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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
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'''Lucario''' ({{ja|ルカリオ|Rukario}}, ''Lucario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed as a playable character on June 12th, 2018. As in ''[[Super Smash Bros. Brawl]]'', Lucario is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Lucario is classified as [[Fighter number|Fighter #41]]. | |||
'''Lucario''' ({{ja|ルカリオ|Rukario}}, ''Lucario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed as a playable character on June 12th, 2018. As in ''[[Super Smash Bros. Brawl]]'', | |||
{{s|wikipedia|Sean Schemmel}}, {{s|wikipedia|Daisuke Namikawa}}, Jean-Marc Delhausse, Carlos Lobo, Gerhard Jilka and Luigi Fantino's portrayals of Lucario from ''[[Super Smash Bros. 4]]'' were repurposed for the English, Japanese, French, Spanish, German, and Italian versions of ''Ultimate'' respectively. | |||
Lucario | |||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or anyone in his unlock tree, being the 1st character unlocked. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or anyone in his unlock tree, being the 1st character unlocked. | ||
*Have Lucario join the player's party in [[World of Light]]. | *Have Lucario join the player's party in [[World of Light]]. | ||
Lucario must then be defeated on [[Spear Pillar]] | With the exception of the third method, Lucario must then be defeated on [[Spear Pillar]]. | ||
==Attributes== | ==Attributes== | ||
In terms of physical attributes, Lucario is a [[weight|middleweight]] fighter (same weight as {{SSBU|Ice Climbers}}, {{SSBU|Steve}}, {{SSBU|Wolf}}, and {{SSBU|Villager}}, making it on the lower end of middleweights) with average height, a below-average walking speed and an average running speed, a very fast initial dash (tied for 5th fastest with {{SSBU|Bowser}}, {{SSBU|Mewtwo}}, {{SSBU|Marth}}, and {{SSBU|Lucina}}), above-average [[traction]], very high [[air speed]] (6th fastest in this category), above-average [[air acceleration]] and [[falling speed]], and below-average gravity; Lucario can also [[crawl]], [[wall jump]], and [[wall cling]]. These traits make Lucario a somewhat floaty character who can maintain aerial presence for a long time, be it onstage or offstage, while also having decent mobility and control on the ground due to its fast dashing speed and above-average traction; collectively, Lucario's overall mobility meanders between average and above-average. | |||
In terms of physical attributes, Lucario is a [[weight|middleweight]] fighter (same weight as {{SSBU|Ice Climbers | |||
Lucario's most notable strength comes from its unique fighter ability, [[Aura]], in which damage and knockback multipliers are applied to all of its attacks depending on how much damage Lucario has taken, with the multipliers being directly proportional to its percent; the multiplier is x0.66 at 0%, increases to x1.0 (base power) at 65%, and caps out at 190% with a multiplier of x1.67. Aura multipliers are also affected by differences in [[stock]]s, with it increasing when Lucario is behind in stocks and decreasing when it is ahead. Additionally, Aura also affects the properties of its special moves; as Aura increases, the size of Aura Sphere becomes larger when charging and when fired, the blast from [[Force Palm]] has greater range, and [[Extreme Speed]] travels a greater distance. In turn, this ability can allow Lucario to rack up large amounts of damage and kill at very early percents when it has taken a lot of damage, making it useful as a comeback mechanic when Lucario is falling behind | Lucario's most notable strength comes from its unique fighter ability, [[Aura]], in which damage and knockback multipliers are applied to all of its attacks depending on how much damage Lucario has taken, with the multipliers being directly proportional to its percent; the multiplier is x0.66 at 0%, increases to x1.0 (base power) at 65%, and caps out at 190% with a multiplier of x1.67. Aura multipliers are also affected by differences in [[stock]]s, with it increasing when Lucario is behind in stocks and decreasing when it is ahead. Additionally, Aura also affects the properties of its special moves; as Aura increases, the size of Aura Sphere becomes larger when charging and when fired, the blast from [[Force Palm]] has greater range, and [[Extreme Speed]] travels a greater distance. In turn, this ability can allow Lucario to rack up large amounts of damage and kill at very early percents when it has taken a lot of damage, making it useful as a comeback mechanic when Lucario is falling behind. | ||
In terms of its grounded moveset, while its [[neutral attack]] has little to no use due to having low damage output relative to its speed, dealing only 9% at base power despite coming out at frame 5 (for reference, faster jabs such as {{SSBU|Mario}}'s come out frame 2 and deal 8% while slower jabs such as {{SSBU|Bayonetta}}'s come out frame 9 and deal 21%) its other grounded moves have some utility; [[forward tilt]] has its use as a [[spacing]] tool due its ability to be angled and kills middleweights at 145% on the edge of {{SSBU|Final Destination}} at base power, [[up tilt]] is a combo starter that can combo into itself at low percents and into [[neutral aerial]], [[forward aerial]], and [[up aerial]] at mid percents, [[down tilt]] can combo into [[dash attack]] and forward aerial at mid percents while also having its use as a spacing tool, and dash attack, while not being very useful for killing, is a decent burst option due to it coming out fast as well as because of its fast initial dash. | In terms of its grounded moveset, while its [[neutral attack]] has little to no use due to having low damage output relative to its speed, dealing only 9% at base power despite coming out at frame 5 (for reference, faster jabs such as {{SSBU|Mario}}'s come out frame 2 and deal 8% while slower jabs such as {{SSBU|Bayonetta}}'s come out frame 9 and deal 21%) its other grounded moves have some utility; [[forward tilt]] has its use as a [[spacing]] tool due its ability to be angled and kills middleweights at 145% on the edge of {{SSBU|Final Destination}} at base power, [[up tilt]] is a combo starter that can combo into itself at low percents and into [[neutral aerial]], [[forward aerial]], and [[up aerial]] at mid percents, [[down tilt]] can combo into [[dash attack]] and forward aerial at mid percents while also having its use as a spacing tool, and dash attack, while not being very useful for killing, is a decent burst option due to it coming out fast as well as because of its fast initial dash. | ||
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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 | 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. | 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]]''== | ||
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 has received a mix of buffs and nerfs in the transition from '' | |||
Lucario's | |||
However, | 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. | ||
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. | |||
{{SSB4 to SSBU changelist|char=Lucario}} | {{SSB4 to SSBU changelist|char=Lucario}} | ||
==Update history== | ==Update history== | ||
Lucario received a significant nerf in update 2.0.0 with [[Aura Sphere]] having noticeably less hitlag, leading to significantly less combo potential. | Lucario received a significant nerf in update 2.0.0 with [[Aura Sphere]] having noticeably less hitlag, leading to significantly less combo potential. Since then, however, Lucario has been mostly buffed via game updates. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|9.0.0}}''' | ||
{{UpdateList (SSBU)/9.0.0|char=Lucario}} | {{UpdateList (SSBU)/9.0.0|char=Lucario}} | ||
==Moveset== | ==Moveset== | ||
* Lucario's moveset is affected by [[Aura]]. Each move lists the percentages according to Lucario's damage: 0%/65%/190%. | * Lucario's moveset is affected by [[Aura]]. Each move lists the percentages according to Lucario's damage: 0%/65%/190%. | ||
** Lucario's Aura effects also change in regard to place. When at a -1 placing, Lucario's Aura gains a multiplier of 1.125×. | ** Lucario's Aura effects also change in regard to place. When at a -1 placing, Lucario's Aura gains a multiplier of 1.125×. | ||
[[File:Lucario SSBU Skill Preview Extra 1.png|thumb|Lucario using a fully charged [[Aura Sphere]] with maximum strength [[Aura]], as shown via [[Move List]].]] | [[File:Lucario SSBU Skill Preview Extra 1.png|thumb|right|Lucario using a fully charged [[Aura Sphere]] with maximum strength [[Aura]], as shown via [[Move List]].]] | ||
{{cquote|''As Aura's power increases, your attack power increases as well. The more unfavorable the match is for you, the more power you gain.'' | {{cquote|''As Aura's power increases, your attack power increases as well. The more unfavorable the match is for you, the more power you gain.'' | ||
<br>''Aura's Power increases'' | <br>''Aura's Power increases'' | ||
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''For a gallery of Lucario's hitboxes, see [[Lucario (SSBU)/Hitboxes|here]].'' | ''For a gallery of Lucario's hitboxes, see [[Lucario (SSBU)/Hitboxes|here]].'' | ||
<!-- This whole table needs fixing --> | |||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg={{AuraDamageSSBU|2.5}} | |neutral1dmg={{AuraDamageSSBU|2.5}} | ||
|neutral2dmg={{AuraDamageSSBU|2}} | |neutral2dmg={{AuraDamageSSBU|2}} | ||
|neutral3dmg={{AuraDamageSSBU|3}} | |neutral3dmg={{AuraDamageSSBU|3}} | ||
|neutraldesc=The kham choui{{ref|a}} (a downward sweeping punch in {{s|wikipedia|Shaolin Kung Fu}}), followed by the choong choui{{ref|b}} (a jab-style punch in Shaolin Kung Fu), followed by a stretch kick | |neutraldesc=The kham choui{{ref|a}} (a downward sweeping punch in {{s|wikipedia|Shaolin Kung Fu}}), followed by the choong choui{{ref|b}} (a jab-style punch in Shaolin Kung Fu), followed by a stretch kick. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg={{AuraDamageSSBU|4}} (hit 1), {{AuraDamageSSBU|6}} (hit 2) | |ftiltdmg={{AuraDamageSSBU|4}} (hit 1), {{AuraDamageSSBU|6}} (hit 2) | ||
|ftiltdesc=The kap theai choui{{ref|c}} (a low-angle cross-style punch in Shaolin Kung Fu). Hits twice. At higher levels of aura, it becomes a viable KO option. | |ftiltdesc=The kap theai choui{{ref|c}} (a low-angle cross-style punch in Shaolin Kung Fu). Hits twice. At higher levels of aura, it becomes a viable KO option. | ||
|utiltname= | |utiltname= | ||
|utiltdmg={{AuraDamageSSBU|6}} (foot), {{AuraDamageSSBU|5}} | |utiltdmg={{AuraDamageSSBU|6}} (foot), {{AuraDamageSSBU|5}} | ||
|utiltdesc=An outside crescent kick above itself. A good juggling and combo tool. Has a sweetspot on its foot. | |utiltdesc=An outside crescent kick above itself. A good juggling and combo tool. Has a sweetspot on its foot. | ||
|dtiltname= | |dtiltname= | ||
|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= | |dashname= | ||
|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. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{AuraDamageSSBU|16|c}} (clean), {{AuraDamageSSBU|13|c}} (late) | |fsmashdmg={{AuraDamageSSBU|16|c}} (clean), {{AuraDamageSSBU|13|c}} (late) | ||
|fsmashdesc=A double palm thrust, which emits a burst of Aura. When at max aura, it is extremely powerful; it is one of the strongest smash attacks in the game overall, as it has the potential to one-hit KO almost every fighter in the roster when | |fsmashdesc=A double palm thrust, which emits a burst of Aura. When at max aura, it is extremely powerful; it is one of the strongest smash attacks in the game overall, as it has the potential to one-hit KO almost every fighter in the roster when fully charged. However, its noticeable startup and ending lag makes it punishable. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{AuraDamageSSBU|4|c}} (hit 1), {{AuraDamageSSBU|14|c}} (clean hit 2), {{AuraDamageSSBU|9|c}} (late hit 2) | |usmashdmg={{AuraDamageSSBU|4|c}} (hit 1), {{AuraDamageSSBU|14|c}} (clean hit 2), {{AuraDamageSSBU|9|c}} (late hit 2) | ||
|usmashdesc=A modified version of the long choui{{ref|d}} (an uppercut-styled punch in Shaolin Kung Fu), while emitting a blast of Aura. Hits twice. One of the strongest up smashes in the game, and the second most damaging smash attack in the game when at max aura (behind Hero's forward smash with a critical hit). | |usmashdesc=A modified version of the long choui{{ref|d}} (an uppercut-styled punch in Shaolin Kung Fu), while emitting a blast of Aura. Hits twice. One of the strongest up smashes in the game, and the second most damaging smash attack in the game when at max aura (behind Hero's forward smash with a critical hit). | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{AuraDamageSSBU|14|c}} | |dsmashdmg={{AuraDamageSSBU|14|c}} | ||
|dsmashdesc=Thrusts its palms in front and behind, while emitting blasts of Aura. Resembles a modified version of the kap theai choui. Hits on both of its sides simultaneously, making it a good option to punish rolls. Very strong at max aura, KOing below 60% at the ledge at max aura. | |dsmashdesc=Thrusts its palms in front and behind, while emitting blasts of Aura. Resembles a modified version of the kap theai choui. Hits on both of its sides simultaneously, making it a good option to punish rolls. Very strong at max aura, KOing below 60% at the ledge at max aura. | ||
|nairname= | |nairname= | ||
|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= | |fairname= | ||
|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. | ||
|bairname= | |bairname= | ||
|bairdmg={{AuraDamageSSBU|14}} (clean), {{AuraDamageSSBU|13}} (late) | |bairdmg={{AuraDamageSSBU|14}} (clean), {{AuraDamageSSBU|13}} (late) | ||
|bairdesc=The sou choui{{ref|e}} (a sweeping punch in Shaolin Kung Fu). At max aura, it is one of the strongest back aerials in the game, KOing at around 50% at the ledge. However, it is Lucario's slowest aerial. | |bairdesc=The sou choui{{ref|e}} (a sweeping punch in Shaolin Kung Fu). At max aura, it is one of the strongest back aerials in the game, KOing at around 50% at the ledge. However, it is Lucario's slowest aerial. | ||
|uairname= | |uairname= | ||
|uairdmg={{AuraDamageSSBU|11}} (clean), {{AuraDamageSSBU|6}} (late) | |uairdmg={{AuraDamageSSBU|11}} (clean), {{AuraDamageSSBU|6}} (late) | ||
|uairdesc= A high front kick with a delayed backflip at the end. Extremely powerful at max aura, capable of KOing at around 80% even at ground level. Outside of that, it makes for a good juggling tool. Its late hit can act as a potential KO setup into its sweetspot on landing. | |uairdesc= A high front kick with a delayed backflip at the end. Extremely powerful at max aura, capable of KOing at around 80% even at ground level. Outside of that, it makes for a good juggling tool. Its late hit can act as a potential KO setup into its sweetspot on landing. | ||
|dairname= | |dairname= | ||
|dairdmg={{AuraDamageSSBU|5}} (hit 1), {{AuraDamageSSBU|6}} (hit 2) | |dairdmg={{AuraDamageSSBU|5}} (hit 1), {{AuraDamageSSBU|6}} (hit 2) | ||
|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= | |grabname= | ||
|grabdesc= | |grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. | ||
|pummelname= | |pummelname= | ||
|pummeldmg={{AuraDamageSSBU|1.3}} | |pummeldmg={{AuraDamageSSBU|1.3}} | ||
|pummeldesc=A surge of Aura. | |pummeldesc=A surge of Aura. Quite fast. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg={{AuraDamageSSBU|5}} (hit), {{AuraDamageSSBU|3}} (throw) | |fthrowdmg={{AuraDamageSSBU|5}} (hit), {{AuraDamageSSBU|3}} (throw) | ||
|fthrowdesc=Shoves the opponent away | |fthrowdesc=Shoves the opponent away. A very fast throw, along with being one of the strongest forward throws in the game at max aura. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg={{AuraDamageSSBU|10}} | |bthrowdmg={{AuraDamageSSBU|10}} | ||
|bthrowdesc=The {{s|wikipedia|tai otoshi}}{{ref|f}}, a {{s|wikipedia|Judo}} throw. It deals very high damage and knockback when at max aura. | |bthrowdesc=The {{s|wikipedia|tai otoshi}}{{ref|f}}, a {{s|wikipedia|Judo}} throw. It deals very high damage and knockback when at max aura. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg={{AuraDamageSSBU|5}} (hit), {{AuraDamageSSBU|6}} (throw) | |uthrowdmg={{AuraDamageSSBU|5}} (hit), {{AuraDamageSSBU|6}} (throw) | ||
|uthrowdesc=The pao choui{{ref|g}} (an uppercut-styled punch in Shaolin Kung Fu). One of Lucario's best combo starters, as it can follow up with a neutral aerial, forward aerial, and an up aerial or back aerial as a 50/50 KO setup | |uthrowdesc=The pao choui{{ref|g}} (an uppercut-styled punch in Shaolin Kung Fu). One of Lucario's best combo starters, as it can follow up with a neutral aerial, forward aerial, and an up aerial or back aerial as a 50/50 KO setup. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg={{AuraDamageSSBU|7}} | |dthrowdmg={{AuraDamageSSBU|7}} | ||
|dthrowdesc=Holds the opponent over its head and then slams them into the ground. | |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= | |floorfname= | ||
|floorfdmg={{AuraDamageSSBU|7}} | |floorfdmg={{AuraDamageSSBU|7}} | ||
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|nsname=Aura Sphere | |nsname=Aura Sphere | ||
|nsdmg={{AuraDamageSSBU|6.9}}~{{AuraDamageSSBU|17.2}} (move), {{AuraDamageSSBU|0.6}} (charge loop) | |nsdmg={{AuraDamageSSBU|6.9}}~{{AuraDamageSSBU|17.2}} (move), {{AuraDamageSSBU|0.6}} (charge loop) | ||
|nsdesc=A chargeable, condensed sphere of {{s|bulbapedia|Aura}}. Pressing the special button again will make Lucario [[bulbapedia:Aura Sphere (move)|fire the sphere]]. Its size scales with Aura and has a hitbox while charging, comboing into back air at mid percents . The charge can be cancelled into into dodge, shield, and jump | |nsdesc=A chargeable, condensed sphere of {{s|bulbapedia|Aura}}. Pressing the special button again will make Lucario [[bulbapedia:Aura Sphere (move)|fire the sphere]]. Its size scales with Aura and has a hitbox while charging, comboing into back air at mid percents . The charge can be cancelled into into dodge, shield, and jump. | ||
|ssname=Force Palm | |ssname=Force Palm | ||
|ssdmg={{AuraDamageSSBU|11.8}} (close blast), {{AuraDamageSSBU|5.4}} (far blast), {{AuraDamageSSBU|13}} (throw), {{AuraDamageSSBU|10}} (throw collateral) | |ssdmg={{AuraDamageSSBU|11.8}} (close blast), {{AuraDamageSSBU|5.4}} (far blast), {{AuraDamageSSBU|13}} (throw), {{AuraDamageSSBU|10}} (throw collateral) | ||
|ssdesc=Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then [[bulbapedia:Force Palm|striking them with a palm thrust at point-blank range]]. | |ssdesc=Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then [[bulbapedia:Force Palm|striking them with a palm thrust at point-blank range]]. At half of its maximum Aura or more, it triggers Special Zoom, and deals immense damage and knockback, KOing at around 60% near the ledge. | ||
|usname=Extreme Speed | |usname=Extreme Speed | ||
|usdmg={{AuraDamageSSBU|6}} (dash), {{AuraDamageSSBU|4}} (impact) | |usdmg={{AuraDamageSSBU|6}} (dash), {{AuraDamageSSBU|4}} (impact) | ||
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|fsname=Aura Storm | |fsname=Aura Storm | ||
|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. | |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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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*'''Up Taunt''': Floats in mid-air and growls, emitting aura from its body. | *'''Up Taunt''': Floats in mid-air and growls, emitting aura from its body. | ||
*'''Side Taunt''': Moves one hand forward and one behind its back, growling. A flash of aura emanates from its outstretched hand. | *'''Side Taunt''': Moves one hand forward and one behind its back, growling. A flash of aura emanates from its outstretched hand. | ||
*'''Down Taunt''': Stands on one foot and holds one hand in mid-air, assuming a {{s|wikipedia|Fujian White Crane}}-like stance. This taunt is very similar to | *'''Down Taunt''': Stands on one foot and holds one hand in mid-air, assuming a {{s|wikipedia|Fujian White Crane}}-like stance. This taunt is very similar to Link's down taunt. | ||
<gallery> | <gallery> | ||
SSBULucarioTaunt1.gif|Lucario's up taunt. | SSBULucarioTaunt1.gif|Lucario's up taunt. | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*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 | *Moves its arms in a circular motion before assuming to 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> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Aura pulsates out of its paws, then does a crane-like stance, saying "Behold the power of aura." ("{{ja| | *'''Left:''' Aura pulsates out of its paws, then does a crane-like stance, saying "Behold the power of aura." ("{{ja|満ちるぞ,この波導!|Michiru zo, kono hadō!}}", ''I am filled with aura!''). | ||
*'''Up:''' Moves its paws in front of itself, then clasps them together, saying "The aura is with me!" ("{{ja|波導は我にあり!|Hadō wa ware ni ari!}}", ''The aura is with me!'') | *'''Up:''' Moves its paws in front of itself, then clasps them together, saying "The aura is with me!" ("{{ja|波導は我にあり!|Hadō wa ware ni ari!}}", ''The aura is with me!''). | ||
*'''Right:''' Moves its paw to its left side and groans while aura radiates off its body. | *'''Right:''' Moves its paw to its left side and groans while aura radiates off its body. | ||
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]] | [[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]] | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
When ''Ultimate'' got released, many players noticed 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 options either becoming faster and more reliable along with the character greatly befitting 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 as a solid high-tier character with some saying it had the potential to rise into the top tier. | |||
'' | Unfortunately, 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 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}} and {{Sm|Dabuz}} claiming that it's a low-tier character at best. 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}}. | ||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present are generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
====Active==== | |||
*{{Sm|Eeveecario|Mexico}} - Placed 17th at {{Trn|Abierto Guadalajara Ultimo Reto}} and 25th at {{Trn|Ragnarok}}. | |||
*{{Sm|Hanadan|Japan}} - Placed 7th at {{Trn|Mie Bato}} and 17th at {{Trn|Karisuma SP 7}}. Has defeated {{Sm|Sidarezakura}}, {{Sm|Renya}}, and {{Sm|Tamiflu}}. | |||
*{{Sm|Jeda|France}} - The best Lucario in Europe and second best in the world. Placed 3rd at {{Trn|BURST 4}}, 5th at {{Trn|Ultimate WANTED 1}} and {{Trn|European SEL Clash}}, 9th at {{Trn|Stunfest 2019}}, 13th at {{Trn|Syndicate 2019}}, and 17th at {{Trn|Albion 4}}. Has beaten {{Sm|Glutonny}}, {{Sm|Meru}}, {{Sm|Oryon}}, {{Sm|Flow}}, {{Sm|Tarik}}, and {{Sm|PeW}}. Ranked 18th on the [[European Smash Rankings]]. | |||
*{{Sm|Kir|Japan}} - Placed 13th at {{Trn|EGS Cup}} and 49th at {{Trn|Umebura SP 7}}. | |||
*{{Sm|Labot|Germany}} - Placed 3rd at {{Trn|Awakening 5}} and 13th at {{Trn|BOILINGPOINT BRAWL}}. Has a win over {{Sm|Tsuba}}. | |||
*{{Sm|Tsu|Japan}} - The best Lucario player in the world. Placed 5th at {{Trn|Umebura Japan Major 2019}}, 9th at {{Trn|Umebura SP 2}} and {{Trn|Thunder Smash 3: Clash of the Pandas}}, 13th at {{Trn|Umebura SP 3}} and {{Trn|Umebura SP 7}}, and 17th at {{Trn|Umebura SP 6}} and {{Trn|EGS Cup 3}} with mainly Lucario. Has wins over {{Sm|Abadango}}, {{Sm|Fatality}}, {{Sm|Prodigy}}, {{Sm|Atelier}}, {{Sm|Shogun}}, and {{Sm|Zackray}}. | |||
*{{Sm|Vivi|USA}} - The best Lucario player in the United States. Placed 17th at {{Trn|Defend the North 2019}} and 33rd at {{Trn|Let's Make Moves}}. Has wins over {{Sm|Venia}}, {{Sm|UtopianRay}}, and {{Sm|Daybreak}}. | |||
====Inactive==== | |||
*{{Sm|ANTi|USA}} - A {{SSBU|Snake}} and {{SSBU|Mario}} co-main with a strong Lucario secondary. Placed 2nd at {{Trn|DreamHack Dallas 2019}}, 7th at {{Trn|Combo Breaker 2019}}, and 9th at {{Trn|Smash at The Paramount}}. While he hasn't officially dropped the character, he now only plays Snake and Mario in recent tournaments. | |||
*{{Sm|Gomamugitya|Japan}} - Placed 33rd at {{Trn|Sumabato SP}} with a win over {{Sm|shky}}. | |||
=={{SSBU|Classic Mode}}: Counter Encounters== | =={{SSBU|Classic Mode}}: Counter Encounters== | ||
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|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 | |4||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x6)||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl}}''||Horde Battle.<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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During the opening cutscene, Lucario was present on the cliffside when [[Galeem]] unleashed his beams of light. Lucario dodged a beam of light using [[Double Team]], but was hit by a beam {{SSBU|Greninja}} avoided a moment later, vaporizing it and placing it under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}. | During the opening cutscene, Lucario was present on the cliffside when [[Galeem]] unleashed his beams of light. Lucario dodged a beam of light using [[Double Team]], but was hit by a beam {{SSBU|Greninja}} avoided a moment later, vaporizing it and placing it under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}. | ||
In the mode proper, Lucario can be found on the corner of a stone wall | In the mode proper, Lucario can be found on the corner of a stone wall. | ||
{{clrl}} | {{clrl}} | ||
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|''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}'' | |''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Lucario's fighter spirit can be obtained by completing | Lucario's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Lucario in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, Lucario's Mega Evolved form appears as a primary spirit. | Additionally, Lucario's Mega Evolved form appears as a primary spirit. | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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SSBUWebsiteChrom5.jpg|Lucario, {{SSBU|Wolf}} and {{SSBU|Fox}} sleeping around {{SSBU|Chrom}} with [[Super Leaf]] equipped on [[Living Room]]. | SSBUWebsiteChrom5.jpg|Lucario, {{SSBU|Wolf}} and {{SSBU|Fox}} sleeping around {{SSBU|Chrom}} with [[Super Leaf]] equipped on [[Living Room]]. | ||
SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Mewtwo}} and Fox on [[Coliseum]]. | SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Mewtwo}} and Fox on [[Coliseum]]. | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=7gfpUgrLEwo}} | {{#widget:YouTube|id=7gfpUgrLEwo}} | ||
==Trivia== | ==Trivia== | ||
*Lucario and {{SSBU|Charizard}} are the only characters to have had their [[Final Smash]] change between games only to have it revert back to the original Final Smash. In Lucario's case, it had [[Aura Storm]] in ''Brawl'', changed to [[Mega Lucario]] in ''Smash 4'', and then reverted back to Aura Storm in ''Ultimate''. However, it does transform into Mega Lucario for the duration of Aura Storm. In Charizard's case, it had [[Triple Finish]] in ''Brawl'', changed to [[Mega Charizard X]] (as it was a standalone character) in ''Smash 4'', and reverted back to Triple Finish in ''Ultimate'' (as a consequence of being regrouped back into {{SSBU| | *Lucario and {{SSBU|Charizard}} are the only characters to have had their [[Final Smash]] change between games only to have it revert back to the original Final Smash. In Lucario's case, it had [[Aura Storm]] in ''Brawl'', changed to [[Mega Lucario]] in ''Smash 4'', and then reverted back to Aura Storm in ''Ultimate''. However, it does transform into Mega Lucario for the duration of Aura Storm. In Charizard's case, it had [[Triple Finish]] in ''Brawl'', changed to [[Mega Charizard X]] (as it was a standalone character) in ''Smash 4'', and reverted back to Triple Finish in ''Ultimate'' (as a consequence of being regrouped back into {{SSBU|Pokemon Trainer}}'s party). | ||
**Both characters are also characters from the {{uv|Pokémon}} universe. | **Both characters are also characters from the {{uv|Pokémon}} universe. | ||
*Despite also having a type of counter, {{SSBU|Incineroar}}, {{SSBU|Chrom}}, {{SSBU|Peach}}, {{SSBU|Daisy}}, {{SSBU|King K. Rool}}, and {{SSBU|Mii Brawler}} do not appear in Lucario's Classic Mode route. | *Despite also having a type of counter, {{SSBU|Incineroar}}, {{SSBU|Chrom}}, {{SSBU|Peach}}, {{SSBU|Daisy}}, {{SSBU|King K. Rool}}, and {{SSBU|Mii Brawler}} do not appear in Lucario's Classic Mode route. | ||
*The Tip about Lucario's Aura being able to reach a multiplier of | *The Tip about Lucario's Aura being able to reach a multiplier of ×2.5 is both true and false: as of recent updates, ×1.6 is the maximum multiplier. However, Lucario at 0% has a ×0.6 multiplier on its attacks, making the net change about ×2.5. | ||
*Lucario is the only ''Pokémon'' character whose animations are not mirrored. | *Lucario is the only ''Pokémon'' character whose animations are not mirrored. | ||
*''Ultimate'' is the first game where Lucario doesn't have the highest [[traction]] of any character since its debut in ''Brawl'', with the title instead being held by {{SSBU|Sonic}}. | *''Ultimate'' is the first game where Lucario doesn't have the highest [[traction]] of any character since its debut in ''Brawl'', with the title instead being held by {{SSBU|Sonic}}. | ||
==Notes== | ==Notes== |