Editing Lucario (SSBU)

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Outside of Aura's inconsistencies, another flaw Lucario has revolves around its frame data, as while it isn't as slow as characters like {{SSBU|Ganondorf}} and {{SSBU|King K. Rool}}, it is still somewhat sluggish; its jab (frame 5) and forward tilt (frame 12) are slow relative to other jabs and forward tilts while also having poor damage output and/or kill power unless it is at high Aura, all of its smash attacks come out at frame 15 or slower, and all of its aerials barring forward aerial and down aerial come out at frame 10 or slower, with such issues making its already inconsistent kill power even more inconsistent on top of the fact that its throws outside of Force Palm have very little kill power unless it is at high Aura. Its poor frame data also hinders its ability to approach, which is also worsened by its somewhat floaty nature.
Outside of Aura's inconsistencies, another flaw Lucario has revolves around its frame data, as while it isn't as slow as characters like {{SSBU|Ganondorf}} and {{SSBU|King K. Rool}}, it is still somewhat sluggish; its jab (frame 5) and forward tilt (frame 12) are slow relative to other jabs and forward tilts while also having poor damage output and/or kill power unless it is at high Aura, all of its smash attacks come out at frame 15 or slower, and all of its aerials barring forward aerial and down aerial come out at frame 10 or slower, with such issues making its already inconsistent kill power even more inconsistent on top of the fact that its throws outside of Force Palm have very little kill power unless it is at high Aura. Its poor frame data also hinders its ability to approach, which is also worsened by its somewhat floaty nature.


Finally, Lucario's special moveset, despite being versatile, doesn't come without its flaws, as Force Palm has hitbox issues that cause the command grab to not be triggered when at close range, and Double Team can put Lucario deeper in disadvantage if used hastily. However, the most glaring flaw with its special moveset is its recovery; while Extreme Speed travels fast and covers good distance, the fact that it has 46 frames of startup makes it vulnerable to edgeguarding. Additionally, the move is also inconsistent due to not always grabbing the ledge as well as the fact that the speed and distance change with Aura, making it possible to overshoot its recovery and self destruct.
Finally, Lucario's special moveset, despite being versatile, doesn't come without its flaws, as Force Palm has hitbox issues that cause the command grab to not be triggered when at close range, and Double Team can put Lucario deeper in disadvantage if used hastily. However, the most glaring flaw with its special moveset is its recovery; while Extreme Speed travels fast and covers good distance, the fact that it has 47 frames of startup makes it vulnerable to edgeguarding. Additionally, the move is also inconsistent due to not always grabbing the ledge as well as the fact that the speed and distance change with Aura, making it possible to overshoot its recovery and self destruct.


Overall, Lucario is a very high risk, high reward character. Essentially being most powerful when most vulnerable, players need to know when to play recklessly and when to play carefully. Either kill sooner and get killed sooner, or kill later and get killed later. Despite the strengths it has in its special moveset and in its aerial and offstage game as well as the potential to secure early stocks and comebacks with high Aura, the potency of these strengths are complicated by Aura's many inconsistencies and its damage reducing multiplier when at percents less than 65%. On top of that, its below-average frame data and floaty nature makes its approaches inconsistent and its recovery is exploitable due to its long start-up.
Overall, Lucario is a very high risk, high reward character. Essentially being most powerful when most vulnerable, players need to know when to play recklessly and when to play carefully. Either kill sooner and get killed sooner, or kill later and get killed later. Despite the strengths it has in its special moveset and in its aerial and offstage game as well as the potential to secure early stocks and comebacks with high Aura, the potency of these strengths are complicated by Aura's many inconsistencies and its damage reducing multiplier when at percents less than 65%. On top of that, its below-average frame data and floaty nature makes its approaches inconsistent and its recovery is exploitable due to its long start-up.
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|dtiltdmg={{AuraDamageSSBU|5}}
|dtiltdmg={{AuraDamageSSBU|5}}
|dtiltdesc=A kneeling Hapkido-style shin kick. It can be used in rather quick succession and has decent range.
|dtiltdesc=A kneeling Hapkido-style shin kick. It can be used in rather quick succession and has decent range.
|dashname=Jump Kick ({{ja|とびげり|Tobi Geri}}, ''Dropkick'')
|dashname= Jump Kick ({{ja|とびげり|Tobi Geri}}, ''Dropkick'')
|dashdmg={{AuraDamageSSBU|8.5}} (sourspot), {{AuraDamageSSBU|10}} (sweetspot), {{AuraDamageSSBU|7}} (late)
|dashdmg={{AuraDamageSSBU|8.5}} (sourspot), {{AuraDamageSSBU|10}} (sweetspot), {{AuraDamageSSBU|7}} (late)
|dashdesc=A flying kick. Its decent speed and good range allow it to function as a decent punishment tool, and its sweetspot allows it to KO at very high percentages.
|dashdesc=A flying kick. Its decent speed and good range allow it to function as a decent punishment tool, and its sweetspot allows it to KO at very high percentages.
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|nairdmg={{AuraDamageSSBU|8}} (hit 1), {{AuraDamageSSBU|6}} (hit 2)
|nairdmg={{AuraDamageSSBU|8}} (hit 1), {{AuraDamageSSBU|6}} (hit 2)
|nairdesc=Spins while emitting Aura from its paws. It hits twice, and the first hit can be used to combo into grounded moves on landing.
|nairdesc=Spins while emitting Aura from its paws. It hits twice, and the first hit can be used to combo into grounded moves on landing.
|fairname=Airstrike ({{ja|くうしゅうきゃく|Kū Shū Kyaku}})
|fairname= Airstrike ({{ja|くうしゅうきゃく|Kū Shū Kyaku}})
|fairdmg={{AuraDamageSSBU|6}}
|fairdmg={{AuraDamageSSBU|6}}
|fairdesc=A stretch kick. Its diagonal-vertical launch angle and low knockback make it an excellent combo tool, allowing it to string into itself and combo into moves like neutral aerial and up aerial.
|fairdesc=A stretch kick. Its diagonal-vertical launch angle and low knockback make it an excellent combo tool, allowing it to string into itself and combo into moves like neutral aerial and up aerial.
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''See also: [[:Category:Lucario players (SSBU)]]''
''See also: [[:Category:Lucario players (SSBU)]]''


*{{Sm|Armadillo|Canada}} - One of the best Lucario players in the post-online metagame with some of Lucario's best results since Tsu, including 9th at {{Trn|Battle of BC 5}} with a win over {{Sm|Shuton}} as well as 13th at {{Trn|Get On My Level 2023}} and 17th at {{Trn|Let's Make Big Moves 2023}}. In addition, he notably defeated {{Sm|MkLeo}} at {{Trn|SUPER ELITE MONTHLY SERIES XII: FORMA DE LEO FEAT HBOX}}. He has since been banned from tournament entry following controversies surrounding his conduct.
*{{Sm|Armadillo|Canada}} - One of the best Lucario players in the post-online metagame with some of Lucario's best results since Tsu, including 9th at {{Trn|Battle of BC 5}} with a win over {{Sm|Shuton}} as well as 13th at {{Trn|Get On My Level 2023}} and 17th at {{Trn|Let's Make Big Moves 2023}}. In addition, he notably defeated {{Sm|MkLeo}} at {{Trn|SUPER ELITE MONTHLY SERIES XII: FORMA DE LEO FEAT HBOX}}.  
*{{Sm|Gachipi|Japan}} - One of the best Lucario players in the post-online metagame, placing at or near top 8 at several superregionals including 2nd at {{Trn|Seibugeki 16}}, 4th at {{Trn|Kurobra 40}}, and 7th at {{Trn|Gen 2.0}}. He is also the second Lucario player to ever place top 8 at a major, doing so by placing 5th at {{Trn|Seibugeki 17}} and tying for the highest Lucario placement at a major/supermajor.
*{{Sm|Gachipi|Japan}} - One of the best Lucario players in the post-online metagame, placing at or near top 8 at several superregionals including 2nd at {{Trn|Seibugeki 16}}, 4th at {{Trn|Kurobra 40}}, and 7th at {{Trn|Gen 2.0}}. He is also the second Lucario player to ever place top 8 at a major, doing so by placing 5th at {{Trn|Seibugeki 17}} and tying for the highest Lucario placement at a major/supermajor.
*{{Sm|Jeda|France}} - The best Lucario player in Europe in the early metagame, ranking 18th on the [[European Smash Rankings]] at his peak and placing highly at many European events, including 13th at the superregionals {{Trn|Syndicate 2019}} and {{Trn|Ultimate WANTED 2}} and 17th at the major {{Trn|Albion 4}}. He is the second Lucario player ranked in the top 100 on a global ranking, ranking 76th on the [[OrionRank 2019]]. His activity and performances have declined since his peak, and he has not attended any notable event since 2021.
*{{Sm|Jeda|France}} - The best Lucario player in Europe in the early metagame, ranking 18th on the [[European Smash Rankings]] at his peak and placing highly at many European events, including 13th at the superregionals {{Trn|Syndicate 2019}} and {{Trn|Ultimate WANTED 2}} and 17th at the major {{Trn|Albion 4}}. He is the second Lucario player ranked in the top 100 on a global ranking, ranking 76th on the [[OrionRank 2019]]. His activity and performances have declined since his peak, and he has not attended any notable event since 2021.

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