Lucario (SSBU): Difference between revisions

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Its [[smash attack]]s also have their uses as disjointed kill options. [[Up smash]] has its use as an anti-air that kills middleweights at 105% at base power and it can also hit grounded opponents up close with its initial scooping hitbox, making it a situational out of shield option against laggy moves. [[Down smash]] covers Lucario from both sides and kills middleweights at 115% from center stage at base power. [[Forward smash]] has the greatest amount of kill power and horizontal range out of its smash attacks, being able to kill middleweights at 90% from center stage at base power while also having the potential to be safe on shield if spaced well. Its [[grab]] game also has utility. [[Up throw]] and [[down throw]] can be used as combo starters, with the former being able to combo into forward aerial at low percents and neutral aerial at mid percents (as well as up aerial on bigger characters), while the latter can combo into forward aerial at low percents (with down throw > forward air > forward air > up air being its most damaging combo at low percents). [[Forward throw]] and [[back throw]] don't have much use outside of being positional throws, though the latter can have a situational use as a late kill throw.
Its [[smash attack]]s also have their uses as disjointed kill options. [[Up smash]] has its use as an anti-air that kills middleweights at 105% at base power and it can also hit grounded opponents up close with its initial scooping hitbox, making it a situational out of shield option against laggy moves. [[Down smash]] covers Lucario from both sides and kills middleweights at 115% from center stage at base power. [[Forward smash]] has the greatest amount of kill power and horizontal range out of its smash attacks, being able to kill middleweights at 90% from center stage at base power while also having the potential to be safe on shield if spaced well. Its [[grab]] game also has utility. [[Up throw]] and [[down throw]] can be used as combo starters, with the former being able to combo into forward aerial at low percents and neutral aerial at mid percents (as well as up aerial on bigger characters), while the latter can combo into forward aerial at low percents (with down throw > forward air > forward air > up air being its most damaging combo at low percents). [[Forward throw]] and [[back throw]] don't have much use outside of being positional throws, though the latter can have a situational use as a late kill throw.


Lucario's aerial moveset also has good utility. Neutral aerial hits twice, covers Lucario from both sides and has a good amount of active frames, making it a useful [[edgeguarding]] tool that compliments its ability to maintain aerial presence. It can also combo into up tilt, down tilt, and dash attack at low and mid percents when [[SHFF]]'d. Forward aerial is fast and can combo into itself when SHFF'd, up aerial and back aerial are vertical and horizontal kill options, with the former killing middleweights at 110% at base power near the top blast zone and having situational combo potential into itself and neutral aerial when SHFF'd, and the the latter kills at 115% from base power at center stage while also being slightly disjointed. Down aerial is also unique in its uses; it is its fastest aerial at frame 4, allowing it to be an out of shield option, it stalls its movements which allows it to mix up its [[disadvantage]] and edgeguarding, and it has its use as a kill option, killing middleweights at 135% from the edge of Final Destination at base power.
Lucario's aerial moveset also has good utility. Neutral aerial hits twice, covers Lucario from both sides and has a good amount of active frames, making it a useful [[edgeguarding]] tool that compliments its ability to maintain aerial presence. It can also combo into up tilt, down tilt, and dash attack at low and mid percents when [[SHFF]]'d. Forward aerial is fast and can combo into itself when SHFF'd, up aerial and back aerial are vertical and horizontal kill options, with the former killing middleweights at 110% at base power near the top blast zone and having situational combo potential into itself and neutral aerial when SHFF'd, and the latter kills at 115% from base power at center stage while also being slightly disjointed. Down aerial is also unique in its uses; it is its fastest aerial at frame 4, allowing it to be an out of shield option, it stalls its movements which allows it to mix up its [[disadvantage]] and edgeguarding, and it has its use as a kill option, killing middleweights at 135% from the edge of Final Destination at base power.


Lucario's [[special move]]set sports great versatility as well. [[Aura Sphere]] is useful as a projectile and as a kill option, with a fully charged one killing middleweights at 150% from center stage at base power. In addition, the move also maintains a hitbox behind Lucario as it is being charged, giving it use as an approach mixup and sometimes as a situational kill confirm into back aerial. [[Force Palm]] is unique in the fact that it functions as a ranged blast from a distance and as a command grab at point blank range, giving it use as an out of shield option and a kill option, as it kills middleweights at 140% at base power from center stage. [[Extreme Speed]], being its primary recovery option, travels a good distance and has a hitbox that enables it to be used as a mixup for onstage recoveries. Finally, [[Double Team]] is a [[counterattack|counter]] that has greater utility than conventional counters; the distance the move covers allows Lucario to punish the opponent when countering a projectile, and the fact that the strength of the counter is based on Aura as opposed to the strength of the countered move allows it to kill middleweights at 115% at base power regardless of the move being countered.
Lucario's [[special move]]set sports great versatility as well. [[Aura Sphere]] is useful as a projectile and as a kill option, with a fully charged one killing middleweights at 150% from center stage at base power. In addition, the move also maintains a hitbox behind Lucario as it is being charged, giving it use as an approach mixup and sometimes as a situational kill confirm into back aerial. [[Force Palm]] is unique in the fact that it functions as a ranged blast from a distance and as a command grab at point blank range, giving it use as an out of shield option and a kill option, as it kills middleweights at 140% at base power from center stage. [[Extreme Speed]], being its primary recovery option, travels a good distance and has a hitbox that enables it to be used as a mixup for onstage recoveries. Finally, [[Double Team]] is a [[counterattack|counter]] that has greater utility than conventional counters; the distance the move covers allows Lucario to punish the opponent when countering a projectile, and the fact that the strength of the counter is based on Aura as opposed to the strength of the countered move allows it to kill middleweights at 115% at base power regardless of the move being countered.
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Finally, Lucario's special moveset, despite being versatile, doesn't come without its flaws, as Force Palm has hitbox issues that cause the command grab to not be triggered when at close range, and Double Team can put Lucario deeper in disadvantage if used hastily. However, the most glaring flaw with its special moveset is its recovery; while Extreme Speed travels fast and covers good distance, the fact that it has 47 frames of startup makes it vulnerable to edgeguarding. Additionally, the move is also inconsistent due to not always grabbing the ledge as well as the fact that the speed and distance change with Aura, making it possible to overshoot its recovery and self destruct.
Finally, Lucario's special moveset, despite being versatile, doesn't come without its flaws, as Force Palm has hitbox issues that cause the command grab to not be triggered when at close range, and Double Team can put Lucario deeper in disadvantage if used hastily. However, the most glaring flaw with its special moveset is its recovery; while Extreme Speed travels fast and covers good distance, the fact that it has 47 frames of startup makes it vulnerable to edgeguarding. Additionally, the move is also inconsistent due to not always grabbing the ledge as well as the fact that the speed and distance change with Aura, making it possible to overshoot its recovery and self destruct.


Overall, Lucario is a very high risk, high reward character. Essentially being most powerful when most vulnerable, players need to know when to play recklessly and when to play carefully. Either kill sooner and get killed sooner, or kill later and get killed later. Lucario's flaws outweigh its strengths; despite the strengths it has in its special moveset and in its aerial and offstage game as well as the potential to secure early stocks and comebacks with high Aura, the potency of these strengths are undermined by Aura's many inconsistencies and its damage reducing multiplier when at percents less than 65%. On top of that, its below-average frame data and its floaty nature make its approaches inconsistent and its recovery is exploitable due to its long start-up. It is primarily from Aura's inconsistencies that players consider Lucario to be a low-tier character who is poorly designed, with many players suggesting that the character need to be reworked entirely. Because of this, Lucario is not a popular character to use as a main, especially in high level competition.
Overall, Lucario is a very high risk, high reward character. Essentially being most powerful when most vulnerable, players need to know when to play recklessly and when to play carefully. Either kill sooner and get killed sooner, or kill later and get killed later. Despite the strengths it has in its special moveset and in its aerial and offstage game as well as the potential to secure early stocks and comebacks with high Aura, the potency of these strengths are complicated by Aura's many inconsistencies and its damage reducing multiplier when at percents less than 65%. On top of that, its below-average frame data and floaty nature makes its approaches inconsistent and its recovery is exploitable due to its long start-up.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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Update 13.0.0 buffed Lucario for one final time. Its dash attack's sweetspot now lasts one more frame and has more range. The second hit of forward tilt was given more knockback, and down tilt was given less startup and ending lag.
Update 13.0.0 buffed Lucario for one final time. Its dash attack's sweetspot now lasts one more frame and has more range. The second hit of forward tilt was given more knockback, and down tilt was given less startup and ending lag.


Overall, when compared to how it fared at launch, Lucario is now seen as a much more viable character in ''Ultimate'''s metagame. However, the loss of its Aura Sphere charge combos, and the weakening of Aura and Rage, Lucario is still seen as one of the game's weaker characters, especially when compared to his incarnation in the previous game.
Overall, when compared to how it fared at launch, Lucario is now seen as a much more viable character in ''Ultimate'''s metagame.  


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
When ''Ultimate'' was released, many players believed that Lucario had a lot of potential and that it was better than its already strong ''Smash 4'' incarnation. This was due to many of its moves either becoming faster or more reliable along with the character greatly benefiting from the game's mechanics. On top of this, {{SSBU|Donkey Kong}}, who was previously considered to be a hard counter to Lucario in ''Smash 4'',  was now an easier matchup. Because of this, many players considered Lucario a solid high-tier character with some saying it had the potential to rise into the top tier.
However, as the meta advanced, players recognized that the character's nerfs overshadowed the many buffs it received. This was because of aura's overall weaker damage multiplier, down air not being as safe for disadvantage, Aura Sphere having less versatility, its recovery being worse, the removal of some of its kill confirms, and some characters such as {{SSBU|Bowser}}, {{SSBU|Wario}}, and {{SSBU|Ness}} proving to be very troublesome matchups for Lucario. As a result, players' opinions on Lucario dropped and it obtained a below-average player base throughout ''Ultimate'''s metagame, with many players such as {{Sm|ESAM}} claiming that it's a low-tier character, ranking 71st on the first and current tier list. Despite this, players such as {{Sm|Tsu}} and {{Sm|Jeda}} have still placed fairly well at tournaments: Tsu placed 5th at {{Trn|Umebura Japan Major 2019}}, while Jeda placed 13th at {{Trn|Syndicate 2019}} and 17th at {{Trn|Albion 4}}.
===Most historically significant players===
===Most historically significant players===
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''See also: [[:Category:Lucario players (SSBU)]]''
''See also: [[:Category:Lucario players (SSBU)]]''


*{{Sm|Armadillo|Canada}} - One of the best Lucario players in the world. Placed 1st at both {{Trn|Battle of Z: Toronto Strikes Back}} and {{Trn|Lan ETS 2022}}, 2nd at {{Trn|Battle of Z: Art of Izaw Edition}}, 9th at {{Trn|Battle of BC 5}}, and 17th at {{Trn|Let's Make Big Moves 2023}} with wins over players such as {{Sm|Shuton}}, {{Sm|WaDi}}, and {{Sm|quiK}}.
*{{Sm|Armadillo|Canada}} - One of the best Lucario players in the post-online metagame with some of Lucario's best results since Tsu, including 9th at {{Trn|Battle of BC 5}} with a win over {{Sm|Shuton}} as well as 13th at {{Trn|Get On My Level 2023}} and 17th at {{Trn|Let's Make Big Moves 2023}}. In addition, he notably defeated {{Sm|MkLeo}} at {{Trn|SUPER ELITE MONTHLY SERIES XII: FORMA DE LEO FEAT HBOX}}.  
*{{Sm|Gachipi|Japan}} - One of the best Lucario players in the world. Placed 4th at {{Trn|DELTA 2}}, 13th at both {{Trn|Wave 3}} and {{Trn|Seibugeki 13}}, and 17th at both {{Trn|DELTA 3}} and {{Trn|DELTA 4}} with wins over players such as {{Sm|Tea}}, {{Sm|Zomba}}, and {{Sm|Umeki}}.
*{{Sm|Gachipi|Japan}} - One of the best Lucario players in the post-online metagame, placing at or near top 8 at several superregionals including 2nd at {{Trn|Seibugeki 16}}, 4th at {{Trn|Kurobra 40}}, and 7th at {{Trn|Gen 2.0}}. He is less consistent at majors but has nevertheless placed highly at several, including 13th at {{Trn|Seibugeki 15}} and 17th at {{Trn|DELTA 4}}.
*{{Sm|Jeda|France}} - One of the best Lucario players in the early metagame. Placed 3rd at {{Trn|BURST 4}}, 5th at {{Trn|European SEL Clash}}, 9th at {{Trn|Stunfest 2019}}, 13th at {{Trn|Syndicate 2019}}, and 17th at {{Trn|Albion 4}} with wins over {{Sm|Glutonny}}, {{Sm|Meru}}, and {{Sm|Flow}}. Currently ranked 18th on the [[European Smash Rankings]].
*{{Sm|Jeda|France}} - The best Lucario player in Europe in the early metagame, ranking 18th on the [[European Smash Rankings]] at his peak and placing highly at many European events, including 13th at the superregionals {{Trn|Syndicate 2019}} and {{Trn|Ultimate WANTED 2}} and 17th at the major {{Trn|Albion 4}}. He is the second Lucario player ranked in the top 100 on a global ranking, ranking 76th on the [[OrionRank 2019]]. His activity and performances have declined since his peak, and he has not attended any notable event since 2021.
*{{Sm|Tsu|Japan}} - Co-mains Lucario with {{SSBU|Cloud}} and is the best Lucario player in the world. Placed 5th at {{Trn|Umebura Japan Major 2019}}, 9th at {{Trn|Umebura SP 2}}, and 13th at both {{Trn|Umebura SP 7}} and {{Trn|Kagaribi 4}} with wins over {{Sm|Zackray}}, {{Sm|Abadango}}, and {{Sm|Atelier}}. Formerly ranked 44th on the [[Spring 2019 PGRU]].
*{{Sm|Tsu|Japan}} - The best Lucario player in the early metagame who has some of Lucario's best results, including 2nd at the superregional {{Trn|2GG: Grand Tour - South Carolina}} and 5th at the supermajor {{Trn|Umebura Japan Major 2019}}, the latter being the highest placement for a Lucario player at a major/supermajor. He is the only Lucario player ever ranked top 50 globally, ranking 44th on the [[Spring 2019 PGRU]]. However, since then he has yet to achieve performances as strong as the early metagame, and he has also picked up other characters to play alongside Lucario.
*{{Sm|Vivi|USA}} - The best Lucario player in the United States in the early metagame but has since switched to {{SSBU|Hero}}. Placed 17th at {{Trn|Defend the North 2019}} and 33rd at {{Trn|Let's Make Moves}} with wins over {{Sm|Sinji}}, {{Sm|Frozen}}, and {{Sm|Mr. E}}. Ranked as high as 10th on the [[New York City Power Rankings]].
 
===Tier placement and history===
When ''Ultimate'' was released, many players believed that Lucario's faster and more reliable moves and benefits from the game's mechanics allowed it to fare better in the new game. Early results were able to match this enthusiasm thanks to the efforts of {{Sm|Tsu}} and {{Sm|Jeda}}, both of whom spearheaded Lucario's early metagame playerbase. However, this honeymoon period did not last for long, as players began recognizing that the character's nerfs, especially to its Aura, were more glaring than initially perceived. In addition, Lucario's reliance on Aura meant it had a harder time KOing until it was at higher percents, while its best KO moves often have slow frame data. As such, many of his best players either began playing other characters or became less consistent than before, leading to a decline in its playerbase: although Lucario's representation hovered in the mid-40s throughout 2019, by 2021 it had dropped into the bottom 10. Although players like {{Sm|Armadillo}} began placing well with Lucario during this time, it did little to alleviate this decline, and as such Lucario was ranked 71st on the first tier list near the end of the mid-tier.
 
Following the first tier list, Lucario entered a renaissance period as its best players gained more recognition at a national level. Armadillo's improving performances, which included a 9th-place finish at {{Trn|Battle of BC 5}} and having wins over {{Sm|Glutonny}}, {{Sm|MkLeo}}, and {{Sm|Shuton}}. {{Sm|Gachipi}}'s rise in Japan also helped Lucario's declining representation, with both players showcasing how threatening Lucario could be at higher percents. As such, many players realized that Lucario was not as weak as initially perceived, and as such Lucario rose substantially on the second tier list, jumping 14 spots to 57th in the C+ tier.


=={{SSBU|Classic Mode}}: Counter Encounters==
=={{SSBU|Classic Mode}}: Counter Encounters==
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