Editing Lucario (PM)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
|name = Lucario
|image = {{tabber|title1=Classic (PM)|content1=[[File:Lucario SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Lucario.png|250px]]|title3=Gi (PM)|content3=[[File:17 - Gi-Cario.png|250px]]|title4=Gi (P+)|content4=[[File:PPlus Gi Lucario.png|250px]]}}
|mod = Project M
|base = SSBB
|moveset1 = Lucario (SSBB)
|altcostume = Gi Lucario
}}
<!--
<!--
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
'''Lucario''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Its mechanics between ''Brawl'' and ''Project M'' have been nearly entirely reimagined.


Lucario ranks 18th out of 41 on the [[Project M#Tier list|official]] [[tier list]], toward the top of the B tier. This is a considerable drop from their placement in ''Brawl'', where it was 11th out of 38. In the ''Project+'' {{h2|Project+|official tier list}}, Lucario is ranked 12th near the top of the A tier, more in line with its placement in Brawl.


==Attributes==
REMEMBER: Nintendo's official stance is that Lucario, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
In ''Brawl'', Lucario's [[aura]] system increased the damage and knockback of its attacks as its own damage climbed. In ''Project M'', however, this system has been discarded in favor of giving the Steel/Fighting-type Pokémon two mechanics similar to those found in traditional fighting games, while some of its moves were altered to be reminiscent of the shotoclone, a popular fighting game archetype.


Lucario's moves deal the damage and knockback of its ''Brawl'' counterpart when at only 88% damage, but thanks to their decreased, consistent knockback and Lucario's new [http://i.imgur.com/v2Z0W0B.png magic series], they are much more suitable for extensive combos. The magic series gives Lucario limited control over order-based [[interruptibility]], where each stage in the chain can be cancelled into anything further down. On the ground, this chain is neutral/dash attack → tilt → smash attack → special move, while in the air the chain is aerial → special move. While a stage cannot be cancelled into itself, Lucario's jab, tilts, and some of its aerials can reliably link into themselves. Additionally, some setups allow for the ground chain to be started again, such as up-smash into aerial side-special grab, which can set up a tech-chase and thus an opportunity to start the magic series over with a neutral or dash attack.


Similar to the "super meter" present in the vast majority of fighting games, Lucario can build up energy through successful hits and "spend" it on powerful attacks or combo setups. Every attack Lucario lands nets it a number of "aura points" equal to the amount of damage dealt on a successful hit or 70% of the damage a shielded hit would have dealt. After amassing fifty points, Lucario will gain an aura charge, signaled to the player through a [http://i.imgur.com/nFvaVTQ.png blue flash of light]. Players can also remind themselves of any aura charge by examining the energy glow and trails on Lucario's hands (compare the appearance of [http://i.imgur.com/VEcr4rg.png no charges], [http://i.imgur.com/Sa5I0xx.png one charge], and [http://i.imgur.com/gbSt1uJ.png two charges]). Lucario can store up to one hundred aura points, or two charges, and retains whatever it has stored even if it loses a stock.
-->
{{Infobox Character Mod
|name        = Lucario
|image        = [[Image:Lucario SSBB.jpg|250px]]
|mod          = Project M
|base        = ssbb
|moveset1    = Lucario (SSBB)
|altcostume  = Gi Lucario
|tier        = Mid
|ranking      = 19
}}
[[Image:17 - Gi-Cario.png|thumb|right|Lucario's GI Costume in Project M 3.5]]
'''Lucario''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Its mechanics between ''Brawl'' and ''Project M'' have been nearly entirely reimagined. <!--tier position paragraph-->


Aura charges are spent by pressing the standard attack button while executing the special move the player wishes to power up. Aura Sphere and Force Palm receive drastic power boosts; "Aura Bomb" is a massive, powerful, slow-moving Aura Sphere that can hit foes trying to recover through a ledge and lasts long enough for Lucario to easily throw enemies into it for a KO, while "Force Blast" becomes significantly more powerful and becomes a spike when foes are grabbed with it in the air. Meanwhile, spending an aura charge on ExtremeSpeed or Double Team will allow the player to cancel out of it using any attack other than itself, making powerful combo, chasing, recovery, or edgeguarding options possible.
==Attributes==
Lucario is effectively a different character in PM than in ''Brawl''. Its signature [[aura]] system, rather than increasing its damage output at high percentages and low stocks, now allows players to fill a "super meter" that they can drain to unleash more powerful attacks and abilities, similarly to traditional fighting games. In addition, it now possesses a combo system, and many of its attacks, such as its forward tilt and forward smash, have been redesigned to resemble attacks from more traditional fighting games.


Lucario has some reworked moves reminiscent of the shotoclone, a character archetype popularized by [[Ryu]] and [[Ken]] of {{uv|Street Fighter}}. Its up-smash is now a multi-hitting [[Shoryuken]], a leaping uppercut that can be reversed, comes out quickly, and can be cancelled into aerial grab Force Palm to set up a tech-chase. Force Palm, when used as a grab in the air, now meteor-smashes opponents powerfully in a spinning throw. Meanwhile, Lucario's ineffectual neutral-aerial from ''Brawl'' has been replaced with a powerful [[Tatsumaki Senpukyaku|hurricane kick]] that can KO at reasonably low percentages despite its quick startup. Double Team, while a counterattack in ''Brawl'', now functions as a command-dash that deals no damage and instead serves as a versatile movement option that provides Lucario with invincibility. Extremespeed now deals multiple weak hits while keeping foes close enough for more combos, especially when used horizontally across a stage.  
Lucario has command of a type of [[interruptibility]] in the form of two "magic series": "neutral attack/dash → tilt → smash → special" and "aerial → special". If Lucario lands an attack on a foe or a shield, it can immediately cancel any endlag into any move farther forward on the respective list, allowing Lucario to string together up to 4 attacks extremely quickly.


With these new techniques and mechanics, Lucario can deal massive amounts of damage over extended periods of time if it can get close enough to an opponent. However, Lucario has the same problems that would later befall its moveset inspiration {{SSB4|Ryu}}; Lucario is held back by average movement speed outside of its combos and struggles when approaching foes, as Aura Sphere is short-ranged and easily intercepted. Compared to ''Brawl'' Lucario, the comparative lack of power in its attacks also holds it back from getting KOs at regular percentages, forcing Lucario to rack up more damage than other characters would need to in order to secure a KO. In turn, these flaws force Lucario to keep close to the opponent so that it never misses a chance to punish and tack on damage, which is a problem against faster close-range fighters or ones like {{PM|Marth}}, who can use disjointed reach to keep Lucario from getting close enough.
Every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (0.6x when hitting a shield). Upon accumulating 50 aura points in one stock, Lucario earns an "aura charge" that it can spend to amplify the power of a special move by pressing the special attack and neutral attack buttons simultaneously. Lucario can hold 2 charges or 100 aura points (which takes just over 83% damage to build up) and retains them between stocks. With these two mechanics mind, Lucario's strategy is to string together long combos to rack up damage and finish the opponent with an aura-powered special move.


==Changes from ''Brawl'' to ''PM''==
==Changes from ''Brawl'' to PM==
[[File:PM Lucario Aura Bomb.gif|thumb|Lucario using Aura Bomb in Final Destination.]]
Lucario has a revamped [[aura]] mechanic that allows it to strengthen its special moves rather than increasing its power the more it is hurt. In addition, Lucario's fighting style is more combo oriented.
Lucario has a revamped [[aura]] mechanic that allows it to strengthen its special moves rather than increasing its power the more it is hurt. In addition, Lucario's fighting style is more combo oriented. Many of Lucario's moves have less startup and its combo game is significantly more deadly. One downside to Lucario's new moveset however is that most of its moves have shorter durations.


===Attributes===
===Attributes===
*{{change|[[Aura]] mechanics revamped. Lucario no longer gains strength the more it is hurt, but instead its attacks allow it to store up "aura charges" to empower its special moves, as described above.}}
*{{change|[[Aura]] mechanics revamped. Lucario no longer gains strength the more it is hurt, but instead its attacks allow it to store up "aura charges" to empower its special moves, as described above.}}
**{{buff|Aura enhanced [[Aura Sphere]] drastically increases its size to where it is even bigger than Lucario, along with increased damage and knockback. It also travels slower, giving it edge-guarding use.}}
**{{buff|Aura enhanced [[Aura Sphere]] drastically increases its size to where it is even bigger than Lucario, along with increased damage and knockback. It also travels slower, giving it edge-guarding use.}}
**{{buff|Aura enhanced [[Force Palm]] increases its damage and knockback, and also changes it from a [[Meteor Smash]] to a [[Spike]] in the air}}
**{{buff|Aura enhanced [[Force Palm]] increases its damage and knockback.}}
**{{buff|Aura enhanced [[ExtremeSpeed]] and [[Double Team]] allows Lucario to cancel its respective moves and string combos.}}
**{{buff|Aura enhanced [[ExtremeSpeed]] and [[Double Team]] allows Lucario to cancel their respective moves and string combos.}}
**{{buff|Up [[taunt]] gives Lucario 5 aura points but also deals 5% damage to Lucario until it gains an aura charge. Up taunt can also be held to continue generating aura points.}}
**{{change|Up [[taunt]] gives Lucario 5 aura points but also deals 5% damage to Lucario until it gains an aura charge. Up taunt can also be held to continue generating aura points.}}
**{{buff|Lucario starts off every match with one aura charge.}}
**{{buff|Lucario starts off every match with one aura charge.}}
*{{buff|Lucario can now cancel the endlag of its moves by stringing attacks in the order of "neutral attack/dash → tilt → smash → special" or "aerial → special", allowing it to create fast and highly damaging true combos that may even outright KO.}}
*{{buff|Lucario can now cancel the endlag of its moves by stringing attacks in the order of "neutral attack/dash → tilt → smash → special" or "aerial → special", allowing it to create fast and highly damaging true combos that may even outright KO.}}
*{{buff|Walk speed is higher (1.0 → 1.3).}}
*{{buff|Running speed is significantly higher.}}
*{{buff|Running speed is significantly higher (1.414 → 1.85).}}
*{{buff|Lucario's air speed is slightly higher (0.987 → 1.0).}}
*{{nerf|Lucario's air acceleration is lower (0.07 → 0.035).}}
*{{buff|Jump squat shortened (5 → 3 frames), granting Lucario more ease in heckling with aerials, in addition to a fast (albeit short) wavedash.}}
*{{buff|Jump squat shortened (5 → 3 frames), granting Lucario more ease in heckling with aerials, in addition to a fast (albeit short) wavedash.}}
*{{change|Lucario's traction is higher (0.0734 → 0.095) although relative to the cast, it has gone from the highest in ''Brawl'' to the 2nd highest in ''Project M''. This makes it easier for him to punish out of shield although it gives him a very short [[wavedash]].}}
 
*{{change|Lucario falls faster (1.2 → 2) going from the 32nd fastest faller out of 39 characters in ''Brawl'' to the 9th fastest out of 41 characters in ''Project M''. This significantly improves its endurance but makes it much more vulnerable to combos.}}
*{{change|Lucario's [[gravity]] is higher (0.0625 → 0.125) Going from the 5th lowest in ''Brawl'' to the 9th highest in ''Project M''.}}
*{{nerf|Lucario can no longer [[wall cling]].}}
===Ground Attacks===
===Ground Attacks===
*{{buff|Jab 2 and 3 have less startup lag (frame 9 → 8). Jab 1 also has less end lag (frame 21 → 19)}}
*{{nerf|Lucario has a new forward tilt: a backhanded punch. It consists of one hitbox that deals 1%/3% less total damage than the previous forward tilt.}}
*{{nerf|All jabs have a shorter duration (frames 6-9 (jab 1), frames 9-12 (jab 2), frames 9-14 (jab 3) → 6-7/8-9/8-11).}}
*{{buff|Up tilt deals 1% more damage.}}
*{{nerf|Lucario has a new forward tilt: a backhanded punch. It consists of one hitbox that deals 1%/3% less total damage than the previous forward tilt. It also has a shorter duration (frames 12-19 → 10-14).}}
*{{buff|Forward tilt has less startup lag (frame 12 → 10) and end lag (frame 30 → 27).}}
*{{buff|Up tilt deals 1% more damage and has less end lag (frame 33 → 28).}}
*{{nerf|Up tilt has a slightly shorter duration (frames 5-15 → 5-14).}}
*{{buff|Down tilt has less startup lag (frame 9 → 5).}}
*{{change|Down tilt deals 1% less damage, but now has a sweetspot that deals 1% more than ''Brawl''{{'}}s down tilt.}}
*{{change|Down tilt deals 1% less damage, but now has a sweetspot that deals 1% more than ''Brawl''{{'}}s down tilt.}}
*{{nerf|Down tilt has a shorter duration (frames 9-15 → 5-8).}}
*{{buff|Lucario now has a crawl attack: a low sweeping kick that deals 9%/10% damage.}}
*{{buff|Lucario now has a crawl attack: a low sweeping kick that deals 9%/10% damage.}}
*{{buff|Forward smash has less startup lag (frame 21 → 19).}}
*{{buff|Lucario has a new up smash: a leaping uppercut with repeating hitboxes leading to a strong final hit. It deals 4% more total damage and can be turned around during start-up and jump-canceled on hit, making it overall much more useful than its old incarnation.}}
*{{nerf|Forward smash has a shorter duration (frames 21-30 → 19-23).}}
*{{buff|Lucario has a new up smash: a leaping uppercut with repeating hitboxes leading to a strong final hit. It has less startup lag (frame 12 → 10), end lag (frame 57 → 44) deals 4% more total damage and can be turned around during start-up and jump-canceled on hit, making it overall much more useful than its old incarnation.}}
*{{nerf|Up smash has a shorter duration (frames 12-37 → 10-23).}}
*{{buff|Down smash has less startup lag (frame 17 → 12).}}
*{{nerf|Down smash has a slightly shorter duration (frames 17-23 → 12-17).}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Lucario has a new neutral aerial: a spinning hurricane kick with longer range, deals 4% more damage on the clean hitbox and 2% more on the late, and lingers after a strong initial hit. It also has a longer duration (frames 6-7 (clean) 8-24 (late) → 9-15 (clean), 16-28 (mid), 29-41 (late) and less end lag (frame 69 → 55).}}
*{{buff|Lucario has a new neutral aerial: a spinning hurricane kick with longer range, deals 4% more damage on the clean hitbox and 2% more on the late, and lingers after a strong initial hit.}}
*{{nerf|Neutral aerial has more startup lag (frame 6 → 9) and more landing lag (9 frames → 14). It can also no longer [[auto cancel]] in a short hop.}}
*{{buff|Foward aerial deals 6%/7% more damage on its clean hitbox and 2% more on its late.}}
*{{buff|Forward aerial deals 6%/7% more damage on its clean hitbox and 2% more on its late. It also has less startup lag (frame 7 → 4).}}
*{{buff|Back aerial deals 2% more damage and now has a sweetspot that deals 3% more. It also no longer has a late hitbox.}}
*{{nerf|Forward aerial has a shorter duration (frames 7-21 → 4-9 (clean), 10-12 (late)) and has more end lag (28 frames → 39). Lucario can no longer perform two forward aerials in a short hop.}}
*{{buff|Up aerial deals 1% more damage and now has a sweetspot that deals 2% more.}}
*{{buff|Back aerial deals 2% more damage and now has a sweetspot that deals 3% more. It also no longer has a late hitbox. It also has less startup lag (frame 15 → 10).}}
*{{change|Back aerial now turns Lucario around.}}
*{{nerf|Back aerial has a shoter duration (frames 15-28 → 10-13) and more landing lag (15 frames → 18).}}
*{{buff|Up aerial deals 1% more damage and now has a sweetspot that deals 2% more. It also has less startup lag (frame 10 → 7).}}
*{{nerf|Up aerial has a shorter duration (frames 10-22 → 7-10).}}
*{{nerf|Down aerial no longer stalls Lucario as it is performing it reducing down aerial's stalling potential. Down aerial also has a shorter duration (frames 4-7 (hit 1), 11-14 (hit 2) → 4-5/11-12), more end lag (frame 29 → 36) and landing lag (9 frames → 22). It can also no longer auto cancel in a short hop or be performed twice in a short hop.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Standing grab has more startup lag (frame 6 → 7), standing and dash grabs have more end lag (frame 30 (both) → frame 31 (standing), frame 40 (dash)). All grabs also have a shorter duration (3 frames → 2).}}
*{{buff|Pivot grab has slightly decreased end lag (31 frames → 30).}}
*{{change|Pummel deals more damage (1% → 2%) but has significantly increased end lag (7 frames → 23).}}
*{{change|Forward throw deals less knockback. This improves its combo potential but hinders its KO potential.}}
*{{buff|Back throw deals less knockback improving its combo potential.}}
*{{change|Up throw deals higher knockback however due to the changes in ''Project M''{{'}}s physics, it can still combo and chaingrab fast fallers.}}
*{{buff|Down throw deals less knockback. When coupled with the changes in ''Project M''{{'}}s physics, this grants it combo and chaingrab potential.}}
*{{nerf|Down throw deals 3% less damage.}}
*{{nerf|Down throw deals 3% less damage.}}


Line 93: Line 61:
*{{buff|[[Force Palm]] [[meteor smash]]es aerially grabbed opponents.}}
*{{buff|[[Force Palm]] [[meteor smash]]es aerially grabbed opponents.}}
*{{buff|[[ExtremeSpeed]] now deals damage and knockback with repeating hitboxes for a total of 13% damage.}}
*{{buff|[[ExtremeSpeed]] now deals damage and knockback with repeating hitboxes for a total of 13% damage.}}
*{{nerf|If ExtremeSpeed is cancelled, Lucario becomes vulnerable to the [[grab release glitch]].}}
*{{buff|[[Double Team]] is no longer a [[Counterattack]]; it is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. This makes Double Team more versatile, allowing Lucario to slip behind its opponents and attack an unguarded part of the enemy, with its aerial version allowing Lucario to return to the ground more quickly.}}
*{{buff|[[Double Team]] is no longer a [[Counterattack]]; it is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. This makes Double Team more versatile, allowing Lucario to slip behind its opponents and attack an unguarded part of the enemy, with its aerial version allowing Lucario to return to the ground more quickly.}}


Line 110: Line 79:
*{{buff|Up throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly.}}
*{{buff|Up throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly.}}
*{{buff|[[Double Team]] is reversible and preserves horizontal momentum on startup.}}
*{{buff|[[Double Team]] is reversible and preserves horizontal momentum on startup.}}
*{{buff|Double Team movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better.}}
*{{buff|[[Double Team]] movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better.}}
*{{nerf|Back air weak late hit removed.}}
*{{nerf|Back air weak late hit removed.}}
*{{nerf|Aerial super [[Force Palm]]s throw knockback growth reduced a bit.}}
*{{nerf|Aerial super [[Force Palm]]s throw knockback growth reduced a bit.}}
Line 121: Line 90:
*{{change|Many of Lucario's sound effect timings corrected.}}
*{{change|Many of Lucario's sound effect timings corrected.}}
*{{change|Spot dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier.}}
*{{change|Spot dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier.}}
*{{buff|Jab 1 & 2 inner hits link better into the next jab.}}
*{{change|Jab 1 & 2 inner hits link better into the next jab.}}
*{{change|Dash attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button.}}
*{{change|Dash attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button.}}
*{{change|Dash attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later.}}
*{{change|Dash attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later.}}
Line 127: Line 96:
*{{change|Forward tilt has a lower angle, more base knockback, and less growth.}}
*{{change|Forward tilt has a lower angle, more base knockback, and less growth.}}
*{{change|Down tilt startup greatly reduced, damage decreased slightly, and IASA is earlier.}}
*{{change|Down tilt startup greatly reduced, damage decreased slightly, and IASA is earlier.}}
*{{nerf|Forward smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it.}}
*{{change|Forward smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it.}}
*{{bugfix|Up smash charges up properly, scaling damage and knockback accordingly when charged.}}
*{{change|Up smash charges up properly, scaling damage and knockback accordingly when charged.}}
*{{buff|Up smash animation cleaned up, has an aura trail added to the fist, and it steps into the move instead of back giving it much more range.}}
*{{change|Up smash animation cleaned up, has an aura trail added to the fist, and it steps into the move instead of back giving it much more range.}}
*{{change|Up smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly.}}
*{{change|Up smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly.}}
*{{change|Down smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes.}}
*{{change|Down smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes.}}
*{{buff|Forward air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory.}}
*{{change|Forward air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory.}}
*{{change|Forward air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced.}}
*{{change|Forward air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced.}}
*{{change|Back air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer.}}
*{{change|Back air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer.}}
Line 138: Line 107:
*{{change|Down air second hit has less base knockback and more growth.}}
*{{change|Down air second hit has less base knockback and more growth.}}
*{{change|Forward throw startup speed adjusted to look more like a throw than a spasm.}}
*{{change|Forward throw startup speed adjusted to look more like a throw than a spasm.}}
*{{buff|Down throw speed is weight dependent and has significantly less startup to be harder to DI.}}
*{{change|Down throw speed is weight dependent and has significantly less startup to be harder to DI.}}
*{{change|Down throw damage and angle decreased slightly, has less base knockback, and more growth.}}
*{{change|Down throw damage and angle decreased slightly, has less base knockback, and more growth.}}
*{{buff|Quick get up attack does not whiff when the opponent are standing very close to the edge.}}
*{{change|Quick get up attack does not whiff when they are standing very close to the edge.}}
*{{buff|[[Aura Sphere]] charge cancel now has its own animation which allows canceling into wait instead of into Shield, and the charge hits' hitlag is increased.}}
*{{change|[[Aura Sphere]] charge cancel now has its own animation which allows canceling into wait instead of into Shield, and the charge hits' hitlag is increased.}}
*{{change|Super [[Force Palm]] and [[ExtremeSpeed]] are no longer activated with the C-Stick.}}
*{{change|Super [[Force Palm]] and [[ExtremeSpeed]] are no longer activated with the C-Stick.}}
*{{change|Force Palm's grab has more startup, but grab duration is slightly longer.}}
*{{change|[[Force Palm]]s grab has more startup, but grab duration is slightly longer.}}
*{{change|Force Palm's attack hitboxes adjusted in damage and knockback, with the closest being the strongest.}}
*{{change|[[Force Palm]]s attack hitboxes adjusted in damage and knockback, with the closest being the strongest.}}
*{{change|Grounded [[Force Palm]]s near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth.}}
*{{change|Grounded [[Force Palm]]s near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth.}}
*{{change|ExtremeSpeed hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge.}}
*{{change|[[ExtremeSpeed]] hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge.}}
*{{change|ExtremeSpeed uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable.}}
*{{change|[[ExtremeSpeed]] uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable.}}
*{{change|ExtremeSpeed and [[Double Team]] have priority over [[Force Palm]] for OHCs when inputting diagonally.}}
*{{change|[[ExtremeSpeed]] and [[Double Team]] have priority over [[Force Palm]] for OHCs when inputting diagonally.}}
*{{change|Double Team startup increased significantly, but is intangible when it begins to move instead of partially into the dash.}}
*{{change|[[Double Team]] startup increased significantly, but is intangible when it begins to move instead of partially into the dash.}}


===v2.6b===
===v2.6b===
*{{buff|Aerial Force Palm grab collisions adjusted to cover slightly more vertical area.}}
*{{buff|Aerial [[Force Palm]] grab collisions adjusted to cover slightly more vertical area.}}
*{{buff|Double Team can be interrupted sooner on the ground.}}
*{{buff|[[Double Team]] can be interrupted sooner on the ground.}}
*{{change|Forward tilt animation improvements, and provides more forward momentum when canceled early.}}
*{{change|Forward tilt animation improvements, and provides more forward momentum when canceled early.}}
*{{change|Aura Sphere charge ball startup begins hitting slightly later and is held closer in at the start to not interfere with knockback as easily when canceled into during hitlag.}}
*{{change|Aura Sphere charge ball startup begins hitting slightly later and is held closer in at the start to not interfere with knockback as easily when canceled into during hitlag.}}
*{{bugfix|Fixed a glitch with aerial Force Palm used directly out of hitstun where Lucario would fall after grabbing an enemy.}}
*{{bugfix|Fixed a glitch with aerial [[Force Palm]] used directly out of hitstun where Lucario would fall after grabbing an enemy.}}
*{{change|ExtremeSpeed cancel end animation transitions better into fall.}}
*{{change|[[ExtremeSpeed]] cancel end animation transitions better into fall.}}


===v3.0===
===v3.0===
Line 164: Line 133:
*{{buff|Up throw has slightly less endlag.}}
*{{buff|Up throw has slightly less endlag.}}
*{{buff|Down throw has slightly less total duration.}}
*{{buff|Down throw has slightly less total duration.}}
*{{buff|Double Team has less startup and is invincible slightly longer. Same total duration.}}
*{{buff|[[Double Team]] has less startup and is invincible slightly longer. Same total duration.}}
*{{nerf|Wallcling can no longer be activated out of ExtremeSpeed ending.}}
*{{nerf|Wallcling can no longer be activated out of [[ExtremeSpeed]] ending.}}
*{{change|Fully charge Aura Sphere travels slightly slower.}}
*{{change|Fully charge Aura Sphere travels slightly slower.}}
*{{change|Aura Sphere charging scales travel speed slightly more quickly.}}
*{{change|Aura Sphere charging scales travel speed slightly more quickly.}}
Line 174: Line 143:
*{{change|Lucario has gained a crawling tilt}}
*{{change|Lucario has gained a crawling tilt}}
*{{nerf|He once again has Aura charges carried over between stocks}}
*{{nerf|He once again has Aura charges carried over between stocks}}
*{{nerf|Powered and non-powered aerial Force Palm's angles were decreased}}
*{{nerf|Powered and non-powered aerial [[Force Palm]]'s angles were decreased}}
*{{nerf|Double Team's invincibility frames end 3 frames earlier (28 to 25), and does not refresh on hit}}
*{{nerf|[[Double Team]]'s invincibility frames end 3 frames earlier (28 to 25), and does not refresh on hit}}


===v3.6===
===v3.6===
Line 200: Line 169:
|-
|-
! colspan=2 | Up tilt  
! colspan=2 | Up tilt  
| || 7% || Lucario kicks in an arc over its head. The move come out quick and can juggle.
| || 7% || Lucario swings its leg in an arc over its head. The move come out quick and can juggle.  
|-
|-
! colspan=2 | Down tilt
! colspan=2 | Down tilt
Line 206: Line 175:
|-
|-
! colspan=2 | Crawl attack
! colspan=2 | Crawl attack
| || 9% (body), 10% (aura) || Lucario performs a low sweeping kick attack towards nearby opponents. Lucario's leg flares up while performing the attack.
| || 9% (body), 10% (aura) || Lucario preforms a low sweeping kick attack towards nearby opponents. Lucario's leg flares up while performing the attack.
|-
|-
! colspan=2 | Dash attack
! colspan=2 | Dash attack
| || 10% (clean) 7% (late) || Lucario does a kick attack, with the animation used from its previous version of [[Double Team]]. This attack is based off the medium and heavy kicks from the ''Street Fighter'' series.
| || 10% (clean) 7% (late) || Lucario does a kick attack, with the animation used from its previous version of [[Double Team]]. This attack is based off the medium and heavy kicks from the ''Street Fighter'' series.  
|-
|-
! colspan=2 | Forward smash
! colspan=2 | Forward smash
Line 227: Line 196:
|-
|-
! colspan=2 | Back aerial
! colspan=2 | Back aerial
| || 14% (body), 15% (aura) || Lucario thrusts one arm backwards, radiating a small burst of bluish white aura. It has good horizontal reach and the sweetspot is the burst of aura, which deals slightly more damage and stronger horizontal knockback. This move turns Lucario around in the air.
| || 14% (body), 15% (aura) || Lucario thrusts one arm backwards, radiating a small burst of bluish white aura. It has good horizontal reach and the sweetspot is the burst of aura, which deals slightly more damage and stronger horizontal knockback. This move turns Lucario around in the air.  
|-
|-
! colspan=2 | Up aerial
! colspan=2 | Up aerial
| || 11% (body), 12% (aura) || Lucario thrusts one leg upward, similar to its forward aerial but kicks higher, hitting in front of its head. This move has a sweetspot located at the aura burst near Lucario's foot, which deals more damage and knockback. Overall, this move has good defensive capabilities due to the hitbox covering Lucario's entire body.
| || 11% (body), 12% (aura) || Lucario thrusts one leg upward, similar to its forward aerial but kicks higher, hitting in front of its head. This move has a sweetspot located at the aura burst near Lucario's foot, which deals more damage and knockback. Overall, this move has good defensive capabilities due to the hitbox covering Lucario's entire body.  
|-
|-
! colspan=2 | Down aerial
! colspan=2 | Down aerial
Line 241: Line 210:
|-
|-
! colspan=2 | Pummel
! colspan=2 | Pummel
| || 2% || Sends an instant pulse of aura into the opponent.
| || 2% || Sends an instant pulse of aura into the opponent.  
|-
|-
! colspan=2 | Forward throw
! colspan=2 | Forward throw
Line 247: Line 216:
|-
|-
! colspan=2 | Back throw
! colspan=2 | Back throw
| || 10% || Lucario turns and slams the opponent onto the ground. Has relatively fast speed.
| || 10% || Lucario turns and slams the opponent onto the ground. Has relatively fast speed.  
|-
|-
! colspan=2 | Up throw
! colspan=2 | Up throw
Line 262: Line 231:
|-
|-
! colspan=2 | Floor attack (trip)
! colspan=2 | Floor attack (trip)
| || 5% || Lucario gets up and kicks forwards, then backwards.
| || 5% || Lucario gets up and kicks forwards, then backwards.  
|-
|-
! colspan=2 | Edge attack (fast)
! colspan=2 | Edge attack (fast)
Line 268: Line 237:
|-
|-
! colspan=2 | Edge attack (slow)
! colspan=2 | Edge attack (slow)
| || 10% || Lucario slowly climbs onto the stage while bringing its feet over its head, and then kicks downward. Rather slow and not recommended unless as surprise attack.
| || 10% || Lucario slowly climbs onto the stage while bringing its feet over its head, and then kicks downward. Rather slow and not recommended unless as surprise attack.
|-
|-
! colspan=2 | Neutral special
! colspan=2 | Neutral special
|[[Aura Sphere]]/Aura Bomb|| ≈0.75% (charge hits), 6-15% (Aura Sphere), 25% (Aura Bomb) || Lucario charges a spherical aura blast. Pressing the special button again will cause Lucario to fire it. This move now has only five levels of charge, the final one being available for only two frames before full charge. The super version of this attack which can be activated by pressing both the A and B button is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater damage and knockback. The sphere also has hitboxes around Lucario's hands on startup, making it a viable close range option. Its monstrous size and low speed makes it a useful [[edge-guarding|edgeguarding]] tool.
|[[Aura Sphere]]|| ≈0.75% (charge hits), 6-15% (Aura Sphere), 25% (Aura Bomb) || Lucario charges a spherical aura blast. Pressing the special button again will cause Lucario to fire it. This move now has only five levels of charge, the final one being available for only two frames before full charge. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater damage and knockback. The sphere also has hitboxes around Lucario's hands on startup, making it a viable close range option. Its monstrous size and low speed makes it a useful [[edge-guarding|edgeguarding]] tool.
|-
|-
! colspan=2 | Side special
! colspan=2 | Side special
|[[Force Palm]]/Force Blast|| 10%/8%/6% (aura close/mid/far), 13% (throw), 6% (escape) || Fires a burst of aura in front of itself. If the opponent is close to Lucario, the move acts like a grab, with Lucario blasting the foe with aura at point-blank range. When grabbing an opponent in the air, Lucario will throw them downwards, acting as a [[meteor smash]]. The super version of the move which is activated using the side b input along with the A button and it increases the damage and knockback of the throw, and makes the aerial version a [[spike]].
|[[Force Palm]]|| 10%/8%/6% (aura close/mid/far), 13% (throw), 6% (escape) || Fires a burst of aura in front of itself. If the opponent is close to Lucario, the move acts like a grab, with Lucario blasting the foe with aura at point-blank range. When grabbing an opponent in the air, Lucario will throw them downwards, acting as a [[meteor smash]]. The super version of the move increases the damage and knockback of the throw.
|-
|-
! colspan=2 | Up special
! colspan=2 | Up special
Line 287: Line 256:


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--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 -->
*{{Sm|aMSa|Japan}}
 
*{{Sm|Double|USA}}
 
*{{Sm|Fearless|USA}}
''See also: [[:Category:Lucario players (PM)]]''
*{{Sm|Frozen|USA}}
*{{Sm|Rongunshu|Canada}} - Co-mains {{PM|Lucario}} with {{PM|Marth}} and is considered the best {{PM|Lucario}} player in the world, notably winning the first major with {{PM|Lucario}} at the unofficial [[Riptide 2022]] side event, [[Undertow 2022]]. Ranked #6 on [[PMRank 2022]].
*{{Sm|Hylian|USA}}
*{{Sm|iPunchKidsz|USA}} - "IPK" was widely considered to be the best {{PM|Lucario}} during his active years. His highly optimized use of Aura Sphere Canceling (ASC) revolutionized {{PM|Lucario}}'s [[punish]] game.
*{{Sm|iPunchKidsz|USA}}
*{{Sm|Fearless|USA}} - Ranked #20 on [[PMRank 2022]] and ranked 1st on the Houston ''Project M'' Power Rankings, Fearless is known for his strong neutral game utilizing [[dash dancing]].
*{{Sm|Mr. R|Netherlands}}
*{{Sm|Poilu|Canada}} - Was formerly ranked #22 on [[PMRank 2019]] and 1st on the European ''Project M'' Power Rankings prior to moving to Canada. Known for his unconventional use of [[ExtremeSpeed]] as a low-percent kill option.
*{{Sm|Risky|USA}}
*{{Sm|SipMastah|USA}} - Very strong Lucario Multi main alongside Meta Knight, Sonic, and Diddy Kong. Ranked #9 on [[PMRank 2022]].
*{{Sm|Searing Arrow|USA}}
*{{Sm|Boat|USA}} - Lucario and Pit dual main ranked #42 on [[PMRank 2023]].
*{{Sm|Stauffy|USA}}
*{{Sm|Fudgepop01|USA}} - Notable labber and creator of many guides and tech posts driving the development of {{PM|Lucario}}'s metagame.


==Alternate costumes==
==Alternate costumes==
===Project M===
Lucario has more variety with his palettes, which stand out more in team battles.  
Lucario has more variety with its palettes, which stand out more in team battles. Lucario would later coincidently gain an almost identical black palette swap in ''Smash 4''. 


3.5 included a costume inspired by the Black Belt class from the Pokémon franchise. It has the Fighting and Steel type emblems from the TCG on the back, an Expert Belt, and a Focus Band. This costume also has a black variation with a Choice Band and the Cobble Badge replacing the type emblems on the back.
3.5 included a costume with a Gi that has the Fighting and Steel type emblems from the TCG on the back, an Expert Belt, and a Focus Band. This costume also has a black variation with a Choice Band and the Cobble Badge replacing the type emblems on the back.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=6|[[File:Lucario Palette (PM).png|frame|center|Lucario's alternate costumes in PM]]
|colspan=6|[[Image:Lucario Palette (PM).png|frame|center|Lucario's alternate costumes in PM]]
|-
|-
|[[File:LucarioHeadSSBB.png]]
|[[File:LucarioHeadSSBB.png]]
Line 323: Line 290:
|
|
|}
|}
===Project+===
In Project+, Lucario received an updated shiny costume, which most notably has accurate eyes to the actual shiny. The additional Black Belt costumes reference Dan, Ken, and Sean from the Street Fighter series. The headbands for these color are the Choice Scarf, Focus Sash, and Muscle Band respectively.
[[File:Lucario Palette (P+).png|800px|thumb|center|Lucario's alternate costumes in P+]]
'''Secret costumes:'''
[[File:Lucario_Mega_1_CSP_HD.png|160px]] [[File:Lucario R_P+.png|160px]]
'''Z-Secret Costume (Mega Lucario):''' Lucario's [[bulbapedia:Mega Evolution|Mega Evolutions]] introduced in Generation VI, being activated when it is holding [[bulbapedia:Lucarionite|Lucarionite]] and the player Mega Evolves it. This design is playable via its [[Mega Evolution (Lucario)|Final Smash in ''Super Smash Bros. 4'']].
'''R-Secret Costume (Sir Aaron Lucario):''' Based on an alternate costume from ''Pokémon Unite'', where it wears the outfit worn by [[bulbapedia:Sir Aaron|Sir Aaron]], who, alongside [[bulbapedia:Sir Aaron's Lucario|his partner Lucario]], were major characters in the 8th Pokémon film, [[bulbapedia:M08|''Lucario and the Mystery of Mew'']].


==Trivia==
==Trivia==
*Lucario's yellow palette swap, which resembles its {{s|bulbapedia|Shiny}} coloration, has a minor cosmetic error in ''Project M'' that gives Lucario blue eyes instead of red. This cosmetic error has been fixed as of version 2.3 of ''[[Project+]]''.
*Lucario's yellow palette swap resembles its {{s|bulbapedia|Shiny}} coloration. A minor cosmetic error, however, gives Lucario blue eyes instead of red, like his appearance from the Pokemon main series, in ''Project M''.
**As a reference to the ''Pokémon'' series, in ''[[Project+]]'', Lucario's shiny alternate costume emits sparkles during its entrance. This trait is shared with the rest of the playable Pokémon in the mod.
*Lucario's black palette swap is used in ''Super Smash Bros. 4''. It's the first palette swap to be for a mod first and then in a main series game next. However, this is coincidental.
*Coincidentally, ''Street Fighter'' was formally represented beginning in ''[[Super Smash Bros. 4]]'' by including {{SSB4|Ryu}} as a playable fighter, and would gain more representation when he returned alongside newcomer {{SSBU|Ken}} in ''[[Super Smash Bros. Ultimate]]''. As mentioned before, many elements of ''Street Fighter'' inspired Lucario's changes in the mod:
*Lucario appears to have taken inspiration from [[Ryu]], the main protagonist of [[Capcom]]'s ''{{uv|Street Fighter}}'' series.
**Lucario's alternate costume loosely resembles the character's attire, despite it being meant to reference the [[bulbapedia:Black Belt (Trainer class)|Black Belt]] class from the ''Pokémon'' series. ''Project+'' introduced recolors for this costume that resemble characters related to Ryu and Ken, such as Dan Hibiki and Sean Matsuda, with the former two appearing in ''Ultimate''.
**His alternate costume loosely resembles the character's attire, despite it being meant to reference the [[bulbapedia:Black Belt (Trainer class)|Black Belt]] class from the Pokémon series.
**Lucario has attacks that match the 3 staple moves of the "shoto" characters from ''Street Fighter''; its neutral special [[Aura Sphere]] resembles the [[Hadouken]], its new up-smash is an uppercut reminiscent of the [[Shoryuken]], and its neutral aerial is a spinning kick that resembles the [[Tatsumaki Senpukyaku]]. Ryu has used all of the aforementioned moves throughout the ''Street Fighter'' series.
**Additionally, Lucario also has animations in his moveset for ''Project M'' that match the 3 staple moves of the "shoto" characters from ''Street Fighter''; his Neutral Special [[Aura Sphere]] resembles the [[Hadouken]], his Up-Smash is an uppercut reminiscent of the [[Shoryuken]], and his Neutral Aerial is a spinning kick which looks like the [[Tatsumaki Senpukyaku]].
***Lucario's other attacks reference moves in the Pokémon games as well. Aura Sphere works similar to the move {{s|bulbapedia|Focus Blast}} and Up Smash also resembles the move {{s|bulbapedia|Sky Uppercut}}.
**Coincidentally, {{SSB4|Ryu}} makes an appearance in ''[[Super Smash Bros. 4]]'', using all of the aforementioned ''Street Fighter'' moves.


==External links==
==External links==
*[https://www.reddit.com/r/SSBPM/comments/fwkh2o/labbing_discord_results_lucario/ Labbing Discord Tech Post]
*[http://projectmgame.com/en/characters/lucario Project M character page]


{{Project M}}
{{Project M}}
[[Category:Lucario]]
[[Category:Lucario]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)