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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
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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". | |||
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{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Lucario | |name = Lucario | ||
|image | |image = [[Image:Lucario SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Lucario (SSBB) | |moveset1 = Lucario (SSBB) | ||
|altcostume = Gi Lucario | |altcostume = Gi Lucario | ||
}} | }} | ||
[[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. | '''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 | 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. | ||
==Attributes== | ==Attributes== | ||
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. | In ''Brawl'', Lucario's [[Aura|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. | 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. | ||
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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. | 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. | ||
Lucario has some reworked moves reminiscent of the shotoclone, a character archetype popularized by [[Ryu]] and | 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. | ||
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. | 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. | ||
==Changes from ''Brawl'' to ''PM''== | ==Changes from ''Brawl'' to ''PM''== | ||
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. | ||
===Attributes=== | ===Attributes=== | ||
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**{{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|Running speed is significantly higher.}} | |||
*{{buff|Running speed is significantly higher | |||
*{{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.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{nerf|Lucario has a new side tilt: a backhanded punch. It consists of one hitbox that deals 1%/3% less total damage than the previous forward tilt.}} | |||
*{{buff|Up tilt deals 1% more damage.}} | |||
*{{nerf|Lucario has a new | |||
*{{buff|Up tilt deals 1% more damage | |||
*{{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.}} | ||
*{{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|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.}} | |||
*{{buff|Lucario has a new up smash: a leaping uppercut with repeating hitboxes leading to a strong final hit. It | |||
===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 | *{{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.}} | ||
*{{buff|Forward 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 | *{{buff|Back aerial deals 2% more damage and now has a sweetspot that deals 3% more. It also no longer has a late hitbox.}} | ||
*{{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 | |||
*{{buff|Up aerial deals 1% more damage and now has a sweetspot that deals 2% more | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|Down throw deals 3% less damage.}} | *{{nerf|Down throw deals 3% less damage.}} | ||
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*{{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.}} | ||
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*{{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.}} | *{{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|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 | *{{change|[[Force Palm]]s grab has more startup, but grab duration is slightly longer.}} | ||
*{{change|Force Palm | *{{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=== | ||
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*{{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.}} | ||
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*{{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=== | ||
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|- | |- | ||
! colspan=2 | Crawl attack | ! colspan=2 | Crawl attack | ||
| || 9% (body), 10% (aura) || Lucario | | || 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 | ||
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|- | |- | ||
! colspan=2 | Neutral special | ! colspan=2 | Neutral special | ||
|[[Aura Sphere]] | |[[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 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, and makes the aerial version a [[spike]]. | ||
|- | |- | ||
! colspan=2 | Up special | ! colspan=2 | Up special | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|aMSa|Japan}}-Placed 2nd at [[Republic of Fighters 3]] and 9th at [[CEO 2014]]. | |||
*{{Sm|Double|USA}} | |||
*{{Sm|Fearless|USA}}-Ranked 2nd on the Houston Project M Power Rankings. Placed 4th at [[Frozen Phoenix 2017]] and 5th at [[Blacklisted 3]]. | |||
*{{Sm|Frozen|USA}}-One of his secondaries. | |||
*{{Sm| | *{{Sm|Hylian|USA}} | ||
*{{Sm| | *{{Sm|iPunchKidsz|USA}}-The best Lucario player in the world. Placed 5th at [[Paragon Los Angeles 2015]], 3rd at [[FinalBOSS]], and 5th at [[EVO 2016]]. | ||
*{{Sm| | *{{Sm|Mr. R|Netherlands}}-Placed 2nd at [[Avalon III]] and 7th at [[Super Smash Con 2015]]. | ||
*{{Sm| | *{{Sm|Risky|USA}} | ||
*{{Sm| | *{{Sm|Rongunshu|Canada}}-Ranked 3rd on the Ontario Project M Power Rankings. | ||
*{{Sm| | *{{Sm|Searing Arrow|USA}}-Placed 7th at [[Super Smash Con 2015]]. | ||
*{{Sm| | *{{Sm|Stauffy|USA}}-Formerly ranked as high as 8th on the SoCal Project M Power Rankings. | ||
*{{Sm|Poilu|France}}-Ranked 1st on the French Project M Power Rankings. One of the best Project M players in Europe. | |||
==Alternate costumes== | ==Alternate costumes== | ||
Lucario has more variety with its palettes, which stand out more in team battles. | |||
Lucario has more variety with its palettes, which stand out more in team battles. | |||
3.5 included a costume | 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|[[ | |colspan=6|[[Image:Lucario Palette (PM).png|frame|center|Lucario's alternate costumes in PM]] | ||
|- | |- | ||
|[[File:LucarioHeadSSBB.png]] | |[[File:LucarioHeadSSBB.png]] | ||
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|} | |} | ||
== | ==Trivia== | ||
*Lucario's yellow palette swap resembles its {{s|bulbapedia|Shiny}} coloration. A minor cosmetic error, however, gives Lucario blue eyes instead of red, like its appearance from the main ''Pokémon'' series. | |||
[[ | *Coincidentally, Lucario gains a similar black palette swap in ''Super Smash Bros. 4''. | ||
*Lucario appears to have taken inspiration from [[Ryu]], the main protagonist of [[Capcom]]'s ''{{uv|Street Fighter}}'' series. | |||
**Its 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. | |||
**Additionally, 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 which looks like the [[Tatsumaki Senpukyaku]]. | |||
**Coincidentally, {{SSB4|Ryu}} makes an appearance in ''[[Super Smash Bros. 4]]'', using all of the aforementioned ''Street Fighter'' moves. | |||
{{Project M}} | |||
[[Category:Lucario]] | [[Category:Lucario]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |