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Lucas (PM): Difference between revisions

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===Changes from ''Brawl'' to PM===
===Changes from ''Brawl'' to PM===
Lucas was heavily buffed from ''Brawl'' to ''Project M'' in his offensive game but slightly nerfed in his defensive game, as he now has much more options to combo, but less options to recover.
Lucas was heavily buffed from ''Brawl'' to ''Project M'' in his offensive game but slightly nerfed in his defensive game, as he now has much more options to combo, but less options to recover.
*{{buff|Lucas can now [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game deadlier.}}
*{{buff|Lucas can now [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game even more deadly.}}
*{{buff|Lucas has gained a long [[wavedash]] thanks to ''Project M''{{'}}s new physics, greatly bolstering his approach and positioning.}}
*{{buff|Lucas has gained a long [[wavedash]] thanks to ''Project M''{{'}}s new physics, greatly improving his approach and positioning.}}
*{{buff|New Jab combo is only 2 hits, and is a better combo starting move.}}
*{{buff|New Jab combo is only 2 hits, and is a better combo starting move.}}
*{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed.}}
*{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed.}}
*{{buff|[[Dash attack]] is much faster and is now cancelable, giving Lucas a very fast and long-ranged [[DACUS]].}}
*{{buff|[[Dash attack]] is much faster and is now can be canceled, giving Lucas a very fast and long-ranged [[DACUS]].}}
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and is a fantastic lead-up into combos or a [[down aerial]].}}
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a [[down aerial]].}}
*{{buff|[[Neutral aerial]] links more fluidly and has less hits, while still dealing consistent damage.}}
*{{buff|[[Neutral aerial]] links more fluidly and has less hits, while still dealing consistent damage.}}
*{{buff|Foward air does 1% more damage now doing 13% and is a stronger combo move and is a weaker kill move.}}
*{{buff|Foward air does 1% more damage now doing 13% and is a stronger combo move and is a weaker KO move.}}
*{{buff|[[Back aerial]] does much more damage and is a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, making it a more reliable offstage finisher and edgeguarding option.}}
*{{buff|[[Back aerial]] does much more damage and is a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, making it a more reliable offstage finisher and edgeguarding option.}}
*{{buff|[[Up aerial]] was given more juggling potential.}}
*{{buff|[[Up aerial]] was given more juggling potential.}}
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*{{buff|[[Zair]] now has a damaging hitbox, and is also generally better for recovering, as it can be used after an [[air dodge]] and ignores [[edge-hog]]gers thanks to ''Project M''{{'}}s new tether recovery mechanics.}}
*{{buff|[[Zair]] now has a damaging hitbox, and is also generally better for recovering, as it can be used after an [[air dodge]] and ignores [[edge-hog]]gers thanks to ''Project M''{{'}}s new tether recovery mechanics.}}
*{{buff|Up smash has a faster start-up.}}
*{{buff|Up smash has a faster start-up.}}
*{{buff|Foward tilt has less knockback growth making it a stronger combo move.}}
*{{buff|Foward tilt has less knockback growth making it a better combo move.}}
*{{buff|Foward throw has less knockback making it a better throw to follow-up with.}}
*{{buff|Foward throw has less knockback making it a better throw to follow-up with.}}
*{{buff|Foward smash does 1% more damage now doing 16%.}}
*{{buff|Foward smash does 1% more damage now doing 16%.}}
*{{buff|Down tilt does 1% more damage now doing 7% and sends at a higher angle for combos.}}
*{{buff|Down tilt does 1% more damage now doing 7% and sends at a higher angle for combos.}}
*{{buff|[[Down smash]] has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to either get a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}}
*{{buff|[[Down smash]] has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to peform a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}}
*{{buff|[[PK Freeze]] is replaced with a new special move called "Offense Up"; a charging move with storable charge similar to [[Giant Punch]] or [[Needle Storm]], which increases the power of Lucas smash attacks' in addition to giving him a surrounding spark attack and keeping the charge when one of these attacks connects. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.}}
*{{buff|[[PK Freeze]] is replaced with a new special move called "Offense Up"; a charging move with storable charge similar to [[Giant Punch]] or [[Needle Storm]], which increases the power of Lucas smash attacks' in addition to giving him a surrounding spark attack and keeping the charge when one of these attacks connects. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.}}
*{{buff|[[PK Fire]] (now using the graphic of PK Freeze) has slightly decreased damage, but contains more hitlag and less knockback, and cancels upon landing, giving Lucas better follow-ups.}}
*{{buff|[[PK Fire]] (now using the graphic of PK Freeze) has slightly decreased damage, but contains more hitlag and less knockback, and cancels upon landing, giving Lucas better follow-ups.}}
*{{buff|[[PSI Magnet]] is now jump-cancelable, and it can now deal damage consecutively for the entire duration. Its release hitbox now sends up and over Lucas' head, improving its combo potential.}}
*{{buff|[[PSI Magnet]] is now can be jump-canceled, and it can now deal damage consecutively for the entire duration. Now It releases hitboxes over Lucas' head, improving its combo potential.}}
*{{buff|Standing [[grab]] animation sped up slightly, and has less endlag.}}
*{{buff|Standing [[grab]] animation is slightly faster, and has less endlag.}}
*{{buff|All [[throw]]s were sped up. [[Down throw]] also has decreased knockback scaling and sends enemies at a more favorable angle for follow-ups, while in ''Brawl'' it sent them diagonally away from Lucas.}}
*{{buff|All [[throw]]s are increased in speed. [[Down throw]] also has decreased knockback scaling and sends enemies at a more favorable angle for follow-ups, while in ''Brawl'' it sent them diagonally away from Lucas.}}
*{{nerf|New Up throw does 2% less damage now doing 8%.}}
*{{nerf|New Up throw does 2% less damage now doing 8%.}}
*{{nerf|Zair has more landing lag.}}
*{{nerf|Zair has more landing lag.}}
*{{nerf|Jab combo does 4% less damage now doing 6% total.}}
*{{nerf|Jab combo does 4% less damage now doing 6% total.}}
*{{nerf|Back throw is a slightly weaker kill option.}}
*{{nerf|Back throw is a slightly weaker KO option.}}
*{{nerf|Down smash is a slightly weaker kill move.}}
*{{nerf|Down smash is a slightly weaker KO move.}}
*{{nerf|Dash attack does 2% less damage now doing 10%.}}
*{{nerf|Dash attack does 2% less damage now doing 10%.}}
*{{nerf|Foward smash is a slightly weaker kill move.}}
*{{nerf|Foward smash is a slightly weaker KO move.}}
*{{nerf|Down aerial does 5% less damage now doing 15%.}}
*{{nerf|Down aerial does 5% less damage now doing 15%.}}
*{{nerf|Neutral aerial does 3% less damage now doing 14% total.}}
*{{nerf|Neutral aerial does 3% less damage now doing 14% total.}}
*{{nerf|New Up tilt does 1% less damage now doing 10%.}}
*{{nerf|New Up tilt does 1% less damage now doing 10%.}}
*{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}}
*{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}}
*{{nerf|[[Down tilt]] can no longer [[infinite]], due to less IASA frames, and it sending up.}}
*{{nerf|[[Down tilt]] can no longer be [[infinite]], due to less IASA frames, and it sending up.}}
*{{nerf|Up aerial now deals just 9% damage, no longer being a reliable KO move.}}
*{{nerf|Up aerial now deals just 9% damage, no longer being a reliable KO move.}}
*{{nerf|[[Up smash]] has drastically less range and is slightly weaker.}}
*{{nerf|[[Up smash]] has drastically less range and is slightly weaker.}}
*{{nerf|[[PK Thunder]] is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.}}
*{{nerf|[[PK Thunder]] is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.}}
*{{nerf|PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced.}}
*{{nerf|PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced.}}
*{{nerf|Down throw's greatly decreased knockback scaling no longer makes it a KO move.}}
*{{nerf|Down throw's greatly decreased knockback scaling, and is no longer a KO move.}}
*{{change|Lucas now uses PSI instead of kicking for his [[jab]], which links better for combos, but is in itself a poorer move as he only attacks twice; both attacks contain sourspots on his arms.}}
*{{change|Lucas now uses PSI instead of kicking for his [[jab]], which links better for combos, but is in itself a poorer move as he only attacks twice; both attacks contain sourspots on his arms.}}
*{{change|[[Down tilt]] has more ending lag, but is a [[meteor smash]] and has stronger knockback, acting much like Zelda's d-tilt.}}
*{{change|[[Down tilt]] has more ending lag, but is a [[meteor smash]] and has stronger knockback, acting much like Zelda's d-tilt.}}

Revision as of 22:36, April 14, 2014

Lucas
in Project M and Project+
Lucas SSBB.jpg
EarthboundSymbol.svg
Universe EarthBound
Base game appearance Brawl
Moveset inspiration Lucas (SSBB)
Alternate costume Masked Man Lucas
LucasHeadSSBB.png
Stub.png

Lucas is a playable character in the Brawl mod Project M. He is a character from the Earthbound games, and has been given new options and moves in his recreation from Brawl to Project M.

Attributes

Lucas' alternate costume.

Changes from Brawl to PM

Lucas was heavily buffed from Brawl to Project M in his offensive game but slightly nerfed in his defensive game, as he now has much more options to combo, but less options to recover.

  • Buff Lucas can now double jump cancel with the same mechanics as Ness, making his combo game even more deadly.
  • Buff Lucas has gained a long wavedash thanks to Project M's new physics, greatly improving his approach and positioning.
  • Buff New Jab combo is only 2 hits, and is a better combo starting move.
  • Buff Lucas's additional lag from a grounded grab release has been removed.
  • Buff Dash attack is much faster and is now can be canceled, giving Lucas a very fast and long-ranged DACUS.
  • Buff Up tilt is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a down aerial.
  • Buff Neutral aerial links more fluidly and has less hits, while still dealing consistent damage.
  • Buff Foward air does 1% more damage now doing 13% and is a stronger combo move and is a weaker KO move.
  • Buff Back aerial does much more damage and is a much stronger KO move, and is slightly easier to sweetspot and spikes, making it a more reliable offstage finisher and edgeguarding option.
  • Buff Up aerial was given more juggling potential.
  • Buff Down aerial now only hits three times, but it no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. This makes it have more utility in combos, either as a starter or finisher.
  • Buff Zair now has a damaging hitbox, and is also generally better for recovering, as it can be used after an air dodge and ignores edge-hoggers thanks to Project M's new tether recovery mechanics.
  • Buff Up smash has a faster start-up.
  • Buff Foward tilt has less knockback growth making it a better combo move.
  • Buff Foward throw has less knockback making it a better throw to follow-up with.
  • Buff Foward smash does 1% more damage now doing 16%.
  • Buff Down tilt does 1% more damage now doing 7% and sends at a higher angle for combos.
  • Buff Down smash has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to peform a quick smash attack in with a single hit, or punish crouch cancelers and pressure shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.
  • Buff PK Freeze is replaced with a new special move called "Offense Up"; a charging move with storable charge similar to Giant Punch or Needle Storm, which increases the power of Lucas smash attacks' in addition to giving him a surrounding spark attack and keeping the charge when one of these attacks connects. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.
  • Buff PK Fire (now using the graphic of PK Freeze) has slightly decreased damage, but contains more hitlag and less knockback, and cancels upon landing, giving Lucas better follow-ups.
  • Buff PSI Magnet is now can be jump-canceled, and it can now deal damage consecutively for the entire duration. Now It releases hitboxes over Lucas' head, improving its combo potential.
  • Buff Standing grab animation is slightly faster, and has less endlag.
  • Buff All throws are increased in speed. Down throw also has decreased knockback scaling and sends enemies at a more favorable angle for follow-ups, while in Brawl it sent them diagonally away from Lucas.
  • Nerf New Up throw does 2% less damage now doing 8%.
  • Nerf Zair has more landing lag.
  • Nerf Jab combo does 4% less damage now doing 6% total.
  • Nerf Back throw is a slightly weaker KO option.
  • Nerf Down smash is a slightly weaker KO move.
  • Nerf Dash attack does 2% less damage now doing 10%.
  • Nerf Foward smash is a slightly weaker KO move.
  • Nerf Down aerial does 5% less damage now doing 15%.
  • Nerf Neutral aerial does 3% less damage now doing 14% total.
  • Nerf New Up tilt does 1% less damage now doing 10%.
  • Nerf Double jump travels slightly less distance, and can no longer Zap Jump.
  • Nerf Down tilt can no longer be infinite, due to less IASA frames, and it sending up.
  • Nerf Up aerial now deals just 9% damage, no longer being a reliable KO move.
  • Nerf Up smash has drastically less range and is slightly weaker.
  • Nerf PK Thunder is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.
  • Nerf PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced.
  • Nerf Down throw's greatly decreased knockback scaling, and is no longer a KO move.
  • Change Lucas now uses PSI instead of kicking for his jab, which links better for combos, but is in itself a poorer move as he only attacks twice; both attacks contain sourspots on his arms.
  • Change Down tilt has more ending lag, but is a meteor smash and has stronger knockback, acting much like Zelda's d-tilt.
  • Change Up throw now uses freezing graphics instead of PSI graphics.
  • Change When using Lucas's up taunt, holding the input will actually make him trip, allowing situational mindgames.

Masked Man Lucas

Lucas has been given an alternate costume based on a segment in Mother 3 where Lucas is mistook for the Pigmasks' general, the Masked Man, and passes as him for a while.

Revisions

2.5b

  • Buff PK Thunder no longer dies when entering the side blast zones, and does not clip stages as easily.
  • Buff PK Thunder no longer dies when Lucas is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit.
  • Buff PKT2 ending is not as short and is able to grab the edge backwards.
  • Buff PK Freeze has less hitlag and is now SDIable.
  • Nerf Tether no longer has a hitbox attached to it when it is grabbing the ledge.
  • Change Cliff jump height slightly reduced.
  • Change Air jump animations cleaned up.
  • Change Boost smash window adjusted to be more appropriate for his jump speed.
  • Change Forward smash angled up does slightly more damage while angled down does slightly less.
  • Change Down smash is two parts just like Link's forward smash.
  • Change Neutral air now uses weight dependent set knockback on linking hits and is slightly more SDIable.
  • Change Forward air has normal hitlag.
  • Change Back air now uses the new light element effect.
  • Change Up air has normal hitlag, and now has a sweetspot that uses the new light element effect.
  • Change Grab animations edited to not look as awkward.
  • Change PSI Magnet has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before.

2.6b

  • Buff Double jump animation tweaked to better evade chain grabs.
  • Buff Forward air electric sweetspot hitbox knockback improved to increase its kill potential. Damage is also slightly increased.
  • Buff Neutral B while holding Offense Up (OU) now has a quick burst hitbox that retains OU if the hit lands.
  • Buff PK Freeze on the ground has reduced endlag.
  • Buff PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the absorb lag ends from being able to trap him in it.
  • Buff PSI Magnet time to act after absorbing a projectile has been reduced.
  • Nerf Forward smash non-Offense Up has reduced knockback growth.
  • Nerf Forward smash non-Offense Up projectile reflection active frames reduced.
  • Nerf Up smash non-Offense Up has reduced knockback growth.
  • Change Fixed a bug with powershield reflect collision size.
  • Change Jab has been changed to be two hits with minor changes in functionality.
  • Change Up tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically.
  • Change Down Tilt animation angled slightly lower to shield poke better, also removed the sparkle graphic.
  • Change Forward smash Offense Up graphics shrunk.
  • Change Up smash non-Offense Up graphics shrunk to better match the hitboxes.
  • Change Up smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas.
  • Change Neutral air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi-hit trajectories are now location dependent and generate the proper amount of hitstun for their knockback.
  • Change Neutral air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.
  • Change Back air has been completely revamped to reflect his Brawl animation.
  • Change Down air has been completely revamped to reflect his Brawl animation.
  • Change Dash grab tweaked slightly to have the grab better match the animation.
  • Change Up throw hitboxes now cannot be clanked, fixing a bug that would have him freeze up similar to Diddy's up throw.
  • Change Up throw animation has been improved aesthetically.
  • Change Lucas's upper body cannot be hit during tether reel-in.
  • Change Ledge roll 100+ works properly on edges with steep slopes like Yoshi's Island: Brawl.
  • Change PK Thunder bolt (PKT1) altered slightly so that the tail flinch hits no longer overwrite the head hit.
  • Change PK Thunder(PKT2) multi-hits now use fixed knock-back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh.
  • Change PSI Magnet time between refresh hits is slightly reduced.
  • Change PSI Magnet refresh hits in the air now pulls an aerial opponent down and towards him.
  • Change PSI Magnet multi-hit range more accurately matches release hitbox range.
  • Change PSI Magnet aesthetically changed to illuminate Lucas while active.
  • Change PSI Magnet release graphic no longer anchored to Lucas.
  • Change Up Taunt makes Lucas behave as if he actually tripped if held.

3.0

  • Nerf Down-b shield damage was significantly reduced.
  • Change Down-b repeating hitbox refresh rate was reduced.
  • Change Fixed a bug that prevented the >100% ledge roll animation from completing.

Moveset

An icon for denoting incomplete things.

Up to date as of version 3.0.

Name Damage Description
Neutral attack 2 hits of 3% (6% total)
Forward tilt 11% (sweetspot), 9% (sourspot)
Up tilt 10% (sweetspot), 8% (sourspot)
Down tilt 8% (tip), 7% (body)
Dash attack 10% (clean), 7% (late)
Forward smash 16% (24% through Offense Up)
Up smash 21% (32% through Offense Up)
Down smash 17% per hit (26% through Offense Up)
Neutral aerial 4 hits of 2%, then 6% (14% total)
Forward aerial 12%-13% (sweetspot), 10% (sourspot)
Back aerial 15%
Up aerial 9%
Down aerial 3 hits of 5% (15% total)
Grab aerial 8%
Grab -
Pummel 3%
Forward throw 10%
Back throw 10%
Up throw 12%
Down throw 7%
Floor attack (front)
Floor attack (back)
Floor attack (trip)
Edge attack (fast) 8%
Edge attack (slow) 10%
Neutral special Offense Up 10% (spark) When the special button is held, Lucas begins to channel psychic power, complete with a weak wind effect. After a few seconds, Lucas' hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. A partial charge cannot be held - it must be completed all at once. While Offense Up is charged, Lucas can also press the special button to produce an spark-like attack around himself with little to no startup. Hitting with a smash attack or the spark will allow Lucas to keep the charge, whereas missing will deplete the charge.
Side special PK Freeze 5%
Up special PK Thunder Bolt: 10% (head), 1% (tail); PK Thunder 2: 33% if all hits connect
Down special PSI Magnet 2% each hit
Final Smash PK Starstorm 14% each star

In competitive play

Notable players

Palette swaps

Lucas's palette swaps in PM

Trivia

Lucas's back aerial in previous versions of Project M.
  • In previous incarnations, Lucas's back aerial in Project M was replaced with an aerial roundhouse kick (similar to Ness's forward tilt) that dealt great knockback with high knockback scaling, while his down aerial, a guaranteed meteor smash, had him perform a flip kick downwards. These were later removed for subsequent versions of the mod, instead being restored to their Brawl iterations, but with many new buffs (as described above).

External links