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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Lucas | |name = Lucas | ||
|image | |image = [[Image:Lucas SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|altcostume = {{s|wikibound|Masked Man}} Lucas | |||
|altcostume = {{s|wikibound|Masked Man}} Lucas | |moveset1 = Lucas (SSBB) | ||
|tier = Upper-Mid | |||
|ranking = 11 | |||
}} | }} | ||
'''Lucas''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given new options and moves in his recreation from ''Brawl'' to ''Project M''. | '''Lucas''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given new options and moves in his recreation from ''Brawl'' to ''Project M''. <!--tier position paragraph--> | ||
==Attributes== | |||
===Overview=== | |||
In ''Project M'', Lucas boasts excellent mobility with fast, low commitment neutral tools, versatile combo tools, and insanely powerful smash attacks. The most notable of his neutral tools is his PSI Magnet, which can be jump cancelled like Fox's shine, making the attack safe on block when combined with his wavedash. Chaining multiple magnets together can help break crouch cancel, or be used on shield to provoke reactions or eventually shieldbreak. Lucas performs daring acrobatic stunts for his regular attacks. While he has less range than most fighters, he incorporates PSI into most of his attacks, meaning they have disjointed sweetspots which do extra damage. His forward aerial is a great example, as it does 13% on the strong hit, and 9-10 on the weak hit. In the right hands, Lucas has the ability to combo every member of the cast into his gigantic Offense-Up Up Smash. Lucas has an excellent dashdance and has a relatively long wavedash. Although following up at high percents becomes difficult for him, if Lucas can land a grab he can use his up-throw to bring a swift end to his opponent. | |||
== | ===Strengths=== | ||
*Excellent grounded mobility for weaving in and out of threat ranges. | |||
*DJC aerials and B-reverse allow for some interesting yet committal aerial mobility. | |||
*Safe and creative shield pressure using jump cancelled PSI Magnet, his great wavedash, and DJC aerials. | |||
*Combo game with unmatched versatility, allowing him to follow up and KO on both knockdown situations and airborne opponents. | |||
*[[DACUS]] allows him to threaten vertically or finish a combo from across the entire stage. | |||
*Vertical kill throw that ignores weight, killing floatier characters easily. | |||
===Lesser Strengths=== | |||
*OK projectile with PK Freeze. Though it can be hit or CC'd, it can lead into followups like DACUS. | |||
*Can go deep offstage both horizontally and vertically and still recover. | |||
*Has a plethora of recovery mixups by with his airodge and z-tether, PK Thunder looping, or stalling using PSI magnet. | |||
*Can respond to camping by absorbing energy projectiles like lasers or fireballs, or charging his Offense Up. | |||
*Has OK out of shield options with aerials, most notably dair. | |||
*Grabbing out of shield is slow, but its range can reach some laggier attacks even after shield pushback, such as G&W dtilt. | |||
===Weaknesses=== | |||
*Short range with most attacks. | |||
*Tether grab is quite laggy, and slower to come out than other grabs. | |||
*Easy combo weight and bad tech roll make him an easy target for chain grabs, tech chases, and juggles. | |||
*Lucas's edgeguards are less than stellar, and he often relies on a read to secure the kill against most recoveries. | |||
*Struggles against platform camping, with the initial dip in his double jump giving him trouble quickly reaching the highest platform. | |||
===Ledge Options=== | |||
Lucas has decent ledge options. Once he is on ledge, Lucas can stall with PK Thunder, quickly refresh invincibility (once) with his ropesnake, threaten those too close with ledge hop PSI magnet, and has a passable ledgedash. There are also rumors of a legendary "snekdash" which, while bewildering in its technical difficulty, gives Lucas completely invincible options coming off of the ledge. | |||
===Offense Up=== | |||
While Lucas had powerful smash attacks in ''Brawl'', they can be even more deadly in ''Project M'' with the help of his new Neutral Special move, {{s|wikibound|Offense Up}}. This move increases the strength of his smash attacks, allowing him to KO faster from on stage. It also increases the vertical reach and overall size of Up Smash, necessary for finishing a combo on floatier characters like Luigi. Unlike most charge moves, as long as you don't miss with a smash attack, you continue to keep the move charged. | |||
===Matchups=== | |||
Lucas can do well in every matchup thanks to his good mobility, OK projectile and low commitment pokes. | |||
He is an excellent counterpick to characters that struggle against whiff punish or have bad out of shield options, like Ganon, or getting early KOs on characters who would otherwise live to high percents, like DK or Ness. | |||
However, he still struggles against range from characters like Marth and Mewtwo, chaingrabs such as Mario's and Ganon's, and tech chases from characters like Meta Knight or Sheik. | |||
His aboslute worst matchup is Sheik, whose oppressive tech-chases can quickly bring him to kill percent, and whose needles completely smother his recovery. | |||
Though the matchup is positive for Lucas, Ganon can easily chaingrab Lucas beyond 110% into a KO with Ganon's Upsmash. | |||
[[File:PMLucasAlt.png|thumb|Lucas' alternate costume.]] | |||
<!--attributes paragraph--> | |||
==Changes from ''Brawl'' to PM== | |||
Lucas was heavily buffed from ''Brawl'' to ''Project M'', as he was given many new options to combo and KO opponents on-stage. While it may seem Lucas's recovery has been nerfed due to the shorter distance that his up special travels, the new air dodge and tether mechanics allow him to come back on stage with greater ease than before. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|[[Up throw]] and [[PK Fire]] now use freezing graphics instead of PSI and fire graphics, respectively.}} | *{{change|[[Up throw]] and [[PK Fire]] now use freezing graphics instead of PSI and fire graphics, respectively.}} | ||
*{{buff|When using Lucas's up [[taunt]], holding the input will actually make him [[trip | *{{buff|When using Lucas's up [[taunt]], holding the input will actually make him [[trip]], allowing situational [[mindgame]]s.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Lucas has gained a long [[wavedash]] thanks to ''Project M''{{'}}s new physics and his low traction, greatly improving his approach and positioning.}} | *{{buff|Lucas has gained a long [[wavedash]] thanks to ''Project M''{{'}}s new physics and his low traction, greatly improving his approach and positioning.}} | ||
*{{buff|Lucas can now [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game even more deadly.}} | |||
*{{buff|Lucas now | *{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed; he is no longer vulnerable to grab release infinites.}} | ||
*{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed; he is no longer vulnerable to | |||
*{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}} | *{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|Lucas has a new neutral attack, he creates a spark of PSI in one hand, and then spins around and creates a spark of PSI in the same hand. It is better combo opener than his old neutral attack.}} | *{{buff|Lucas has a new neutral attack, he creates a spark of PSI in one hand, and then spins around and creates a spark of PSI in the same hand. It is better combo opener than his old neutral attack.}} | ||
*{{ | *{{buff|Forward tilt has less knockback, allowing for easier followups out of it.}} | ||
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion in front of him, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a [[down aerial]].}} | |||
*{{change|Down tilt pushes back the opponent, resetting the close quarters situation into neutral. It can lead into grab or ftilt if the opponent doesn't react in time.}} | |||
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion in front of him, which has | *{{nerf|[[Down tilt]] can no longer [[infinite]].}} | ||
*{{buff|[[Dash attack]] is much faster and can now be canceled, giving Lucas a very fast and long-ranged [[DACUS]].}} | |||
*{{change| | *{{change|[[Up smash]] has decreased startup time, but has drastically less range and slightly less power.}} | ||
*{{nerf|Down tilt can no longer [[infinite]].}} | *{{buff|[[Down smash]] has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to preform a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}} | ||
*{{buff|[[Dash attack]] is much faster and | |||
*{{change | |||
*{{buff|[[Down smash]] | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff|[[Neutral aerial]] links more fluidly and has less hits, while still dealing consistent damage.}} | *{{buff|[[Neutral aerial]] links more fluidly and has less hits, while still dealing consistent damage.}} | ||
*{{buff|[[Forward aerial]] does slightly more damage and boasts improved combo utility.}} | |||
*{{buff|[[Back aerial]] does much more damage and is a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, making it a more reliable offstage finisher and edgeguarding option.}} | |||
*{{buff|[[Forward aerial]] | *{{buff|[[Up aerial]] was given more juggling potential.}} | ||
*{{nerf|Up aerial is no longer a reliable KOing option near the ceiling.}} | |||
*{{buff|[[Back aerial]] does much more damage | *{{buff|[[Down aerial]] now only hits three times and thus has less damage potential, but it no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. This makes it have more utility in combos, either as a starter or finisher.}} | ||
*{{buff|[[Zair]] now has a damaging hitbox, and is also generally better for recovering, as it can be used after an [[air dodge]] and ignores [[edge-hog]]gers thanks to ''Project M''{{'}}s new tether recovery mechanics.}} | |||
*{{buff|[[Up aerial]] | |||
*{{nerf|Up aerial | |||
*{{buff|[[Down aerial]] now only hits three times | |||
*{{buff|[[ | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff| | *{{buff|Standing [[grab]] animation is slightly faster, and has less endlag.}} | ||
*{{buff|All [[throw]]s have been sped up.}} | *{{buff|All [[throw]]s have been sped up.}} | ||
*{{buff|Lucas's new up throw | *{{buff|Lucas's new up throw has very high KO potential, and is the strongest up throw in ''Project M''.}} | ||
*{{ | *{{buff|Forward throw has less knockback, which improves its combo utility.}} | ||
*{{ | *{{nerf|Down throw has greatly decreased knockback scaling, and is no longer a KO move.}} | ||
*{{buff|Down throw's lowered knockback combined with the removal of hitstun canceling significantly improves its comboing capabilities.}} | |||
===Special Moves=== | ===Special Moves=== | ||
*{{buff|Lucas' [[neutral special]], [[PK Freeze]] is replaced with a new special move, [[wikibound:Offense Up|Offense Up]] (a move that Lucas can actually perform in ''Mother 3''), a charging move with storable charge similar to [[Giant Punch]] or [[Needle Storm]], that increases the power of Lucas's smash attacks and stays active as long as Lucas connects said boosted attacks. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.}} | *{{buff|Lucas' [[neutral special]], [[PK Freeze]] is replaced with a new special move, [[wikibound:Offense Up|Offense Up]] (a move that Lucas can actually perform in ''Mother 3''), a charging move with storable charge similar to [[Giant Punch]] or [[Needle Storm]], that increases the power of Lucas's smash attacks and stays active as long as Lucas connects said boosted attacks. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.}} | ||
*{{change|[[PK Freeze]] is now moved to side special, replacing [[PK Fire]], but functions the same as the latter | *{{change|[[PK Freeze]] is now moved to side special, replacing [[PK Fire]], but functions the same as the latter.}} | ||
*{{buff|PK Freeze inflicts more hitlag and less knockback, giving Lucas better follow-ups out of the move | *{{buff|PK Freeze inflicts more hitlag and less knockback, and autocancels upon landing, giving Lucas better follow-ups out of the move.}} | ||
*{{nerf|[[PK Thunder]] is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.}} | *{{nerf|[[PK Thunder]] is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.}} | ||
*{{buff|[[PSI Magnet]] can now be jump-canceled and has more hitboxes above Lucas, giving him a quick and deadly combo option. It also deals damage consecutively for the entire duration of the move, making it less punishable.}} | *{{buff|[[PSI Magnet]] can now be jump-canceled and has more hitboxes above Lucas, giving him a quick and deadly combo option. It also deals damage consecutively for the entire duration of the move, making it less punishable.}} | ||
*{{nerf|PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced. It also no longer turns Lucas around to absorb projectiles behind him.}} | *{{nerf|PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced. It also no longer turns Lucas around to absorb projectiles behind him.}} | ||
==Revisions== | ==Revisions== | ||
===v2.5b=== | ===v2.5b=== | ||
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*{{change|Up smash non-Offense Up graphics shrunk to better match the hitboxes.}} | *{{change|Up smash non-Offense Up graphics shrunk to better match the hitboxes.}} | ||
*{{change|Up smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas.}} | *{{change|Up smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas.}} | ||
*{{change|Neutral air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi-hit trajectories are now location dependent and generate the proper amount of | *{{change|Neutral air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi-hit trajectories are now location dependent and generate the proper amount of hitstun for their knockback.}} | ||
*{{change|Neutral air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.}} | *{{change|Neutral air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.}} | ||
*{{change|Back and down air has been completely revamped to reflect his Brawl animation.}} | *{{change|Back and down air has been completely revamped to reflect his Brawl animation.}} | ||
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|- | |- | ||
! colspan=2 rowspan=2 | Neutral attack | ! colspan=2 rowspan=2 | Neutral attack | ||
| rowspan=2 | || 3% || rowspan=2 | Lucas throws out one hand creating a spark of PSI energy, then spins and throws out the same hand, creating another spark of PSI energy. The second hit moves Lucas a small distance forward | | rowspan=2 | || 3% || rowspan=2 | Lucas throws out one hand creating a spark of PSI energy, then spins and throws out the same hand, creating another spark of PSI energy. The second hit moves Lucas a small distance forward. | ||
|- | |- | ||
| 3% | | 3% | ||
|- | |- | ||
! colspan=2 | Forward tilt | ! colspan=2 | Forward tilt | ||
| || 11% (sweetspot), 9% (sourspot) || Lucas does a | | || 11% (sweetspot), 9% (sourspot) || Lucas does a palm thrust that launches a small burst of PSI energy. This move can be angled up or down. | ||
|- | |- | ||
! colspan=2 | Up tilt | ! colspan=2 | Up tilt | ||
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|- | |- | ||
! colspan=2 | Dash attack | ! colspan=2 | Dash attack | ||
| || 10% (clean), 7% (late) || Lucas slides forward, shooting out a burst of PSI energy from his hand | | || 10% (clean), 7% (late) || Lucas slides forward, shooting out a burst of PSI energy from his hand. | ||
|- | |- | ||
! colspan=2 | Forward smash | ! colspan=2 | Forward smash | ||
| || Normal: {{ChargedSmashDmgSSBM|16}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|24}} || Lucas attacks nearby foes by swinging his stick (energy sword when using the Masked Man costume) horizontally forward. The tip of the stick launches enemies at a more horizontal angle | | || Normal: {{ChargedSmashDmgSSBM|16}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|24}} || Lucas attacks nearby foes by swinging his stick (energy sword when using the Masked Man costume) horizontally forward. The tip of the stick launches enemies at a more horizontal angle. Can [[reflect]] [[projectiles]]. This move can be angled up or down. | ||
|- | |- | ||
! colspan=2 | Up smash | ! colspan=2 | Up smash | ||
| || Normal: {{ChargedSmashDmgSSBM|20}} (clean), {{ChargedSmashDmgSSBM|16}} (late)<br/>Offensive Up: {{ChargedSmashDmgSSBM|30}} (clean), {{ChargedSmashDmgSSBM|24}} (late) || Lucas releases a small burst of PSI that erupts above his head. It has slow start-up and leaves horrid lag afterwards, rendering it very easily punished. It is however compensated by its large knockback and range, which is even stronger through Offense Up. When fully charged, it can KO at 62%, and when fully charged through Offense Up, it can KO as early as 45% | | || Normal: {{ChargedSmashDmgSSBM|20}} (clean), {{ChargedSmashDmgSSBM|16}} (late)<br/>Offensive Up: {{ChargedSmashDmgSSBM|30}} (clean), {{ChargedSmashDmgSSBM|24}} (late) || Lucas releases a small burst of PSI that erupts above his head. It has slow start-up and leaves horrid lag afterwards, rendering it very easily punished. It is however compensated by its large knockback and range, which is even stronger through Offense Up. When fully charged, it can KO at 62%, and when fully charged through Offense Up, it can KO as early as 45%. | ||
|- | |- | ||
! colspan=2 rowspan=2 | Down smash | ! colspan=2 rowspan=2 | Down smash | ||
| rowspan=2 | || Normal: {{ChargedSmashDmgSSBM|17}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|26}} || rowspan=2 | Lucas points at the ground and shoots a burst of PSI energy in front of his feet. It's possible for Lucas to unleash a second burst by pressing the attack button right after the first. It is unlikely that both hits will connect on the same enemy | | rowspan=2 | || Normal: {{ChargedSmashDmgSSBM|17}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|26}} || rowspan=2 | Lucas points at the ground and shoots a burst of PSI energy in front of his feet. It's possible for Lucas to unleash a second burst by pressing the attack button right after the first. It is unlikely that both hits will connect on the same enemy. | ||
|- | |- | ||
|Normal: {{ChargedSmashDmgSSBM|14}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|21}} | |Normal: {{ChargedSmashDmgSSBM|14}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|21}} | ||
|- | |- | ||
! colspan=2 | Neutral aerial | ! colspan=2 | Neutral aerial | ||
| || 2% (hits 1-4), 6% (hit 5), 4% (landing) || Lucas spins in a gyro pattern with PSI energy around him, with the last hit having decent knockback | | || 2% (hits 1-4), 6% (hit 5), 4% (landing) || Lucas spins in a gyro pattern with PSI energy around him, with the last hit having decent knockback. | ||
|- | |- | ||
! colspan=2 | Forward aerial | ! colspan=2 | Forward aerial | ||
| || Clean: 12% (sweetspot), 8% (sourspot)<br/>Late: 8% (sweetspot), 7% (sourspot) || Lucas kicks one foot forward, launching a burst of PSI energy. Can even be linked into itself or even into a down aerial for a Ken combo | | || Clean: 12% (sweetspot), 8% (sourspot)<br/>Late: 8% (sweetspot), 7% (sourspot) || Lucas kicks one foot forward, launching a burst of PSI energy. Can even be linked into itself or even into a down aerial for a Ken combo. | ||
|- | |- | ||
! colspan=2 | Back aerial | ! colspan=2 | Back aerial | ||
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|- | |- | ||
! colspan=2 | Up aerial | ! colspan=2 | Up aerial | ||
| || 10% || Does a quick headbutt that deals low knockback. Has a | | || 10% || Does a quick headbutt that deals low knockback. Has a bit of ending lag. | ||
|- | |- | ||
! colspan=2 | Down aerial | ! colspan=2 | Down aerial | ||
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|- | |- | ||
! colspan=2 | Grab | ! colspan=2 | Grab | ||
| || — || Lucas sends Duster's Rope Snake forward to grab nearby enemies. Has | | || — || Lucas sends Duster's Rope Snake forward to grab nearby enemies. Has noticeable ending lag if it misses. | ||
|- | |- | ||
! colspan=2 | Pummel | ! colspan=2 | Pummel | ||
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|- | |- | ||
! colspan=2 | Smash taunt | ! colspan=2 | Smash taunt | ||
| || 50% || Performs the Osohe Dance performed by Wess from ''Mother 3''. Lasts for an incredibly long duration (over 1000 frames), but whenever the dance is successfully performed without any interruption, the ending pose produces a shockwave that deals a ton of damage, shocking opponents with paralysis before launching them, being capable on landing a [[one-hit KO]] on any character, regardless of damage. | | || 50% || Performs the Osohe Dance performed by Wess from ''Mother 3''. Lasts for an incredibly long duration (over 1000 frames), but whenever the dance is successfully performed without any interruption, the ending pose produces a shockwave that deals a a ton of damage, shocking opponents with paralysis before launching them, being capable on landing a [[one-hit KO]] on any character, regardless of damage. | ||
|- | |- | ||
! colspan=2 | Neutral special | ! colspan=2 | Neutral special | ||
| {{s|wikibound|Offense Up}} || 10% (spark) || When the special button is held, Lucas begins channeling psychic power, complete with a weak [[wind]] effect that pushes nearby foes. After a few seconds, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While Offense Up is charged, Lucas can also press the special button to produce an spark-like attack around himself that can damage foes with little to no startup. Hitting with a smash attack or the spark will allow Lucas to keep the charge, whereas missing will deplete the charge | | {{s|wikibound|Offense Up}} || 10% (spark) || When the special button is held, Lucas begins channeling psychic power, complete with a weak [[wind]] effect that pushes nearby foes. After a few seconds, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While Offense Up is charged, Lucas can also press the special button to produce an spark-like attack around himself that can damage foes with little to no startup. Hitting with a smash attack or the spark will allow Lucas to keep the charge, whereas missing will deplete the charge. | ||
|- | |- | ||
! colspan=2 | Side special | ! colspan=2 | Side special | ||
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|- | |- | ||
! colspan=2 | Up special | ! colspan=2 | Up special | ||
| [[PK Thunder]] || 10% (PK Thunder head), 1% (PK Thunder tail)<br/>PK Thunder 2: 8% (hit 1), 3% (hits 2-7), 8% (hit 8) || Lucas generates a ball of lightning which can be directed with the [[control stick]]/d-pad. Like Ness's PK Thunder, it can be directed into Lucas to launch him. Unlike Ness's version, however, it does not fizzle out after hitting a foe and instead causes repeated damage. The latter also applies to his PK Thunder 2. As such, using PK Thunder will result in Lucas not being able to move or defend, because the control stick/d-pad is used to aim the projectile. This move can also be used to interrupt recoveries. | | [[PK Thunder]] || 10% (PK Thunder head), 1% (PK Thunder tail)<br/>PK Thunder 2: 8% (hit 1), 3% (hits 2-7), 8% (hit 8) || Lucas generates a ball of lightning which can be directed with the the [[control stick]]/d-pad. Like Ness's PK Thunder, it can be directed into Lucas to launch him. Unlike Ness's version, however, it does not fizzle out after hitting a foe and instead causes repeated damage. The latter also applies to his PK Thunder 2. As such, using PK Thunder will result in Lucas not being able to move or defend, because the control stick/d-pad is used to aim the projectile. This move can also be used to interrupt recoveries. | ||
|- | |- | ||
! colspan=2 | Down special | ! colspan=2 | Down special | ||
| [[PSI Magnet]] || 2% (loop), 6% (release), heals 1x the damage of absorbed projectiles || Lucas holds out his hand and creates a small electrical field in front of him that absorbs any energy projectiles shot against him, healing Lucas's by the damage the projectile would have normally dealt. As an attack, it does a small amount of damage to enemies that make contact with the orb, and deals more damage and launches them behind Lucas when he releases it. When used in the air, it halts Lucas's falling speed, similar to Fox's reflector from ''Brawl'', but will do so less often after each repeated use | | [[PSI Magnet]] || 2% (loop), 6% (release), heals 1x the damage of absorbed projectiles || Lucas holds out his hand and creates a small electrical field in front of him that absorbs any energy projectiles shot against him, healing Lucas's by the damage the projectile would have normally dealt. As an attack, it does a small amount of damage to enemies that make contact with the orb, and deals more damage and launches them behind Lucas when he releases it. When used in the air, it halts Lucas's falling speed, similar to Fox's reflector from ''Brawl'', but will do so less often after each repeated use. | ||
|- | |- | ||
! colspan=2 | Final Smash | ! colspan=2 | Final Smash | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Hyperflame|USA}} (PMRank 2016 #8) | |||
*{{Sm|Kip|USA}} | |||
*{{Sm|Kaito|Japan}} | |||
*{{ | *{{Sm|Pink Fresh|USA}} | ||
*{{ | *{{Sm|lloD|USA}} | ||
*{{ | *{{Sm|Neon|USA}} | ||
*{{Sm| | *{{Sm|Oracle|USA}} | ||
*{{Sm| | *{{Sm|Frost|USA}} | ||
*{{Sm| | *{{Sm|Plasma|USA}} | ||
*{{Sm|Spaz|USA}} | |||
*{{Sm|HammerTime|Canada}} | |||
==Alternate costumes== | ==Alternate costumes== | ||
Lucas has been given an alternate costume based on a segment in ''{{s|wikibound|Mother 3}}'' where Lucas is mistaken for the Pigmasks' general, the {{s|wikibound|Masked Man}}, and passes as him for a while. Lucas's costume features no changes to the visual effects of his attacks, other than that his forward smash now uses the Masked Man's energy sword instead of a stick. | Lucas has been given an alternate costume based on a segment in ''{{s|wikibound|Mother 3}}'' where Lucas is mistaken for the Pigmasks' general, the {{s|wikibound|Masked Man}}, and passes as him for a while. Lucas's costume features no changes to the visual effects of his attacks, other than that his forward smash now uses the Masked Man's energy sword instead of a stick. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=7|[[ | |colspan=7|[[Image:Lucas Palette (PM).png|frame|center|Lucas's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:LucasHeadSSBB.png]] | ||
|[[ | |[[Image:LucasHeadOrangeSSBB.png]] | ||
|[[ | |[[Image:LucasHeadRedSSBB.png]] | ||
|[[ | |[[Image:LucasHeadBlueSSBB.png]] | ||
|[[ | |[[Image:LucasHeadGreenSSBB.png]] | ||
|[[ | |[[Image:LucasHeadPurpleSSBB.png]] | ||
|[[ | |[[Image:LucasHeadMaskedManPM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
[[File:LucasoldBairPM.png|thumb|200px|Lucas's back aerial in previous versions of ''Project M''.]] | [[File:LucasoldBairPM.png|thumb|right|200px|Lucas's back aerial in previous versions of ''Project M''.]] | ||
*In previous incarnations, Lucas's back aerial in ''Project M'' was replaced with an aerial roundhouse kick (similar to Ness's forward tilt) that dealt great knockback with high knockback scaling, while his down aerial, a guaranteed meteor smash, had him perform a flip kick downwards. While very powerful, they were not considered versatile enough for competitive play, and were later removed for subsequent versions of the mod in favor of their ''Brawl'' iterations, but with many new buffs (as described above). | *In previous incarnations, Lucas's back aerial in ''Project M'' was replaced with an aerial roundhouse kick (similar to Ness's forward tilt) that dealt great knockback with high knockback scaling, while his down aerial, a guaranteed meteor smash, had him perform a flip kick downwards. While very powerful, they were not considered versatile enough for competitive play, and were later removed for subsequent versions of the mod in favor of their ''Brawl'' iterations, but with many new buffs (as described above). | ||
*Lucas holds the record for the longest Smash Taunt | *In 3.6, Lucas holds the record for the longest Smash Taunt, exceeding 1,000 frames. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Lucas]] | [[Category:Lucas]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |