Editing Lucario (SSBU)

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
|tier = C-
|ranking = 57
|ranking = 71
}}
}}
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*Luigi Fantino in Italian
*Luigi Fantino in Italian


Lucario is ranked 57th out of 82 on the current [[tier list]], placing it in the C+ tier. This is a significant drop from its 17th out of 54 placement in ''SSB4'' and is its worst placement in the series.
Lucario is ranked 71st out of 82 on the current [[tier list]], placing it in the C- tier. This is a drastic drop from its 17th out of 54 placement in ''SSB4'' and is its worst placement in the series.


==How to unlock==
==How to unlock==
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Its [[smash attack]]s also have their uses as disjointed kill options. [[Up smash]] has its use as an anti-air that kills middleweights at 105% at base power and it can also hit grounded opponents up close with its initial scooping hitbox, making it a situational out of shield option against laggy moves. [[Down smash]] covers Lucario from both sides and kills middleweights at 115% from center stage at base power. [[Forward smash]] has the greatest amount of kill power and horizontal range out of its smash attacks, being able to kill middleweights at 90% from center stage at base power while also having the potential to be safe on shield if spaced well. Its [[grab]] game also has utility. [[Up throw]] and [[down throw]] can be used as combo starters, with the former being able to combo into forward aerial at low percents and neutral aerial at mid percents (as well as up aerial on bigger characters), while the latter can combo into forward aerial at low percents (with down throw > forward air > forward air > up air being its most damaging combo at low percents). [[Forward throw]] and [[back throw]] don't have much use outside of being positional throws, though the latter can have a situational use as a late kill throw.
Its [[smash attack]]s also have their uses as disjointed kill options. [[Up smash]] has its use as an anti-air that kills middleweights at 105% at base power and it can also hit grounded opponents up close with its initial scooping hitbox, making it a situational out of shield option against laggy moves. [[Down smash]] covers Lucario from both sides and kills middleweights at 115% from center stage at base power. [[Forward smash]] has the greatest amount of kill power and horizontal range out of its smash attacks, being able to kill middleweights at 90% from center stage at base power while also having the potential to be safe on shield if spaced well. Its [[grab]] game also has utility. [[Up throw]] and [[down throw]] can be used as combo starters, with the former being able to combo into forward aerial at low percents and neutral aerial at mid percents (as well as up aerial on bigger characters), while the latter can combo into forward aerial at low percents (with down throw > forward air > forward air > up air being its most damaging combo at low percents). [[Forward throw]] and [[back throw]] don't have much use outside of being positional throws, though the latter can have a situational use as a late kill throw.


Lucario's aerial moveset also has good utility. Neutral aerial hits twice, covers Lucario from both sides and has a good amount of active frames, making it a useful [[edgeguarding]] tool that compliments its ability to maintain aerial presence. It can also combo into up tilt, down tilt, and dash attack at low and mid percents when [[SHFF]]'d. Forward aerial is fast and can combo into itself when SHFF'd, up aerial and back aerial are vertical and horizontal kill options, with the former killing middleweights at 110% at base power near the top blast zone and having situational combo potential into itself and neutral aerial when SHFF'd, and the latter kills at 115% from base power at center stage while also being slightly disjointed. Down aerial is also unique in its uses; it is its fastest aerial at frame 4, allowing it to be an out of shield option, it stalls its movements which allows it to mix up its [[disadvantage]] and edgeguarding, and it has its use as a kill option, killing middleweights at 135% from the edge of Final Destination at base power.
Lucario's aerial moveset also has good utility. Neutral aerial hits twice, covers Lucario from both sides and has a good amount of active frames, making it a useful [[edgeguarding]] tool that compliments its ability to maintain aerial presence. It can also combo into up tilt, down tilt, and dash attack at low and mid percents when [[SHFF]]'d. Forward aerial is fast and can combo into itself when SHFF'd, up aerial and back aerial are vertical and horizontal kill options, with the former killing middleweights at 110% at base power near the top blast zone and having situational combo potential into itself and neutral aerial when SHFF'd, and the the latter kills at 115% from base power at center stage while also being slightly disjointed. Down aerial is also unique in its uses; it is its fastest aerial at frame 4, allowing it to be an out of shield option, it stalls its movements which allows it to mix up its [[disadvantage]] and edgeguarding, and it has its use as a kill option, killing middleweights at 135% from the edge of Final Destination at base power.


Lucario's [[special move]]set sports great versatility as well. [[Aura Sphere]] is useful as a projectile and as a kill option, with a fully charged one killing middleweights at 150% from center stage at base power. In addition, the move also maintains a hitbox behind Lucario as it is being charged, giving it use as an approach mixup and sometimes as a situational kill confirm into back aerial. [[Force Palm]] is unique in the fact that it functions as a ranged blast from a distance and as a command grab at point blank range, giving it use as an out of shield option and a kill option, as it kills middleweights at 140% at base power from center stage. [[Extreme Speed]], being its primary recovery option, travels a good distance and has a hitbox that enables it to be used as a mixup for onstage recoveries. Finally, [[Double Team]] is a [[counterattack|counter]] that has greater utility than conventional counters; the distance the move covers allows Lucario to punish the opponent when countering a projectile, and the fact that the strength of the counter is based on Aura as opposed to the strength of the countered move allows it to kill middleweights at 115% at base power regardless of the move being countered.
Lucario's [[special move]]set sports great versatility as well. [[Aura Sphere]] is useful as a projectile and as a kill option, with a fully charged one killing middleweights at 150% from center stage at base power. In addition, the move also maintains a hitbox behind Lucario as it is being charged, giving it use as an approach mixup and sometimes as a situational kill confirm into back aerial. [[Force Palm]] is unique in the fact that it functions as a ranged blast from a distance and as a command grab at point blank range, giving it use as an out of shield option and a kill option, as it kills middleweights at 140% at base power from center stage. [[Extreme Speed]], being its primary recovery option, travels a good distance and has a hitbox that enables it to be used as a mixup for onstage recoveries. Finally, [[Double Team]] is a [[counterattack|counter]] that has greater utility than conventional counters; the distance the move covers allows Lucario to punish the opponent when countering a projectile, and the fact that the strength of the counter is based on Aura as opposed to the strength of the countered move allows it to kill middleweights at 115% at base power regardless of the move being countered.
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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. Lucario's flaws outweigh its strengths; 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 undermined 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 its floaty nature make its approaches inconsistent and its recovery is exploitable due to its long start-up. It is primarily from Aura's inconsistencies that players consider Lucario to be a low-tier character who is poorly designed, with many players suggesting that the character need to be reworked entirely. Because of this, Lucario is not a popular character to use as a main, especially in high level competition.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Lucario has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate''. While it was immensely nerfed overall at launch due to a combination of its most powerful attributes, character mechanics and some of the universal changes to gameplay being detrimental to it, game updates have given Lucario various buffs to help compensate. Regardless, Lucario is still considered to be significantly nerfed overall.
Lucario has received a mix of buffs and nerfs in the transition from ''Smash 4'' to ''Ultimate'', receiving buffs in game updates but being significantly nerfed overall. The most notable nerf is to its Aura mechanic, as Lucario's [[Aura]] multiplier is worse than it was in ''Smash 4'' despite [[1v1 multiplier]]s now giving a slight advantage. This, when combined with the universal weakening of the [[rage]] mechanic, makes Lucario noticeably less powerful at higher percentages, while its reduced [[weight]] makes it even easier to KO and makes it harder for it to rely on rage and Aura combined. Furthermore, some of Lucario's most reliable moves have been made less effective, with [[down aerial]] halting its momentum less if overused, [[back aerial]] being weaker, [[Double Team]] having a drastically shorter duration and intangibility and [[Aura Sphere]] can no longer be grab-canceled. While Lucario still has a strong recovery, [[Extreme Speed]]'s controls have been modified to the point where holding down the control stick can accidentally lead to self-destruction, it covers less distance overall and stops its momentum at the end, worsening its recovery, especially at lower percentages. Finally, the changes in [[D]]I and [[air dodging]], has the overall effect of limiting or even outright removing some of Lucario's previously guaranteed combos from throw, which were some of the only reliable ways for it to add damage.


Lucario's biggest nerfs come from its character attributes and changes to the game's engine. Its [[Aura]] multiplier is slightly lower than in ''SSB4'', reducing its effectiveness even while accounting for the newly introduced [[1v1 multiplier]]. The weakening of [[rage]] also hinders Lucario, due to the mechanic stacking with Lucario's Aura; and its [[weight]] is now lighter, disallowing Lucario to take advantage of rage and Aura combined as much as before. Furthermore, the changes in [[knockback]] physics and [[air dodging]] has had the overall effect of limiting or even outright removing some of Lucario's previously guaranteed throw combos, which were some of the only reliable ways for it to add damage. Its grabs were also nerfed, and while this is a nerf shared with the cast, Lucario's own grabs are also slower, while possessing similar ending lag to characters like {{SSBU|Zelda}}. All in all, Lucario is noticeably less powerful at higher percentages, and it's harder for it to rack up damage conventionally.
However, it did receive some buffs. Lucario's overall mobility has been greatly improved due to faster horizontal movement, while the universal 3-frame [[jumpsquat]] further improves Lucario's ability to traverse the stage. Many of its attacks in general, notably its [[dash attack]], [[forward smash]], [[neutral aerial]], and [[forward aerial]], are faster, more reliable and less of hindrance, while its [[special move]]s have also been improved: [[Aura Sphere]] can now be cancelled into a jump or any ground attack during a charge, allowing for mixup options, Force Palm has more range, [[Double Team]] can now home in on opponents and is much faster overall, and [[Extreme Speed]] is overall safer due to its ending and previously notorious landing lag both being lowered.


Some of Lucario's most reliable moves are also less effective. [[Aura Sphere]] can no longer be grab-canceled, and it deals less hitlag, almost completely eliminating the charge combos the move was capable of. [[Down aerial]] halts Lucario's momentum less if used repeteadly, making it a less effective stalling tool. [[Extreme Speed]]'s controls have been modified to the point where holding down the control stick can accidentally lead to self-destruction, and the move itself covers less distance overall and stops its momentum at the end, worsening Lucario's recovery at lower percentages (though it remains outstanding at high percentages). [[Double Team]] has a drastically shorter duration and intangibility, making it significantly easier to punish Lucario for mistiming the move. Finally, [[back aerial]] is weaker and has a sourspot that lingers, as opposed to the full move dealing even damage.
Despite its many buffs, Lucario's nerfs generally outweigh the buffs it received and is considered to be worse than its iteration in ''Smash 4'' at launch. To make matters worse, Lucario was nerfed again in patch 2.0.0 which led to {{Sm|ANTi}} dropping the character as well as Lucario not having a significant impact in America. However, {{Sm|Tsu}} continues to use Lucario and has done very well at many Japanese tournaments.
 
However, Lucario did receive some buffs. Many of its attacks in general are faster, notably its [[neutral attack]], [[forward smash]], and [[forward aerial|forward]] and back aerials. Other moves have also gained more utility such as [[neutral aerial]] now being able to connect into its late hit and having larger hitboxes and [[dash attack]] having a stronger, easy to land sweetspot. Its [[special move]]s have also been collectively improved; [[Aura Sphere]] can now be cancelled into a jump or any ground attack during a charge, allowing for mixup options, [[Force Palm]] has more range, Extreme Speed has less ending and landing lag which significantly improves its safety, and [[Double Team]] can now home in on opponents and is much faster overall.
 
Lucario also benefits from a few of the gameplay mechanic changes. Its overall mobility has been greatly improved due to faster horizontal movement, while the universal 3-frame [[jumpsquat]] further improves Lucario's ability to traverse the stage. The universal reductions to landing lag have also benefitted Lucario's safety on shield to the point that, at high levels of Aura, its aerials become among the safest in the game (with neutral aerial's clean hit in particular having the potential to be neutral on shield). Lastly, the introduction of the 1v1 multiplier is an overall benefit to Lucario, granting its attacks a far higher damage output than ever before, especially at medium to high levels of Aura.
 
In the end, Lucario's gameplan is much worse as a result of the nerfs to its attributes, its higher frailty, and the revamped gameplay mechanics; and its few reliable options for racking up damage are less effective, especially after an early game update. Despite Lucario's subsequent buffs from game updates, they do not properly compensate for the numerous nerfs it has received, and this is further pronounced by the numerous buffs other returning veterans have received, as well as the introduction of various powerful DLC characters that perform better than Lucario does, with a few of them proving difficult for it to overcome. As a result, Lucario fares much worse in ''Ultimate'' than in ''SSB4'', and is one of the most nerfed characters in the transition.


{{SSB4 to SSBU changelist|char=Lucario}}
{{SSB4 to SSBU changelist|char=Lucario}}
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Update 13.0.0 buffed Lucario for one final time. Its dash attack's sweetspot now lasts one more frame and has more range. The second hit of forward tilt was given more knockback, and down tilt was given less startup and ending lag.
Update 13.0.0 buffed Lucario for one final time. Its dash attack's sweetspot now lasts one more frame and has more range. The second hit of forward tilt was given more knockback, and down tilt was given less startup and ending lag.


Overall, when compared to how it fared at launch, Lucario is now seen as a much more viable character in ''Ultimate'''s metagame.  
Overall, when compared to how it fared at launch, Lucario is now seen as a much more viable character in ''Ultimate'''s metagame. However, the loss of its Aura Sphere charge combos, and the weakening of Aura and Rage, Lucario is still seen as one of the game's weaker characters, especially when compared to his incarnation in the previous game.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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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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|dairdesc=Stomps twice, emitting blasts of Aura with each stomp. It stalls Lucario in the air temporarily and deals great damage at higher levels of aura.
|dairdesc=Stomps twice, emitting blasts of Aura with each stomp. It stalls Lucario in the air temporarily and deals great damage at higher levels of aura.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with its left hand.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent.
|pummelname=Grab Surge ({{ja|つかみはどう|Tsukami Hadō}})
|pummelname=Grab Surge ({{ja|つかみはどう|Tsukami Hadō}})
|pummeldmg={{AuraDamageSSBU|1.3}}
|pummeldmg={{AuraDamageSSBU|1.3}}
|pummeldesc=A surge of Aura. Its power scales with Aura, though it retains average speed at all levels of Aura.
|pummeldesc=A surge of Aura. Quite fast.
|fthrowname=Single Hit ({{ja|たんだ|Tanda}})
|fthrowname=Single Hit ({{ja|たんだ|Tanda}})
|fthrowdmg={{AuraDamageSSBU|5}} (hit), {{AuraDamageSSBU|3}} (throw)
|fthrowdmg={{AuraDamageSSBU|5}} (hit), {{AuraDamageSSBU|3}} (throw)
|fthrowdesc=Shoves the opponent away with a palm strike. A very fast throw, along with being one of the strongest forward throws in the game at max aura. It starts KOing at 105% at max aura.
|fthrowdesc=Shoves the opponent away. A very fast throw, along with being one of the strongest forward throws in the game at max aura. It starts KOing at 105% at max aura.
|bthrowname=Body Drop ({{ja|たいおとし|Tai Otoshi}})
|bthrowname=Body Drop ({{ja|たいおとし|Tai Otoshi}})
|bthrowdmg={{AuraDamageSSBU|10}}
|bthrowdmg={{AuraDamageSSBU|10}}
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|dthrowname=Slam ({{ja|たたきつけ|Tatakitsuke}})
|dthrowname=Slam ({{ja|たたきつけ|Tatakitsuke}})
|dthrowdmg={{AuraDamageSSBU|7}}
|dthrowdmg={{AuraDamageSSBU|7}}
|dthrowdesc=Holds the opponent over its head and then slams them into the ground. Can combo into a forward aerial, a neutral aerial or an up aerial at low percentages, although its timing is very strict.
|dthrowdesc=Holds the opponent over its head and then slams them into the ground. A good combo starter, as it can combo into a forward aerial, a neutral aerial or an up aerial.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg={{AuraDamageSSBU|7}}
|floorfdmg={{AuraDamageSSBU|7}}
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|fsdmg={{AuraDamageSSBU|0.8}} (loop), {{AuraDamageSSBU|11.5}} (final hit)
|fsdmg={{AuraDamageSSBU|0.8}} (loop), {{AuraDamageSSBU|11.5}} (final hit)
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario, then leaps up above the center of the stage, and firing a huge stream of Aura. Increases in power depending on Lucario's Aura and can achieve [[OHKO]] power at max aura if all hitboxes connect. KOing at 18% if at base aura.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario, then leaps up above the center of the stage, and firing a huge stream of Aura. Increases in power depending on Lucario's Aura and can achieve [[OHKO]] power at max aura if all hitboxes connect. KOing at 18% if at base aura.
}}
===Stats===
{{Attributes
| cast=89
| weight=92 | rweight=53-58
| dash=2.255 | rdash=6-10
| run=1.705 | rrun=47
| walk=1.103 | rwalk=47-48
| trac=0.116 | rtrac=20-28
| airfric=0.004 | rairfric=83-84
| air=1.281 | rair=6-7
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.08 | raddaccel=16-24
| gravity=0.084 | rgravity=60
| fall=1.68 | rfall=30-31
| ff=2.688 | rff=31-32
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=37.62 | rjumpheight=10
| shorthop=18.19 | rshorthop=9
| djump=37.62 | rdjump=17
}}
}}


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*Stretches both arms out, one on each side, slowly lowers its body, and assumes its normal stance again.
*Stretches both arms out, one on each side, slowly lowers its body, and assumes its normal stance again.
<gallery>
<gallery>
SSBULucarioIdle1.gif|Lucario's first idle pose.
SSBULucarioIdle1.gif|Lucario's first idle pose
SSBULucarioIdle2.gif|Lucario's second idle pose.
SSBULucarioIdle2.gif|Lucario's second idle pose
</gallery>
</gallery>


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
When ''Ultimate'' was released, many players believed that Lucario had a lot of potential and that it was better than its already strong ''Smash 4'' incarnation. This was due to many of its moves either becoming faster or more reliable along with the character greatly benefiting from the game's mechanics. On top of this, {{SSBU|Donkey Kong}}, who was previously considered to be a hard counter to Lucario in ''Smash 4'',  was now an easier matchup. Because of this, many players considered Lucario a solid high-tier character with some saying it had the potential to rise into the top tier.
However, as the meta advanced, players recognized that the character's nerfs overshadowed the many buffs it received. This was because of aura's overall weaker damage multiplier, down air not being as safe for disadvantage, Aura Sphere having less versatility, its recovery being worse, the removal of some of its kill confirms, and some characters such as {{SSBU|Bowser}}, {{SSBU|Wario}}, and {{SSBU|Ness}} proving to be very troublesome matchups for Lucario. As a result, players' opinions on Lucario dropped and it obtained a below-average player base throughout ''Ultimate'''s metagame, with many players such as {{Sm|ESAM}} claiming that it's a low-tier character, ranking 71st on the first and current tier list. Despite this, players such as {{Sm|Tsu}} and {{Sm|Jeda}} have still placed fairly well at tournaments: Tsu placed 5th at {{Trn|Umebura Japan Major 2019}}, while Jeda placed 13th at {{Trn|Syndicate 2019}} and 17th at {{Trn|Albion 4}}.
===Most historically significant players===
===Most historically significant 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 -->
<!--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 -->
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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 world. Placed 1st at both {{Trn|Battle of Z: Toronto Strikes Back}} and {{Trn|Lan ETS 2022}}, 2nd at {{Trn|Battle of Z: Art of Izaw Edition}}, 9th at {{Trn|Battle of BC 5}}, and 17th at {{Trn|Let's Make Big Moves 2023}} with wins over players such as {{Sm|Shuton}}, {{Sm|WaDi}}, and {{Sm|quiK}}.
*{{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 Japan. Placed 4th at {{Trn|DELTA 2}}, 13th at both {{Trn|Wave 3}} and {{Trn|Seibugeki 13}}, and 17th at both {{Trn|DELTA 3}} and {{Trn|DELTA 4}} with wins over players such as {{Sm|Tea}}, {{Sm|Zomba}}, and {{Sm|Umeki}}.
*{{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}} - One of the best Lucario players in the early metagame. Placed 3rd at {{Trn|BURST 4}}, 5th at {{Trn|European SEL Clash}}, 9th at {{Trn|Stunfest 2019}}, 13th at {{Trn|Syndicate 2019}}, and 17th at {{Trn|Albion 4}} with wins over {{Sm|Glutonny}}, {{Sm|Meru}}, and {{Sm|Flow}}. Currently ranked 18th on the [[European Smash Rankings]].
*{{Sm|Tsu|Japan}} - The best Lucario player in the early metagame who has some of Lucario's best results, including 2nd at {{Trn|2GG: Grand Tour - South Carolina}} and 5th at {{Trn|Umebura Japan Major 2019}}, the latter tying for the highest placement for a Lucario player at a major/supermajor and remains Lucario's best tournament placement at a supermajor. He is the only Lucario player ever ranked top 50 globally, ranking 44th on the [[Spring 2019 PGRU]]. However, since then he has yet to achieve performances as strong as the early metagame, and he has also picked up other characters to play alongside Lucario.
*{{Sm|Tsu|Japan}} - Co-mains Lucario with {{SSBU|Cloud}} and is the best Lucario player in the world. Placed 5th at {{Trn|Umebura Japan Major 2019}}, 9th at {{Trn|Umebura SP 2}}, and 13th at both {{Trn|Umebura SP 7}} and {{Trn|Kagaribi 4}} with wins over {{Sm|Zackray}}, {{Sm|Abadango}}, and {{Sm|Atelier}}. Formerly ranked 44th on the [[Spring 2019 PGRU]].
 
*{{Sm|Vivi|USA}} - The best Lucario player in the United States in the early metagame but has since switched to {{SSBU|Hero}}. Placed 17th at {{Trn|Defend the North 2019}} and 33rd at {{Trn|Let's Make Moves}} with wins over {{Sm|Sinji}}, {{Sm|Frozen}}, and {{Sm|Mr. E}}. Ranked as high as 10th on the [[New York City Power Rankings]].
===Tier placement and history===
When ''Ultimate'' was released, many players believed that Lucario's faster and more reliable moves and benefits from the game's mechanics allowed it to fare better in the new game. Early results were able to match this enthusiasm thanks to the efforts of {{Sm|Tsu}} and {{Sm|Jeda}}, both of whom spearheaded Lucario's early metagame playerbase. However, this honeymoon period did not last for long, as players began recognizing that the character's nerfs, especially to its Aura, were more glaring than initially perceived. In addition, Lucario's reliance on Aura meant it had a harder time KOing until it was at higher percents, while its best KO moves often have slow frame data. As such, many of his best players either began playing other characters or became less consistent than before, leading to a decline in its playerbase: although Lucario's representation hovered in the mid-40s throughout 2019, by 2021 it had dropped into the bottom 10. Although players like {{Sm|Armadillo}} began placing well with Lucario during this time, it did little to alleviate this decline, and as such Lucario was ranked 71st on the first tier list near the end of the mid-tier.
 
Following the first tier list, Lucario entered a renaissance period as its best players gained more recognition at a national level. Armadillo's improving performances, which included a 9th-place finish at {{Trn|Battle of BC 5}} and having wins over {{Sm|Glutonny}}, {{Sm|MkLeo}}, and {{Sm|Shuton}}. {{Sm|Gachipi}}'s rise in Japan also helped Lucario's declining representation, with both players showcasing how threatening Lucario could be at higher percents. As such, many players realized that Lucario was not as weak as initially perceived, and as such Lucario rose substantially on the second tier list, jumping 14 spots to 57th in the C+ tier.


=={{SSBU|Classic Mode}}: Counter Encounters==
=={{SSBU|Classic Mode}}: Counter Encounters==
Line 346: Line 319:
|3||{{CharHead|Marth|SSBU|hsize=20px}} and {{CharHead|Lucina|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||
|3||{{CharHead|Marth|SSBU|hsize=20px}} and {{CharHead|Lucina|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||
|-
|-
|4||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x6)||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl}}''||Horde Battle (3 at a time). Items do not appear.<br>Mii Swordfighter costume combinations:
|4||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x6)||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl}}''||Horde Battle. Items do not appear.<br>Mii Swordfighter costume combinations:
*[[Yiga Clan]] Mask and Yiga Clan Outfit
*[[Yiga Clan]] Mask and Yiga Clan Outfit
*[[Takamaru]] Wig and Takamaru Outfit
*[[Takamaru]] Wig and Takamaru Outfit

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