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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 | ||
|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. | '''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 | Lucario ranks 15th out of 41 on the tier list, exactly in the middle of A tier. This is a very small drop from its placement in ''Brawl'', where it was 11th out of 38. | ||
==Attributes== | ==Attributes== | ||
Lucario is one of the characters in PM that has had a complete mechanical overhaul from his ''Brawl'' appearance. Instead of increasing in strength as he takes damage through his usual [[aura]] system, he adds to his new "super meter" that fills as he dishes damage out. He also has a new combo system, also referred to as a "magic series," which allows him to cancel his attacks upon hit into the higher levels in a similar fashion to more traditional fighting games. To add to that persona, many of his attacks have been redesigned to be more similar to familiar fighting game franchises' characters, such as his up smash resembling the classic "Shoryuken" from Street Fighter. | |||
His "magic series" gives him control over a type of [[interruptibility]]. The orders are as follows: "Jabs/Dash Attack → tilts → smashes → specials" and "aerials → specials." Lucario may cancel into a level further down the chain, but never into the same or a prior level (with two notable exceptions*). Here is a [http://i.imgur.com/v2Z0W0B.png graphic representation] of Lucario's magic series | |||
Every attack Lucario lands nets him a number of "aura points" equal to the amount of damage dealt. He'll also gain points off of the Shy Guys on Yoshi's Island/Story or from the Balloon on Smashville. Every 50 points, Lucario will emit a [http://i.imgur.com/nFvaVTQ.png blue flash of light] and gain an aura charge. He may have up to 2 aura charges (100 points), which are retained between stocks. With each aura charge, Lucario's hands glow a little more. Below are 3 images that show the visual difference between the stages: | |||
* [http://i.imgur.com/VEcr4rg.png no aura charge] (no blue trail) | |||
* [http://i.imgur.com/Sa5I0xx.png 1 aura charge] (thin transparent trail) | |||
* [http://i.imgur.com/gbSt1uJ.png 2 aura charges] (thick opaque trail) | |||
Each charge can be spent on turning a special move into its super variant, executed by pressing the attack button during the move: | |||
With these new techniques and mechanics, Lucario can deal | * aura sphere (neutral b) turns into aura bomb, which is significantly bigger and slower - great for covering space | ||
* force palm (side b) turns into force blast, making the aerial version into a strong spike and the grounded version significantly more powerful | |||
* extreme speed (up b) gets canceled allowing Lucario to use any attack out of it - excellent for recovery | |||
* double team (down b) gets canceled allowing Lucario to retain its momentum while using any non-special attack - also good for recovery and great for taking up space | |||
With these new techniques and mechanics, Lucario is certainly fighting-fit! Though his main tactic in competitive play is bait & punish, he can still deal a ton of damage when he does find a way in on his opponent. Experienced players will be able to use his magic series effectively while making use of a special technique known as "Aura Sphere Canceling" to combo their way to taking the stocks of their opposition. | |||
==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=== | ||
*{{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 | **{{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 its 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.}} | **{{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.}} | ||
**{{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|[[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.}} | ||
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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. | ||
|- | |- | ||
! 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|iPunchKidsz|USA}} | *{{Sm|iPunchKidsz|USA}} | ||
*{{Sm| | *{{Sm|Mr. R|Netherlands}} | ||
*{{Sm| | *{{Sm|Risky|USA}} | ||
*{{Sm| | *{{Sm|Searing Arrow|USA}} | ||
*{{Sm| | *{{Sm|Fudgepop01|USA}} | ||
*{{Sm| | *{{Sm|Stauffy|USA}} | ||
*{{Sm|Poilu|France}} | |||
==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, in ''Project M''. | |||
*Lucario gains a black palette swap 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 likely coincidental. | |||
*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 also has animations in its moveset for ''Project M'' that match the 3 staple moves of the "shoto" characters from ''Street Fighter''; its neutral special [[Aura Sphere]] resembles the [[Hadouken]], its up-smash is an uppercut reminiscent of the [[Shoryuken]], and its 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. | |||
{{Project M}} | |||
[[Category:Lucario]] | [[Category:Lucario]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |