letting him pressure with 236H or a safejump afterwards.

  • Cannot be used if the gold sword is on cooldown from H Orbital ResonanceGBVSR Lucilius 5UH.pngGuardMidStartup10RecoveryTotal 49Advantage-7.

Ultimate Iscariot

214U or 4S+U

Ultimate Tessera

22U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22U 2000 Mid 30 9 10 +4 HKD +66 8-23 All

Plus on block, fullscreen teleport that provides a wallbounce anywhere on screen. Lucilius can pick up with this wallbounce with f.H > Raging Strike.

Like the non-metered versions of 22X, the invincibility ends before the active frames begin, so it's possible for enemies to react to the superflash and mash Lucilius out of it unless he catches them pressing a button.

Skybound Arts

Axion

236236H or 236S or L+M+S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000×4 All 4+11 3 54 -20 HKD +40 1-17 Full

Triple beam attack with invincible startup. Goes fullscreen.

  • Recovers 1 Bravery Point for Lucilius during superflash.
  • Removes 1 Bravery Point from the opponent.

Axion Control

214214H or 214S or 4L+M+S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
(500/700)×3, 500×3, 1000 All 4+14~16 -20 HKD +48 1-7 Full

Lucilius enters a stance, during which pressing L/M/H fires beams full-screen at preset angles. Pressing U or firing 3 other beams fires a final triple beam.

The startup timing for each beam can be delayed, and the different beam angles can be fired in any order. H beam has 20f startup while the other two are 18f. L and H beams do 500 damage, while M beams hit harder at 700 damage. M beam can combo at any range L beam hits by doing L > H > M.

Compared to regular AxionGBVSR Lucilius 236236H.pngGuardAllStartup4+11Recovery54Advantage-20, this super doesn't work as a reversal and is harder to combo into, but it does higher damage as long as at least one M beam is used.

  • Recovers 1 Bravery Point for Lucilius during superflash.
  • Removes 1 Bravery Point from the opponent on the first beam that hits.


Super Skybound Art

Paradise Lost

236236U or 236S+U or L+M+U+S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1440, 120×18, 1800 Mid 5+9 8 57 -30 HKD +43 1-21 Full

Launches in a circle around Lucilius, before transitioning into a cinematic bombardment. As it's air unblockable and hits in a relatively large area around Lucilius, this can be used on reaction as a 1-button antiair.

  • Recovers 1 Bravery Point for Lucilius during superflash.
  • Removes 2 Bravery Points from the opponent. The listed close hit/base damage assumes a 20% increase due to Bravery Penalty.

Unusual among SSBAs, this actually has lower raw damage than Axion ControlGBVSR Lucilius 214214H.pngGuardAllStartup4+14~16RecoveryAdvantage-20. However, this only becomes relevant when an enemy has 0-1 BP remaining before the super, otherwise the added Bravery Penalty puts Paradise Lost ahead.


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