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{{ArticleIcons|pm=y | {{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". | |||
Lucario's | --> | ||
{{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--> | |||
==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 command of a type of [[interruptibility]] in the form of two "magic series": "neutral/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. | |||
Lucario | 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 | 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 | ==Changes from ''Brawl'' to PM== | ||
===Attributes=== | ===Attributes=== | ||
*{{change| | *{{change|Aura mechanics revamped as described above.}} | ||
*{{buff|Lucario's attack power is consistently higher and remains so throughout the match instead of getting stronger as its damage rises.}} | |||
*{{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|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=== | ||
*{{buff|Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. In addition to dealing increased damage (19%), it can be turned around during start-up and jump-canceled on hit, making it overall much more useful than its old incarnation.}} | |||
*{{buff|Up | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff| | *{{buff|Neutral aerial is now a spinning hurricane kick with longer range that does higher damage (15%) and lingers after a strong initial hit.}} | ||
*{{buff|Foward aerial does much more damage.}} | |||
*{{buff| | |||
===Special Moves=== | ===Special Moves=== | ||
*{{buff|[[Force Palm]] [[meteor smash]]es aerially grabbed opponents.}} | |||
*{{buff|[[ExtremeSpeed]] deals slight damage and knockback with repeating hitboxes (up to 13%).}} | |||
*{{nerf|[[Aura Sphere]] is slower when charged and has fewer charge levels.}} | *{{nerf|[[Aura Sphere]] is slower when charged and has fewer charge levels.}} | ||
*{{ | *{{nerf|If [[ExtremeSpeed]] is cancelled, Lucario becomes vulnerable to the [[grab release glitch]].}} | ||
*{{ | *{{change|[[Double Team]] is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.}} | ||
==Revisions== | ==Revisions== | ||
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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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*{{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.}} | ||
*{{ | *{{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.}} | ||
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*{{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.}} | ||
*{{ | *{{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.}} | ||
*{{ | *{{change|Up smash charges up properly, scaling damage and knockback accordingly when charged.}} | ||
*{{ | *{{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.}} | ||
*{{ | *{{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.}} | ||
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*{{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.}} | ||
*{{ | *{{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.}} | ||
*{{ | *{{change|Quick get up attack does not whiff when they are standing very close to the edge.}} | ||
*{{ | *{{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 | *{{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 | Up tilt | ! colspan=2 | Up tilt | ||
| || 7% || Lucario | | || 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 | ||
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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 | ||
| || 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 | ||
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|- | |- | ||
! 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 | ||
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|- | |- | ||
! 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 | ||
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|- | |- | ||
! 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 | ||
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|- | |- | ||
! 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) | ||
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|- | |- | ||
! 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 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. | ||
|- | |- | ||
! colspan=2 | Up special | ! colspan=2 | Up special | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|aMSa|Japan}} | |||
*{{Sm|Double|USA}} | |||
*{{Sm|Fearless|USA}} | |||
*{{Sm|Frozen|USA}} | |||
*{{Sm| | *{{Sm|Hylian|USA}} | ||
*{{Sm| | *{{Sm|iPunchKidsz|USA}} | ||
*{{Sm| | *{{Sm|Mr. R|Netherlands}} | ||
*{{Sm| | *{{Sm|Risky|USA}} | ||
*{{Sm| | *{{Sm|Searing Arrow|USA}} | ||
*{{Sm| | *{{Sm|Stauffy|USA}} | ||
*{{Sm| | |||
==Alternate costumes== | ==Alternate costumes== | ||
Lucario has more variety with his palettes, which stand out more in team battles. | |||
Lucario has more variety with | |||
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== | ==Trivia== | ||
*Lucario's yellow palette swap | *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''. | ||
*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. | |||
*Lucario appears to have taken inspiration from [[Ryu]], the main protagonist of [[Capcom]]'s ''{{uv|Street Fighter}}'' series. | |||
** | **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. | ||
**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== | ||
*[ | *[http://projectmgame.com/en/characters/lucario Project M character page] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Lucario]] | [[Category:Lucario]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |